This is the fifth part of the series of arena decks that lead up to the legendary arena. This week we are going over the spell valley arena deck. Some of you may know the spell valley arena to be arena five. There are a few more cards available because the spell factory unlocks important troops. You may have to wait a little to get all the needed cards. The new cards include the zap spell, the fire spirits, the wizard, the furnace, the poison spell, the mirror card, and the legendary ice wizard. The zap spell is a great card to destroy smaller health point units. They do extremely well against spear goblins, regular shank goblins, skeletons and minion. They kill all those troops except for the minions but they can bring the minion hit points low enough so they will be one shotted by your arena or crown tower. This is more efficient than the arrow card as this card only takes two elixir compared to the three elixir the arrows cost. The fire spirits is a card the dies upon giving out damage. To counter this, the fire spirits do a high amount of damage in a short amount of time. The fire spirits are a good counter to troops that have very low hit points. For example, the fire spirits do well against the spear goblins, the skeletons, the regular shank goblins, the minions, and the minion horde. They also do fairly well against the barbarians. The fire spirits also have a very fast movement speed and can target both the air and the ground troops. The fire spirits cost two elixir. The wizard is one of the best splash damage troops in the game because of its moderate damage, fast fire rate, and his ability to attack both air and ground troops. He does very well against any swarming troop like the spear goblins, the skeletons, the minions, the minion horde, and even the fire spirits. The wizard does bad against troops that have a high amount of health and a single shot target type like the prince, the musketeer, and the pekka. The wizard costs five elixir. Another troop unlocked is the furnace. The furnace is the fourth and final spawner of the game. This spawner lasts for 50 seconds and spawns out a pair of fire spirits. This fits well in a spawner deck but it ironically can counter one very well too. Usually, if the spawner is left uncontested, the pair of fire spirits will run towards the tower and only one of them will make it. It does about 100 chip damage after every spawn so it is pretty effective. Also, a furnace also blocks one lane because the fire spirits are a pain to push into. The furnace card costs four elixir. The next card unlocked in spell valley is the poison spell. The poison spell applies a slowness effect to all enemies hit with this sticky substance and does a damage over time. It is the only spell that does the dot, damage over time, damage and it costs four elixir. The poison spell has a fairly large radius and that makes it easy to use. The poison spell is the best counter to spawner decks because it can damage the building or structure while also killing or injuring what ever comes out of that spawner for the next ten seconds. It is more effective than the fire ball because the fire ball can only damage the structure, but not the troops. A down side to this is also how slow it kills something. If an enemy troop is on your tower, the poison spell will kill that troop slower than the fire ball would. In this sense, the poison spell damage over time is both a blessing and a curse. The poison spell costs four elixir to use. The mirror card is also unlocked. The mirror basically sends out the troop that you last played at the cost of one more elixir. For example, if you played the seven elixir lava hound, if you use the mirror card right after that card is played you will spawn in a lava hound that costs eight elixir. If you played a one elixir skeleton card and then played the mirror card, the mirror card would place down another set of skeletons, but at the cost of two elixir. The mirror card can form some awesome strategies but it is rarely used because usually you need eight unique cards for a good deck. The mirror can also spawn the most expensive troop in the game which would be the ten elixir three musketeers. The final card unlocked in the spell valley is the ice wizard. Just like the poison spell, the ice wizard applies very little damage but most importantly, he applies a slowing effect. This can help reduce the damage per second output the enemy can achieve because their troops will have a slower fire rate. I think he is the second best card in the game because he is a great defensive card by himself and can also support an offensive push very well. The ice wizard can almost take on the barbarians in a one v one situation. The ice wizard will really help you out, especially in this mid range arena level. This ice wizard is very cheap for what it can do and only costs three elixir. This deck features the Pekka, the Wizard, the Fire Spirits, the Spear goblins, the Skeletons, the Minions, the Zap spell, and the lightning spell.
