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Counter-Push Deck- Started with a basic version of this deck in a pretty low Arena, maybe 3 or 4, and pushed with it to Arena 8, modifying it along the way. So far have broken 3000 trophies!
This deck primarily relies on trading well with your opponent and coming out a little on top with each trade. High elixir average of around 4, but can deal with most any kind of deck that you'll see. Does require some quick thinking and reactions to be able to quickly counter things. Mostly will result in wins or draws if played well. My main account is currently in clan "Route 66" and is called YellowLord. Feel free to check us out! This deck was last updated as of August, 2016.
Regardless, remember to rate and comment any thoughts! Criticisms are welcome, as long as they aren't excessively rude.
Many thanks to those who're helping get this deck more popular!
JUST A THOUGHT, I seriously have no idea when I'm getting to any of these new decks I talk about directly below....sorry.....if anybody REALLY wants me to get around to them, please ask and that'll probably prod me into doing it, but otherwise I'm just a bit too unmotivated.
*BY THE WAY! I have a new deck coming in (don't know when it'll actually be "in"), a modified hog deck by a friend, so make sure to check it out! It's actually been more successful than this deck (it's gotten to 2400 trophies!), but isn't quite my style, so feel free to check it out! It's named "In Progress" (guess why) and will have freeze, hog, elixir colletor, arrows, skeletons, valkyrie, PEKKA, and musketeer, and will be written under this account. There are a couple other decks with these cards, but apparently none of them really have any good guides yet, so it'll probably be written in the same style as this one. Enjoy!
In addition, I'll also be working on a deck guide that's primarily aimed towards newer players for fun, (an early game meat-shield deck) I'm using it with my alternate account, and have reached PEKKA's Playhouse at only level 4. It's honestly surprising how many level 7 and 8s are down there, and all the people with high level cards. All my decks (Both in progress and completed) can be found at http://clashroyaledeckbuilder.com/clashroyale/deckViewer/userDecks/kirbyrick02
Guide to the Guide
First up, we got troop description and explanations directly below, meaning what each troop does and what role it plays in this deck along with any possible card swaps that could be switched in.
After, we've got actual strategy and combinations that I personally like to use.
Then we've got more specific counters for each type of troop and how to deal with it, including certain styles of deck (for example, hog decks).
*Just a thought, when I say "tower" in my descriptions, I'm talking about the crown and arena towers, not towers that you place yourself (as this deck doesn't even use them).
Troop descriptions/explanations (Explained in-depth in case anybody isn't too experienced) and card swaps
Prince- A good choice for any deck that involves straight-up pushing for the towers, it's good for dealing fast damage, and will typically be backed up by whatever was left from your smart trades and probably something else to help "cloak" the Prince to help it reach the tower which while aiding the Prince reach the tower, can also potentially fend off any new attackers. If there's no opposition, it can deal massive damage to towers, potentially destroying them in a matter of seconds, if you're lucky. Used less in attacking other troops, as there are better trades that can be made instead of using a Prince. The Prince is just used more in tower-assaulting and maybe the occasional giant-killing, if you've got nothing better to kill it with. It can be replaced with Hog Rider, if you like it more or don't have Prince.
Actually, I have replacedthe Prince with the Lumberjack (MY FIRST LEGENDARY!!!!!!!), but I seriously doubt that many people have that, so I'm not changing the guide too much. Due the the fact that the Lumberjack has high movement speed and high damage, you can basically just use the Lumberjack for everything the Prince does, except that the Lumberjack has higher attack speed and drops rage.
Witch- Amazing for AOE and shooting down minions and minion hordes, the Witch is a great counter for many types of assaults. For example, giants simply get damage added up as the Witch stands and builds up more and more skeletons to kill, and when the giant dies, the Witch continues to assault the enemy tower along with the new group of skeletons you've accumulated. Even if something new is spawned before the giant dies, your tower helps back you up while you kill everything, and typically the Witch makes it out through most trades. Otherwise, against minions it's perfect, skeleton armies are decimated by it, PEKKAs get easily distracted with the waves of skeletons that are created, it can handle barbarians decently if used correctly, it can break the charge of a Prince pretty easily, wastes the ridiculously deadly shot of the Sparky easily, and can also be used in combination with one of your towers to fend off a baby dragon. Additionally, many back-line long-range damage dealing troops survive fireballs with just a little bit of health; if you put down a Witch and the opponent puts down one of these long-range troops down as well, you can fireball it and let the Witch deal the tiny amount of damage needed to wipe the enemy troop out. Overall, a very versatile card, with very good distraction capabilities. Can be replaced with Wizard or Baby Dragon, if you've got either. Wizard/Baby Dragon make it more difficult to break the charge of a Prince, but the overall damage increase/flying might makes up for that. If you have neither of those, it could work to add in bomber, as long as it's decently leveled.
Valkyrie- The only other AOE troop in this deck, it's got good health and can help fend off barbarians and elite barbarians fairly well, can cut through skeleton armies, and is also pretty good against Witches. This card can be swapped out with baby dragon, but I haven't gotten that yet. Regardless, used mostly for defense because of its slow movement speed, its decent attack and health, combined with a tower aiding can easily take down different swarms, particularly barbarians. Goblins, goblin spears, and archers are nothing, and are great trades if they're sent in a clump. However, Valkyrie can be used pretty well offensively in combination with a Prince, as stated in the combo section later on. An essential part of using Valkyries is to know good positioning; making sure that the circle in which the Valkyrie swings hits as many enemies as possible.
Minion Horde- Also used primarily defensively for, as should be obvious, taking down powerful ground troops that can't attack them, but are a threat to any other ground troops you might send. The hoard simply cuts through any such attacker, the P.E.K.K.A. and mini P.E.K.K.A. are both useless against them, barbarians/elite barbarians are easily decimated, giants and giant skeletons can be taken out quickly, and Princes can be killed as well, though typically your tower might sustain some damage. Of course, these hordes will have to be used with a partner to tank (valkyrie is suggested) if goblin spears, archers, or Witches are sent along with the main attacker, but given the style of the deck, you should typically have enough elixir at all times to send both the hoard and something to take out the long-ranged enemies, which would probably be valkyrie or barbarians.
Musketeer- A very versatile long-ranged unit, it has decent health and good attack. Used instead of Witch in cases where there's only one or a few enemies, as it doesn't have AOE but each shot has far more damage. Perfect for taking down baby dragons, as even if the musketeer doesn't make it out alive, you've effectively negated the effect of baby dragon. Also is very good if put behind troops that take the damage for it; the musketeer can shoot out enemies from behind and can deal very good damage to towers, over 100 per shot. With something in front to defend it, musketeers are very good for taking out most enemies, and can typically take out Witches pretty well too, as the musketeer can crush the Witch in terms of sheer damage. You could switch it out with archers or spear golbins, but I find them less effective as they deal less damage and aren't nearly as effective against baby dragons, as the AOE affects ALL of them. I tend to pair musketeers up with Witches, and alone, they can take out most types of other attackers (since together they have both point and AOE damage) and can deal considerable damage to the towers. Of course, if possible, Prince or barbarians should be put in front, but even if not, plenty of damage can be dealt. This can be swapped out with archers or some other ranged unit, but I wouldn't particularly recommend it, musketeers can deal great damage all on their own if they can get to the tower.
Barbarians- Pretty much the only ground troops that come in a group, barbarians are typically used to take out enemy troops that are either single, highly powerful threats, such as mini PEKKAs and PEKKAs, or just to clean up, as they can take out most things pretty well, such as musketeers, Witches (if placed around the Witch), virtually any small group of troops (excluding skeleton armies), and are good cover for any long-ranged troops you might want to put behind. Ideally, with that advantage, you'd most typically want to put a Witch behind them, as a large threat to the barbarians is minions and minion hordes. With the Witch, you can quickly and effectively take out the minions, and your barbarians can quite possibly survive the trade-off, meaning that your opponent just spent 3-5 elixir without even killing anything. And if the barbarians are a little low on health, they can still take arrows from the towers to allow the other barbarians, skeletons (spawned by Witch), and the Witch itself to deal some damage to the enemy tower.
Arrows- A pretty important part of this deck, it helps clear away any skeleton armies or minion hordes that have gathered around your troops, which typically occurs with Princes or barbarians, allowing them to continue to assault the tower and also trading up, as your opponent probably spent more than the 3 elixir the arrows cost in order to set up their attack. They're also a necessity against any kind of swarm decks, as they can just take out the swarm entirely, clearing up problems. If you aren't already convinced that arrows are needed, think about it this way. If you've got a Prince or some other non-AOE troop surrounded by enemy troops, and it definitely can't fight its way out, there is absolutely no way you can get an AOE troop there in time to save it; it'll be dead by then. And that leaves your troop open to being countered effectively by your opponent, which is what we're trying to do. The arrows are a quick and efficient method to clear out enemies, and can perhaps be used to take out the enemy tower if it's got very little health left. Just remember that troops you try to save with the arrows might not have too much health when the arrows get there, so don't have too high expectations.
