I caled this the Giant Annoyance deck because this deck has one of the best defenses in the game. This deck will annoy pretty much any player because this deck can play very hard defense. If you are down to 1000 health on one of your arena or crown towers and they do not use spells to damage that crown or arena tower, you can play in a way in which they will not get that tower down. Instad, you can stall them for a few minutes until time runs out and you tie or they rage quit and you win. This deck uses a ton of beginning arena cards which makes it very possible to have high level cards. This deck will work in every arena, provided that you have the cards. This deck also counters the two most popular decks right now. This deck can easily counter the royal giant because your mini pekka can completely eliminate an enemy royal giant with a few swings. The same goes for an enemy hog rider decks because the mini pekka can kill any level hog in only two swings. This deck can also counter barbarians very easily because your fire spirits can damage the barbarians to the point where they can get one shotted by your arena or crown tower. At 3.1 elixir, this is a fairly fast paced deck and is meant to be played that way. You can over whelm your opponent until he has run out of counters to your endless onslaught of troops and eventually break through their defense and make some serious damage to their arena or crown tower. This is a nice deck for most people to play and I highly recommend you trying this deck out.
BASICS: AVERAGE ELIXIR AND HOW TO USE EACH TROOP EFFICIENTLY
The average elixir cost for this deck is an even 3.1 and the following cards used are:
TROOPS: USED FOR DEFENSE AND OFFENSE. IMPORTANT TO USE THE RIGHT COUNTER FOR EACH TROOP
Giant- The giant costs five elixir which makes it a semi big investment. The giant will be one of your biggest tanks health wise but is not your biggest damage dealer. It should fall below the mini pekka and the musketeer if your opponent can’t counter him. You want to start off ever major push will your giant in the back of your map. This will allow you to regenerate some of your elixir that you spent letting you build up an even harder push to defend against. Once you get another four elixir stored up, send your mini pekka and the musketeer behind your giant. Make sure though that the mini pekka and the musketeer is not directly behind the giant. However, your opponent can place an inferno to stop the push fairly well, and that is buy using the inferno tower. But this deck has a good counter to the inferno tower because of a recent update. The recent update now makes it possible to reset the damage of the royal giant by using the zap spell. The zap spell is an easy way to make the most out of this push, and not let it get ruined by a defensive building. I recommend zapping the enemy’s inferno tower when it is on its second stage of damage. This will let the royal giant survive the longest amount of time and it will not get the highest damage setting until the very end of his life. With that counter down,there is only on more to address. and quite possible the easiest to think of, the minion horde. You can counter this by having your spear goblins, a quick and easy card, support your push behind the royal giant. Along with the help of your zap, you should be able to easily take down the minion horde without having to much damage be put onto your royal giant. By knowing and memorizing how to stop your enemy from countering your push, you should be able to drastically improve your three crown to win ratio. Using this strategy easily allows you to get a few hundred hit points off your enemy’s arena or crown tower. This damage will let you get that tower down in only a few cycles of your deck. This makes this strategy extremely efficient and extremely annoying. The only counter the enemy can do is place some type of tower before your giant spawns in but that is still a bad counter. If they do this, all you have to do is destroy what ever tower they placed and then send in your giant. It takes one extra step this way but is still very efficient and getting the second crown. This strategy can especially be helpful when it is tied at one crown to one crown because you will have a lot easier time getting that second crown when compared to your opponent.
Fire Spirits- The fire spirits are your other splash damage card. The reason why they are not your only splash damage card is because they die when they give out damage. This makes it hard for them to support a push all the way through because once they run into a troop, they no longer can support your push. However, their damage is insane for only two elixir. Their damage exceeds 500 and can be put out all withing one second. This lets the fire spirits easily kill bunched up troops very easily like skeletons, spear goblins, and the regular goblins. It can take out equal level spear goblins, skeletons, or regular shank goblins with only one out of the three fire spirits that are present. This means that this one card that only costs two elixir can kill all three of those cards costing a combined total of five elixir. The fire spirits can also nearly take down barbarians to the grave. The fire spirits can make the barbarian’s health points go so low that your arena tower can finish them off with out taking any damage. This gives you a three elixir value and a great quick reaction counter to swarm troops. The fire spirits can also help strengthen your anti air defense against any minions or minion hordes. However, they do not do well against higher health air troops like the lava hound or the balloon because they lack sustained damage. The fire spirits do not do well against high health singular targets like the pekka, prince, or balloon. They also are countered by the zap spell. It does a so so job against troops that have medium health like the mini pekka, musketeer, and wizard.
