Introduction
Hello. Today I'll share a good deck for arena 2. This deck is called Arena 2 Deck II, because someone has already created the deck 'Arena 2 Deck', so I should add another word to make a difference. This deck has good defense and offense. Remember, to win with this deck you MUST master its synergy. If not, you would have difficulty when playing this deck. The synergies of cards will be explained on the strategy part. This deck is sooo interesting! Let's jump right in.
Deck Information[]
- Deck Created by: C. Twinkly
- Minimum Recommended King Level: 2
- Maximum Recommended King Level: 5
- Arena Required: P.E.K.K.A's Playhouse (Wrong?)
- Average Elixir Cost: 3.6 (Wrong?)
- More Statistics: Go to Deck Builder
Card Roles[]
- Spear Goblins: The Spear Goblins is good in offense with a tank. The tanks here are Valkyrie, Knight, and Hog Rider. The Spear Goblins will deal lots of damage, especially if you tank a bunch of them. If used in defense, put the Spear Goblins in the center of your territory so the distracted troop can be attacked by BOTH towers. For 2 elixir, the Spear Goblins are (once again) good in defense and offense.
- Arrows: The Arrows can deal good damage, having big range, lots of arrows... but most importantly, the SWARM KILLING ability! As a low damage spell, the arrows can be cycled to defeat a Crown Tower with low hitpoints left. It can kill a Musketeer with the help of a Fireball. This card is also decent in Legendaray's Infinite Elixir Challenge, as every swarm pushes... DEFEATED! Thank you for your help, Arrows!
- Knight: The Knight is one of the mini tanks, working well with the Witch, Spear Goblins, and sometimes, with the Musketeer (even though the Knight-Musketeer synergy is still weak against swarms). The Knight card can be very, very good in defense, though not quite in offense. Against a Musketeer, wait until she walked to your territory and immediately place the Knight on top of her, and if possible don't let her to shoot your tower! And the problem in offense, is... He is a melee troop that can easily get distracted. He can be distracted by using a Tombstone on the center, and then when the Knight attacks the Tombstone... he will be attacked by both Princess Towers!
- Fireball: My favourjite spell, I've explained lots about the Fireball on my other battle deck pages... so the Fireball can be good in defense. The Fireball can nearly one shot a Musketeer. The Musketeer then will be one shot by the Princess Tower. For a neutral elixir trade (4 for 4), maybe your Fireball has also shoot the opponent's Princess Tower... and that's fun to see! The Fireball deals 572 damage in level 9, and ALSO in level 9 the Musketeer has 598 hitpoints. So the Musketeer's health will be (598-572) 26 hitpoints left! AMAZING!
- Musketeer: The Musketeer is an anti-air high damage unit. The Musketeer is great against Baby Dragon and Minions. It should be good, VERY good (Though I like Hunter more)! The Musketeer and Hunter has similar abilities, but the Musketeer only shoots one bullet per hit, while the Hunter shoots 10 bullets per hit. The Musketeer is also good in cycle decks, because, once again, she is a good anti air high damage unit!
- Valkyrie: The Valkyrie is extremely good in defense and offense! In defense, she can be put on top of a troop, because she is a melee troop. If you place the Valkyrie too far from the enemy, she must walk and walk until she reaches the target... and if the enemy troop is ranged, the Valkyrie might be attacked a lot before reaching him!
In offense, the Valkyrie is good as rush attack, as she can easily remove distractions and deal lots of damage against the Tower! She is extremely powerful!
- Hog Rider: The hog rider is a win condition! He moves in fast speed, and can almost take down a tower completely by himself if not distracted or attacked. The Hog Rider is also a mini tank, with similar health to the Knight. The Hog Rider has good DPS, too. But remember: Every card, including THIS card, must be supported well so that card has optimal strength. The greatest synergy of the Hog Rider is on the strategy column below.
- Witch: In our deck... There's no swarm yet! No good anti air swarm troop! Not much distraction! And... these explanations can be completed by just ONE card: the Witch. The Witch can be used as a distraction, as Skeletons will do lots of distractions. The Witch is an anti-swarm troop, no matter ground or air swarm, she'll DESTROY them! She can be a good friend to the Hog Rider, Knight, and ... more! that's going to be fun to play with her! She'll destroy, tank for her Skeletons, distract, and... our only EPIC card! Wow!
Strategy[]
The Strategy works by telling the synergy.
- The Witch is good with the Hog Rider and the Knight, and actually also good with the Valkyrie, as the Valkyrie will tank for the Witch herself and her Skeletons.
- The Hog Rider is also good with the Spear Goblins.
- The Musketeer works well with the Arrows, too. The Arrows will kill swarms and the Musketeer herself will destroy tanks.
- The Knight with the Musketeer is also a good synergy, but be sure to have a swarm killer such as the Arrows, Witch, or the Fireball if urgent.
- The Fireball works well with the Arrows, because the Fireball will deal lots of damage, and the Arrows can take out troops with low health left.