BASICS: AVERAGE ELIXIR AND HOW TO USE EACH TROOP EFFICIENTLY
The average elixir cost for this deck is 3.8 elixir and contains the following cards:
TROOPS: USED FOR DEFENSE AND OFFENSE. IMPORTANT TO USE THE RIGHT COUNTER FOR EACH TROOP
Pekka- The pekka is your main damage dealer in this deck. It is a single targeting unit so if it gets over run with tons of small cheap troops, it will die very quickly. This is countered by the fact that you have fire spirits and your wizard in you deck. The pekka has high damage and high health but is combated by its slow attack speed. The pekka does well against single target cards like the prince, mini pekka, musketeer, giant, and defenses like the bomb tower and the cannon. It does bad against defensive towers like the inferno tower because of the infernos tower scaling damage. If the pekka reaches to your enemy’s tower, it can do a ton of damage. However, you have to be careful of some common counters. For example, the first common counter is barbarians. The barbarians can take down the pekka for a one elixir advantage so you definitely want to support your pekka in some way. The barbarians is the most common counter because it is found in many decks. This is easily solved by the fire spirits and wizard if you put them in you deck. This is because the fire spirits may take the barbarian’s health points down to 70 to 90 percent and then the wizard can finish the enemy barbarians with one or two shots of his fire ball. Another common counter to the pekka is the minions or minion horde. Since these troops are so weak, the fire spirits or wizard alone can be enough to support the pekka from those pesky, out of reach troops. However, if you do send fire spirits against a minion horde, most of the time one minion from the minion horde will stay alive and be at around 50 percent health. This solo minion will barely do any damage to your pekka and it if very negligible. However, if you do want to get rid of it, you can send your wizard into the playing field to kill it. This might let the pekka get one more swing at the enemy tower and make it even harder for your opponent to defend. If they send their minion horde when your pekka is half way to the tower and your fire spirits killed all the minions except one that is at half health, you can make a combo with the zap by hitting both the minion and the enemy arena or crown tower. This will let your pekka has some free time with no damage. With the use of zap instead of the arrows in this situation, you save one elixir and also can potentially get another 700 to 1000 damage off your enemy’s arena or crown tower because your pekka got one more hit, or swing, in.
Wizard- The wizard, along with your fire spirits, is your main source of splash damage. It can attack both air units and ground units so it is an ideal troop to support the pekka through out its journey. The wizard can help kill off the goblins, skeletons, spear goblins, and the minions in one fatal fire ball. It can also deal with the minion horde, if you ever come by one, in two to three fire balls. Additionally, the wizard is by himself, he can kill the whole group of barbarians with three of his fire balls which makes him a great barbarian beater. If he has the help of the fire spirits during the push, he only needs to send one fire ball at the barbarians because the fire spirit kamikaze damage will bring the barbarian’s health point bar down to only a sliver of health. The wizard is a great offensive unit when at the side of the pekka because if forces your opponent to place down high cost elixir troops and they will not get much value out of them. The best counter to the pekka and wizard combo is the inferno tower. This should not be too big of a problem because if you started your push at the back of your side of the map, you should have enough elixir to either counter the enemy inferno tower with either your freeze or lightning spell. The wizard can also be used as a defensive unit if your are being constantly bombarded with small, weak units from the enemy. The wizard can handle any small troop from skeletons to minions to barbarians, and anything in between. I think the wizard is a great card the can provide support to almost any card in the game. The wizard is very vulnerable to high hit point troops like the pekka, mini pekka, prince, and musketeer. It is also very vulnerable to the lightning spell and depending on the level of the fire ball, can be killed by one. Be careful that your enemy does not easily counter your wizard. Make them either take a risky move or have a very hard time getting to your wizard.
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 ezceeds 500 and can be put out all withing one second. This lets the kill bunched up thinks 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 do not do well against high health singular targets like the pekka, prince, or balloon. They also arec ountered by the zap spell. It does a so so job against troops that have medium health like the mini pekka, musketeer, and wizard ( as long as they can reach their target without dying).
Skeletons- The skeletons is a great distraction and cycle card. This card can be very good when countering heavy hitting troops such as the pekka or the prince. The skeletons essentially tank for the arena towers and the damage dealers defending. This makes the enemy prince or pekka waste all their damage by only killing one small health point troop per swing. This stalls the prince and pekka long enough so they can’t get any damage on your tower. The skeletons should be used as a defensive card 90 percent of the time as they will get one shotted by almost any card and definitely get one shotted by the enemy crown or arena tower. Because of the recent update where they changed the skeletons that were spawned from four to three, it reciueved quite a big nerf and is not as useful. However, at this stage of the game I think that it can be usefull and help you defend your arena or crown towers qute a bit. The skeletons have no hard counter that gives foir opponent an equal or advantageous elixir count but the skeletons also have no offensive potential.
Spear Goblins- The spear goblin card is one of the most basic troops in the game. For its early unlock at Arena 1, 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, 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.