Mini Pekka- The mini pekka can be treated like any other high damage card. Because of its relatively low amount of health, you usually want to protect her with some sort of tank. Common tanks to protect the mini pekka is with the barbarians or the giant. The barbarians is a good choice because they can help kill and small swarm troops that the mini pekka may have trouble with. This push is failry strong against ground troops but is pretty weak against the fire ball and the minion horde. You can counter the minion horde by also adding the fire spirits in to your push. This however does not stop your opponent from using the fire ball. Another good offensive tank for your mini pekka is the giant. The giant has a ton of health which can help the mini pekka easily make it to the enemy arena or crown tower. However, the giant does not attack enemy troops so you will have to support your mini pekka with something else, maybe a bomber, so it does not get distracted by low cost, swarm troops. Having only the barbarian and mini pekka combo or the giant and mini pekka combo is not strong but adding a second support troop will make it a lot more deadly when your opponent has to defend.The mini pekka is very versatile on defense and can be a treat if put on offense. The mini pekka is considered a glass cannon. the mini pekka is considered a glass cannon because it can deal a lot of damage but it also has very little health in comparison. The mini pekka is great at countering high health tanks. The mini pekka can kill an enemy hog rider in two hits and only lets the hog rider get off one shot on your tower. Of course the mini pekka may only need one shot if you have some supporting troops defending with the mini pekka. This will also make the enemy hog rider not even get one shot off on to your tower. The mini pekka also kills the royal giant very efficiently. The mini pekka, since it does so much damage, will kill the enemy royal giant in just a few hits. This makes it hard for the royal giant to get much damage off on to your tower. With only the mini pekka defending your tower, the royal giant may get around 500 damage off of your tower. However, you most likely will have other troops, most likely the musketeer or the spear goblins, supporting your mini pekka which will make the enemy royal giant drop even faster. The mini pekka also kills the regular giant very easily and it can solo defend good enough. You do not need to worry about supporting your mini pekka with anything else. The mini pekka works great against single targeting troops like the musketeer, the wizard, the Valkyrie, the prince, and the troops previously mentioned above. What makes the mini pekka strong against the prince is that your mini pekka can easily survive the charge from the enemy prince, letting your mini pekka take in lots of damage while also dishing it out.
Musketeer- The musketeer is the main damage dealer besides your mini pekka. The musketeer is your only long range, anti air damage dealer so it makes her a little more special. She is very good behind a giant or knight because her high, ranged damage lets her take down recently deployed troops very quickly. If your opponent decides to spawn in spear goblins to counter a knight and musketeer push, one or two of those spear goblins will die before they even get one spear thrown because of how big the musketeers range is and because of how high the musketeer’s damage per bullet is. The musketeer is fairly weak in terms of health points which make sense because her damage is very high. This can result in a same level fireball killing her though. Be careful because if you send a bomber, knight, and musketeer all you damage can be taken out with a single fireball, giving your opponent a huge elixir advantage. This goes the same for a giant, bomber, musketeer push. The fireball can kill the bomber and the musketeer. Its defensive abilities are very good too because it can hide behind your crown tower or arena tower while doing a lot of damage to the attacking troops. The musketeer will be able to kill a whole army of small troops without taking much damage and also the musketeer will not let the arena or crown tower take much damage. Later on, there is a card called the three musketeers which basically spawns three of these single musketeers. They have the same stats per level as this card does so they can be taken out just as easily. The three musketeers do cost five more elixir but that card does come out with two more musketeers than this one. This single musketeer card is a very good option to have in a new, beginner deck because of its high damage, long range, ability to hit air troops, and how versatile it is in many situations. The musketeer is very vulnerable to point damage troops like the mini pekka, the pekka, and the prince. It is also vulnerable to direct damage spells like the fire ball, the arrows, and the lightning spell.
Goblins- This troop can is an all star. It is a jack of all trades in the sense that it can fill a ton of roles. If you need to defend from barbs, Spear goblins combined with either the fire spirits or spear goblins can take them out as long as the fight happens on your side of the tower. They can also support your hog in a push. When you do this, the damage is not coming from the hog anymore, it is coming from the goblins. These goblins may not seem like much, but over a few seconds they can whittle a tower down to half health with the help of the hog rider. Also, the goblins can defend from enemy hog riders, princes, and pekkas. Another use for them is that combined with the zap, it can take down a pesky sparky with easy. Just make sure you zap the sparky first or they will die instantly. The goblins are also a very cheap troop which lets you keep getting you hog faster. The Goblins, along with most swarm grown troops, can be used to pig push the Hog. Pig pushing will be explained in the hog section of this article.
Spear Goblins- The spear goblin card is one of the most basic troops in the game. For being one of the first cards to be unlocked in the game, it is surprising how well they perform. The Spear Goblins not only can defend against goblins, enemy Spear Goblins, and Minions in a on verse one with the help of your Tower, but it can also be used at the very beginning. If the Spear Goblins are used right at the start, you force your opponent to either react to them by placing a much more expensive troop, leaving an option to have a hard counter ready, or make them just watch those Spear Goblins chip 300 damage off their tower. 300 may not seem like a whole bunch, but do that 2 or three times in a match, and you got yourself 1000 free chip damage. The Spear Goblins can also kill a Princess that is on the bridge very quickly as long as the princess is distracted. If the princess is not distracted and you deploy the spear goblins, they will die before they can kill the princess, making you basically waste three elixir. On a very good note however, you can do an advanced move with these spear goblins. The spear goblins are extremely vulnerable to splash damage units like the bomber, the Valkyrie, the witch, the bowler, the fire spirits, and the baby dragon. The spear goblins are also very vulnerable to any direct damage spells such as the fire ball, the arrows, and the lightning spell. The Spear Goblins, along with most swarm grown troops, can be used to pig push the Hog. Pig pushing will be explained in the hog section of this article.
