Clash Royale Wiki
Advertisement


IceSpiritCard
FirecrackerCard
MortarCard
TeslaCard
RoyalGiantCard
PoisonCard
TheLogCard
BanditCard

Introduction

Hey guys, ShadowDragonDude here with another deck, this time a Bridgespam/Siege deck revolving around Royal Giant, Bandit, and, of course, Mortar. This deck's main strategy is defend and stall whilst landing some hits with the Mortar and Royal Giant. This is an incredibly versatile deck if used properly and can be a nightmare to get through. Well, that's all there really is to say (for now) so let's get into the actual deck

Deck Information[]

Deck Created by: ShadowDragonDude
Minimum Recommended King Level: 9
Maximum Recommended King Level: 14
Arena Required: Rascal's Hideout (Wrong?)
Average Elixir Cost: 3.4 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Ice Spirit: The Ice Spirit is an incredibly versatile card, especially for just 1 elixir. You can use it to chip the opposing tower's health, jump on a cheap swarm to eliminate them if the Spirit is a high enough level, stall enemy troops to make them retarget onto something else, and even use it to reset a Sparky's charge or an Inferno Tower/Dragon mid-beam. Overall, Ice Spirit is an incredibly versatile card.
Firecracker: The Firecracker is your main anti-air troop, and she can be really useful on both offense and defense. On defense, she can easily take out annoying swarms such as the Minion Horde or Skeleton Army. It can be very annoying, as she can help take down a swarm hiding behind a troop without having to waste your spell. She can also do some nice tower damage if left unattended, and the best part about her is that you can easily stack many Firecrackers in the arena, as the opponent would focus on threats like the Mortar and Royal Giant instead of wasting elixir on the Firecrackers. However, be careful when using her; in a 2v2 battle, shooting at a Princess Tower will activate the King's one, as it is much closer to the princess. Also, since her rockets spread out after hitting the target, a smart or experienced player can position a troop so that you activate the king tower
Mortar: The Mortar is your secondary win condition and also really good on defense. If placed at the bridge (or better, right in front of the river and between the two bridges. That way, melee troops have to travel maximum distance to get to the Mortar. If left unattended, the Mortar can destroy the enemy tower, and it has that nice extra splash damage to kill slower swarms. Also, its blind spot and the fact that it can only target ground troops makes it much easier to lock onto the tower. As a defensive building, it can slowly take away the opposing troops' health whilst distracting them, It is also quite cheap for its versatility, and overall it's a great card to have.
Tesla: The Tesla is an amazing defensive building, and is great to have in any deck. Its defensive value is amazing for 4 elixir, as it can easily distract enemy troops, and kill them with help from the princess tower. Also, its unique feature allows it to dodge any spells whilst not attacking (other than Earthquake, of course) which is great.
Royal Giant: The Royal Giant is your main win condition and an extremely annoying card to face. With his high HP, his great damage, and his range, he can easily kill the tower, or at least heavily damage it. With his range, he takes less time to start attacking, as he doesn't have to get to the tower, and allows for more damage. Also, putting him in the left corner of the pocket (the area you're allowed to put troops in after taking a tower) allows him to start attacking almost immediately after being deployed.
Poison: Poison is your big spell, and is incredibly useful in more than one way. Firstly, it does more damage than a Fireball, so it can easily kill troops like the Magic Archer or Musketeer. Also, the fact that it poisons an entire area and deals damage over time allows it to easily take care of spawner buildings like the Tombstone and Goblin Hut, and it also fully counters Graveyard as the skeletons get reborn just to die once again. Also, using this to cover an area around troops like the Bandit or Royal Giant means that the opponent can't put swarms (which are very common counters to cards like the previously mentioned card) and must use a different powerful tank killer or wait the poison out.
The Log: The Log is your cheap spell to quickly clear away swarms like the Goblin Gang or the Skeleton Army. We all know how The Log works, how to use it, etc. so I won't go into much detail about it. As long as you use it effectively, you should be fine
Bandit: The Bandit is the card you use to help take down troops, and deal good damage to towers, with her amazing dash and decent(-ish) life. Pairing her with Royal Giant is a deadly push, and using Poison in the right way or even The Log makes it quite hard to counter. Also, she's very cheap- just 3 elixir for quite a good card- meaning she can be used more frequently on both offense and defense.

Strategy[]

Offensive Strategies & Synergies:[]

  • Royal Giant + Firecracker: These two cards go great together. While the Royal Giant tanks for the Firecracker, the Firecracker gets rid of any pesky swarms, such as the Skeleton Army that could kill your Royal Giant, as well as taking down more frail troops in general. However, the Firecracker has a really bad life stat, meaning she is easily killed by spells or placing a troop behind the Royal Giant but close to the Firecracker, which means you shouldn't rely on that combo as your sole way to get a tower. Fortunately, there are some other great attacking strategies.
  • Bandit + Poison: Remember how I said earlier that Poison can be abused by sending in a strong troop and then poisoning the area, rendering swarms and fireballies like the Magic Archer useless? Well a great way to use that is by sending in the Bandit- an amazing troop for just 3 elixir- and then poisoning the area ever-so-slightly to the inner side of the tower, in a way that you can maximize area and efficiency, and still damage the tower. That way, the Bandit can easily dash to the tower without worrying about other troops, or even take them out herself with the help of Poison. The Log can also be used in this situation, but the Poison's higher damage, larger area of effect, damage over time, and its ability to damage air troops as well as ground troops make it much more desirable
  • Mortar + Firecracker + Ice Spirit: One of the most common counters to the Mortar is a fast swarm, such as Goblin Gang, or any fast troop in general, like the Hog Rider, forcing the Mortar to have to lock onto the troop whilst usually missing most of its shells, then reaching the blind spot and quickly taking it out. The Ice Spirit can stop the enemy troops from moving for a brief moment, allowing the Mortar to land a shot, or even take them out if its a swarm. The Firecracker can take care of any cheap troops with the help of the Mortar, allowing a tower lock as soon as possible, which is very important as the Mortar, once locked, is a huge threat.
  • Bandit + Firecracker: Similarly to the Royal Giant + Firecracker combo, the Bandit + Firecracker combo allows the Bandit to get hits on the tower after taking out swarms and mini-tanks such as the Knight. This is also great because the Firecracker has nice chip damage, and paired with the Bandit she can easily deal a lot of damage to the tower.

Defensive Strategies & Synergies[]

  • Tesla + Ice Spirit/Log: The Tesla is a fantastic defensive building- its rarity is Common.
Advertisement