Background Information

Basics: Average Elixir And How To Use Each Troop Efficiently

The average elixir cost for this deck is 3.4 and contains the following cards:

Troops: used for defense and offense.  Important to use the right counter for each troop

Golem– The golem is your main tank and what your deck revolves around.  The golem is your only tank in your deck and you should treat him in that way.  You should not start any major offensive pushes without him leading your assault.  Additionally, to build an even bigger push, it is recommended to have one to two elixir collectors at the minimum.  Also, your deck is basically going to be a defensive deck until double elixir hits.  Once double elixir hits though, your deck will shine.  Another tip when using the golem is to spawn him at the very back of your base.  This lets you gain more elixir before the golem crosses the bridge into danger and you are able to get an even bigger push started.  In over time or double elixir, you have the possibility of sending out enough golems where there is two golems on the field at once! this makes it very difficult for your opponent because what every the put down to defend will get distracted by your golems while your supporting and high damage troops will kill them quickly.  If you do get two golems down in double elixir, it is not unusual to get a three star victor with that push.  If you have two golems down, it is almost a guarantees an arena or crown tower destroyed.  The golem is very vulnerable to any air troop that targets enemy troops like the minions, the minion horde, and the baby dragon.  The golem is also very vulnerable to high damage troops like the barbarians, the prince, the pekka, the wizard, and the mini pekka.  The golem is only vulnerable to one defensive tower and that is the inferno tower because of its scaling damage.  The golem can’t attack troops and only goes for enemy buildings, structures, or other arena or crown towers.

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.

Goblins- The goblins are another great card besides the spear goblins.  For being unlocked at such an early arena, it has quite a high use rate among legendary arena players.  The goblins is a very good card because they provide a grouping of low health units which helps defend against high hitters like the mini pekka and prince.  They also give a lot more damage out so they work even better than the spear goblins when defending the prince and mini pekka.  However, they are not good enough to do it by themselves and they need the support of spear goblins or minions to do the job efficiently.  If you would end up doing minions the mini pekka and prince will die without a hit on the tower and you can start a counter push of the minions and a balloon, with the balloon tanking and in front of the minions of course.  The goblins can also be used in the giant, the goblin, and the bomber push.  This is a pretty weak push if your opponent does have minions but at this level they probably will have the minions focus on the giant and not your supporting troops so this push should still work.  The goblins can be killed by all splash damage troops very easily and are very vulnerable to the direct damage spells whether it is the lightning spell, the fire ball, or the arrows.

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.  Just like with most ground swarm troops, they can pig push a hog rider.  Pig pushing will be explained in the hog rider section of this article.

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.  The Elixir Collector is not mandatory to the process of beating your opponent but if played, it will make it a whole lot easier.

Spells:  Their main uses and how to maximize their potential

Zap– The Zap spell is mainly used to support your golem.  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 survivability of your golem and make this deck even stronger.  Remember, the longer your golem 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 golem to receive little damage and by the time the inferno tower resets, locks back onto the golem, and charges back up, the tower should be destroyed by your golem 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 gobblin 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 tpe of princes, the balloon, and other troops like that.  The zap can also stop the princes harges 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.

Freeze Spell- The freeze spell requires good timing and great placement.  Usually, the freeze spell will be used for an offensive support spell for most of the time in your deck.  However, the freeze spell can be used on defense if needed to be.  A freeze spell along with the goblins and your arena or your crown tower can do amazing work.  Those goblins will be able to kill a hog rider and a good portion of oncoming enemy barbarians withing those four seconds of free reign.  The most common way to use the freeze spell is on offense though.  What you want to do is use a hog rider combo that is not very expensive, lets say you are doing the hog rider goblin combo.  What you want to do is send your hog rider in front of your minions so the hog tanks for the goblins.  Once the hog ridergets to the tower, do not use your freeze spell just yet.  You want to wait until your hog riders at around 25 percent health before deploying your freeze spell.  This is to ensure that any troops the enemy will place once they see the hog will easily be destroyed.  Obviously though, there are special circumstances where you should freeze earlier.  For example, if they send out barbarians very early to counter your hog, you should freeze both the enemy crown or arena tower In addition to the enemy barbarians.  This will allow you hog rider able to get to the tower, do some damage, and then the goblins kill some of the barbarians.  This will make there be less barbarians once the freeze spell duration is over and give your enemy a less overall damage out out which makes your hog rider survive longer and do more damage.  Another example to freeze earlier is if the send the minions or the minion horde, or any type of air unit for that matter.  This is because the minions can target the goblins and if your goblins die, you will lose a lot of potential damage.  BY freezing those air troops first, you let your goblins live for an extra few seconds which can equate to 1000 s of damage.  It is very important to know when to place the freeze spell during any given situation.   In the right hands, it is a night mare and is devastating to go against.  If you do not time the freeze spell to a near perfect precision, you will lose 100 s or 1000 s of possible damage and waste four elixir in the process.  The freeze spell works on both the ground troops and the air units.  They also work on enemy crown or arena towers, enemy king towers, and any enemy buildings or structures like the cannon, the tombstone, the goblin hut, and the barbarian hut.  Take note though, that if you freeze the tombstone and the tombstone gets destroyed in the process, the skeletons that come out will not be frozen.  They will be treated like regular skeletons that spawned after the freeze spell has been activated.