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SkeletonDragonsCard
BanditCard
FireballCard
FirecrackerCard
IceGolemCard
PrinceCard
BattleRamCard
ZapCard

Introduction

Hello! Today, I will be showing you a Skeleton Dragon deck that can be used for ladder and Challenges.


NOTE: When I am talking about interactions and level related stuff, I am basing this of tournament standard ( lvl 9 ) troops.

Deck Information[]

Deck Created by: Magical Energy123
Minimum Recommended King Level: 8
Maximum Recommended King Level: 12
Arena Required: Rascal's Hideout (Wrong?)
Average Elixir Cost: 3.4 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Skeleton Dragons: Your splash and bait units. They deal moderately high dps and have low health, PERFECT for baiting out Fireball and Posion.
Bandit: One of the Bridge Spam units. She is a great defense at high-damage mini-tank units because of her dps and her dash invulnerability.
Fireball: Heavy spell, finishes off low health towers. I won't be going in to TOO much depth as everyone knows how to use Fireball.
Firecracker: Swarm defense and a annoying support unit. More about here later.
Ice Golem: Useful mini-tanks, nice decent swarm killer AND can kite which is very very annoying.
Prince: Mini-tank, decent tank killer and is a nice pressure unit. Also another Bridge Spam unit.
Battle Ram: Win Condition and another one of the Bridge Spam units. Can also be used to kite troops.
Zap: Zap is your main spell, as it resets, freezes, and kills a decent amount of troops. Very good spell value for this.

Starting off:[]

  • Choose
  • A: RUSH
  • B: Invest a Unit in the back
  • C: wait for you opponent
  • C:
  • It's the best option, as you can decide whether to bridge spam or invest.

Single Elixir[]

  • Well, after your opponent has made the first move, you want to rush if they have played a very high cost unit ( 7 Elixir or above ) using the Bandit.
  • Also, if they have just used a swarm on your Bandit, rush with Ice Golem + Firecracker combo.
  • You also don't want to rush TOO much, otherwise, you'll have no Elixir; you want to still have around 4 Elixir to defend.

Defense[]

  • Defense in single Elixir isn't too bad, as most people want it to be 2x Elixir before building a push.
  • For a tank and spank combo: Use the Firecracker + Ice Golem as the Ice Golem will tank the spanker and the Firecrackers rocket will damage the tank/mini-tank and her shards will damage the spanker which is usually fragile.
  • Miner-Poison: Use the Bandit. Place her 4 tiles away so she can dash. She will make kill the Miner and make it out of the Poison before she dies. She will then dash onto the tower once.
  • Goblin Barrel tank: Use the Skeleton Dragons so they will kill the Goblins that will only get around 1-2 stabs, and then they will finish off the mini-tank.
  • Finally the hard one: Hard hitting unit and a splasher.
  • Use a Prince to take out that splasher. He will then precede to damage the hard hitting unit a bit. ( It won't be P.E.K.K.A. as they will wait until 2x Elixir. ) Finish off the hard-hitter with Bandit, who will again dash onto the tower.

2x Elixir[]

  • Much harder to defend in this time.
  • Normally, for this deck, defense will be Great for us, according to deckshoppro.
  • For a whole tank and splash with dps units push, Fireball the dps and the splasher. Bonus points if you can clip the tank.
  • Finish off the support units with a Firecracker. Make sure they can't kill her.
  • Use Battle Ram to kill the tank if it is a all targeting troop as the Firecracker will help the Barbarians, and if it is a building targeting tank, just use Bandit.

Kiting The Gaming term so calm down you don't have to fly a kite in the middle of your game[]

Definition: For people who don't know, kiting is when a troop chases an enemy troop across to the other side of the arena or all the way back to their tower.

Ice Golem:[]

  • Well, kiting with the Ice Golem is quite easy. There are two ideal tiles for general kiting. More in-depth later.
  • So to kite 'slow' or 'medium' speed troops with the 'slow' Ice Golem, you need to place the Ice Golem on the green tile if it is by it self. Place it on the blue tile if it is the front of a push. Why? Because then it will separate the tank from the other troops.
  • If kiting with the Battle Ram, for fast and very fast units, place it one tile to the left of where the current tiles are left. IF wondering how to do it for the left side, just do vice versa.
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NOTE: THE KITING ON THE BLUE TILE IS MEANT TO BE ONE TILE ABOVE!

Defending with Firecracker[]

  • The Firecracker is quite good for defence as she does moderate damage. She recoils backwards meaning that for slower units, it'll be harder for them to get the Firecracker.
  • For slow and medium speed units, place her 4 tiles from the river, and 3 tiles from the Princess Tower. This way, she'll constantly recoil forcing the troop to chase after her. This can even just counter the P.E.K.K.A. although you'll usually have to sacrifice a snowman.
  • Also, if placed here, she can counter the Witch with the Witch getting around 2 hits. Not bad for a +2 Elixir trade.
  • Ms. Firecracker will also get some damage done on the opponents tower.

Skeleton Dragons[]

  • Well these are your bait units and air damaging units.
  • Split them in the back whenever. They will get a few hits in before dying when split.
  • This allows you to get good chip damage.

Baiting:[]

  • They are excellent at baiting the Fireball as they are in the Fireball range.
  • Sadly, there are only two other cards that can be countered by the Fireball: Firecracker ( used on her when near the tower ) and Battle Ram ( used to knock back, let tower finish ram and barbs without any damage. )
  • However, the Battle Ram can be played straight after they use Fireball on the Larry Dragons.
  • This means they must spend more Elixir unless they want 2000+ damage on their towers.

Bandit[]

  • Her invulnerability while dashing is good for countering troops like the Sparky, Prince, Dark Prince and sometimes the Mini P.E.K.K.A..
  • For the Sparky, place it far away. Sparky has a initial attack speed of around 1.1 seconds and the Bandit charges up her dash faster than that.
  • As soon as she dashes, the Sparky fires off her charge and the Bandit absorbs that charge. The Sparky takes dash damage, and extra damage. The Bandit may die, but by then, the Sparky will be countered.
  • For the two Princes, plant her a few tiles away so she dashes INTO the charge nullifying the damage. The Bandit will usually flop into Elixir ( die ) in the process but this deck is about rushing and chipping their towers down to 0 and defending against your opponent.

Spells[]

  • Classically, Zap you'd use for swarms, and fireball for slightly larger units.

Prince[]

The Prince is used in Synergy with the Battle Ram and Zap, as if they manage to connect, the results on the tower wreak havoc. However, P.E.K.K.A. could possibly counter this, but the Barbarians will do decent amount of damage to the tower.

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