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
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.
Goblin Barrel- The goblin barrel, because of its recent buff to costing only three elixir instead of the four elixir. This one elixir reduction lets there be less counter to the card which makes it a lot more powerful. With this change, fire balls become a bad elixir trade for your opponent while arrows stop being a good elixir trade for your opponent and are now an even elixir trade. Now, the only good elixir trades for your opponent is the zap spell and the fire spirits. THe goblin barrel can be very effective and can through your opponent off guard. The goblin barrel is mostly if not always used to be thrown at your enemy’s arena or crowns tower. Once the goblin barrel breaks, three goblins pop out and start to attack the tower. After each of these guys take a swing, about three hundred hit points gets taken off at a time. This lets you get some quick burst damage onto your enemy crown or arena tower if you surprised your opponent or if they do not have a counter in their hand. The goblin barrel, if needed to be, can be used as a quick defense. If you has an enemy prince coming by and you have no good troops to defend against the enemy prince, you can shoot your goblin barrel down right in front of the prince. However, the goblin barrel is mostly an offensive card. Another offensive push you can do with the goblin barrel is the goblin barrel and zap spell push. This push makes it so that your goblins gets a few extra hits because your enemy tower is stunned for one second. Because of this stun, your goblins are able to get a few hundred more hit points then they would without the zap spell. the goblin barrel costing three elixir is what I think is a great card that usually gets some damage on to your enemy towers and has few elixir advantageous counters for your opponent.
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.
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.
Ice Spirits- The ice spirits can be a great card to use in conjunction with the hog. The ice spirits can be compared to the zap spell because both of those cards stun enemy buildings or troops. However, unlike the zap spell, the fire spirit does not cost two elixir. Instead, it is half as expensive and only costs you one elixir to use. In addition to that bonus, the fire spirit’s stun ability lasts twice as long as the zap spell. Because of these two stats on the ice spirit, the ice spirit is worth about four times as much as the zap spell is per elixir. However, there is one downside to using the ice spirit over the zap spell. The ice spirit, unlike the zap spell, can easily be countered. The ice spirit can be countered by almost anything from direct damage spells like the zap spell, the arrows, the fire ball, and the rocket. The ice spirit is also very fragile against any splash damaging troops because even if they target your own hog rider, the splash damage effect can still kill your ice spirit since the ice spirit has such a low health point stat. Some splash damage troops that can kill your ice spirit is the wizard, the baby dragon, th ice wizard, the princess, the bomber, the witch, and the valkyrie. Because of this, using the ice spirit is a risk reward type troop. If the ice spirit does get its stuff off before it dies, it is well worth it and you have a four times effectiveness when compared to the zap spell. However, if it dies it has a zero effectiveness when compared to the zap spell. If you find that your opponents are countering your ice spirit more times than not, you make want to switch to the zap spell. Switching to the zap spell will guarantee that you will get a stun on each of your pushes every single time. The zap spell will also get you a little more damage that is also reliable. Since this deck uses both the ice spirit and zap, you cannot spawn them out for each other. Instead, you can use both of them in the same push in order to get three consecutive seconds of stuns on enemy troops and three seconds of stun on the enemy crown or arena towers.
TOWERS: HOW TO USE THEM AND WHERE TO PLACE THEM
Elixir Collector– The Elixir Collector is a very special card. Most people don’t see its full potential. At first glance, most people just think it just gives you two additional Elixir. While this is true, there is a hidden, more important use for it. The Elixir Collector allows you to build up an even bigger push faster than without one. This lets you gain an elixir advantage on your opponent during your assault or perhaps when you need a quick reaction defense. Since it is such a valuable card, instincts tell you to put it at the back of you base, where it can’t be touched. this is a good strategy because you can easily protect the elixir collector from any troops. Just be aware of any direct damage spells your opponent may have as they can get the crown or arena tower and elixir collector combo on you for a big elixir advantage. However, there is a draw back into putting an elixir collector in the back. Since you are down on elixir for a defense, the enemy can send down a elixir heavy push and you will have a hard time defending because you are very low on elixir. For example, a hog rider user can immediately rush you and destroy the tower. To counter this quick offensive push made by your enemy, you can put the elixir collector between your arena or crown towers, two to four squares in front of your king’s castle. This will make hog rider pushers think twice before making the attack. If they do launch one, be ready to deploy your minions, barbarians, and or the spear goblins to help take down the hog rider. I suggest having at least one elixir collector on your side of the map at all times because this deck is a bit expensive. If you want two down on the field at the same time, i recommend placing the elixir collector far away from each other. If you put them too close together, the enemy may rocket, fire ball, or lightning both of your elixir collectors for a huge elixir profit.
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.