(Optional, no longer in deck, read below)
Giant- This is a little bit of a filler, if you want to add in a card to substitute for it that fits in with the rest of the deck, feel free, as this isn't really a necessity. The giant is pretty much just used to reinforce victory, or if you're desperate and don't have anything else for defense. Since this deck is mostly about trading well for your enemy's troops, the giant is a little bit useless, as it deals no damage to anything but towers and buildings. I typically use it when there's already a decently reliable force of my troops assaulting or heading towards the tower, in order to draw fire or to just add to the damage. If you've got baby dragons, or you really like some other card, the giant would be the one to sWitch it out with.
(Optional, no longer in deck, read below (or above))
UPDATE- I switched in Freeze for Giant, it's much more usable and suits plenty of tricky situations. However, since freeze isn't exactly a card that many people have, it's obviously a viable option to switch it out; it's basically only there to make games more smoothly. You can put in really any other card that fits in with this style of deck in place of this slot, it's sort of a free slot. If you do have freeze and are planning on it, just use it whenever convenient; when you've got several troops taking down a tower and your opponent tries to put something to kill them, a freeze can easily ensure that you kill the tower. Note: I believe that fireball will probably be a good card to swap in as well, since it can be used to quickly take down a tower in the last seconds of a battle and to get a lot of value taking out groups of enemy troops.
Swapped in!
Well, since Freeze got nerfed, I switched in Fireball, which is a much more versatile and effective card (in my opinion). Can be used to chip down towers and hitting enemy troops at the same time, for damaging enemy structures, and incinerating groups of enemy troops your opponent might try to swarm you with. Many situations it can be used in, and it's fair damage can also be used well as a finisher for towers.
Well, first of all, you want to start the game without spending any mana. Wait for your opponent to start. Even if your mana bar fills up entirely and you're technically wasting mana, if your opponent hasn't played anything, it's best to not play anything yourself. Hopefully, you can counter anything your opponent plays and still have a surviving troop that your opponent has to deal with. Assuming you did as this deck style demands and waited for your opponent to play troops, you can counter almost anything. The entire point of this deck is to counter your opponent and get an edge early on, and pushing along using that edge to get a solid victory. However, most of the action, if not always, will be happening in the last minute, when you get double elixir. It's not uncommon at all to destroy an enemy tower before it, but the last minute is when you can really push. Damage can be dealt slowly in the first two minutes as your troops that survive counters get over to the other tower and deal some damage, which can build up. If you've already gotten a tower by then, you're almost guaranteed victory if you play right. The win-lose rate that I've gotten is pretty good, the large majority of matches I play end up with me as the victor.
Troop combinations
Well, a good troop combo that isn't especially hard to start is having Witch, musketeer, and something up front, maybe barbarians of a valk.
This is because you've got a pretty high probability to at least get either a musketeer or a Witch in your hand, and getting both isn't uncommon. They're both good counters for most cards; Witch for any sort of swarm and for breaking Prince, musketeer for single target troops coming in, etc. Either way, using both can be good because after the counter, you've got both an AOE troop and a point troop, meaning that you're covering both your bases. Of course, they aren't by any means undefeatable, a valkyrie in the middle of them can be pretty devastating, but they can deal some severe damage, especially with a melee troop in front of them.
And if you used them to counter something that your opponent sent at first, then you probably have enough extra elixir to send something extra in front of them, such as barbarians, Prince, Valkyrie, or minion horde. This style of combo, countering an attack with a long-ranged troop and adding more troops to that initial troop(s), is a pretty common combo used with this deck.
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Another good combo is using the Prince with a valk or minion horde, and you (assuming this happens immediately after you countered an attack) might even have a Witch of musketeer behind it. Minion hoard means that your opponent has to send a wizard, which is pretty elixir-heavy and is almost instantly taken down by the Prince, which still has spare health to attack the tower. This push is a bit less advised, since the minions are a bit easier to take out these days, especially with fire spirits, Princesses, Ice Wizard, and the common-ness of zap/arrows.
If you use the valkyrie, you're going to want to put down the valkyrie first, then place the Prince on top of where you just put the valk ASAP. This means that the valk has some time to walk out in front, and when your Prince comes in and charges he pushes the valkyrie forward along with himself. Plus, when they get to the tower, the Prince doesn't even need to move to next to the valkyrie, his lance actually can attack past the valkyrie from behind. Just keep in mind that this is vulnerable to air troops even with a long-range troop behind, so have arrows of freeze (if you used it) at the ready.
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The most common type of straight-up push that I use is a Witch in back and a Prince pushing a Valkyrie. This is a very good push, but is by absolutely no means un-counterable. However, IF you know you are ahead of your opponent, this is a very strong push you can make.
Of course, since you might not have a long-ranged troop from the initial counter, such as having to use minions or barbarians to counter a hog rider or something similar or not even having a long ranged troop in your starting hand, just put down more supporting troops that cover the weaknesses of your starting troops, AOE if the initial group was point, and vice versa.
In general, most single units that come up that are powerful, but are solo troops, can be dealt with using barbarians, minion hordes, or a Witch. There are other troops you can use, of course, but these three I have found to be the most effective. When there are swarms of weak troops attacking, respond using either a Witch because of the AOE damage, Valkyrie, which was pretty much made for these situations, minion horde because of their large numbers (unless there are also several ranged troops attacking, if there are, minion horde can get killed pretty easily), barbarians if there aren't too, too many enemies coming in, since they're not too effective if they get swarmed either. If you subbed in baby dragon for the giant, which is a viable option, then that works as well for taking out such hoards.
However, if a troop-spawning thing is used, such as a goblin hut, then it's best to start the battle right there and then yourself. However, you're going to want to put your own troops on the opposite side of where the troop-spawner was placed, unless it's a barbarian thing. If it's anything else, then your tower can handle it and you want to prevent your opponent from placing down any more pressure that would allow the spawned troops to build up, which could cause a problem. Just start the battle on the other side of the field, and you should have an elixir advantage because of the elixir your opponent used on the spawner. If it was a barbarian thing, then send a valkyrie and/or something else to help back it up to clear it. If your opponent puts more pressure on the side with the spawner, before or even after you've put your own pressure on the opposite side, a valkyrie is best to clear the small troops, and just use typical counter strategies for whatever else was added and you should come out on top.
UPDATE- Unless your inital offense against the spawner deck takes out a tower or you deal heavy damage, it's probably best to play defense and go for a draw; spawner decks are not the strength of this deck because we don't have any spells to take the buildings out. Regardless, as long as you play smart and don't let enemy troops build up, you should have a pretty hard defense to get through.
If your opponent uses defensive towers, you have two options, either keep waiting for your opponent to put down troops so you can counter them, less elixir-friendly and loses the slight advantage from the tower, but follows the general strategy of this deck, or you can try mounting an offensive on the side that doesn't have the defensive tower, as it's too much of a bother to try to take it down, and if your opponent has to deal with your offensive, then he/she just wasted elixir on the tower. Regardless, it's always better to not deal with things that you don't have to. If it's positioned so that you have to, then you should either try to stall and push when an opportunity comes up, or play to a draw, which shouldn't be hard with this style of deck.
HOG RIDER DECKS- They are SO common and SO annoying. Luckily enough, this deck has a pretty good win rate against them, as long as you play well. Now, most openings follow the same general pattern, opponent puts down hog, you put down barbarians directly in front of the hog. This is the best play because the hog has to push through all the barbarians, giving the barbarians more time to whittle down the hog's health. Naturally, if you don't have barbarians, use minion horde. If you have neither of those, then technically any other card works; Prince has good DPS, Witch has good build-up of skeletons, Musketeer also has good DPS. However, IF you use minion horde or barbarians, be prepared for fire spirits following the hog. IF this happens, put down a troop to soak up the damage, preferable valkyrie, though a Prince or musketeer works. Assuming you follow the idea of this deck and keep ahead of your opponent elixir-wise, you can stop a hog push almost every time, with the hog maybe getting off one or two hits. Other than countering the hog itself, play well and it's honestly not that hard of a win. Just thought I should include a little bit about Freeze as well. Freeze hogs have grown decently rare with Freeze getting nerfed, but I've still faced one or two every now and then. They're still not especially hard to counter, you just have to make sure that you only put down ONE troop/card as a counter. For example, if you have barbarians and minion horde in your hand, ONLY put down the barbarians. If they get frozen, slap down the minion horde and your opponent just used 8 elixir and still needs to deal with your minion horde and barbarians coming in.
Either way, if you get the upper hand and have a group of troops that have most of the types of attack covered (point, AOE, flying), next try to make your melee troops (which should naturally be up front) as large and strong as possible, adding in barbrians, Princes with the barbarians as cover, and valkyries to take care of multiple troops. You want to do this first because it's hard to get melee troops all the way up to the tower in time to actually do anything as they've got to walk all the way up and probably won't make it in time. After you've got a strong forward, you've hopefully already got a musketeer and Witch in the back (if you've only got one of them, then just put in the other). Once you have both, it's preferred to put down a spare Witch in order to make sure you can kill minion hordes as fast as possible. Of course, extra musketeers are amazing too because two musketeers is a loooot of damage coming into the tower.
