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Introduction
I have used this deck to get from Arena 12 to legendary arena.I was not sure how to classify it so I just used Bridge Spam (It could also be midladder, cycle or beatdown). It is a pretty easy deck to use, it gets damage amazingly easily, but sometimes you'll find yourself at an elixir deficit if you overcommit to a push. It is also level independent, all my cards are lvl 9 and in Arena 14, you will be up against mostly KL9+ and card lvl 11+. BTW I am F2P. PS: I will edit over time. NOT complete. Jump to strategy for main body.
Deck Information[]
- Deck created by: MisterMiraclez
- Minimum recommended King Level: 8
- Maximum recommended King Level: 12
- Arena Required: Spooky Town (Wrong?)
- Average Elixir Cost: 4 (Wrong?)
- More Statistics: Go to Deck Builder
Card Roles[]
- Tower Troop:
- Mega Knight: Your main defense card. Extremely easy to use, just pop it on any grounded push (Even P.E.K.K.A or Elite Barbarian based) and it will crush. It also has a role in offense which will be explained.
- Ram Rider: Your win con. In my opinion, the Ram Rider is seriously underrated and I have never had a failed Ram Rider connection.
- Princess: An incredibly versatile card. Though it is weak to spells, it can be used as support for any defense/push, chip, an air swarm killer and Witch counter.
- Electro Wizard: Amazing defensive card. Use with Mega Knight to disable most pushes, use on Inferno Dragon, Inferno Tower, Battle Ram and any other charging cards.
- Inferno Dragon: Your tank killer. In double elixir, pair with Mega Knight and Electro Wizard to literally obliterate everything. Normally, pair with Ram Rider, Mega Knight or another tank to take down a fast tank (Lumberjack, Mini P.E.K.K.A, Mega Knight etc.), and use it alone to kill a slow tank (P.E.K.K.a, Balloon, Valkyrie etc.). If used correctly with the right troop, you will get zero tower damage.
- The Log: Your small spell. Use freely on basically anything you like except if the opponent looks to be a Log Bait user.if that is so, use The Log to kill the Princess and then use the Fireball for the Goblin Barrel for a neutral elixir trade.
- Fireball: Your big spell. Upgrade it as much as possible to get better elixir trades. Use to kill support troops and tower damage.
- Royal Ghost: For this slot, use, Royal Ghost, Skeletons, Goblin Gang, Bats, Knight or Tesla.
Strategy[]
How to play this deck[]
- First play: Don't reveal to much (Lone Mega Knight at the back, lone princess at the bridge) or reveal all (Ram Rider and Princess combo (aforementioned)). If you have a terrible hand/cycle, Fireball the tower.
- Early Game: If the opponent is a defensive player, play Mega Knight at the back then add on Electro Wizard and Inferno Dragon, wait for that drama to die down and play Ram Rider and Princess. Both these combined is five cards, so even if you're opponent doesn't do ANYTHING offensive, you won't have to cycle cards. Defend when necessary. Check situationals for extra advice against specific decks. If the opponent is super offensive, easily counter his pushes with Mega Knight, Electro Wizard, Inferno Dragon and Tesla. While doing this, place a Princess or Ram Rider on the other side's bridge and the chances are, the opponent won't notice or have the elixir to deal with her and your incoming counterattack.
- Mid Game: Usually I have captured a tower or gave up by this stage. If you have taken a tower and your opponent is nowhere near a tower, don't defend like you normally would. This deck has a very reliable defense, but sometimes your cycle and hand isn't right to deal with incoming attacks. So, just play offensively on the other Princess Tower, preventing your opponent to attack. If you are down a tower, play offensively but also cycle your spells. I have had multiple situations where the opposing tower has about 50 HP left at the end of a game, so make sure to start chipping as some as you're down a tower. 3-crowns is actually quite hard with this deck, I never achieve it unless the opponent gives up or is really terrible.
- Late Game: If you're in overtime, it means both you and your opponent have a rock-solid defense. Because of this, just spell-cycle safely until tiebreaker. If the opponent carries a heavier spell, try to bait it with other cards.
