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BanditCard
RoyalRecruitsCard
EliteBarbariansCard
HealSpiritCard
ArcherQueenCard
MagicArcherCard
BattleRamCard
PoisonCard

Introduction

Hi guys! Its n33z dutz here. I was tinkering with the original meta bridge spam deck when I made this. I've had so much success with this, dominating most of the matches I've played with it. I added poison as the original deck falls out to defense heavy decks like graveyard, hog cycle, recruits hogs etc so the poison destroys so much defense and makes sure you don't lose to spell cycle. I added recruits as it helps a lot on defense and it provides insane dual lane pressure. I've actually only had this deck for 5 days but I won a classic challenge first try with it and got 16 wins in the global tourney against all the 6.5k players(as a shitty 5.3k midladder player) I love this deck as it is so versatile and almost any 2 cards in the deck synergise well together for a different purpose, maybe except heal spirit+poison.(go on, I dare you.) I really recommend this deck, try it out and tell me how was it :)

Deck Information[]

Deck Created by: n33z dutz
Minimum Recommended King Level: 9
Maximum Recommended King Level: 14
Arena Required: Royal Crypt (Wrong?)
Average Elixir Cost: 4.3 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Bandit: your lightest threat card, used to find out what opponent has, snipe weak troops and buildings, can be placed behind recruits or ebarbs as support, and also can be utilised as a minitank.
Royal Recruits: Your best defense or investment card. It can be placed in the back during double elixir, and sometimes, if your opponent doesn't have an adequate response, single elixir. It counters many cards of similar elixir cost, like sparky, prince, mega knight, and pekka, so if you know you are going against these cards, save it.
Elite Barbarians: Your best tank killer. Destroys golem, giant, and the like. Also your strongest bridge spam card, can be used for both single and dual lane pressure.
Heal Spirit: cycle card/heals up all your spam cards
Archer Queen: literally used for everything that this deck does. Can be deployed at bridge, planted in the back, placed in the middle to snipe their valk, defend, anything. aq op
Magic Archer: g e o m e t r y

Of course it's also used on defense in conjunction with battleram, recruits or ebarbs. Better than queen for utility on attack, but way weaker in hp and defense.

Battle Ram: on offense, place behind recruits to force out mk or something, or if he's playing a deck with a building use it on the building then play other cards. This takes advantage of the fact that this uses a lot of dual lane pressure, so if opponent wasted his building, battleram forces a troop to be placed on 1 side, which makes the troop less effective. Battleram can also kite troops or tank for aq.
Poison: ur only damage spell. If your opponent centerplants fireballies or swarms, which they are forced to do a lot of the time, use it.

Strategy: Game plan[]

Single elixir:

Some good starting plays are: bandit the back, healspirit the bridge, bandit the bridge, battleram the back. If it comes to it marcher the back and split ebarbs the back are ok plays too. DO NOT recruits the back. I learnt the hard way against mk sparky wizard. :(

as with all decks, find out his deck composition while keeping the initiative in attacking. Does he have a building? How much aoe does he have? Is he running bridge spam too?(lol free matchup)

You should make plays so that he's forced to spend 1 more elixir than he would have if something else was in cycle. This way, you both know what the opponent has and your rushes become more threathening. As we all know, bridge spam is far more dangerous if the opponent is down elixir.

Recruits is basically all you need on defense. Of course you might have to throw in a little more elixir to defend and usually have elixir to rush.

for example, this game I played. He uses dark prince in the back to defend my bandit in the second minute. Then, he spams giant sparky at the bridge(frankly, wtf?) right as I battleram the other lane. So I could just recruits heal spirit which was very effective.

I got the upper hand in that exchange, dealing more damage on one tower and chipping the other and eventually won.

Double elixir

Alright, surprisingly the plan is pretty similar. However, your attacks become so threatening now that if he gives you some value on almost anything and you know which cards to play, you sometimes can even take 2 crowns in the one push. The cards in this deck have so much potential to get a lot of value, like bandit chain dash, ebarbs super high dps, archer queen(it's archer queen), marcher sniping buildings and mini tanks from the middle or sniping tower with geometry, heal spirit healing anything under the sun, poison hitting everything, battleram bypass, and recruits destroying mini tank and tanking for single target units

just recruits the back once you get into double elixir(by the time they go on attack you'll be back to it), otherwise just do the battle starting plays I stated above.

You'll be using aq and ebarbs on defense more than before, as they are the best all round cards in this deck. A good play that's won me the game a few times is when aq is left on defense, recruits in front of aq and then play either bandit the middle or battleram opposite. If you have the attacking initiative, a marcher to snipe tower is very viable, as is split ebarbs+heal spirit.

If opponent gives tower+poison value, take it.

For more detail in the combinations and plays you can do, check Strategy: synergies.

Triple elixir

This is very similar to double elixir, but both of you have way more units. Thus, the key to victory in triple is getting value on multiple units, which poison and marcher are great at. Plus, if both of you survived till triple, it's likely that your only source of damage is marcher geometry and poison. Due to your push having higher dps, bandit also has an advantage in chain dashing here. Battleram is most likely going to serve as only a tank for other troops and a very good distraction. Most range troops can't deal with the push if battleram is behind so they have to deploy a melee troop or a building, and both situations favour marcher.