This is just some strategy, but naturally, in the heat of battle, it's probably not going to be too easy to remember all these things. Just remember, keep a strong frontal assault and when they reach the tower add more long range troops. The specifics don't matter as much, because hopefully your troops are like a rolling boulder; gathering momentum and near impossible to stop. You get this boulder moving, and you've pretty much won the game, it's pretty common to get three crowns after this gets going and you keep adding more troops. It can be very hard to stop this kind of attack.
More specifically for countering……
Pictures will be ordered from troop that we're countering first to the best counters from best to less good from left to right. For example, in the example below, the dragon is the troop we're countering. The musketeer is the best counter, the witch is the next best, and a well-placed minion hoard is the worst of these top three counters. There are plenty of troops left out, since most of the are slightly self-explanatory. If you have any questions about counters, just ask in the comments below!
And when I use an equal sign to represent a counter, the troop that we're countering and the troop(s) we're countering it with are probably not remotely equal to one another, I just used an equal sign to make sure that it's understood that left of the equal sign is the countered troop and to the right are the counters.
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Baby dragon can be countered with musketeer and/or witch, as it's pretty much an easy kill when pitted against them. Minion hoards also work pretty well, but it's most effective to time it so that the six minions are sort of placed in a circle around the dragon, ensuring that at least half of the minions are left undamaged. The minions deal fast and effective damage, and if there's no backup behind the baby dragon, most of the time at least half of the minions make it out of such a trade alive. Musketeer is a better counter than witch as witch doesn't deal damage fast enough, but witch can still get the job done if she's got a tower to help.
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Prince can be countered by witch (skeletons spawned can break the Prince's charge and distract him for a little), barbarians, or a minion horde, and you're almost guaranteed to get one of those. Witch is probably most preferred, as the Witch herself takes no damage if you place her ASAP in a good location. The Prince is completely distracted with the skeletons and is killed before it can deal damage to anything important. Barbarians are good, but one or two of them will die. With a minion horde your tower will probably still take at least one charging hit, but the Prince itself will die, so be prepared for some small tower damage. If you absolutely have to, the valkyrie can be used defensively in this situation, but is far less effective.
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Wizards can be killed best with musketeers for this deck, that or valkyrie. A Prince could if you're very desperate, but that gives the opponent plenty of time to think up of a counter to kill the Prince. Regardless, anything else is very much susceptible to the high AOE damage that the wizard deals, and isn't nearly as effective, such as barbarians or minions. Witch also gets decimated by the high damage.
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PEKKAs or mini PEKKAs are best dealt with using either barbarians or a witch, as the skeletons spawned distract while the tower and witch keep shooting at the enemy. Barbarians are probably best to be placed AFTER a witch, if possible, because then the PEKKA concentrates on the tiny skeletons for a long time, allowing you to get maximum value out of your barbarians. And of course, since they're completely ground troops, minion hordes are great against these two.
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A giant can be countered by most things, minion hordes or barbarians work best. However, if needed, witches can be used as the build-up of skeletons can be useful (thought the Witch will probably need some backup anyway), and Princes and valkyries can deal decent damage, though it gives your opponent more time to set up a counter. Virtually any troop can deal the giants, but barbarians and minion hordes take care of them faster and are slightly harder to counter. The witch is a good method as well because you can still add more troops in front of her in order to make for a harder counter. If there's backup behind the giant, you might want to put a valkyrie or the barbarians behind the giant as it walks up, so you have easy access to the lower-health long range troops behind. This might require some timing to ensure your tower doesn't take too much damage.
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Now, if you're in Royal Arena or higher, you probably know just how common Royal Giants are. They're EVERYWHERE. The absolute best counter for Royal Giant is Barbarians, which'll be placed right up against the RG so they spread out and each get hits. Even if there's a wizard behind, the wizard targets only two of the barbarians at a time, giving them plenty of time to take out the Royal Giant. Fire spirits also can't entirely take the Barbarians out; they'll just be low in health, but still should be able to tkae out the giant. Bombers, on the other hand, are a bit more troublesome. If you see a bomber, IF POSSIBLE, try to use a minion horde. This isn't always possible, so just make do with what you have. If you don't have either of these cards, again, just make do with what you have. Prince for high DPS, Valk to soak up damage, Witch for the skeletons, they're less effective, but they'll work.
A witch can be countered with either another witch, a musketeer, a valkyrie, or by placing barbarians around the witch (timing is required) so that the AOE bolts aren't as effective and the witch can be killed quickly. Musketeers are usable, but they might take some extra damage from the witch as the musketeer prioritizes killing the skeletons first, giving the witch some extra time to deal damage. In the end, however, the musketeer can easily out-damage a witch even with the lost time. A Prince can deal with a witch, but it'd have to be placed behind the witch to avoid being distracted by the skeletons, giving the witch and skeletons more time to deal damage to your tower. Plus, since Princes are easily distracted, they're not remotely the ideal response for a witch anyway.
Balloons aren't really much of a threat if you've got a musketeer, a witch, a minion horde, or any combination of them. They're easily killable, and the damage dealt upon dying isn't much at all. Just look out for Giant Balloon decks, which are the most common style of Balloon deck. Just try to place your minion horde so that it targets the Balloon first, though this is not always possible, so you might take some damage.
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Giant skeletons are also decently easy to kill. If possible, any melee troops sent to attack it should be placed behind it, so they aren't caught up in the explosion of the bomb, which can be very good at killing your troops. Witches are good, as the skeletons distract the skeleton, musketeers are okay, but are better used for backup. Minion hoards are, again, great for defense, and barbarians are very good, as the giant skeleton is easily distracted and the more ground troops, the better. However, take note that putting musketeers or witches in front of the giant skeleton, which is the place where they can best attack without being stabbed in the back, pretty much means that they're almost guaranteed to get caught in the blast of the bomb, which is why, if possible, you want to take out the giant skeleton with barbarians, minions, or a valkyrie placed behind it. Naturally, if there's backup, same procedure as the giant, put a valk behind the giant skele and watch the backup die. Valkyries are pretty good at this kind of thing. Just remember that when a giant skeleton is used, you definitely do not want the skeleton to reach one of your towers; the bomb it drops when it dies can deal massive damage to one of your towers. Try at all costs to keep it at a safe distance.
You won't normally see minions or minion hordes in an offensive attack, but if you do, your own minion horde can counter them, and it is best to put the hoard on your own side of the field, where the tower can assist. Of course, witches are probably the most effective troop to counter the minions in this deck, though musketeers placed behind the tower can also be good help. They have to be behind the tower because otherwise they're decimated by the minions, as the musketeer doesn't deal AOE damage, which means that your tower'll take some damage. Arrows, of course, are another good counter, but it's always better to put a troop on the board that can survive and help to continue to push against your opponent.
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Barbarians can be countered with a valkyrie, which is best. If you do, make sure that your valk is placed a little in front of the barbarians, so they all can't just pile in and deal a ton of damage before the valkyrie is even active. A witch is usable, but typically can't completely destroy the barbarians on its own. Naturally, minion hordes are good against them and can kill most of them before your opponent shoots arrows (if they have them, though they probably do).
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Hog Riders aren't really a problem at all, since they don't attack your troops, almost anything can counter it. Barbarians are, naturally, the best for taking down single troops, but witches, musketeers, Princes, and minion hordes will do the job just as well. Barbarians placed directly between the hog rider and the tower is good because the hog rider then needs to push them out of its way, meaning that it only has time for one hit at most. Just remember that decks that run Hog Riders could also run Freeze, so always place extra troops separate from troops that have already been placed.
Skeleton armies are almost never used on offense, but if you happen to come across someone who uses it for whatever reason, just use a witch, valkyrie, minion horde, or arrows. Most advised would be witch or valkyrie because that way, you have a minion to continue on to attack the board, since most of the point of this deck is to trade with your opponent and come out on top each time, so your towers take little damage, and you can build up attacks on your opponent using the edge that you create. If you use witch of vakyrie, the skeleton army basically gets no value because both can easily cut through and decimate skeleton armies.
Musketeers can be dealt with easily by barbarians, Prince (if you have to, putting a Prince as a counter gives your opponent a lot of time to come up with a counter) or maybe a witch, as long as the musketeer is in tower range so that tower can help shoot it too. Minion hordes also work pretty well, as the musketeer has to take two shots at each minion to kill it and it has only point damage, giving the rest of the minions plenty of time to kill it.
= , , , (last resort) ,
Dark Princes can be killed using pretty much anything that's either flying or is a single troop; such as minion horde, valkyrie, or a Prince. A musketeer can work, but you'd need to put something to take the damage for a bit. A well placed barbarians can also deal decent damage, as long as the barbarians are placed around the Dark Prince which can be difficult due to it's charging.
