This is the fourth part of the series of arena decks that lead up to the legendary arena. This week we are going over the barbarian bowl arena deck. Some of you may know the barbarian bowl arena to be arena three. There are a few more cards available because the barbarian bowl unlocks important troops. You may have to wait a little to get all the needed cards. The new cards include the cannon, the barbarians, the rocket, the barbarian hut, the rage spell, and finally, the x bow. Out of these cards, the x bow has been nerfed to the point where it is useless. It once was one of the most over powered cards in the game but it is not anymore. The rage spell is a special card that can work with only a few combos. I do not recommend using it early game as the mechanics are hard to understand and timing is very important, something you may not fully understand. It also does not have many good combos in the early game but does excel;l in late game if you can efficiently use the three musketeers. The barbarians in my point of view is almost a must have in each and every deck. I personally never play a deck without the barbarians in it because it is so versatile but I have seen some people succeed without using the barbarians. The rocket is not that good because it costs a whole six elixir and only does irect damage. It is better during later arena because you have to destroy more buildings. Even then it is not that good though. The barbarian hut works like the goblin hut in which it spawns barbarians at a set amount of time. These spawns produce two barbarians each time and it spawns those barbarians every 14 seconds. The cannon is a great defensive card to counter the hog rider and the giant and I recommend using this card all the way up into arena seven, royal arena. I personally do not use this card but I know people down in this arena that do. These are the basics of the newly unlocked cards and I will go into more details when I talk about the deck. This deck uses no direct damage spells or defensive structures or buildings so you have to know when and how to play each troop. This deck also contains two epics which some of you may not have.
BASICS: AVERAGE ELIXIR AND HOW TO USE EACH TROOP EFFICIENTLY
The average elixir cost for this deck is 3.5 elixir and contains the following cards:
TROOPS: USED FOR DEFENSE AND OFFENSE. IMPORTANT TO USE THE RIGHT COUNTER FOR EACH TROOP
Giant Skeleton- The giant skeleton, along with the prince, is going to be your major damage dealers. The giant skeleton is an awesome tank that has a ton of health and upon death, will kill almost all surrounding enemy troops. The giant skeleton does very weak damage and moves very slow. If it gets to the tower though, its death bomb will do a ton of damage to the enemy tower along with destroying and killing any other defending troops your enemy has spawned in. The giant skeletons speed could also be boosted with the help of the prince. If you put the giant skeleton at the bridge, and then follow it up with a prince behind the giant skeleton, the prince will start to charge and push the giant skeleton in front of it. This little hint and strategy can actually provide a big result because it usually surprises the enemy a lot. It surprises the crap out of enemies because at this low of a level, they usually never wee the pushing strategy. I know that the very first time I saw this type of strategy, I panicked hard. This allows the giant skeleton to move extremely fast and if the opponent is counting on its slow speed to deploy a counter, they could be facing a giant skeleton knocking at the door of their arena or crown tower. Also, they can no longer play small cheap troops to counter the prince because those cheap troops will be distracted and target the giant skeleton while the prince is killing them. The best counter for this strategy is the barbarians but if you add the bomber to the push, barbarians and even the minions wont be able to stop it.
Prince- The prince is also the other major troop in you big offensive pushes. The prince is what creates all the speed in the push because it can charge and also push the giant skeleton froward. The prince’s point damage provides also helps defend against any high health hit point the try spawning to act as a defense. For example, if the play a mini pekka to defend, the mini pekka will target the giant skeleton, doing relatively weak damage, while the prince just unleashed his full force of his charge in to the mini pekka’s armour doing about 50 percent of the mini pekka’s health as damage. It will only take two or three more hits to kill the mini pekka and you are good to go and push with your troops. Additionally, if you are worries about them spawning mass swarms of small troops, you can also add the bomber to your push to keep that covered as well. This push is devastating because new players do not know how to counter it. Usually, this push leads to their contested arena or crown tower to be easily destroyed. This push is also not unknown to lead yourself for a quick and easy three crown win. The prince is also good just to send by itself with the bomber behind him just to get rid of any small troops. Even though it does not take care of air troops, this push can still lead to major damage because most early or beginner players still do not know how to counter the prince. The price is still a great card for this arena.
