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ArcherQueenCard
ElectroSpiritCard
ElixirCollectorCard
FireSpiritCard
MiniPEKKACard
SkeletonsCard
TheLogCard
X-BowCard

Introduction

This deck has recently gained a lot of popularity, and is viable against many meta decks. The goal of this deck is to build a big elixir advantage during single elixir using your 3 one elixir cards to cycle your elixir collectors. During double elixir, your opponent will be overwhelmed by the sheer amount of elixir you have.

Deck Information[]

Deck Created by: Kodog7
Minimum Recommended King Level: 14
Maximum Recommended King Level: 14
Arena Required: Royal Crypt (Wrong?)
Average Elixir Cost: 3.3 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Archer Queen: Your only air defense. After you figure out your opponent's deck, it is essential to keep archer queen in rotation for their air cards. Also during single elixir, you can play the archer queen to force a 3-card cycle so that you can cycle your elixir collector quicker.
Electro Spirit: One cycle card. It is useful for resetting/stunning your opponent's cards, while also distracting them. Since this is an X-Bow deck, you generally don't have to worry about them activating their king tower.
Elixir Collector: Your main source of elixir. During single elixir, you want to cycle as many of these as you can to gain an elixir advantage. Try not to stack them together or towards your tower with the weaker hp. After double elixir, you don't really need to play them anymore, except to act as an emergency building.
Fire Spirit: Another cycle card. Dealing 227 damage at tournament standard, it offers tremendous pressure as it deals more than a fireball. You can almost always force out a card from your opponent for only one elixir. It is also useful for swarms when you like lava pups that can't be dealt with the electro spirit.
Mini P.E.K.K.A.: Your main ground troop. You usually want to use it on defense against their ground troops, but it is also effective when defending your X-Bow.
Skeletons: Your third cycle card. Mainly to cycle, but it can be tremendously helpful with distracting or taking shots from heavy-hitters like the P.E.K.K.A.
The Log: Your only spell. With the nerf in damage, you'll most likely use this card for knock-back, not for chip damage on towers. It can be useful when protecting your X-Bow at the bridge.
X-bow: Your win-condition. Unlike most X-Bow decks, you don't want to play it during single elixir. It should be used to after double elixir to pressure your opponents. Since you have a very fast cycle, cycling to a second X-Bow is often to try and break through their defenses. If you are ahead on damage, playing a defensive X-Bow for the tie breaker is also useful.

Strategy[]

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