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Introduction
This is a powerful deck for arenas 9 to 11 and is also extremely good for challenges and tournaments.
Deck Information[]
- Deck Created by: DezzaMunt
- Minimum Recommended King Level: 10
- Maximum Recommended King Level: 13
- Arena Required: Serenity Peak (Wrong?)
- Average Elixir Cost: 3.8 (Wrong?)
- More Statistics: Go to Deck Builder
Card Roles[]
- Tower Troop:
- Three Musketeers: Your main win condition. You will use it to take down the enemy towers. Try to split the Three Musketeers so if your opponent uses a high damaging spell against them, they won't all die. Also, use an Ice Golem to tank for the single musketeer. You can use this card for offence and defence. The musketeers' high DPS allow them to easily kill Balloons and Lava Hounds. They can also quickly three crown an opponent if not countered properly. Be careful of high damaging spells and swarms though.
- Battle Ram: Battle Ram will be used as a secondary win condition to severely damage enemy towers. You can used it behind an Ice Golem so the Ice Golem can tank for it. The Ice Golem's death damage will also kill small swarms. You don't need the Battle Ram to connect to the enemy towers, but if you do, it will be an added bonus. You can use the battle ram defensively as well. The Barbarians the Battle Ram spawns after it dies excel at distracting and damaging single targeting troops.
- Bandit: Bandit is also a secondary win condition; it can be used to deal severe damage to enemy towers with it's relatively high damage. Pairing Bandit with Ice Golem can be devastating to an enemy tower too. Bandit shouldn't be used much for defence because she doesn't have much health but can still be used to kill lone Electro Wizards, Ice Wizards and Musketeers.
- Night Witch: Night Witch will be used for defence mainly, against single targeting troops because the Bats will easily destroy those troops. She can be used against Inferno Dragons as well because of her Bats. Night Witch is good behind Ice Golem too, it gives her enough time to build up her bats.
- Ice Golem: An excellent tank that can be used to tank for Night Witches, Bandits and Battle Rams to form a deadly push. This icy guy can also be used to kite troops to the other side of the arena while you use bats to kill those troops. You can also use Ice Golem to activate your king tower early when facing Mega Knight control decks.
- Bats: These guys have insane DPS and will be used to shred balloons, Inferno Dragons and tanks. They will mainly be used defensively though they can make a cheap but deadly push when paired with Bandit and Ice Golem.
- Fireball: Fireball is extremely useful in this deck because it can cripple most glass cannons and deal moderate damage to stronger troops. Use it when there are a lot of enemy troops grouped together. Fireball + zap can kill most glass cannons completely making the combo extremely useful against beatdown pushes to get rid of the support troops behind a tank.
- Zap: Zap will be used to eradicate enemy swarms and to also reset the charges of cards like Sparky and Inferno Dragon. Use Fireball + zap to kill enemy glass cannons. Zap can also be used as a last resort counter to graveyard if no other cards are available.
Strategy[]
- Start off the game by splitting Bats behind your king tower or by placing an Ice Golem down behind your tower. If you don't have any of those cards in your hand, Night Witch or splitting the Three Muskets behind your king tower can also be a strong starting move.
- Like with most decks, try to get a feel of the enemy's deck during the first minute and try not to take too much risks (for example putting the Three Musketeers all in one lane or overcommitting a push). Take some tower damage or even sacrifice a tower if necessary.
- During the second minute, you can start being more aggressively and make many mini pushes to damage your enemy's towers while defending successfully. Against beatdown decks, try to destroy at least one of your enemy's towers during this time and focus on defending during double elixir time.
- During double elixir time, split your the Three Musketeers in the middle of your arena whenever you use it. This way, even if the enemy uses a spell on them, your crown towers won't be damaged. Be really aggressive during this time and try to take down all of the enemy towers. Try to apply double lane pressure and spam at the bridge if necessary. If that isn't successful, but your opponent's tower is on low health, continously cycle for your fireball.
Deck Matchups[]
- Golem Night Witch