Valkyries are decently easily dealt with, though they're not used on the offensive very often. One obvious counter is a minion horde on top of it, which can eliminate it very quickly. A Witch works as well, since the skeletons are good distractions in combination with the low movement speed of the Valkyrie, meaning that the Witch and crown tower have plenty of time to take it down. Musketeers work as well, though they might (maybe) take damage from a swing before the Valkyrie dies. Princes can work as well, but I don't use then as much because they aren't as useful in terms of making a counter-push.
X-bows are pretty straightforward, since most of the time they're placed right up by the border in order to be able to target the towers, you can use the witch, minion horde, or musketeer to take it down, or you can try to send troops through the bridges to it instead. Either works, but I prefer using witch/minion horde/musketeer strategy because it's far less risky, as your opponent has a harder time countering things that are either still on your side or are just barely on the border.
= ,
Pretty straightforward, if you don't want to waste the arrows, as sometimes Princesses can be used to draw out arrows for minion hordes, musketeers are great for shooting down Princesses when they're in range.
Ice wizard should be attacked with multiple troops, one taking the freeze damage, the other dealing damage to the wizard, using musketeers or valkyries, or Prince if necessary. This way the AOE won't affect all of them and some will evade the freezing effect.
Miner isn't really too much of a threat, it's only used because of its free placement. Just make sure to put down some counter once you know where it's going, overall it's not too much of a threat, just be prepared for the opponent placing something in front of your tower, since Miners are typically meant to distract while something else comes in to deal damage.
Lava Hounds aren't too scary, they're basically only flying tanks; they don't deal much damage. Musketeer and/or minion horde should be more than enough to take it out, and the Lava Hound dying and splitting into lava pups doesn't even deal damage, so a minion horde wouldn't even be taken out, allowing them to attack the resulting lava pups. IF you don't have minion horde, just use musketeer and/or witch to take down the Lava Hound and then arrows the lava pups.
SPARKY! This card would be so cool to have. But in terms of countering, a witch would actually work out pretty well; the sparky would waste its shot on the skeletons, giving your witch and tower to probably kill it before it can fire another shot, since it's incredibly slow at shooting. Of course, it might have some sort of backup. You just want to make sure that the sparky wastes its shot no matter what. If there are troops up front, they're most likely going to be melee, so put down a minion horde on top of the sparky and watch it die. Once it does, put down a more solid counter for the melee troops. If there's a long-range troop behind the sparky, use the witch strategy, or at least try to make the sparky waste its shot. After the sparky shoots, put down something, barbarians, valkyrie, etc, behind the sparky where the long range troop is. Once that's dead, your surviving troops will probably have enough time to take out the sparky and continue on to assault the enemy tower.
Aaaaaw yessss, this is the one legendary I've got. Tragically, it's not really used all that much. However, in the very rare occassion that you do see one, there will probably be troops behind it so that they can benefit off the rage effect when the Lumberjack dies. The counter is simple: kill the stuff in back, then kill the Lumberjack. Typically a minion horde of valkyrie works for whatever's behind the Lumberjack (or arrows if it's a minion horde), and then you can just treat the Lumberjack like a weak mini P.E.K.K.A., since their stats are actually relatively the same, except for the fact that the Lumberjack is a bit weaker. Divide and conquer. However, make sure that the Lumberjack doesn't go ignored to your tower, because if it's left alone, it can still deal some pretty heavy damage.
And of course, you should always save your arrows if possible in case your opponent uses a goblin barrel, so you can use the arrows to instantly destroy them, making that particular epic worthless against you.
Honestly, electro wizard isn't too hard to counter, just some point-damage troops will do. Musketeer, Prince/Lumberjack, Valkyrie (not point damage, but she can easily tank the damage and has good enough dps).
Ultimately, just play smart and come out on top for each conflict. I've actually had battles where the opponent left the battle because I countered a little too well. One particular one was where the enemy dropped a hog rider and threw a goblin barrel at the same tower; I countered with barbarians directly between the hog rider and the tower and with arrows for the goblin barrel. My tower took almost no damage, I had completely unharmed barbarians attacking the enemy side, and my opponent basically wasted their elixir. They left the game, making it an easy win. This sort of game is definitely not common, but just goes to show how frustrating it can be having your elixir go down the drain as your opponent counters your attacks and comes out on top each time.
This deck + 100 000 free gems from clashroyalebonus.com giveaway site is amazing! You can become the best immediately!
too expensive I like 3.5-3.9 decks and with giant
This deck is to expensive for my flavor. It can be countered really easily. The advantage to your deck is the you can handle decks that cost 3.8 and higher. The weakness to your deck is spam decks and cycle decks like miner, hog, etc. Plus, the pushes are going to be really hard to pull off. Hope you take my advice kirbyrick02.
This is a great deck. I never thought all those cards would make a good deck. I have not used witch, prince, and barbarians in a long time but this seem like a deck that could get me from arena 7 to 8 and higher.
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Haven't been online in a while, lol.
In response to the comment about barbarians being bad and mini PEKKA being better, Barbarians are more usable with a Prince/Lumberjack pushing them, and are better at body-blocking and taking out hog riders. Plus, they're multiple troops, so they aren't nearly as easily distracted from their targets.
Zap vs arrows is honestly completely a preference thing, I just happen to like arrows more, and they seem a bit more useful and versatile. Your choice.
For musketeer vs archers, Musketeer just has higher overall DPS, and she can solo-kill archers on her own. Plus, if you take archers, the overall deck is also more vulnerable to AOE, and you would only have Prince/Lumberjack as a real solid counter to the Wizard.
so after useing this deck more.... it loses a lot with these new cards out...or something cause it started fine but now im going 2/10 fights with wins and draws im loseing a LOT! with this deck now... idk why or what but it started good
Love this deckk glad you took the time to explain it i see so many people just spam giants for the descriptions Horiable... THanks again...
Switch arrows out for Zap for the stun and +Elixir trade against the buffed Skeleton Army, Minion Horde and Goblin Barrel. Deal with Princess using Musketeer, which either builds to a counterpush OR draws out their Barbarians/Goblins/Skeleton Army, which would otherwise counter your Prince.
Archers = better than musketeer
3 cards:
Spear Goblins
SGs are 1 shotted by baby dragons, and muketeers are more elixir and less troops
Good usage for low arenas, but often Hog decks are much more versatile. Also, it's elixir, not mana
Check my deck. Try it out dude. Nice deck though!! Great great discription!
Thanks dood very nice hope u have a good day ill see u later.
Very Nice in-depth guide:
Heres my deck
Hog Rider
Got me through arena 4-6(USed archers and arrows when i was in arena 4)
I like your deck! Very good defense.....but I dont like the 4.5 avg......ill try to modify it....
barbarians suck throw in the mini pekka i find it way more effective
Great deck. Really like it. Can u PLEEEEEEAAAAAAASSSSSE tell me ur clan TAG??????
Glad it worked for you! And if you're asking for help, just say how and I'll try, if you're saying that the deck helped, then congrats!
this is an awesome deck.Help me to win a lot of matches
Uh, you mean your deck or my deck? 'Cause in general, if you know the opponent has Rocket you just don't clump your forces together.
tip : Be carefulof using this deck if the opponent has rocket this could be really fustrating!
I want to tell you my deck
spear goblins
baby dragon
this deck got me to 2915 trophies
if you want to see some detail just go search it up
Niiiice, hope you have fun with it!
Nicely done kirbyrick02! just started using this deck and it's going very well.
Thanks! I'll be sure to!
Wow, you have a very well written guide!! Please check out my decks!!
Hey Derpy, glad you liked the deck! Once again, I might be a bit late on my response, since I'm currently on vacation, but hopefully I responded in time. So against Minion Horde and Giant, I agree, countering can be a bit annoying. You either have to wait for the enemy Minion Horde to pass the Giant before putting down a Witch, or you have to hope for arrows or fireball in hand, which isn't really all that unlikely. However, if you don't have these, a Minion Horde + Barbarian defense should work, as they should quickly rip through the Giant and the enemy Minion Horde wouldn't have time to take them all down, allowing your own Minion Horde to work with your tower to take them all down.
And, of course, Balloon and Giant. These definitely are more common, and yeah, the best counter is definitely Minion Horde. Placement and timing is key, you have to place the Horde just where they'll prioritize the Balloon above the Giant, since the Giant has lower DPS and is easier to counter later. If you don't have any effective counters, you can try to cycle quickly by putting down a Musketeer or Barbs, which are both decent counters for one or the other of the enemies, and yeah, Witch isn't too recommended because she's not especially capable at taking down the Balloon.
For pushing, IDEALLY (meaning that this is definitely not always the case) a Prince/Valkyrie push is backed up by a Witch, but naturally, this isn't always really possible. So since air defense is obviously the best counter, and since the only real air defense are Minions or Minion Horde, just have arrows ready. If you're 100% sure, and I mean ABSOLUTELY sure that your enemy is going to put down Minions, you can try pre-firing, but it's always an incredibly risky strategy.
