This deck features both the ice wizard and the regular fire wizard. This deck also has a ton of splash or area of effect damage which can help you defend very easily against any type of spawner deck, or negate some other deck’s usefulness that rely on swarming cards like the goblins, the spear goblins, the minion horde, the skeletons, the skeleton army, and or the barbarians.
BASICS: AVERAGE ELIXIR AND HOW TO USE EACH TROOP EFFICIENTLY
The average elixir cost for this deck is an even 4 and the following cards used are:
TROOPS: USED FOR DEFENSE AND OFFENSE. IMPORTANT TO USE THE RIGHT COUNTER FOR EACH TROOP
Barbarians– The barbarians costs five Elixir. This is best used to counter Princes, P.E.K.K.A, and the Hog Rider. They are also an extremely helpful distraction for smaller troops that can do major damage if left untouched, like the Minions, Spear Goblins and the Goblin combo. Also, the Barbarians can help defend against the dark prince if the situation is desperate, but is not recommended counter since the Dark Prince is a pretty good Barbarian destroyer. The barbarians can also counter a miner. All you have to do is place the barbarians where the miner will pop out and only one of your defending barbarians will get killed, 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. The barbarians in this deck is for defense though. If the enemy spawns in a hog rider, send your barbarians just in front of the contested arena or crown tower. If you do this perfectly, the hog rider will get no damage onto your tower. Usually though, the enemy hog rider will squeeze through and be able to get one shot off. Additionally, if the enemy combines a fireball, zap, or fire spirit and zap combo,l they will be able to get a lot more damage off onto your tower so be very careful about what they have to support the hog rider and make adjustments accordingly. If they send in a prince, the barbarians are a great hard counter to him and will kill the enemy prince with ease. In my opinion, the Barbarians are one of the biggest staple cards in the game. The barbarians are extremely vulnerable to splash damage units like the bomber, the Valkyrie, the witch, the fire spirits, the sparky, and the baby dragon. The barbarians are also very vulnerable to most direct damage spells such as the fire ball and the lightning spell.
Sparky- The sparky is the main support to your Valkyrie. It costs six elixir 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 will 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.
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 Wizard- The ice wizard will help you a lot in this deck. It is great at defense against the hog because if you have the mini pekka and ice wizard defending, good placement of both troops will make it impossible for your enemy to get a shot off the tower. The ice wizard’s slowing stat also allows him to counter high damage per second troops by slowing their fire rate. An example of the ice wizard working his magic is against the royal giant. With only the mini pekka defending against the royal giant, a moderate amount of damage will be done to your tower. If you add the ice wizard onto your defense, the royal giant will get a lot less damage off during his life time.. The ice wizard is also very good on offense as it can help slow defending units or the crown tower. The combination of the ice wizard and mini pekka can work extremely well if left uncontested because the ice wizard has a moderate amount of health and does splash damage while slowing the tower down a lot. This makes him act as a very good support troop for the mini pekka that causes all the damage. The ice wizard is probably your best card in supporting offensive pushes and supporting your mini pekka during a defense.
Valkyrie- The Valkyrie, even though it has a slow movement speed, can be quickened. If she is put in front of your fire spirits, she will move at the same speed as your fire spirits. This element of additional speed is why I consider her to be viable when compared to the dark prince. The Valkyrie also only costs four elixir which is fairly cheap. Also, if you put her in front of your hog rider, your opponent will have a very hard time countering your push. Instead of their usual barbarians, skeletons, spear goblins, or regular shank goblins, they have to think of some other way to counter your push. This is because your Valkyrie, now acting as a splash damage tank for your hog, will kill any of those counters extremely quick. If they place an inferno tower down, you can easily time a zap spell to reset its damage and you can plow straight to their arena or crown tower. Another good troop to pair up with the hog rider Valkyrie combination would be the fire spirits. The fire spirits would not only help clear any skeletons, spear goblins, barbarians, archers, or regular shank goblins even faster by help supporting the Valkyrie, but the fire spirits can also counter any air troops. Without fire spirits in your push, our assault can be easily taken out by the minion horde or be somewhat countered by the three elixir minions. With the fire spirits, the three elixir minions will be reduced to nothing and the minion horde will be reduced to a single, half health minion. Having these two troops to support your hog rider will make your push extremely strong and very hard to defend. The Valkyrie is extremely durable against most troops because she has high damage and a good amount of health. The valkyrie can tear through the barbarians, the goblins, the spear goblins, the skeletons, the archers, and hut spam strategies. However, the Valkyrie only attacks group troops so she will be extremely weak against the three elixir minions, the minion horde, and the baby dragon.
Wizard- The wizard is your support for your pekka in this trifecta deck be adding lots of splash damage to enemy ground and air units. The wizard is an overall great card to have in your deck because it is the most effective card that does splash damage to both air and ground troop. Its fast fire rate compliments the pekka’s sluggish moves. Additionally, the wizard helps counter what the pekka is weak against, small critters. The wizard can one shot many small troops like the skeletons, the spear goblins, the regular goblins, the three elixir minions, and the archers. The wizard can also make quick work of swarms of troops killing the barbarians in three shots, the minion horde also in three shots, and the skeleton army in a few more shots. The wizard however is pretty weak when being attacked. The wizard can be easily killed by an enemy lightning spell or rocket. The wizard can also be killed by a relatively high level fire ball. The wizard is actually pretty good on defense. It can kill oncoming enemy barbarians by itself. It is also the best troop to use when countering the minion horde because your wizard can one shot the minions making quick work of the minion horde. However, the wizard is not so great at countering high health troops like the prince, the pekka, the golem, and the lava hound. he prince and pekka do too much damage to even let the wizard have a chance and the golem and the lava hound have too much hit points for the wizards relatively weak fire balls to do any noticeable damage. However, an extremely well timed wizard can completely kill all the lava pups that spawn from a lava hound with one fire ball. This also is the same with the goblin barrel. An extremely well timed wizard can kill the goblins from the goblin barrel all in one go. The wizard costs five elixir which is one of your higher costing cards. I recommend saving your wizard only for your trifecta push because this is a key troop for it. Only use your wizard for something else if it is the only option from saving your arena or crown tower.
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.