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TornadoCard
FireballCard
BowlerCard
HogRiderCard
GiantSkeletonCard
ExecutionerCard
ElectroWizardCard
SkeletonArmyCard

Introduction

I'm using this deck for ladder and it works amazingly well! It is designed to stop Sparky and Bridge Spam quite well with the occasional King Activation. Because of this, Goblin Barrel decks will be easy to counter. A massive enemy push? Plop a Giant Skeleton. Ram Riders? Bowling does the job. And infernos? Prepare to get shocked! Electro Wizard.

Anyway, the reason I found this deck to be so good is that it has a ranged-splash air attacker unit. This is sooooo useful, because Minions and especially LavaLoon will be fairly easy to defend, it just annihilates the backline!

Deck Information[]

Deck Created by: Oaklog
Minimum Recommended King Level: 10
Maximum Recommended King Level: 13
Arena Required: Miner's Mine (Wrong?)
Average Elixir Cost: 4.3 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Tornado: See a lone Hog Rider or Goblin Barrel? That's an opportunity for the king to bust his cannons. Place the Tornado slightly before the barrel lands, close to the king but still enough to pull, and ...
Fireball: Fireball. Pretty much mandatory in every deck because of its versatility: It can almost deny a Balloon and even cripple Three Musketeers! If one level higher, it WILL kill Wizards and 3M in one hit, though a -1 Fireball will not kill Barbarians.
Bowler: Made from Dark Elixir, he can stop Battle Rams, Bridge Spam, and even Elite Barbarians! He knocks back troops so they have to walk even more! Fun fact: with help of a Princess Tower, he is enough to stop Mega Knight and can cripple a P.E.K.K.A.!
Hog Rider: Of course, we need a win condition, and Hog Rider fits the bill nicely. Unlike the Giant, he is almost impossible to fully deny, provided you have Tornado ready to use. He can also quickly deal enough damage for you to Fireball (201 at tournament standard).
Giant Skeleton: What has the health of a Giant, and is a portable Rocket? This bony fellow! It can serve as either a tank, a push-cleaner, or both! Even though it has less bomb damage than a Rocket, it deals 100% damage to Crown Towers. Like the Bowler, it also defeats Mega Knight and weakens P.E.K.K.A. significantly.
Executioner: This guy will be your main ranged-splash troop. Did you notice something? Yes, Tornado is in this deck, too! Ex-nado, everybody! Fun Fact #2: A +1 Executioner can defeat troops with Wizard Hitpoints and lower in at most two hits! This is because one hit from him is about 50% the damage of a Fireball.
Electro Wizard: Excellent support for the Giant Skeleton. He has the ability to reset Infernos and destroy Sparky if planted on top of her. He can also Zap a Centre-plant Goblin Barrel if planted at the bottom of the Princess Tower, as close as possible. Deploy him the moment the barrel's shadow touches the river. (you have 1/6 seconds to react)
Skeleton Army: The Swarm. It should be used if you can't defeat a push using the other cards, as spells easily defeat it. However, against P.E.K.K.A., use it always. It can also cycle quite well.

Substitution[]

If you want, you can substitute the following:

  • Tornado - Arrows: It will help against swarms slightly better, but reduces the synergies w/ Executioner and Giant Skeleton. I actually used this version before I considered the Tornado.
  • Tornado - Log: It will slightly reduce the cost, but can't hit air. If you face Skeleton Barrel often, you may use this modification.
  • Tornado - Snowball/Zap: Makes the deck much cheaper, but kills the synergies.
  • Fireball - Poison: It acts similarly, but has slightly more power and damages over time. Graveyard will suffer! However, it will not be as effective against moving targets.
  • Fireball - Lightning: Can't kill those Witches? It strikes 3 enemies with very high damage. Useful against Night Witch and Witch.
  • Fireball - Rocket: If you don't like the E-Wiz, Rocket should also destroy an equal level Sparky. However, this makes the deck significantly more expensive.
  • Bowler - Cannon Cart: The cart has more DPS and acts as a semi-building. However it can't handle Battle Ram, Ram Rider and Elite Barbarians as easily, due to its lower HP and lack of knockback.
  • Hog Rider - Ram Rider: This significantly rises the cost of the deck, but slows enemy units. Bridge Spam suffers even more!
  • Hog Rider - Battle Ram: Will be better for kiting and deals more damage if it connects, but it is much more fragile.
  • Giant Skeleton - Prince: If you struggle to deploy cards or need that extra DPS, this will help you. If you get faced with mass pushes of Knights and Musketeers, steer clear.
  • Executioner - Wizard: Almost doubles DPS while nearly halving the tankiness. If you get matched with P.E.K.K.A. or its mini version, do not do this.
  • Electro Wizard - Electro Dragon: WILL increase the cost of deck, but stops charging units (Battle Ram, Prince, etc.) better.
  • Skeleton Army - Goblin Gang: Will be more resistant to Zap or Snowball, but will not be able to stop most tanks as easily.
  • Skeleton Army - Miscellaneous: Actually, the skarmy is not completely mandatory, just that it helps reduce the cost of the deck and is a good swarm card. Feel free to put a building or even another spell in!

STATS from deckshoppro[]

Defense: Great

Offense: Good

Versatility: GODLY

Synergy: Good

  • No Cheap Cycle cards.

Tips[]

  • Try to activate your king if possible. It helps a lot.
    • Do NOT activate your king if the push has support troops or your Princesses are battered.
  • If a Magic Archer is deployed next to other troops/Crown Towers, Fireballing is recommended.
    • If you suspect the enemy has Elixir Pump, use other cards instead. If your suspicions are true, then go ahead! Or not...
  • Plant the Executioner/Bowler in front of the enemy push. It should splash the support troops as well.
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