Clash Royale Wiki


Introduction

Hello there, I am the great Umpa401, bringing you another battle deck!

I started making my deck like this: I had come home from playing with a friend of mine who thought Tesla was trash. After thinking about learning 2.9 x-bow, I went to bed, and for some reason thought about an all explosive cards deck. Eventually they combined, and I came up with this monstrosity of a deck. And then I absolutely annihilated him with it.

WARNING: the recent giant skeleton nerf has basically made this deck useless. Hopefully he is buffed again. #RIPgiantskeleton.

Deck Information[]

Deck Created by: Umpa401 and AesDragon
Minimum Recommended King Level: 9
Maximum Recommended King Level: 13
Arena Required: Hog Mountain (Wrong?)
Average Elixir Cost: 3.9 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Tower Troop:
Giant Skeleton: A push destroying menace and unignorible threat, the giant skeleton is a force to be reckoned with. Unless the opponent has tornado or fisherman, once this card reaches the tower it’s GUARANTEED nearly one thousand tower damage at tourney!
Valkyrie: You’re swarm killer. Works well when paired offensively with giant skeleton. Or put them together on defense for an unstoppable wall.
Balloon: You’re main win condition and yet another high damage card. Synergies well when an ice golem or giant skeleton is tanking the hits. The most lethal part, however, is the balloons insanely fast first attack speed-it’s only 0.2 seconds! As if that weren’t enough, it also has a high amount of health AND moves relatively fast, especially for something this dangerous.
Goblin Cage: Some of you may be wondering why I picked this building. It’s rather simple actually; the secret to the goblin cage is where the value is. The cage itself isn’t worth anything, so if the opponent spells it down, then there wasting elixir, and if a troop attacks it, it’s wasting time.
Tesla: Your only consistent anti air. The only weakness in this deck is the lack of anti air, so use this card wisely. Can also be used with goblin cage to drag building targeting troops toward the king tower and activate it.
Ice Golem: A defensive card. Use it for cycle and pulling your opponents push around. Can kill minion hoard with the help of zap.
Zap: Speaking of zap, this card is for resetting infernos and sparkys. Also deals with swarms.
Fireball: And finally the big spell. This card can easily remove large fireballie pushes (obviously, it’s a fireball).

Strategy[]

  • At the start of the match, try to catch your opponent of guard with giant skeleton + ballon.
  • So the first push did a couple hundred damage, or possibly even took a tower? Good! Now defend with the other cards and wait until double elixir.
  • So you have a bad starting hand and can’t do the push? Not a problem. In fact maybe even better because you can cycle cards easily, and may end up with a defending building, and perhaps a Valkyrie with the giant skeleton and the balloon.
  • By double elixir you should be up 1-0. Now you can be more aggressive with your pushes. Remember, the best defense is a good offense. Putting a Valkyrie in your push means killing the troops that the sparky would have to defend against in the first place.
  • If you manage to go 2-0 your opponent might as well give up. They don’t have a chance against this strong a defense.

Matchups[]

  • 2.6 hog (2/10).
    • Since you have two buildings, your opponent really doesn’t have a way to break through, nor do they have a way to stop a giant skeleton ballon push. Once you get to double elixir you can zapball their musketeer and you should take a tower.