- Super late Game: In 3x do the same thing as in 2x Overtime.
Synergies[]
- There are some very powerful synergies in this deck. Here is a list.
- Mega Knight+Electro_Wizard: This is a very powerful offensive and defensive option against ground pushes, countering just about anything grounded in the game. I use it mostly as an offensive push, or if the opponent uses a charging card in their push.The Electro Wizard denies the opponent the chance to snipe the Mega Knight with a charging troop or an air troop. The Mega Knight, in turn, if placed right, can defeat a mini-tank (Knight/Valkyrie/Lumberjack/Rascals etc.) before the opposing troop can destroy the Electro Wizard.
- Mega Knight+Inferno Dragon: This is basically just a more defensive version of the previous synergy, able to take down much bigger pushes, but weak to charging attacks and stunning attacks. Ony use if the Electro Wizard is not in hand.
- Mega Knight+Inferno Dragon+Electro Wizard: This combo should only be used in double/triple elixir and is a combination of the aforementioned synergies.
- The Log+Fireball: Use this on bigger support troops (Witch, Wizard, Musketeer etc.) if the lone Fireball doesn't kill them.
- The Log+Skeletons: Use this on defense to deal with Elite Barbarians, Hog Rider or Battle Ram if Mega Knight is not on you, or 3 or less royal recruits.
- The Log/Royal Ghost+Inferno Dragon: Use to deal with Mega Knight, Electro Giant and other slowish tanks. This will almost completely defeat them.
- Goblin Gang+Inferno Dragon: How to kill Mini P.E.K.K.A if you're insecure.
- Ram Rider+Princess: Your MAIN attack synergy. The placing is mentioned before, but I'll put a picture here, just in case. The Princess covers the Ram Rider's weaknesses (swarms, witch), and the Ram Rider stops mini tanks from reaching the Princess for quite a bit longer.
- Ram Rider+The Log: If your Princess has gone missing, just use this instead. Place the Ram Rider at the bridge and then place The Log at the bridge about a second after the Ram Rider is deployed.
Singular Uses[]
- The Ram Rider can be used to disable pushes, slowing everything down while killing very weak troops such as Bomber, Princess and Firecracker. Then, while your opponent is investing more elixir to replace those unite, you will get free tower damage.
- The Mega Knight can be used alone to stop almost all ground pushes but with the aforementioned synergies, it is better. Use alone to counter Barbarians, Hog, both RRs, Battle Ram etc. It can counter a P.E.K.K.A of similar level if defending even.
- Use the Log to kill all swarms, knockback the Battle Ram, Ram Rider or Hog Rider. Use to damage Royal Hogs and destroy Goblin Drill. Us to kill very weak troops and knock things into the Mega Knight's charge range.
- The Fireball, if overleveled, can be used to kill big support troops, Royal Hogs etc. It can also chip away in overtime, though not as good as a rocket.
- Inferno Dragon can kill slow tanks and baby Dragon easily. Other than that, just use it with something.
- Princess is amazing chip. It will ALWAYS get at least one attack before the opponent deals with it. AMAZING in overtime.
Substitutes[]
- Mega Knight: If you find this deck to heavy, use Valkyrie instead. A warning though, Valkyrie isn't nearly as effective. Bomber does work, and make the deck cycle much cheaper, but again, isn't as effective. In order to use it, you must use Royal Ghost, Knight or Tesla in your free slot for the Bomber.
- Ram Rider: NO. ABSOLUTELY NOT.
- Princess: Not really any effective substitute, but Magic Archer and Executioner can be used. I tried with both though and lost hundreds of trophies with each.
- Electro Wizard: You can't substitute this card. Not even with Electro Dragon or Electro Spirit.
- Inferno Dragon: Mega Minion and Inferno Tower can effectively replace Inferno Dragon. To be honest, I only use Inferno Dragon instead of Inferno Tower because I love Inferno Dragon.
- The Log: If you have it, don't sub it out. I don't care what level. If you don't have it, use Arrows. Arrows does similar damage but can target air also. This comes at the price of 1 extra elixir.