TOWERS: HOW TO USE THEM AND WHERE TO PLACE THEM
Furnace-The furnace has some offensive capabilities. The furnace is a card that can help support your pushes. The fire spirits can be a great addition to your hog rider push or perhaps a golem push. Even though you only get 2 fire spirits, they can still do a ton of damage. Two fire spirits can reduce a whole minion horde down to everything but one, single half health minion. This greatly reduces the damage going on your troops and lets you get a lot more damage on to your enemy’s crown or arena tower. The furnace can also be used just as a stead supply of chip damage. With a reasonable level furnace, one fire spirit will always make it to the enemy crown or arena tower. Since each fire spirit can do a decent amount of damage, your opponent has to keep an eye on this furnace. If you opponent just leaves that furnace alone and does not try to counter it at all, you will get a lot of damage off onto his or her tower. The total damage will be around 500 to 1000 damage, quite a lot for only the cost of four elixir. The furnace can also be used in a hut spam strategy. The furnace can provide aerial and ground coverage which only the goblin hut can also provide. It also provides much needed splash damage in the hut spammer deck. Where as before a hut spammer would be completely destroyed by a minion horde, the furnace, along with the goblin hut, lets you easily counter the minion horde very quickly. The furnaces main job, in my opinion, is a defensive one. If you place it behind one of your crown or arena towers, it is very safe and can essentially block off that whole lane. The reason that it can block off a whole lane is because the two fire spirits do a ton of damage. If an an enemy tries to push up the lane where your furnace is located, they will probably receive four to six fire spirits during the whole time of their push. This can be up to eight hundred damage and completely destroy a ton of pushes. Eight hundred damage will kill barbarians, hog riders, balloons, or prince pushes. Because of this, you can sort of influence your opponent to push your other side. A good idea to use the furnace like that is when one of your towers is stronger than the other. If you place the furnace on the side of the weaker crown or arena tower, you make that weaker side a lot stronger. The furnace makes a tough decision for your opponent to make to whether attack the weaker side with the furnace, or attack the stronger side with no furnace. The furnace can also be placed in front of your king’s tower a few squares forward. This, in an addition of being a spawner building, makes the furnace be able to be a big distraction. The furnace can distract the hog rider, the giant, the royal giant, the balloon, the golem, and the lava hound. This can act as a tank for your tower and absorb the damage from troops instead of your own crown or arena tower take the damage. Both of these defensive strategies are very useful but you should use them in their specific situations. If they have a hog rider, place it up front. If one of your towers has 1500 health, place the furnace behind that tower. After you get to know the furnace, you will know what action is the best to take in any given situation.
SPELLS: THEIR MAIN USES AND HOW TO MAXIMIZE THEIR POTENTIAL
Zap– The zap spell does do a little splash damage and almost happens in an instant. The Zap spell is mainly used to support your sparky and giant. The best way to use the zap is to either severely injure a minion horde and let your spear goblins or your minions finish them off. The other major use for zap in this deck is to stun any inferno towers. With the most recent update,. the zap will now reset the inferno tower’s damage. This will greatly increase the life time of your sparky and giant and make this deck even stronger. Remember, the longer your sparky and giant stays alive, the longer your high damage per second troops stay alive, and the more damage you can put onto enemy building, arena or crown towers, and on their troops. The zap will be your best friend because since it resets the inferno towers damage, it is better than the freeze spell. As a bonus when compared to the freeze spell, the zap spell only costs two elixir while the freeze spell costs four elixir. This lets you put two more elixir into your push that would have been spent on freezing the inferno tower. I recommend you zapping the inferno tower when the inferno tower’s beam is on the second stage. This will allow the sparky and giant to receive little damage and by the time the inferno tower resets, locks back onto the royal giant, and charges back up, the tower should be destroyed by your royal giant and the other supporting troops behind him. With this zap your pushes should be able to hit harder and last longer, a great support spell when trying to take down an enemy arena or crown tower. The zap spell hard counters small troops like the spear goblins, the regular shank goblins, the skeletons, the minions, and the minion horde. The zap also counters the goblin barrel spell quite well. It has a hard time when trying to kill high health point troops like the golem, the pekka, the barbarians, any type of prince, the balloon, and other troops like that. The zap can also stop the princes charges and make them start walking before they charge again . This allows the zap to be used in some tight defenses when a prince is right next to your tower.