Barbarians- This card costs five Elixir. This is best used to counter Princes, P.E.K.K.A, and the Hog Rider. You may face those high level cards because it is only one arena above you from which they are unlocked. They also are an extremely helpful distraction for smaller troops that can do major damage if left untouched, like the Minions, Spear Goblins and the Goblin combo. If the Barbarians are set on top of the much feared Sparky, they can easily destroy it, and you will gain a major Elixir advantage. Only one or two barbarians will die to the spark’s blast if dropped correctly. However, this needs precise timing to get it right and if you are even just slightly off you will be at a huge elixir disadvantage. If they do get to the tower unnoticed they can easily destroy it. In my opinion, the Barbarians are one of the biggest staple cards in the game. The barbarians are a hard counter to any point damage dealers like the musketeer, the prince, the mini pekka, and the regular sized pekka. It does extremely bad against splash damage troops like the bomber, the baby dragon, the valkyrie, and the witch. The barbarians also do very poor against the lightning spell and the fire ball.
Goblins- The goblins are another great card besides the spear goblins. For being unlocked at such an early arena, it has quite a high use rate among legendary arena players. The goblins is a very good card because they provide a grouping of low health units which helps defend against high hitters like the mini pekka and prince. They also give a lot more damage out so they work even better than the spear goblins when defending the prince and mini pekka. However, they are not good enough to do it by themselves and they need the support of spear goblins or minions to do the job efficiently. If you would end up doing minions, the mini pekka and prince will die without a hit on the tower and you can start a counter push of the prince and giant skeleton, with the giant skeleton in front of the prince. The goblins can also be used in the giant, the goblin, and the bomber push. This is a pretty weak push if your opponent does have minions but at this level they probably will have the minions focus on the giant and not your supporting troops so this push should still work. The goblins can be killed by all splash damage troops very easily and are very vulnerable to the direct damage spells whether it is the lightning spell, the fire ball, or the arrows.
Spear Goblins-These little angry green men are once again in a deck I am showing you. Usually, in 90 percent of my decks I will have the regular goblins, the spear goblins, or both of the goblin cards. I will rarely have neither. This is because the goblin cards are so powerful for what they cost. The spear goblins can do major damage because they look so weak but because they are in a group they can do a lot more damage than if they were three individual spear goblins. The spear goblins can do 200 to 300 damage if they are left uncontested on an enemy arena or crown tower. Also, because they are a ranged fighter, the spear goblins have a great potential for being an anti air troop. They can take on the three elixir minions quite easily if your own arena or crown tower can also focus their damage on the minions. Also, the spear goblins can do a lot of damage to a lone balloon. Combined with the archers or minions, they will easily take the balloon out. Yet another areal defense the spear goblins provide is against the baby dragon. If you let the baby dragon lock onto the tower and then spawn the spear goblins away from the tower, the spear goblins will attack the baby dragon without being killed. The enemy will get some damage on your tower but not nearly as much as if the baby dragon was unguarded. The spear goblins are also a great defense for single targeting troops like the pekka and prince because they are in swarms which make the prince and pekka take longer to kill them all. With thee help of your towers, you can almost kill the pekka and you can get the offensive prince down to about 50 percent health. Because the prince is still alive, you may have to spawn some goblins in to finish him off in defense. The spear goblins can be killed by all splash damage troops very easily and are very vulnerable to the direct damage spells whether it is the lightning spell, the fire ball, or the arrows.
