Background Information

This deck is based on the fact that most decks do not have a ton of anti air troops.  Because of this, your deck uses a lot of flying troops to get to your enemy’s towers fast and easily.


The average elixir cost for this deck is an even 3.6 and the following cards used are:


Dart Goblin-  The dart goblin card is like the spear goblins but only one of them and it is stronger.  For being one of the the three dart goblins, it is surprising how well they perform.  The dart Goblins not only can defend against goblins, enemy Spear Goblins, and Minions in a one verse one with the help of your Tower, but it can also be used at the very beginning.  If the dart Goblins is 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 the dart Goblin chip 200 damage off their tower.  200 may not seem like a whole bunch, but do that 2 or three times in a match, and you got yourself 500 free chip damage.  The dart 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 dart goblins are extremely vulnerable to most damage units like the musketeer, the Valkyrie, the prince, the bowler, the fire spirits, and the miner.  The spear goblins are also very vulnerable to any direct damage spells such as the fire ball, the arrows, and the lightning spell.

Balloon-  The balloon costs five elixir and is tied with the giant as being your most expensive troop.  Because of this, you have to play your balloon very strategically.  The balloon does a high amount of damage and also has a high amount of damage per shot which can be very deadly in certain situations.  You should support the balloon in some way.  If you do not support your balloon, the enemy can just place minions, spear goblins, and or archers and make the balloon give absolutely zero damage to the enemy tower.  The best way in my mind is to support the balloon with the giant in front of it.  The allows the giant to take all the tower damage from the enemy and it can also help distract anti air troops of your opponents like minions, archers, and spear goblins.  If the balloon is behind the giant, the balloon can easily get to the enemy’s arena or crown damage and start to go to work.  The balloon’s first shoot is deployed extremely quick.  Right when the balloon is over the enemy’s arena or crown tower, the bomb is immediately dropped and does around 400 to 1000 damage depending on the level.  Also, if the balloon is behind the giant and is at full health when it reaches your opponent’s arena or crown tower, that tower will fall to the ground within a few seconds.  In my opinion, if you get only one balloon bomb to your opponent’s tower, you are doing a great job.  This strategy becomes a lot more difficult when your enemy has a defensive tower of some sort.  Examples that are unlocked right now are the goblin hut and the tombstone.  Those defensive structures makes it a lot harder for the balloon strategy to work because the balloon and giant will get distracted, slowing their overall movement speed because they are redirected to a certain location, have to destroy that object, in this case the goblin hut or   the tombstone, and then redirect themselves back to your opponents tower.  On top of this, the enemy has either skeletons spawning to help kill your giants or they are spawning spear goblins which can help kill both your giant and balloon.  Another good strategy to do with your balloon is to support it with the minions.  If you have the balloon tank for the minions, the balloon should get to the tower just fine and be able to get one to two shots off on the tower.  Also, if the defender tries placing spear goblins, archers, minions, or even a musketeer, your minions can kill those defending troops with easy because of their high damage and their power in three.  The balloon has no defensive ability as it only targets buildings.  An addition to the balloon is t6hat when it dies, the balloon drops one last, low damage splash bomb.  This can kill any small troop, air or ground, that was trying to kill the balloon.

9k=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.

imgresGoblins- 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.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 are very vulnerable to anything that attacks air troops like the baby dragon, the witch, the spear goblins, the musketeer, the fire spirits and the wizard.  They are also weak to the ice spirits because they can be stunned long enough so the enemy tower can finish them off.  The minions are also one of your only air targeting units so you should be careful and know when the right time to use them is.  If you are seen having to defend against a lava hound or balloon without your minions or spear goblins, you will have a pretty hard time defending.  Because of this, if you see your opponent has one or two of these cards, you should save your minions or spear goblins just to counter the enemies air troops.  The minions are also weak to direct damage spells like the zap spell and the arrows.  Both of these direct damage spells will give your opponent an equal or an advantageous elixir trade.  It is strong against group troops that have a medium or low amount of health.  The are strong against the mini pekka, the musketeer, the barbarians, the pekka, and the princes.

MinionHordeCardMinion 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.


No towers are used in this deck.


ZapCardZap– 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.

Fireball- The fireball is an important card in your deck.  In a desperate situation, you can destroy barbarians or a minion horde very quickly.  Since the ice wizard can do this job for a better elixir value, you should only use the fireball on those troops if you need them dead in an instant, i.e. they are right next to your tower.  Also, if you have level nine arrows and your opponent has a level three or four princess, your arrows won’t take her out.  If this situation happens to you, your fireball will always to the job.  The fireball is also the best option to take out the triple musketeers.  Combined with arrows, this combo can completely destroy high level triple musketeers.  Also, because of the May 3rd update, making the elixir collector lose 20% health, and the May 18th update, causing the elixir collector to lose 9% more health, the fireball can now actually counter the elixir collector very well.  You can basically may an even trade elixir wise and do a medium amount of chip damage to the tower.  A good combo in addition to the elixir collector and tower is that if you hit other troops with that same fireball, you will come out ahead in terms of elixir.