- Fireball: No sub.
Situationals[]
- Against a P.E.K.K.A deck: Only place Mega Knight for defense. Do not place him at the back to build up a push. Do not use him to counter things more than 2 elixir less than him, because that will put you at a substantial elixir deficit (Normally, I sometimes counter Princess, Hog, Miner, Dark Prince etc. with Mega Knight). Save you Inferno Dragon and Tesla/Skeletons if you have them. If you're facing a deck with Balloon as well, Fireball it and use Princess or use your Electro Wizard on it.
- Against a Ram Rider deck: I only discovered what happens in this situation a few days ago. Save your Ram Rider to defend against the opposing Ram Rider. Once the opposing Ram Rider crosses the bridge, play your Ram Rider 2 tiles from the river and 4 tiles from the path. Next, place a high damage troop to prevent connection.
- Against a Hog deck: Only if you decided to carry Tesla will you be able to defend against Hog. Go crazy offensive. Rush at the bridge and build pushes from the back. Take the 3-crown before the opponent does. If the opponent has a rock solid defense, it gets hard. You have nothing to fully counter a Hog (look above) so you will just have to try and chip hard enough to beat them.
- Comment if you want other situationals.
Underleveled?[]
- If you are an underleveled player, this deck is for you. Though not that F2P friendly in leagues, this deck can really help underleveled players in midladder arenas and that is why I used it. To level this deck up, try to be in a clan which gets 1st/2nd in Clan War most times to get a high chance of a legendary and be sure to do all the special challenges and events for extra wild cards/legendaries. Trading is also essential to get your pick of cards. Other than the leggies, Fireball, Skeletons, Tesla, Knight and Goblin Gang and Bats are all super easy to level up and try to trade away Ice Spirit, Ice Golem, Hog, Arrows and other popular cards.
Leveling up priorities[]
- There is a very clear road of priorities in this deck, from least important to most.
- 1st priority: Fireball. leveling this card up is crucial because of its ability to kill ranged support cards. If it is overleveled, it can easily supports for a positive elixir trade PLUS tower chip.
- 2nd priority: Mega Knight. Although most people count Mega Knight as a level independant card, in my opinion it is the least in this deck. Especially on offense.
- 3rd priority: Electro Wizard. The Electro Wizard's stun ability never gets better, so any level Electro Wizard will do to fend off charging attacks. Its damage does though, and that is crucial for killing Balloons, Baby Dragons, Skeleton Dragons, Electro Wizard and other air troops when Inferno Dragon isn't in your hand.
- 4th priority: Ram Rider. This is important for her health and damage. The Ram Rider doesn't have much health, so leveling her up really helps. Her snare damage is also crucial when facing a Bomber, Princess, Firecracker and other weak supports.
- 5th priority:The Log. Self-expanatory.
- 6th priority: Princess. Leveling her up doesn't really matter all that much, but try to have her at least the same level as your opponent's swarms.
- Last priority: Inferno Dragon. Not worth it. Don't bother unless your other troops are far outleveling it.
The blank space[]
- Royal Ghost or Knight: Having a Royal Ghost in this deck hasn't helped me at all but others may have different opinions. It is splash and somewhat tanky, kill off supports and can chip towers, allowing it to be a very versatile card. The downside is that it can't kite anything. The Knight is like the Royal Ghost but without the downsides and no splash. If choosing one, choose Knight.
- Skeletons, Goblin Gang or Bats: A swarm helps this deck a lot, especially a ground one. All three are common and therefore easy to level up and are pretty great in the current meta. Goblin Gang is just an amazing card, able to killing almost anything except a Splank. Bats are fragile but against big grounded decks, they are OP. I once had a battle where one of my Bats managed to survive three minutes. Skeletons has most synergies with this deck and also covers its worst weaknesses. All very tempting.
- Tesla: My choice. It is absolutely OP at the moment. Can kill basically anything albeit with a little support. It also adds another air-targeting troop, which this deck doesn't have much of.








