This deck is a very cheap but a good deck overall. This deck has multiple offensive pushes to choose from which will keep your opponent on their toes. You can do the giant sparky push, the giant goblin barrel push, the goblin barrel zap spell push, or the giant, sparky, and goblin barrel push if you have enough elixir to spend. This deck is catered to people who like fast game play over the slower sometimes more strategical game play that is building up a huge offensive attack all in one go. This deck does contain a legendary card which may be hard for some of you guys to obtain. If you do want to try something similar to this deck but you d not have the sparky card, you can always switch it out for the balloon. The balloon also has good damage per second, is mid tier health, and costs about the same so it would be a fairly good replacement card. This deck is fairly strong against almost any decks because it has the high instant damage coming from the sparky, has the strong defense on the mini pekka through its high damage and high attack rate, and both your fire spirits and ice spirit can provide a very strong three elixir defense.
BASICS: AVERAGE ELIXIR AND HOW TO USE EACH TROOP EFFICIENTLY
The average elixir cost for this deck is an even 2.8 and the following cards used are:
TROOPS: USED FOR DEFENSE AND OFFENSE. IMPORTANT TO USE THE RIGHT COUNTER FOR EACH TROOP
Baby Dragon- The baby dragon is a pretty good splash damage troop for arena five. At the higher arenas, he starts to fall behind on the power curve because there are less common troops he is good at countering. The baby dragon in arena five still does fairly well against the troops present because he still has a decent amount of health and does a decent amount of splash damage. The baby dragon can kill the spear goblins, the goblins, and the skeletons in one shot. The baby dragon can also two shot archers, the three elixir minions, and the minion horde. The baby dragon can also effectively kill all your enemy barbarians without taking a single hit. The baby dragon in a sense can kill all melee ground troops without taking damage because it is an air troop. The baby dragon can also be on the offensive, not just the defensive front. If you want, you can send the baby dragon a few second before you place down your hog rider. Your baby dragon will agro your enemy’s arena or crown tower before your hog rider does so your hog rider will be able to last longer and do more damage. Additionally, the baby dragon may be able to distract any minions your opponent may have placed down in order to react against your push. This baby dragon will most likely make the minions attack himself so the hog still will not be damaged. This will increase the time your hog rider is alive and thus allow your hog rider to do more damage to your enemy buildings whether its a spawning hut or their arena or crown towers. The baby dragon is strong against the small swarm troops listed above but is weak to a few sellect troops. The wizard will die to the musketeer, due to its lack of point damage; the wizard, due to its inferior damage; and the ice wizard, the baby dragopn becaomes too slow in attacking to do any good damage.
Giant- The giant costs four 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 to the sparky 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 sparky behind your giant. Make sure though that the sparky is not directly behind the giant. Make your sparky four or five squares behind. This makes this push so much harder to defend because the enemy can no longer instantly zap your giant and sparky and quickly place barbarians to counter them both. They have to wait maybe an extra seven seconds just so they can zap the sparky and counter the that and the giant. These seven seconds will be the majority of your damage output time because your giant should be uncontested facing the tower. However, if your enemy does counter the royal giant with barbarians right when he crosses the river, they will be met with a surprise. Instead of the barbarians getting a ton of damage onto the giant and killing him quickly, the sparky will shoot the barbarians instantly making your opponent down five elixir and do almost no damage. I have had this done to me quite a few times and let me tell you, it is very demoralizing. Also, there is the snowball effect where you keep trying to defend but by the time you send out another troop to defend, the sparky has already charged back up and will instantly kill the defending troops that just got placed. Once this starts happening, it is very easy to get a three crown victory because your enemy is elixir deprived and you can just keep sending troops at him. 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 royal 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.
Sparky- The sparky is the main support to your royal giant. It costs six elixir just like the royal giant so you will be making very expensive pushes. The sparky is mainly there to kill any barbarians that your enemy will spawn. However, if it does lock on to the enemy arena or crown tower, you will bring that tower down extremely quick. The sparky also has a defensive capability but i highly recommend you do not use it for defense. The reason be hind this is the zap spell. If you see an enemy push with a hog rider and barbarians, you may think that a sparky can kill all those troops and give you a huge elixir advantage right? While this can be true, it is very likely that your enemy has a zap in their deck. If they do, they can zap your defending sparky right when it is about to shoot and give them a huge advantage. They will most likely destroy the tower they were aiming for super easily and also kill your sparky . They ill also probably get a lot of your king’s tower health down if not completely destroy it. In these cases, I think the rewards do not outweigh the risks. The sparky is strong against the barbarians and any other troops below 1400 health. It is very weak to any air troops like the minions or the minion horde. It is also weak to spawner buildings like the tombstone, the barbarian hut, the goblin hut, and the furnace-those buildings provide the enemy with big distractions. Additionally a rocket, depending on its level, will either almost destroy a sparky or kill it off completely. If the enemy does have a rocket you should not place your sparky anywhere close to your arena or crown tower. You do not want to have your sparky near your arena or crown tower because if your opponent has a rocket on hand, they can send it and hit both your sparky and tower. This will give your opponent an equal elixir trade but give him a few hundred hit points off of your tower for free. The sparky downs massive damage and can take down a tower in only two shots.