Just remember that when making pushes, you always want to start them when you're at full elixir and the board is clear of enemies. Remember, this deck prioritizes countering over everything, so you want to wait as long as possible for your enemy to put something down before you're wasting elixir. Only start a push if your opponent has absolutely nothing on the board, and pushes are typically started with a Witch or Musketeer in the back, since then your opponent HAS to put something down or else they're wasting elixir themselves, and that gives you something to counter.
If you want more hands-on help, I have an alternate account that uses a close version of this deck (it doesn't have Prince so I had to swap in Giant) that's currently in a clan that anyone can join, if you want direct help you can join the clan and you can train against me in friendly battles.
I am in the 1100-1300 trophies range, and have been using this deck to try and get into Arena 5. This deck works pretty well against most decks, and I am slowly gaining trophies. Recently though, a lot of users have been using Balloon + Minion Horde/Giant, and I haven't really found any defences against this. Against Balloon+Giant, my only counter is Minion Horde, which only attacks one troop allowing the other troop to deal massive damage, and against Minion Horde + Balloon, if I use minion horde it just gets canceled out, and if I use Witch then the balloon gets at least one hit. When I push on the other side with Valkyrie + Prince my opponents use an air troop to get rid of my troops quite easily, or they put down a meat shield to stall while they get defences? What should I do? Thanks for creating this deck btw :)
Sorry guys, but I'm going on a trip and probably won't be able to answer many questions until school starts up again (I'll try to check in, but no guarantees whatsoever), so just be aware that your questions might not be answered immediately.
However, that doesn't mean you shouldn't ask, so definitely make sure to comment them here if anything comes up!
I mean, you can, but the main point of Minion Horde is for completely defense; they're literally just meant as counters for P.E.K.K.A., Royal Giant, Giant, Mini P.E.K.K.A., Barbarians, and are basically just an air substitute for your own Barbarians. They're really pretty much just meant to be removal, your opponent can't kill the minions in time without pre-firing, which is really risky. The 2 elixir advantage they get is sort of pointless, since you used the Minion Horde to remove something else. For example, if your opponent sends a solo hog against you, you use Minion Horde, then then the opponent uses Arrows, the Minion Horde has more than enough time to kill the Hog, which means that your opponent just spent 7 elixir vs your 5. And since Minion Horde is purely meant as a defensive card (unless you know your opponent just spent their air removal), it means that the Minion Horde will be removing something with it, so your opponent very rarely ever has the actual 2 elixir advantage from arrows.
Minions would work, but they'd just be a lot less efficient. I'm not sure, but they might not be able to fully remove a solo hog before the arrows hit, and they are half as efficient at removing tanks. In general, it would work, but it would be less efficient and might be a bit risky.
one quick question can we replace minion horde with minions ( since minion horde can be hit by arrows and opponent gains 2 elixir) other wise a good deck
Oh.I see.That sounds like it should work.Thanks.
Oh, wait, samuelgm, I remember talking to you earlier in the comments! I literally did not read your name until two comments later, lol.
Anyway, AFTER you read the advice I wrote below, I just wanted to make a comment about the use of fireball (since it sort of slipped my mind earlier). Unless you're sure that your fireball can take out the wizard, it's really not all that worth it, as a valkyrie placed corretly can take it down easily without the help of the fireball. I tend to use fireballs more to damage elixir collectors as soon as the opponent puts them down, so they get less value off of it. Same for any other defensive buildings or spawners. Otherwise, it's just used when there's good value to be had (such as barbarians stacked on top of a wizard or something similar) or as a crown tower finisher. But when you're using it as a finisher, make SURE you know EXACTLY how much your fireball can deal to crown towers, because honestly, if you look in Clash Royale TV, you probably know that the battles are chosen based on how close the fights were. A lot of the battles in Clash Royale TV are close because someone was winning and fireballed the other persons' tower, but miscalculated and the tower just barely survived, giving the other player a 4 elixir edge to make a winning push. Just be sure you know how much your fireball deals, I know off the top of my head that my fireball deals like, 209 damage or so.
Btw, if anybody even reads these anymore other than people looking for help, I'm going to be updating the deck guide. I seeeeeriously need to get around to doing that, so stay tuned!
Hi, sorry if I'm a bit late, I haven't really checked up on this deck since my last rant, heh.
Sooooo first of all, is your deck format the same as the one that I gave above?
I'm just going to continue and assume that it is, if there're any differences, just let me know. I mean, in general, for golem decks, a perfectly viable strategy is just to make a decent push on the other side. Your opponent just spent 8 (or so, I'm too lazy to look it up) elixir to put that golem down, most likely in the back. That means that assuming you've at the very least kept up with him in elixir, you've got plenty of elixir to make a push and he doesn't really have much to counter. Just make a witch/valk/prince push and that should be able to deal some heavy damage. Most likely, either he'll put down his wizard or some other troops to defend, but he'll be low on elixir, and a minion horde or barbarians should be able to take down the golem (though you will take a bit of tower damage). Now, IF he just puts more troops down behind his golem for some reason, PUSH. Golem pushes are reeeeally slow, and if he tries to make a really strong (but slow) push, you can definitely make a faster one on the other lane, very possibly making a three crown victory. Just remember to use your opponent's 8 elixir disadvantage quickly.
If you have any other questions, just ask!
Hi.I would like some tips.I am in arena 5 with lvl 7 commons,lvl 5 rares,and lvl 1prince and freeze,Lvl 3 witch.I have been having trouble against golem,wizard,valk,pump decks(once you hit 2x elixir) I can easily take the troops out with elixir trades but my tower takes too much damage for me to win.After that a few small pushes take my tower down.Can you please tell me how to deal with those? ps I been using fire ball on wizard then using barbarians and valk.Thanks.
Tho technically the elixir average might go up :/
Yeah, those subs should work well
This deck is pretty expensive can I replace Arrows with Zap and Fireball with Rocket or Lightning?
Sorry if I'm a bit harsh, but I get pretty annoyed by people just being asses about the deck instead of simply asking for advice.
And I didn't mention this, a SOLO musketeer is obviously NEVER a good counter for a Lava Hound, though I thought that would be slightly obvious.
For all those people out there that prefer lower elixir averages, I'm apologize, feel free to try to swap out cards that cost less, but I personally feel that it works fine. But yeah, the elixir average is higher than most decks, so sorry if that doesn't work for you.
And HybridReaper. First of all, what level even is your musketeer, and when do you put it down?? If you react IMMEDIATELY with a level 6 musketeer, which is what I have, the lava hound itself deals little damage to the tower, and a minion horde can take out the lava pups EASY. A minion horde can even take out the lava hound themselves, though it's a bit much to assume your opponent doesn't have removal for them. And even if you don't have minion horde in hand, once the musketeer kills the lava hound, arrows are an easy counter for the lava pups.
I've had multiple wins against lava hound decks, so just because you don't know how to play the deck doesn't mean you should talk trash about the deck. Again, I'm in Arena 8 with this deck, so if you're in a lower arena and LOSING, I honestly don't know what to say to you other than either actually LEARN to play the deck or to find a different deck. It works for LOTS of people, if you read the comments below, so if you're the one person that doesn't know how to play it, there's no need to be a jerk about it, either ask for help like other people have, or find a different deck.
Like this deck, but i'd like the avg. to be lower. I like my average 3.5-4.1(Because the current deck im using costs 4.1)
"Lava Hounds aren't too scary, they're basically only flying tanks; they don't even deal much damage. Musketeer and/or minion horde should be more than enough to take it out, and the Lava Hound dying and splitting into lava pups doesn't even deal damage, so minion horde would be a pretty good counter."
- One musketeer can hardly take the hound down WITH the help of the tower, and once the hound breaks into the little ones, they will kill the musketeer and do a WHOLE lot of dmg to the tower. Maybe the musketeer needs to be lvl 13 to handle a hound solo.
Update: I have just lost ~450 trophies thanks to this deck. Untill I see a gameplay video I'm calling it the most useless deck on this website. I URGE PEOPLE TO STAY AWAY FROM THIS PIECE OF SH*T DECK !
@RealFantasy Perhaps this deck is just too defensive for my taste. I just cannot seem to be able to get the hang of it. After about 10 games, I hardly won 1 and it was pure luck that got me the win.
Right, also wanted to thank RealFantasy for defending the deck too, I really appreciate it!
Sorry people, haven't been keeping up on this deck much (SUMMER!!!). Lol, really happy that the deck worked out for you, RealFantasy! And he/she's exactly right, the deck might have a high elixir average, but it's about using these cards to counter your opponent's pushes, meaning that you're using elixir as wisely as possible, ending up on top, which IS stated in the guide multiple times.
And for card levels, there're not really defined. I mean, I'm averaging at around 2100-2200 trophies with level 8-9 commons, level 6 rares, and level 2-3 epics, but obviously the lower the trophies, the lower the levels, so sorry, I don't really have a definitive answer for that
A bit too expensive imo but good deck. Personally i prefer cheaper decks, like around 3.5.
what card levels do u need/have?
