Clash Royale Wiki


Introduction

This deck surfaces in the recent Meta as the new Bridge Spam deck. The aim of the deck is to force bad trades and get as much value as you can with Heal Spirit in order to overwhelm your opponent.

Despite not having Spell that guarantee Tower damage, finishing Tower off isn’t a big issue with Magic Archer and normally you won’t need to worry about finishing Tower off in the first place.

This deck is currently having success in top ladder as well as Challenges, and isn’t the most skill requiring. Definitely give this deck a try in Classic Challenges if your are interested in the Bridge Spam archetype.

Deck Information[]

Deck Created by: SK Gaming
Minimum Recommended King Level: 9
Maximum Recommended King Level: 13
Arena Required: Miner's Mine (Wrong?)
Average Elixir Cost: 3.3 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Tower Troop:
Barbarian Barrel: Small Spell. Your solution against bait deck beside Magic Archer and Electro Wizard, and provide another body that can benefit from Heal Spirit.
Cannon Cart: Ranged utility. The combination of high combined health, long range, high DPS and fast speed makes it incredibly difficult to deal with in a larger push, especially when combined with Battle Ram.
Royal Ghost: Punishment. Since Royal Ghost now hovers, he is a very effective at forcing a bad trade when your opponent don’t have specific counters.
Bandit: Punishment. Having DPS equivalent to a Musketeer and the ability to dash, Bandit is very effective at forcing a bad trade when your opponent don’t have specific counters.
Heal Spirit: Cycle card and value card. Despite the nerf, this card still grant insane value if not countered properly, especially in deck where there are multiple units that can benefit form the healing effect.
Battle Ram: Win condition. It has a high amount of combined health for four Elixir, as well as only targeting buildings so amazing to tank for your DPS units and force out responses.
Electro Wizard: Air defense and utility. His stun attack makes him helpful in a wide range of situation.
Magic Archer: Value card and secondary win condition. With his 7 tiles range and 11 tiles pierce, he is able to snipe buildings and connect to Tower when your opponent misplaced a troop during your push.

Strategy[]

  • Every units in your deck (beside Heal Spirit) has the ability to do severe Tower damage when left ignored. Use this to your advantage and force your opponent to defend when he doesn’t have the right counter in cycle.
    • Royal Ghost is vulnerable to mini tanks.
    • Bandit is vulnerable to mini tanks and swarms.
    • Battle Ram is vulnerable to buildings and knock back/stun effects.
    • Ranged units should generally be used to get defensive value first then counter push with.
      • Cannon Cart and Magic Archer are the two exceptions. Cannon cart can lock onto Tower with its fast move-speed and long range, so it can be an effective punish tool when your opponent have no Elixir. Magic Archer can be used to support your Battle Ram and get chip damage on the opponents Tower if they placed their defenders poorly.
  • When trading units or defending on your side, you can add a Heal Spirit to bump up the health of your units so that it will preserve enough health to get chip damage on your opponent’s Tower if left ignored.
  • Barbarian Barrel, Bandit and Royal Ghost are good as a starting play to force out respond. Alternatively, you can invest Magic Archer in the healthier lane to see what Spells they have. You can also cycle Heal Spirit at the Bridge for chip damage.
  • Battle Ram is the charge leader of your big push, while Cannon Cart limits how your opponent can place cards, as it has high DPS, long range and fast move-speed meaning it cannot be kited and will have to be obstructed constantly or else it will lock onto Tower.
    • During a Battle Ram push, hover your Magic Archer at the bridge so that if your opponent deploy defensive troops in a poor position, he can severely damage the opponents Princess Tower.
  • In two Tower games, you can centre plant Cannon Cart, Bandit or Royal Ghost to potentially get Tower damage. For Bandit and Cannon Cart, deploy one tile down so that it won’t get damaged by the King Tower during deploy time.
  • Against decks beside Siege or Bait, you can cycle your Barbarian Barrel without much concern.

For individual usage of each card, you can check out my guide on P.E.K.K.A. Bridge Spam.

Matchups[]

When playing this deck, your least favourable matchup is Big Spell Bait such as Fireball Bait and Beatdown with Elixir Collector.

To win against these decks, you would want to punish extremely hard when they invest Elixir Collector. If you suspect they are running it, do not be down too much on Elixir, since a successful attempt of building Elixir Collector without getting punished will spell doom for you.

Fireball Bait with Three Musketeers is somewhat not as threatening because you have Royal Ghost and Barbarian Barrel to cripple them significantly once they crossed the river. A well placed Electro Wizard can avoid being targeted by the Musketeers and stop the opponents Battle Ram from connection. The only thing you want to look out for is to not give too much defensive value to 3M, as this deck does not have the defensive capacity to handle duel lane push while being down on Elixir.

History[]

2020

  • The Deck by SK GAMING deck could be created from as early as Heal Spirit's release, which happened on 2/4/2020.
  • On 22/10/2020, the Deck by SK GAMING deck was featured in the CRL World Finals Challenge as a CRL World Finals 2020 Deck.

2024

  • On 1/4/2024, the Battle Ram was allowed to evolve.