As with pekka bridge spam however, this deck usually breaks through once and then starts to steamroll. and usually this is achieved by placing spam cards at the side of the arena to bypass buildings, mini tanks, etc. to either break through or force out elixir that would be wasted if you have good dps on that side of the arena.

2 tower game

I shouldn't even have to explain this

Against nearly all decks, you have the advantage in 2 tower game, as you have the fastest means to take down tower.

I'll assume both players are good enough to defend till overtime.

Spamming the pocket is incredibly effective as they have to spend a similar amount of elixir(if you know rotation of cards) and they can't spam back usually. I always preplant a marcher or recruits to stop said spam if they do.

A good option is ebarbs on defense then as the ebarbs make their way to the tower, battleram, queen or bandit the pocket, depending on the cards they have.

Strategy: synergies[]

I told you earlier on that almost any 2 cards in this deck can be played together to fit a purpose very effectively. I'll divide this section into defensive and offensive synergies. Take note, I'm only writing the best ones, or the most versatile. You can challenge the point about any 2 cards synergizing in the comments.

Defensive synergies

Recruits-queen: Recruits blocks the lane and provides good distraction of support troops, queen dps. Very effective.

Battleram-marcher: marcher over queen for this as 1. cheap and 2. longer range. Works just like ice golem-musk in hog 2.6 does.

Ebarbs-queen/marcher: just raw dps

Ebarbs-heal spirit: best way to defend effectively and for a cheap cost, then have full health ebarbs on counterattack

queen-bandit: mini tank+ dps. Cheap and effective.

Offensive synergies

recruits-ebarbs(split): very strong split push. I don't think I have to state this but just in case: put ebarbs behind recruits

bandit-ebarbs: your best(fastest) rush. heal spirit can be added on. This works very well when opponent doesn't have much aoe or used it already. Otherwise, don't do this or you'll be at huge elixir disadvantage.

ebarbs-heal spirit: pretty self explanatory. Ebarbs got dps, heal spirit got heal

bandit-battleram: cheapest tower taking combination, best punishment when up a lot of elixir

recruits-marcher: recruits forces units to be placed in middle, marcher snipes

battleram-marcher: I have no idea why everyone falls for the marcher predictive snipe but they do so good for me :)(make sure to know whether to commit further to the snipe though)

recruits/ebarbs+ poison: this was covered earlier but poison helps so much here because of the radius and the fact that opponent has to place things in the middle to counter the split pressure

Strategy: matchups[]

Hog cycle: Recruits the back is a safe play. Poison the musk, centerplant bandit, and when the bandit dashes away centerplant marcher. Pretty textbook matchup.

Miner control: they can't centerplant units too much so usually they aoe down one side and use a minitank on the other, so aq one lane and marcher the other.

mk/pekka bridge spam: save recruits for their big unit, and split ebarbs. As I said earlier on, free matchup. Don't be afraid to go down 3 elixir to deal damage, you have counters to all their cards.

meta 3.5 bridge spam: if you lose a free matchup like this I have nothing to say. Recruits hardcounters 7/8 of their cards and 7/8 of your cards hardcounters the one that isn't hardcountered. Their deck loses out to stacked pushes as their only pierce is marcher and u got poison.

egiant: ebarbs same lane in the back to their push, maybe send a small rush opposite lane. Then recruits their support. Also heal spirit your ebarbs on defense. separate your queen from ebarbs and protect marcher. In the case that you reach overtime with similar health, keep rushing cos what can he do? queen/golden knight the bridge? That's why you save your battleram(unless he invested buramthequin or waaaaaa on defense)

Golem: see egiant

Giant sparky: save up recruits and relentlessly spam ur opponent once he plays his sparky. Another need is not to play queen opposite lane.

Logbait: princess is priority for poison. Quite easy matchup.

skele king gy: v hard matchup. kite skele king, poison gy, but if it's urgent on offense poison skeleking and use marcher on his next gy.

gy: ez matchup, again, you have marcher and poison so sometimes use poison on offense if it gives value

midladder bs: I know it's supposed to be bridge spam but focus on defending and split your push very evenly.

substitutions[]

Recruits: none, if you don't want to use it see Ttv1kid's guide to 3,5 meta bridge spam.

Poison: fireball(not as good radius or overall damage, and good luck against gy)

heal spirit: any other spirit/barb barrel

marcher: mother witch(no clutch factor/niche/can't centerplant and snipe)

queen: hunter(nowhere as good though it beats some things faster)

battleram: ram rider(Doesn't spawn anything, more expensive, can't kite well but can counter balloon, smol swarm, jump river) or dark prince(can jump river but it doesn't ignore troops/not a wincon)

bandit: ghost or dark prince but for the chain dash and the sniping of units bandit is way better.

ebarbs: I guess if you really wanted, prince or mini pekka kinda works but why even bother, just make a midladder deck

closing words[]

This was my first deck guide and I hope you like it. Please tell me what I should have done better in the guide.

This was one of the most fun decks I've played, and the most successful one I've played with. I hope you find success with it too. ;)

Feel free to drop a comment below or on my message wall. Before you comment 'low skill trash' I know it's pretty low skill on the surface but as with many decks, it actually has a depth of knowledge of the deck to play well with, in fact more so than many other decks(imo)

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