Skeletons- The skeletons are a really great card because they are cheap and let you cycle to your giant skeleton and prince combo faster. Cycling means that you just go through cheap, quick cards just for the purpose of getting your bigger cards more often and faster. The skeletons are also actually pretty good against the high damage units like the prince or the mini pekka. Because there are four of these troops, and also because they have a decent amount of damage per second for their health, they can beat the prince or mini pekka on a one verses one basis. Additionally, they are a great defense when combined with the regular shank goblins. They are also very good when defending the hog rider. By them selves, they can stop the hog rider from passing and only do one to two hits onto your tower. This is pretty impressive for only one elixir. Be careful though, the skeletons are vulnerable to direct damage spells like the fire ball, arrows, and lightning spell. They are also very vulnerable to splash damage troops like the bomber, the valkyrie, the witch, and the baby dragon. They are also very vulnerable to swarm troops like the spear goblins, regular shank goblins, the minions, and the archers.
Bomber- This little skeleton with a bomb is show in in another low arena deck of mine because I think it is the best splash damage in the game as of arena two or the bone pit. It is the cheapest ground bound splash damage buy far trailing the witch at five elixir. You do not need to use the baby dragon because air based splash damage is not really needed at this point and time. The only splash damage for air would be the three elixir minions but that is a very little problem because you can defend them easily with the spear goblins. Since the barbarians are unlocked in this arena, the bomber is stronger than ever now. It can kill the whole group of barbarians without the help of your towers. He does so much splash damage at such a high rate of fire that the barbarians will just get absolutely melted. Also, by playing the bomber on the barbarians, it will grant you a three elixir advantage.The bomber is so frequent in my deck because at this stage many people use all the small hit point troops like the archer, spear goblins, and the regular shank goblins. Having the bomber in your deck will make those three cards very useless to your opponent and make them very annoyed. Additionally, the bomber is great at supporting pushes that involve the giant because the bomber’s range allows him to shoot bombs past the giant skeleton. Also, if the bomber gets locked onto the tower will full health, he will do a lot of damage for the price of three elixir. Be careful though, the bomber can be killed using direct damage spells like the lightning spell or the fire ball. The bomber is extremely weak against point damage troops like the prince and the mini pekka and is also weak against air troops like the baby dragon and minions.
Minions- These blue beasts is a great card to have because it is one of the fist unlock able air troops. It can help you in so many ways when your opponent has a lot of ground troops. If your opponent sends in a knight followed by goblins, you can send the minions down to defend and all the troops in your enemy’s push will be killed. You will gain a massive two elixir advantage, gain free minions, and take almost no damage on you tower. Also, since your minions are still have the max possible health points because they took no damage, you can start a heavy offensive counter push. You can send a prince and bomber and they will wreck havoc on opposing troops. The prince provides damage for single units, the bomber dishes out splash damage through his bomb, and your untouched minion s provide areal coverage. This is a great counter push because you are ahead of your opponent elixir wise and you have most of the points of a good push covered. You also have momentum because your enemy can only place one troop at a time and your troops will get the first attack on the defending ones so you will keep killing the enemy’s defenses with ease. Additionally, the enemy using up his or hers useless defense and digging an even bigger hole for themselves. This will give you an even bigger elixir advantage and an even bigger push as you keep adding troops. This could end up in three crowning your opponent but most of the time your opponent either loses a tower or takes serious damage o their own arena or crown tower.
TOWERS: HOW TO USE THEM AND WHERE TO PLACE THEM
This deck does not use any towers. The tombstone as well as the goblin hut are available now any you may want to try it out and how it works. This will give you a better understanding on how to counter the goblin hut when you face it and give you some strategy and familiarity when I go over the hut spam deck a little later on. Also, the cannon and bomb tower are available and you may want to test those out too.
SPELLS: THEIR MAIN USES AND HOW TO MAXIMIZE THEIR POTENTIAL
No spells are used in this deck which makes you have to know the best counters. If you really want or need a spell in your deck, swap out the regular shank goblins for a fireball. This will allow you to also counter the barbarians with the fire ball if your bomber or barbarians are not ready.