Introduction
This is a very spammy, rushy deck that focuses on wrecking opponents through constant attacks. It's a quick striking deck, and decent for casual play, but after you get to the bigger leagues, this deck loses strength.
Deck Information[]
- Deck Created by: AWESOME CLASHER556
- Minimum Recommended King Level: 8
- Maximum Recommended King Level: 10
- Arena Required: Serenity Peak (Wrong?)
- Average Elixir Cost: 2.9 (Wrong?)
- More Statistics: Go to Deck Builder
Card Roles[]
- Lumberjack: The Lumberjack, first and foremost, is the main attacker and your go- to damage dealer. It's OK to use him as a tank- killer if both your Bats and your Inferno Tower are out of rotation, but otherwise save him for your pushes. The Lumberjack's death Rage is also tremendously powerful if Bats and/or Bandit is behind it.
- Bandit: Bandit is this deck's resident Sparky discharger, Prince and Dark Prince resetter, and all that. If your opponent doesn't have these cards in their deck, I give you the license to go all out with her.
- Ice Spirit: Ice Spirit, along with Heal Spirit, are the cyclers of the deck, AND they double as powerful supports if your opponent ignores your Lumberjack/ Bandit attack. Ice Spirit has more defensive utility and can also serve as a Sparky discharger/ Prince resetter.
- Heal Spirit: Heal Spirit, along with Ice Spirit, are the cyclers of the deck, AND they double as powerful supports if your opponent ignores your Lumberjack/ Bandit attack. Heal Spirit has more offensive utility and is more helpful in an ignored push, giving your Lumberjack/ Bandit more chances to strike and devastate a tower.
- Bowler: The Bowler is the hard counter, along with Inferno Tower and sometimes Bats. Bowler can easily wreck Witch, Skarmy (Skeleton Army) Ram Rider, things hiding behind Elixir Golem and Ice Golem, and many more ground troops. Bowler is the swarm control, and can be a powerful support troop after a small skirmish. In a last- ditch attempt, Bowler can be used as a tank to save your towers and hopefully tilt the match back in your favor.
- Bats: Bats are a cycling card, as well as a swift counter to Hog Rider, Battle Ram, Bandit, Lumberjack, and more. Bats are more of a defensive card, but if they manage to lock on a tower with Bandit or Lumberjack, there is a good chance you'll claim that tower. Bats are your go- to for those cheaper, peskier tanks and non- air targeting troops behind it, as well as an air counter for already locked on air troops and a (hopefully) not locked- on Inferno Dragon.
- Rage: Rage is kind of a wild card (Get it? Get it? I know, I'm hilarious) but unleashing a Rage's power on a Bandit or Lumberjack that's on or near a tower and backed up with Ice and/or Heal Spirit will almost certainly clear the tower.
- Inferno Tower: Inferno Tower is the tank- killer of the group. Pairing it up with Ice Spirit can and will be a huge loss for an enemy tank. It can also delay an opponent's tanks if you've already placed one, giving YOU the opportunity to strike. Lava Hound, Golem, Goblin Giant, P.E.K.K.A., and more will tremble at the feet- err, I mean, base of the mighty Inferno Tower!
Strategy[]
HOW TO PLAY THIS DECK, VERY IMPORTANT
The Match[]
- First Minute: Focus on small but sure attacks that shouldn't cost more than 6 Elixir. Or you can punish bad pushes with Bowler and Inferno Tower, but this deck isn't very patient. Then, after one minute, the real fun begins.
- Second Minute: The attacks start getting swifter, faster, harder and stronger as Double Elixir nears. The threat of DE is heavy, and the tension gets thicker. Bowler, Bats and Inferno Tower start gaining more value. Hurry and cycle towards your Lumberjack when the clock strikes 10 seconds till DE
- Third minute/ DE: The tension is so thick you could chop it with a Lumberjack axe. NOW of all times is the chance to be patient, easily gaining such an Elixir advantage that you can freely push without worry. If you took a tower earlier, congratulations! Your victory should be easier. The main backbone of your push should be Lumberjack. Then back behind the Lumberjack maybe a Bandit or Bats, then double Spirits, and finally a RAGE to demolish the towers, and then all heck shall break loose.
- Overtime: Focus on nothing more than pushing and combos. Feel free to singularly place down Bandit/ Lumberjack.
Annoying Deck Counters[]
These cards are my nemesises. I really hate their counterability to the rushing.
- Skarmy: This card is so annoyingly good at countering even a double Spirit Lumberjack push.
- Zap: Wrecks Bats behind a Lumberjack/ Bandit, and minimizes tower damage.
- Log: Wrecks a double Spirit combo, and minimizes tower damage.
- Valkyrie: SO TANKY. Ruins my attack and is often reused in counterpushes.
- Bowlers/ Executioners: Haven't seen many, but when I do, my attacks and plans are foiled for a good lng while.
Substitutes[]
Having trouble finding cards like Bandit and Lumberjack? Have stronger cards or too- low levels? You can swap them out for these cards instead!
- Dark Prince: Dark Prince can be the tank instead of Bandit or Lumberjack, though with a noticeably lower DPS.
- Executioner or Wizard: These cards can replace Bowler, but are much squishier and have no knockback. On the upside, however, they can both hit air.
- Baby Dragon: This can also replace Bowler, but loses a massive amount of tankability. With moderate air- and- ground splash and decent DPS, this is a fair trade. It's also cheaper!(Afterthought)
- Fire Spirits: Using Fire Spirits to replace any of the following: Ice Spirit, Heal Spirit, or Rage! They are excellent swarm control and can replace BOTH the spirits, freeing up a slot for one more card if you want it.
- Inferno Dragon: Can replace Inferno Tower for a cheaper cost and MUCH higher offense, but with less chokability and control, as well as a one- time defense unless cleverly placed.
- Skarmy: Replacing Bats for Skarmy weakens your air defense, but exponentially increases ground defense. Can also be a situational replacement for Inferno Tower.
Other Wombo Combos[]
- Lumberjack+ Rage: This can work, but Rage is best saved for DE at the 1:30 minute mark.
- Bandit+ Rage: Same from above applies.
- Bats+ Rage: A solid defense, but the above applies.
- Inferno Tower+ Rage: This is probably the best impromptu use of Rage, shredding enemy HP terrifyingly quick. however, the same above applies.
- Bowler+ Double Spirits: Not too strong unless there's already a Lumberjack or Bandit, in which case it becomes a monstrous support.
- Lumberjack/ Bandit+ Bowler: Applies the above, but ignore the Spirits for a slightly weaker support.