Minions– This deck uses the Minions instead of the Minion Horde. The Minions are preferred in this deck over the Minion Horde because you want to keep the cost of troops low. By keeping the cost low, you will be able to cycle through your cards faster. The Minions also do well enough against air troops like the Balloon or Baby Dragon, although for the Baby Dragon needs to target your Crown Tower first. Minions also can take out the Barbarians with the help of the Spear Goblins. This leaves you with a major counter push at the ready. Also, these blue little monsters can help destroy Prince rushes with the help of some ground troops. Even if your enemy uses Arrows, you are not at a Elixir disadvantage, unlike the Minion Horde. The Minions could also kill a Sparky before it can take its aim at the Tower. The Minions can also kill a Princess that is on the bridge. The minions are very vulnerable to anything that attacks air troops like the baby dragon, the witch, the spear goblins, the musketeer, and the wizard (if you ever face him).
TOWERS: HOW TO USE THEM AND WHERE TO PLACE THEM
There are no towers in this deck. This makes it a more offensive deck and you may have a harder time defending against the hog rider or other defense targeting troops like the balloon or the giant. If you do want to use a defense in this deck though, I would recommend switching out your spear goblins with a cannon. The cannon costs three elixir so it would not really impact your elixir count average. You would play the cannon only when the giant, balloon, or hog rider gets spawned because you want the cannon to last a s long as possible. If you send your cannon out to early, it will lose health over time, making it more vulnerable to to the damage brought by your enemy troops or direct damage spells. The cannon does great against small swarm troops like the skeletons, the spear goblins, the regular shank goblins, and it does a some what decent job on the barbarians. It also works great against defense troops like the giant and the hog rider. It does good at distracting areal units like the baby dragon, the balloon, and the minions. The cannon is very vulnerable to direct damage spells like the fire ball and the lightning spell. Even though the cannon can distract the minions, the baby dragon, and the balloon, those units cannot be targeted by the cannon and can take it out with out receiving any damage.
SPELLS: THEIR MAIN USES AND HOW TO MAXIMIZE THEIR POTENTIAL
Zap- The zap spell is just introduced in this arena and it does wonders for only two elixir. It can kill spear goblins, goblins, and make minions be able to be shot does from the arena or crown tower by only one arrow. Be careful of how low the minions are health pint wise though, if there is a tank in front of those low health minions, they can still do a ton of damage. They will do the damage as if they were not just one shot away from death. Also, besides the zap only doing a little bit of damage, the zap also freezes the enemy troops for one second. Since the freeze is so short, it is usually called a stun. The zap can help defend with the stun in addition to the damage can degate one hit. For example, if an enemy hog rider is very close to death and you zap it, it will either die or get stunned. If the stun happens, then the arena or crown tower can get one or two more shots off on to the hog rider. This can help u in more ways that the arrows can in the sense that it can block one more hit from an enemy troop, like the hog rider. Additionally, the zap can be used to support your pekka. If your pekka is nearly dead and locked onto the enemy arena or crown tower, you can use your zap spell to stun the tower. This will let your pekka get one more shot in which does about 700 to 800 damage. This one hit can be the make or break of your arena battle. The 700 to 800 damage for the cost of only two elixir is extremely efficient. To compare that with other spells, the lightning spell does a little less that 700 damage to the arena tower and it costs three times as much. The zap is great at taking out small troops like the minions, the spear goblins, the regular shank goblins, and the skeletons. It is weak against the heavy health point troops like the hog rider, the barbarians, the giant, the pekka, the mini pekka, and the musketeer.
Lightning- The lightning spell is mainly used for two things. The first one is to counter the spawner strategy. The lightning spell can be a very good counter because it can put heavy damage on 3 targets. For example, you can hit a goblin hut, a barbarian hut, and the arena or crowns tower with it. This can help slow their flow of troops quite a bit. Another way that you can counter the hut spammers is targeting their elixir pumps. You could do a combo of an elixir pump, a barbarian hut, and their arena or crown tower and get a pretty good elixir advantage. Another strategy for the lightning spell is to use iyt to destroy their defense if they have one. The best defense to use the lightning spell on is the inferno tower because the inferno tower poses the biggest threat against the pekka. By lightning the inferno tower, it will almost destroy it. And if you wait just like ten seconds before lightning spell the inferno tower, you can pretty much destroy the inferno tower to the point where it will do little to no damage to the mini pekka at all. If you do not have the lightning spell, the freeze spell if also a good option to use as it can also stop the inferno tower from doing damage to the pekka. Please take note though that after thawing out, the inferno tower damage will not reset. The good thing additionally about the freeze spell is that it only costs four elixir instead of the six elixir the lightning spell costs. Either way, any of those two spell should work just fine.