@HybridReaper90 It's about using elixir efficiently. Did you read the guide in-depth? When I first used this deck, I lost about 4 games. After I got the hang of it, it's pushed me 550 trophies! (1050 to my personal best, 1591)
The cards cost way too much elixir. I followed your guide and lost 5/5 games I played with it. Complete rubbish.
Update: This deck got me from 1050 to 1550 (500 trophies!)
I love this deck! My old deck got me stuck in the range of 1050 - 1200 trophies (it's on my profile) and I was struggling to breach the 1200 trophy mark (my max trophies were 1275 with that deck, and that's because I faced weak opponents.) Once I got Freeze out of a Crown Chest, I immediately started using this deck. I have no intention to stop using it! It has already given me 200 trophies from 1050 to 1250 in just two days. Thank you for this deck!
watch me win in legendary arena with 3 musketeers
I mean, I've never really had to use a feint before, and I'm in the 1800-1900 trophy range. Against that kind of push, you just put a long range troop, like witch or musketeer to take care of the air unit (hopefully), in the back so that you aren't wasting elixir. Then, put a valkyrie in back for the wizard and put barbarians or minion horde to take down the tank. The air unit should either be dead because of the long-range troop from earlier or distracted by the valkyrie, so you've got time, at any rate.
And you are right, playing defense is a large part of the deck, since it's a counter-push deck, the countering requires you on defense, but the pushing part is also pretty important, taking your elixir advantage and making a huge push. At any rate, the decks are probably a bit different in the Builder's Arena than they are in the P.E.K.K.A.'s Playhouse and Spell Valley, so just learn what kinds of pushes work well; the good combos vary from arena to arena, since the cards that people use commonly vary as well. In general, you just gotta play your cards according to what your opponent has in his deck. You definitely should be able to push higher, I've been able to maintain a 100% win rate when using this deck on the accounts of other people who are in those arenas.
In arena 5, the opponents easily counter my attacks (I'm in the 1300-1500 range) and at least for my case, the only way I can win is with a feint or an insane push. They place a tank, an air unit and then a Wizard. After that, I've lost. I've won with this deck with my tower's HP down to 400-100 a few times, and opponent just about to send a Rocket/Fireball to even the odds. (I always go on the defensive.) No offence, by the way.
I mean like place an high HP unit on one side and place another one on the opposite side when the opponent counters the first attack.
What do you mean by feint? And if your opponent's got Fireball/Valkyrie, you just gotta figure out that they have it and then don't place a push that's vulnerable to them. For example, don't put barbarians with other melee troops, try for a Valkyrie Prince push with maybe so long range backup behind. And Prince, Musketeer, and Minion Horde are all viable counters for a valkyrie, even your own Valkyrie could work. Just in general, once you realize your opponent has fireball and/or Valkyrie, barbarians just aren't played unless there's a hog rider coming in.
Is it possible to play a feint with this deck? Also, I realized that a Fireball and Valkyrie can take out most pushes with this deck, but it is an awesome deck.
Nice deck
So I guess you already made your own edits to it? Lol, so I guess you're both more experienced than I am. I mean, whateer, it's still ultimately your choice what to do with the deck.
It is actually based on my friend who is in my clan's deck and he doesn't have dark prince either.
Sounds good! Honestly, you know your deck far better than I do, and my edits are based on general experience, not experience specifically with your deck, so just do what feels right.
I switched dark prince to valkyrie.I think fire spirits are already ok in the deck for beating barbarians and they are good cheap troops.Freeze I kept,but may change later
Thanks for the feedback I will cosider changes.
Uh, okay I guess.
Well, at first glance there are some cards that aren't 100% necessary. Golem is, obviously, needed, and wizard is also an amazing card for meat-shield decks. Goblins are pretty much your only Prince counter, so you need those, Musketeers are always very good to have, and Arrows are among the most useful cards in the game. That leaves Freeze, Fire Spirits, and Dark Prince.
Well, you got tons of AOE, so that's not really an issue. However, it doesn't look like you can deal with meat-shield decks very well. There aren't really any troops in the deck that can be put behind the enemy giant/golem/giant skeleton and kill all the support. Technically Dark Prince could, but he doesn't really have much health and might not actually be able to kill all the support (not that I know, since I don't actually have the Dark Prince). Might be a good idea to switch in Valkyrie, since Valkyrie's got significantly more health and is about equal if not better in damage (again, I'm not sure since I don't have Dark Prince). Plus, if you got a Giant coming in with support, you just stick a Valkyrie behind it and with a couple swings, all of the support is gone.
Freeze isn't really a commonly used card for Golem decks, since it's not really all that needed. The Golem just soaks up damage and your support kills everything that attacks; Freeze doesn't serve too much of a purpose because your Golem pretty much does the same thing; he prevents your other important troops from getting killed, and gives them time to kill the enemy troops. You could maybe swap this out for Fireball, which is an amazing damage card for taking out a tower or for taking out attacking troops. Or you could just swap in more support for the Golem, or maybe Barbarians, which is an amazing counter for the annoyingly large number of hog decks out there, or maybe just some other card that you like and think would go well.
Fire Spirits aren't really 100% necessary because they're good for taking out minion hordes or barbarians, and you already have arrows and a wizard for that, and maybe the Dark Prince (or Valkyrie, if you chose to switch it out). Same as for freeze, you can flip this out for a good support card for your golem push, such as witch or spear goblins, or a good defensive card, like barbarians, your choice. But with all the AOE your deck's already got, and since you already have minion hordes covered with both arrows and wizard, I don't think you really need Fire Spirits.
But then again, I haven't actually played this deck before, so just do whatever sounds right to you, if you think that Freeze works, keep it in, 'cause I srsly have no experience with using Freeze with a Golem deck. Either way, if you have any other questions, feel free to ask!
So far I have been doing well with this deck I would appreciate if you would check out my deck King of Golems and give some advice on improvemets for it.
Hope you enjoy the deck, HyperBoss!
And in terms of switching out the minion horde for minions, it technically would be the same idea, you would just use minion whenever you would use a minion horde, but the problem is that a minion horde might not be fast enough. A minion horde in this deck is primarily used defensively, as a last resort to take out a large number of ground troops (or as a last resort against an enemy minion horde) such as barbarians, and to take out single troops that have high health, such as Giants, Valkyries, Giant Skeletons, and P.E.K.K.A.s. Minions might work, but the problem is that I'm not sure if they'll work quickly enough to take out the troop before they reach your tower. You'd have to put something else down as support, meaning that the Minions would primarily be a defensive card that has to be played in a combo with another card on defense, which, on average, will be about 7 to 8 elixir spent.
Honestly, you might want to consider putting in skeletons or goblins instead to take care of high health single troops and to act as a distraction for things such as barbarians and just making sure you keep a Witch or arrows in hand to make sure you can counter an enemy minion horde.
How would replacing the Minion Horde with Minions work? I'm in Arena 3 now, so I don't have access to them.
This deck is Amazing when i first saw it. Also this deck is crazily detailed. Thanks for the deck!
Glad you liked it! Lol, I still remember you asking about card swaps back in April or something, glad you found one that worked for you!
Great deck.I can even beat people an arena higher than me. I dont have freeze but I found bomber takes the spot pretty well.A well put together deck.
The strategy is simple to really.The best offense is a good defense.Thanks for sharing this deck.
Wow Thanks!
Yeah, wizards and bombers can be annoying, since our only real good counters to them are musketeer and valkyrie, and musketeer typically doesn't work because the wizard/bomber has something in front of them. However, valkyrie can still be a pretty good counter. And yeah, buildings in general aren't really the strong point of this deck because we don't have any real damage spells, so our only counters for the bomb tower (which I agree is definitely annoying in particular) are the musketeer (if the bomb tower is close enough to the river, you can put the musketeer on YOUR side of the field and have her shoot over the river), or minion horde, which isn't reliable at all because everybody has arrows. Just gotta make do with what you can, and if you can't punch through, play a nice strong defense. Elixir collectors in general aren't really removable by us, so we basically just gotta trade REALLY well to make up for the extra elixir your opponent is making.
And I feel like I should be thanking all of you people for actually trying out my deck, I really had no idea it would work out this well, lol.
Thanks for the response. I have been having good streaks and bad streaks with this deck, and keep experimenting with the 'extra' card. The diffculties are mostly from wizards, bombers, bomb towers, and elixir collector decks in spell valley for me.
Thanks for the guide and monitoring the comments!
Lol, thanks!
I feel like a noob now... great job! :)
TJDragon, it does work up to Arena 7, I've gotten there myself, the problem is that I can't guarantee that it'll work for you, sorry. I mean, naturally since I'm the creator of this deck, it's more likely that I'll get farther than other people testing out this deck, so I can't really be sure if it'll work for you. However, if you've got the knack to this deck and you can work it out, you should probably be able to push to arena 7, just as I have, and apparently some other people have as well.
And I hope the deck works out well for you, shadowliner!
Havent tried it yet, but seems good! I'll definetly try this!
Do you think this deck would work to get from arena 6 to arena 7? Ive been trying to push to arena 7 since last month, and each time when Im really close, I jst get knocked back down. Im starting to get really serious about my deck, and I dont want to risk anything during a battle, so I dont lose anymore trophies.
