BACKGROUND INFORMATION

This deck is called the fast splash deck because this deck revolves around a ton of splash, or area of effect, cards and are very quick in either movement speed or killing speed.  This deck works great against hut spamming decks because of all the splash damage it does have.  The splash damage cards take up half the deck and include the valkyrie, the fire spirits, the bomber, and the zap spell.  Although this does have a lot of splash damage, the main push comes from the hog rider.  The splash damage makes it very easy to defend or push along with your hog rider.  This is a great deck to use if you seem to be facing a lot of decks that center around over whelming your opponent with small, weak, and cost efficient troops like the hut spamming strategy deck or the hog rider cycle deck.  This deck may have a slight problem against the royal giant and sparky deck because of its lack of point damage troops.  The best way to defend from that is to zap the sparky and royal giant when it crosses your bridge and make sure you spawn your minions so they target the sparky, not the royal giant.  This deck can take on the sir heavy decks that contain the balloon because you have quite a bit of anti air cards.  You can use your cannon to distract balloons and lava hounds so they d not target your crown tower.  You can also your your minions, your spear goblins, and- if you really need to- your fire spirits to take down any air troops.  Your zap spell can also be used to kill the three elixir minions or the minion horde easily and for a possible elixir advantageous trade. I think that this is a very balanced deck and you should have fun with this composition.  I definitely recommend you to try this deck out as long as all these cards are at the appropriate level for the trophy range you are in.

BASICS: AVERAGE ELIXIR AND HOW TO USE EACH TROOP EFFICIENTLY 

The average elixir cost for this deck is an even 3.0 and the following cards used are:

TROOPS: USED FOR DEFENSE AND OFFENSE.  IMPORTANT TO USE THE RIGHT COUNTER FOR EACH TROOP

ValkyrieCardValkyrie-  The Valkyrie, even though it has a slow movement speed, can be quickened.  If she is put in front of your hog rider, she will move at the same speed as your hog rider.  This element of additional speed is why I consider her to have “fast splash” in this deck.  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.

FireSpiritsCardFire Spirits-  The fire spirits another one of your other splash damage card.  The fire spirits go with the theme of “fast splash” because they move extremely fast and give a quick burst of splash damage. 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 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 are countered by the zap spell.  It does a so so job against troops that have medium health like the mini pekka, musketeer, and the goblin barrel.  The fire spirits, like almost all other group troops, can be used to help pig push you hog rider.

BomberCardBomber- The bomber is a great, cheap card that does splash damage.  the bomber follows the fast splash” theme because it moves at a moderate pace but its damage and its high damage lets it kill think super fast.  With only a few bombs, it can kill a whole group of barbarians.  The bomber also shows its speed on smaller groups and effectively takes them out with a single bomb.  No we will go in to more detail about the bomber.  The bomber only costs three elixir.  I chose the bomber because it is cheaper than the fire ball and is extremely well against barbarians.  When facing higher level people, 90% of those people will use barbarians in their deck.  Why?  Because the barbarians are such a very good card.  Having a strong, hard counter to a common card will help make your deck a lot better.  The bomber, only costing you three elixir, helps you gain a 2 elixir profit along with a free bomber.  Also, it is not worth it for your enemy launching a fire ball at it because they would make themselves have a one elixir disadvantage.  You may also be wondering why I chose bomber over the wizard because the wizard does target air and ground and kills barbarians almost as effectively.  The reason is that the bomber is two elixir cheaper than the wizard is.  This makes the bomber a lot better choice when cycling cards because it will let you get through your deck quite a bit faster.  Additionally, you do not need to cover air because your fire spirits and zap spell already do the job well.  I feel like the wizard or fire ball is not needed in this deck because  the bomber, fire spirits and  zap take care of everything your opponent can throw at you for a cheaper elixir average.

SpearGoblinSpear Goblins-  The spear goblin card is one of the most basic troops in the game.  For being one of the first cards to be unlocked in the game, 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, just like your minions, are one of your only air targeting units.  You should save your spear goblins just to counter any balloons or lava hounds they may have.  If you see that their deck does not have any of those cards, you can use the spear goblins like you normally would.The spear goblins are extremely vulnerable to splash damage units like the bomber, the Valkyrie, the witch, the bowler, the fire spirits, 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.

Hog Rider–  This is the heart and soul of the deck.  This will be the troop that will do the most damage to the Tower and it will also be your main offensive unit.  Because of the Hog Rider’s decent health stats and its great damage per shot, it is a great unit to attack with.  Additionally, it only targets defensive buildings which make it that much easier to control.  There are some standard moves in playing the Hog efficiently.  The moves that till be gone over in this article is the Elixir pump rush and pig pushing.  If you are above or at arena 6, there is no doubt that you see a lot of Elixir Collectors about.  Normal players want to protect their Elixir collector and put it in the back of their map.  If it starts in their starting hand, that is going to be played first 90% of the time.  If they do place it in the back, take advantage of the 5 elixir they just used.   Try to make a Hog rider and valkrie push in the combos combining the troops of the Spear Goblins, the Minions, or the fire spirits.  If you don’t have the Hog in your starting hand, make a small push maybe of just Spear Goblins and see how they react.  This move has given me so many wins since I found out that this worked.  The Tower will fall if nothing happens to that push.  Usually, they send in a panic Fireball and you still get about half their Tower. The second strategy is called pig pushing.  It can be hard to master for some so it is recommended to practice with your friends.  The basic concept of this is to nudge the Hog a little bit to the outside by spawning troops right next to the hog.  The picture to the left shows how to pig push pretty well.  It also shows the counter to the pig push in case you run into anyone also using this tactic.  The counter to this is pretty ineffective since the movements happen so fast.  There is barely any time to react to this strategy.  If you do pig push, make sure your are on the side where the defense is further away from your chosen spawn location.  Failure to recognize which side is the one to do it on can result in an ineffective and useless push.

MinionsCardMinions– 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.

TOWERS: HOW TO USE THEM AND WHERE TO PLACE THEM

CannonCardCannon-  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.  If for some reason you do not like th cannon, you can use the tesla instead.  The tesla costs one more elixir so it should not ruin your cycling that much.  Also, the tesla can hit both air and ground troops unlike the cannon.  The basic strategies can be applied to the tesla like using the ice wizard in combination.  The downside to the tesla is that hog riders may take no notice of it because the tesla is underground.  The hog rider may have targeted the crown tower once the tesla pops up making it a pretty bad counter.  Also, using the tesla will not let you get an elixir advantage against the hog unlike the cannon.

SPELLS:  THEIR MAIN USES AND HOW TO MAXIMIZE THEIR POTENTIAL

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.