Introduction
Hello everyone, I am sharing a deck which I once used in ladder battles. This deck helped me get from arena 6 to arena 8, with a rather high win-rate (though I have used ValkPrince since arena 2).
Deck Information[]
- Deck Created by: Hydrazine24
- Minimum Recommended King Level: 6
- Maximum Recommended King Level: 10
- Arena Required: Royal Arena (Wrong?)
- Average Elixir Cost: 4.1 (Wrong?)
- More Statistics: Go to Deck Builder
Card Roles[]
- Prince: Your main offensive unit. Alone, it has a decent defensive potential, being able to destroy most mini-tanks in your side of the arena. However, it fairs even better in offensives, being able to shred towers quickly if left ignored. Pairing it up with Valkyrie makes it even more threatening, as the Valkyrie would tank for the Prince and clear swarms which cripple the Prince. The Prince would give the Valkyrie a speed boost when he starts charging and will also demolish tankier troops. This combo can easily take a tower down.
- Valkyrie: A tanky melee unit with high health and moderate splash damage, capable of clearing swarms and stalling tanks. Its 360 degree splash attack gives it excellent defensive potential, but less on the offensive side. Pair it up with Prince if you can.
- Balloon: Your only win-condition. Dishes out heavy damage to buildings (around 550 at level 10) and can shread towers alone if left unattended. However, your opponent would most likely use something againt it, such as a Mega Minion, so throw this card out only if you are certain that your opponent is low on elixir, otherwise it would merely just be a waste of 5 elixir. You can also use faster sky troops like Baby Dragon to push it to the tower and defend it against other troops.
- Arrows: A cheap spell which you use against the opponent's stuff. Good against annoying low-health troops (eg. Princess) or just for clearing the space for your troops to launch a counter-offensive.
- Inferno Tower: A single-target high-damage building with moderately high hitpoints that increases its damage over time on one unit. Think of it as an immobilised Inferno Dragon with higher hitpoints and stability. This building does extremely well against bulky tanks like Giant or Golem. However, the Inferno Tower is weak to swarms of units, as its retargeting speed is very long, and it struggles to kill small units rapidly. Knowing this, only use this card to counter cards that spawn one or two single unit(s)
- Skeleton Army: A good ground defensive card which could wipe out most pesky tanks with its high damage output. PEKKAs, Princes, Giant Skeletons, die to this card alike. However, do not attempt to use it on splash cards unless you have another troop tanking the troop's shots. (eg. Valkyrie)
- Musketeer: Your air tank clearer. Use her against Dragons, Balloons, or for chipping off health from tanks. Put her in the classic center position against air tanks, but against ground tanks, place her near the crown tower that you're defending to allow her to get more shots on the enemy. However, she doesn't fare well against swarms and has a rather low health pool, so she should be well supported in offensive strikes.
- Baby Dragon: Your only air swarm attacker. Use it to decimate swarms and prevent them from hitting your tower(s). With its high health pool and moderate splash damage, it is a reliable counter to most air and ground swarms. You can also use it as a tower taker, but beware, it would most likely hit only a few times before dying, so it is not such a good unit for this role.