And when I say "past two minutes" in the last paragraph, I mean like when you've got a minute and 50 seconds left, so well before double elixir time.
Sry if that might've been confusing
I think the game just uses trophy level to match you up; I don't think it can tell which decks are strong or not.
In a hog rider version of the deck, freeze would probably still work, but if you don't have it at all, then you could just sub in maybe a mini-PEKKA to make up for the Prince or something similar. It's sort of a free slot, since Hog is a good swap for Prince and Freeze is sort of just a backup card; you can swap it out with whatever.
For elixir advantages, you just have to pay attention to what the enemy is putting down, if they've sent just a hog rider, they've got 6 spare elixir and are probably saving up for freeze, so you know you should only counter with one troop (barbarians, minion horde) in order to have enough elixir ready to put something else down after your opponent freezes you to take out the hog. if it's multiple troops, you just sort of have to estimate how much elixir they just spent; add up the values roughly. If it's a big push with a lot of troops, then it's probably most of their elixir and you probably don't have to worry about anything else for a bit, so just counter everything and then use your remaining elixir to turn the rest of your countering force into an actual push. In general, you should have enough time to estimate if your opponent is low on elixir or not, if you just really can't, then just counter your opponent's attacks with as little elixir as possible. Don't use any more troops than you need to, and when you've got a lot of elixir and you just countered a push, make a push of your own.
In the beginning of games, you always wait for your opponent, even if your elixir is full. Unless, of course, your opponent puts down a defensive tower or an elixir collector; you should immediately start pushing if that happens. If your opponent is also trying to wait you out, wait until a little past two minutes, then put down a musketeer or witch (musketeer is preferred because it costs less) behind your king tower and see how your opponent responds.
Great deck and guide, thanks! I used a hog/witch combo deck to push quickly to spell valley, then stuff changed and I started dropping. Fell to 900 trophies multiple times, trying countless decks, couldn't get anywhere. They I read your guide, and a few days later I'm back to spell valley! :-0
However, I've lost three games in a row since I got there. Does the game uses something other than trophies to match up players at that level? Do they compare deck strengths or something?
I don't have prince, so I sub'd hog rider. Would you recommend something else in place of freeze to put with the hog rider version of this deck?
What is your method for knowing whether or not you have a elixir advantage during the game? It's hard enough just to manage my cards and respond fast enough to counter, much less try to add up their elixir in my head while they're placing.
Once you have started, should you wait to counter even if your bar is bouncing off ten? Or do you just start placing an offensive back behind your tower to make a push?
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And if you're talking about the tanks individually, like if a golem, PEKKA, or giant is slowly coming towards your tower, just put a long range troop behind your crown tower, so that by the time they've moved up to your arena towers the tank is already in range. Witch is especially good for this, since she spawns little skeletons as she walks that swarm the tank, which is good for both building up damage and distracting PEKKAs. By the time the tank is in range of the witch, your opponent should've spawned something else for you to counter, which you'll probably deal with by putting either barbarians or a valkyrie behind the tank.
Glad the deck could help, smallmonk! And ya, timing is definitely required for those kinds of situations. Typically you just spawn long range troops behind your tower to target the tank when it reaches your side of the field while you stick a valk behind the tank to take out the support, such as wizard, etc.
And if you've got a giant, PEKKA, and golem......damn, that's a lot of elixir. 20 elixir. I mean, it's possible, but you'll probably not see it much. If your opponent has got out 20 elixir, even with a ton of elixir pumps, you probably have enough time for 15 elixir without elixir pumps. You're always going to want minion horde, since that much elixir expenditure on the enemy side makes getting out removal for them tough, and minion hordes just cut through tanks. Barbarians would also be a good idea. Witch could be used for the distraction element (for the PEKKA), or you could just freeze the whole group and let your troops cut through them. Just spawn good tank-counters and it honestly shouldn't be too bad.
Actually what shall be done when waiting giant, pekka, and golem slowly walks toward your tower?
Learn a lot from this desk. The idea of counter push is fantastic. The guide is detailed. Able to push from 4 to 5 with this deck. Have learned my defence skill from this deck.
In arena 5, i faced difficulty as many players support a tank, such as giant, together with wizard and other troops. Barbarian, minion hordes and witch are weak against wizard. Good timing of placing troop is required to counter this.
I'll be sure to put it in! Thanks for the info!
Sure i don't mind if you put down my clan name and my name :) My clan name is Marge n Jarita and my in game name is K1ngSlaYer. Don't worry about royal arena, i was in and out a lot when iI first got in too! Good luck bro :D
...why is the Pekka math so hard...
I dunno about "definitely" getting higher, having trouble staying in the Royal Arena at all, heh....
Thanks for the combos, they'll definitely make the guide a lot better! I probably won't need pictures or evidence, I think I can get a good enough idea of what the deck is like from this. I'll probably start my slow progress on the deck after I finish this comment, so was wondering, would you like for me to include your username/clan in the "intro" for an example of someone who did well with this deck, or do you just want to refer to you as "TrollMeNowPleas"?
Oh yeah since you're probably more experienced and better than me at your deck, you can definetly get higher up than I did with your deck :D
About the miner deck, the following are the combos I use. Sorry for the crappy formatting lol
1. Quick Damage and can cause a lot of they don't defend: Miner + Spear Gobs
2. If they don't have arrows/fireball and are only running zap, this screws them over: Miner + Minion Horde
3. Another cheesy push: Miner + Hog + Zap
4. If you REALLY want to and are SURE you can defend: Barbs + Minion Horde (Risky but can easily take down a tower)
Basic strategy is to defend with Barbs/Minion Horde/Inferno and then counter push with Miner/Hog. Its a pretty chill deck :)
LOL I totally get you on the procrastinating part...it's just so nice to do everything later. But thanks for considering this and I can provide pics/evidence if you want or smth.
Haha, I'll start working on the guide in my free time, seems like a pretty effective deck! Though I might ask about combos you use, and I'll definitely make sure that the guide states that you're the "creator" of the deck and I'm just the guide-person. But remember, no guarantees on when it'll get finished. I've learned that I'm a really good procrastinator.
Glad the deck worked out for you! Hopefully I'll be able to make a similar climb in trophies eventually!
Haha so lazyyyyy :) Well I'm using a miner deck with a hog, zap, fireball, barbs, minion horde, spear gobs, inferno, and of course, the miner. This actually isn't on this website yet so if you could make a deck/guide, you can take the credit for it :D. As a little background, i've went up from 2200 to 2450 with this deck with a kda of 17/5/2 so yeah it's a pretty good deck. You don't have to make a guide if you don't want to but just thought I'd share it with you. But really, your deck got me all the way from 1900 to 2200 so thanks for that :P
Lol, happy it worked out for you!! Just broke 2000 trophies, so might take you up on your offer sometime!
In addition, niiiiiiice!!! Wish I was lucky enough to get a legendary. I could definitely try to figure out something for the miner, if you want. Results might not be immediate, but the other decks I'm working on either need some clues from the actual creator of the deck or sort of deleted half of themselves, and I'm too lazy to re-do all the work, so I'm pretty open at this point. If you have any ideas in general or any cards you want to be included in the deck, just comment them below and I'll hopefully integrate them!
And nobody wants unlimited gems if it's obviously a scam!! Stop putting all your advertisements in people's decks!
I tried a couple of games out and it surprisingly works really well! I decided not to use the elixir collector and still won, which was a surprise to me. Thanks for the great deck and I hope we can play each other if you get higher in trophies :) You got any more awesome decks?....maybe something with the miner as I got super lucky and got him? :) Thanks!!!!!!!!
Lol, it might work, I like to think that it would. But in all honesty, I'm not that trophy level yet because I pretty much only play on weekends (progress is SO slow), so I have no idea if it would work in the Royal Arena. I can't really predict how it would do in the Arena, sorry, all I can say is that it works pretty well from low arenas to Builder's Workshop.
In terms of the high elixir cost, it is quite high, and an elixir collector may help, but the problem is that every card in the deck serves some sort of important function to the deck in terms of countering. And honestly, even with a high elixir cost, each card gets more than enough of its own value back that if you trade well, the elixir cost shouldn't really be much of a problem.
Does this work in Arena 7? Around 2.1k trophies ishh? I've been on a huge losing streak from 2350 trophies all the way down to 1950 so I really need a good deck to get back up to possibly around 2500 trophies. This looks like a really solid deck but what about the high cost? Maybe an elixir collector? I would love to use this deck but will it work at my trophy range and higher? Thanks so much!
Yeah, that's probably a good substitution, I was planning on testing that out when/if I got the Dark Prince.
Can I replace the Valk for a Dark Prince?
Just post any questions about it here and hopefully I'll get to them
Uh, the guide is still in progress, I'm a pretty lazy person, sry
Therefore, it's called "In Progress".
how is your hog deck called?
So that's how they're doing it
Sheesh, those people are annoying af
Sorry for the previous post, someone hacked my account. Delete it. Sorry again.