Goblins- The regular goblins are also a great choice for this deck because it is still very cheap. The regular shank goblins help you lower your average elixir cost of your deck and allowing you to cycle through and spawning your hog rider and lightning spell more often. These regular goblins can do some major damage to enemy troops, especially if it is behind your hog rider. The goblins in this deck will mostly be used for defense though. The regular goblins and the spear goblins can be used to effectively and easily counter the prince. The regular goblins, the spear goblins, and the minions can be combined to take down the pekka very easily. The goblins can also counter the golem pretty quickly but will be useless at defending against the golemites because they would have been killed by the golem’s death damage. The goblins can also easily counter the hog rider and with the support of your zap spell, will make it impossible for the enemy’s hog to get one swing at your tower. Additionally, since these goblins do so much damage, they can effectively counter an enemy royal giant, although supporting the goblins with the spear goblins and or the minions will make the enemy’s royal giant’s death quicker. The goblins are strong against troops like the hog rider, the musketeer, the prince, the princess, the spear goblins, and many other troops, The goblins are weak when fighting against area of effect troops like the Valkyrie, the wizard, and witch, and the bomber. They are also weak to any air troops like the three elixir minions, the minion horde, and the baby dragon.
Minion Horde- The minion horde is used to defend against most things. The minion horde contains 5 minions which means that a ton of damage can be put out. A single minion all ready can do a ton of damage but when five minions are combined to form a single group, they melt anything that they attack. The minion horde counters any ground unit very hard. They can completely kill a charged prince even after it has crossed your side of the bridge. The minion horde is also every strong against the barbarians, wiping them in only a few seconds, the golem- killing him before he has a chance to do any damage to the tower, and nearly anything else. The major weaknesses to the minion horde are spells and grounded splash damage troops that can attack air troops. Spells like the zap, the fire ball, and the arrows can all either one shot the minion horde or get them very low on health. If your enemy uses that zap spell, they will gain a three elixir advantage. If your enemy uses the fire ball, the will get a one elixir advantage. If your opponent uses the arrows, they will gain a two elixir advantage. As you can see, if your enemy has any of these spell cards and uses them to counter the minion horde, you will be behind in elixir compared to him very fast and most likely have a hard time winning. The ground troops that are a major problem to the minion horde is the ice wizard, the regular wizard, and the princess. The ice wizard, along with the support of the enemy crown or arena tower, can easily kill your minion horde. This will give your opponent a two elixir advantage. The wizard can easily solo you minion horde by himself. Although it is an even elixir trade, he still has a wizard up at full health which means he got a five elixir advantage on you. This is the same with the princess and the ice wizard counters. The princess can take out the minion horde as long as she has enough time. And with her range, she, even at level one, easily has enough time to take out almost any level minion horde. It only will take two to three shots from a princess to completely annihilate your minion horde. She only costs three elixir so not only does your enemy get a free princess, but they also gain two more elixir on you. With all these counters to the minion horde, this card is a real hit or miss. If your opponent does not have any of these counters or just has a bad cycle timing, you will beat them. If they, how ever, have direct counters and play them well, you should stop using your minion horde as it will just keep on making a bigger grave for yourself. If you find yourself being counter far too often for your liking, you can switch the minion horde to the regular three elixir minions. This will still let you have an anti air full ground troop counter but also let you less likely to suffer from extreme and heavy counters.
Miner- The miner will act as your tank in this deck. When you are set to do a sparky push, you should send your minter to your opponents tower that you are attacking, The placement of the miner should be a random side of the tower but not the inner wall. This makes it harder to counter the miner with regular shank goblins because they may guess your miner’s location wrong and that will allow your miner to lock on to the tower for some damage. By sending your miner our right before the sparky crosses the bridge, you allow the miner to tank and let the sparky get to the tower easier. The sparky push should also be supported by the fire spirits, ice wizard, and goblins if possible. The miner also has other uses in this deck. If your enemy has more elixir collectors on the field than you like, you can send a miner on to one and the miner will do some crazy damage to it. Also, your opponents may think that the miner is going for their crown or arena tower and spawn defending goblins or minions really far away from the miner’s location. Just like with the elixir collector, the miner is also great at destroying hut spammers by targeting their tomb stones, goblin huts, barbarian huts, and furnaces. The miner is also a great princess killer as he can spawn right next to her and take her out in two shots. The miner is very vulnerable to things the princess is to like princes, pekkas, musketeers, and any air troops like minions and the baby dragon.
TOWERS: HOW TO USE THEM AND WHERE TO PLACE THEM
Cannon- The cannon is your main defense against building targeting troops like the giant, the hog rider, the balloon, the royal giant, and the golem. Make sure you have good placement with your cannon because its five and a half tile range is very short. Also, you should never pre place a cannon. If you do, your enemy can send any air troop, like the three elixir minions or the baby dragon, and destroy it without taking any damage. You enemy can also just place a single musketeer and out range the cannon. This can make you basically waste your defense and make you lose three elixir. Also, you cannon is out of your hand which makes it a lot harder to defend from the defense targeting troops like the giant, balloon, and hog rider. If your opponent doesn’t have those troops or they just used it and you have the cannon in your hand, you can use the combination of the ice wizard and cannon to defend from hordes of small group troops. A cannon and ice wizard combo can defend from barbarians. The cannon is very cheap which makes it have synergy with the rest of your deck. Since you have two very expensive cards in your deck, having the cheapest defense in the game will help you on defense when you are on low elixir. The cannon is strong against weak ground troops like the skeletons, the archers, the spear goblins, and the regular shank goblins. The cannon, if provided with some sort of distraction, can be good against the prince, the the mini pekka, the barbarians, and the valkyrie. The cannon, being only able to attack ground troops, is very weak against the three elixir minions, the minion horde, the baby dragon, the lava hound, and the balloon.
SPELLS: THEIR MAIN USES AND HOW TO MAXIMIZE THEIR POTENTIAL
Zap– I consider the zap spell to be a “fast splash” car because it does do a little splash damage and almost happens in an instant. The Zap spell is mainly used to support your hog rider. 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 hog rider and make this deck even stronger. Remember, the longer your hog rider 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 hog rider 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.