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The deck you made actually only has one cheaper troop, and that's the spear goblins, so the overall elixir cost of our costs is only different by three elixir.
Oh, so it just doesn't fit your playing style?? That doesn't make it rubbish, you know
And the troops are higher cost, true, but they also can get more value than the lower cost troops, each one of them is a moderate cost troop, but when used to counter it can make back plenty of it's value. Do you want advice on how to use the deck, or is it just not your style at all? I can't really force you to use it, it's your choice.
there is no cheap troops,i need cheap troops otherwise ill lose non stop
Is there any particular reason that it's "rubbish", or did you just decide that this deck was bad because you were bored?
Uh....I'm in arena 6 NOW, and I'm doing pretty well
thhis is a rubbish deck,its solid but really would change if u were in arena 6 NOW.
Yeah, that's a good swap, bomb tower is a very good defensive building, and since this is already a style of control deck, bomb tower fits in pretty well.
Plus, Prince is only there for some extra tower damage.
Good Deck, I use just a slight variation with a Bomb Tower instead of the Prince. With the Bomb Tower this deck obliterates Swarm decks and wins if you play smart/make good trades versus most others.
Well, that's a lot of elixir. Assuming this website is right, that's about 13 elixir. First of all, if your minion horde is the same level as the opponent's zap, then they actually shouldn't die, and they're both commons. But ya, it's not uncommon to find people with higher level cards than you. So if you've spent 5 elixir, then for the two remaining enemy troops you're probably going to want a witch/musketeer combo, which is nine elixir and means that you do spend more elixir than your opponent, but it should fend off the attack. Since both of the troops are single troops, the AOE of the baby dragon doesn't have too much effect, and they should definitely be able to take out the lava hound. After the lava hound is dealt with, baby dragons are really not much of a threat, towers can deal plenty of damage to them, and with a musketeer or witch supporting, it should be easy.
What if the lavahound is backed up by a baby dragon and the minion horde is useless, by some chance, because the opponent uses a zap.
Yeah, with maybe a valk up front
Nevermind, use witch.
How do you counter spawners?
Oops, sorry, I forgot to address the stuff about how to counter combos in general.
I mean, you're definitely right, things typically come in pairs or more and my guide doesn't really deal with that, but in general, there's typically a basic idea to follow.
Most of the time, your opponent will have something tanky up front and some long range troops behind. If it's a PEKKA or some other slow, powerful point damage troop, you want to put a witch next to your tower or behind it, so the skeletons distract it and potentially swarm, while you put either a valkyrie or barbarians to deal with the long range troops in back (valk is probably the best option). Most pushes will be in this format; something tanky up front and long range in back, so this sort of counter is one of the few you need to know for the basic push of troops.
And again, any more questions, feel free to ask!
Lol, glad the deck is doing well!
For those combos, hog barbarians is probably good to be countered with your own barbarians to kill the hog and a valkyrie for the barbarians. Of course, if you don't have barbarians in your hand, minion horde works pretty well, and witch can be used as a last resort. Since the hog rider is typically a bit in front of the barbarians, you can probably kill or at least take out most of the hog's health before the enemy barbarians arrive, so you can just deal with one enemy at a time.
Musketeer or witch (or together) is best dealt with using a valkyrie in the middle of them or behind (make sure it's not distracted by any skeletons from the witch), which almost definitely the enemies and gets good value. If you don't have a valkyrie in hand, barbarians placed directly on top of and around the witch/musketeer will probably kill them, which is still pretty good value; you both spent roughly the same amount of elixir, but you've got something left on the board.
For when you have cards that still need to be cycled to, you either gotta improvise with whatever spare stuff is in your hand, or you just put some troops in the back where they won't be affected much in order to cycle. Most of the time you'll have something to counter air, such as witch or arrows, but sometimes (this happened to me today) I had to quickly trop a valk before I could get to my arrows. Just drop any troops you're cycling through in the back of your arena, and it's probably best to not turn them into a push; you're probably already behind on elixir by then and your opponent most likely has a counter for what you've got coming (they've had plenty of time to get something ready). So just let the troops die and counter whatever your opponent sends, the key to this deck is to only commit elixir when you have to or when you've got an elixir advantage and can make a major push.
If you want me to explain anything else in more detail, just ask!
This deck is amazing! It counters almost anything a lot better than most decks can. Even though I'm using this in Arena 3 and 4, it's still great and it proves that the witch wasn't a waste of 120 gems (I didn't get it for free). I need practice, but still pretty good. One suggestion though. You mention how to counter certain cards, but it's not common that that certain card is placed alone. Can you teach me how to counter some common combos?
For example...
+ or or
And you don't always get the right cards for countering. Often I will not have cards that can counter air, or a valk to counter witch or skeleton army, etc. What do you do then?
One more thing. You say the last slot is a free slot, and you use freeze. I think it would be better to put 1 elixir skeletons to counter Prince, Hog, Giant, etc. It acts as a distraction, an emergency counter, and just keeps the average elixir cost down.
Well, if your opponent has a bomber tower, you kind of know that before you can make a big push. You either send smaller stuff to destroy it before a big push.
And lone Prince pushes never happen in this deck, I'm not sure how you're playing. Lone Prince pushes are about as dumb as it gets, your opponent has skeletons or goblins, then you just traded down. As stated in the guide repeatedly, you want to wait until you've just made a very good counter (meaning that you still have something on the board), and then put down troops in front of it, such as the valk Prince combo. Since they have low elixir, good luck getting anything good to counter that on the board, and even once they do, you've probably got freeze or arrows in the deck.
Did you try reading the guide?? I might not have said it, but lone Prince pushes are sort of commonly known as terrible; there's a reason there's a combo/strategy section in the guide, it sort of covers general strategy, and there's a section about how to deal with defensive buildings. Might want to try reading the guide before you start criticizing it.
After looking at your deck, I've noticed that your deck is not offensive at all. You can ether opt for the lone Prince push, which gets destroyed by Barbarians, a Valkyrie Push, which gets obliterated by a lightning spell, or you can put literally every single card into your deck into 1 push, and a fireball + Pekka destroyes it. Or, even Fireball + Bomber Tower, which is 9 elixir for 38. Yeah. And don't say that that is situational, because both of said cards are definetly common.
Advertising much? Lol
I love this deck and the prince+valk is a very good combo
I'm a PEKKA in disguise o.O
Pretty much you're going to just want to take the balloon out first no matter where it is and distract the Giant Skeleton from reaching your tower. Best counters in this deck for Balloon are minion horde or musketeer, so just place them in such a way that they prioritize the Balloon over the Giant Skeleton.
While that's happening, distract the Giant Skeleton with pretty much anything; barbarians, valkyrie, witch (the little skeletons are perfect for distracting things like this). However, make sure that the melee troops you put down are behind the Giant Skeleton if possible so that they can avoid getting killed by the bomb. Long range troops, such as the Witch, are too vulnerable to put behind the Giant Skeleton, and there probably won't be much room anyway, so you'll just have to be willing to let them die in order to kill the Giant Skeleton if you used one of them.
Also, if you are using Freeze, this might be a good time to use it; just put down a minion horde or something else that can take down the balloon and could do well against the Giant Skeleton and freeze both of the enemies.
If any of that doesn't make sense (I tend to write paragraphs) just ask me to clarify!
Thanks a lot Legend! Appreciate the support!
Great deck, great explanation/guide, great everything! I rate 8/8 m8! You are pretty skilled at making deck guides, Kirby!
How do you counter giant combined with baloon since giant just tank so well and the baloon is just throwing bombs like a madman.. Causes ultimate chaos :/ plz help ..
ok thanks
Freeze is pretty much a free card, just put in something that you like that fits with the deck; almost anything will do. I had giant there before I had freeze.
As for Prince, since I don't think arena 3 has hog rider, I would say switch in some point melee troop, knight of mini PEKKA would probably work
Are there any cards you would reccomend using instead of freeze and prince.Im only arena 3 and I dont have prince.
Don't say a deck sucks if you don't know how to think and use it; it says several times in the guide that you need to use logic in order to make good counters.
Well, if you play smart and use a valkyrie or prince for a wizard or bomber, then that's fine. Plus, minion hoard can take out bomber easy as well. Just try not to use multiple troop cards against the AOE enemies. And if a Dark Prince comes in you just use logic and put down something that isn't vulnerable to ground AOE, such as valk, Prince, or minion hoard.
And didn't you notice how I said in the first paragraph of the explanation that it's currently being used in arena 6, meaning that I haven't been able to integrate arena 7 cards into it? What arena are you using this in??
This deck sucks. It can't counter Wizard, Dark Prince, or bomber. If an enemy deck has ONE of these things, you're screwed.
Tho ya, defensive skeleton armies pretty much kill things like Prince, Musketeer, or Barbarians if they go without backup; arrows can't rly hit them in time.
Lol, thanks
For skele armies typically I just either use valk or witch, arrows if I have to
but not good vs skeleton armies
It is working! 100%


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