Background Information

You use the furnace as a supporting card that applies constant pressure.  Your main push will be your wizard, royal giant, and bomber.  Be careful if your opponent has the fireball because it can completely destroy your push,. If this is the case, make smaller pushes so they get less elixir value from their fireball.


The average elixir cost for this deck is 3.8 elixir and contains the following cards:


Fire Spirits-  The fire spirits are your only splash damage card.   The fire spirits have a damage that 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 the barbarians to their 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 main strategy behind this deck when using fire spirits is to put them behind the golem.  This allows the fire spirits to stay alive and kill or severely damage any troop, structure, or arena or crown tower that gets in the way.  The fire spirits will also make your opponent think twice about playing down barbarians as a counter.   The final reason fire spirits are very good in the sense that it is a cheap troop that can help support your expensive golem quite easily.  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 ( as long as they can reach their target without dying).

Musketeer-  The musketeer is the main damage dealer besides your mini pekka.  The musketeer is your only long range, anti air damage dealer so it makes her a little more special.  She is very good behind a giant or knight because her high, ranged damage lets her take down recently deployed troops very quickly.  If your opponent decides to spawn in spear goblins to counter a knight and musketeer push, one or two of those spear goblins will die before they even get one spear thrown because of how big the musketeers range is and because of how high the musketeer’s damage per bullet is.  The musketeer is fairly weak in terms of health points which make sense because her damage is very high.  This can result in a same level fireball killing her though.  Be careful because if you send a bomber, knight, and musketeer all you damage can be taken out with a single fireball, giving your opponent a huge elixir advantage.  This goes the same for a giant, bomber, musketeer push.  The fireball can kill the bomber and the musketeer.  Its defensive abilities are very good too because it can hide behind your crown tower or arena tower while doing a lot of damage to the attacking troops.  The musketeer will be able to kill a whole army of small troops without taking much damage and also the musketeer will not let the arena or crown tower take much damage.  Later on, there is a card called the three musketeers which basically spawns three of these single musketeers.  They have the same stats per level as this card does so they can be taken out just as easily.  The three musketeers do cost five more elixir but that card does come out with two more musketeers than this one.  This single musketeer card is a very good option to have in a new, beginner deck because of its high damage, long range, ability to hit air troops, and how versatile it is in many situations.  The musketeer is very vulnerable to point damage troops like the mini pekka, the pekka, and the prince.  It is also vulnerable to direct damage spells like the fire ball, the arrows, and the lightning spell.

Miner- The miner is also a great card for a golem deck because it is cheap and can go around and attack any obstacle. The best way to use a miner is to put it on the front side of the tower right before your golem crosses the bridge. This way, if your opponent puts down an inferno tower, it targets the miner and not the golem. This will let your golem last a lot longer because the inferno tower has to target the miner, kill the miner, and then re target onto the golem before it can start doing any damage to it. This miner distraction can save up to around five seconds which can really help your push out. The miner also can counter the princess very well. Let us say that there is an enemy princess behind an enemy giant. Instead of countering the giant with barbarians and having them constantly bombarded by the princess, you can use a miner before you put down your barbarians. You can send your miner right next to the princess and the miner will kill the princess in two shots. After that, you can place down your barbarians to counter the giant. This will help save the lives of your barbarians, a five elixir cost, by using your miner, a three elixir cost. You can also use your miner just to annoy your opponent by placing him on one of your enemy’s arena or crown tower

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.

Bomber-  This little skeleton with a bomb is show in in another low arena deck of mine because I think it is the best splash damage in the game as of arena two or the bone pit.  It is the cheapest ground bound splash damage buy far trailing the witch at five elixir.  You do not need to use the baby dragon because air based splash damage is not really needed at this point and time.  The only splash damage for air would be the three elixir minions but that is a very little problem because you can defend them easily with the spear goblins.  Since the barbarians are unlocked in this arena, the bomber is stronger than ever now.  It can kill the whole group of barbarians without the help of your towers.  He does so much splash damage at such a high rate of fire that the barbarians will just get absolutely melted.  Also, by playing the bomber on the barbarians, it will grant you a three elixir advantage.The bomber is so frequent in my deck because at this stage many people use all the small hit point troops like the archer, spear goblins, and the regular shank goblins.  Having the bomber in your deck will make those three cards very useless to your opponent and make them very annoyed.  Additionally, the bomber is great at supporting pushes that involve the giant because the bomber’s range allows him to shoot bombs past the giant skeleton.  Also, if the bomber gets locked onto the tower will full health, he will do a lot of damage for the price of three elixir.  Be careful though, the bomber can be killed using direct damage spells like the lightning spell or the fire ball.  The bomber is extremely weak against point damage troops like the prince and the mini pekka and is also weak against air troops like the baby dragon and minions.

Royal Giant-  The royal giant is a great tank and is a high damage per second troop.  He can usually get at least one shot on the enemy crown or arena tower but the royal giant can usually get three to five shots off onto the enemy arena or crown tower.  The royal giant has the potential to be devastating when paired up with a ton of splash damage.  I recommend two push you should try mastering.  The first push has splash damage troops supporting your royal giant.  This is a good strategy when your opponent doe not have an inferno tower to easily kill your royal giant.  The combo is the royal giant, followed by your bomber and fire spirits.  This makes it a ten elixir push and you are able to spawn the royal giant right in front of the bridge if you wanted to.  The theory around this combo is the since they do not have the inferno tower, their main royal giant counter will be either the minion horde or the barbarians.  The fire spirits can take care of the minion horde to the point where that one minion who survived will do very little damage.  This situation will have your royal giant and bomber locked onto the tower with only one minion at half health and the enemy arena or crown tower locked onto the giant.  The ending result will be that the enemy arena or crown tower that is being contested will be destroyed.  If the enemy does have an inferno tower, that strategy will not work that good.  For these type of decks, you should use the combination of the barbarians and the royal giant.  What is a good strategy is to have your royal giant placed at the front of one of your arena or crown towers.  This will buy you enough time to save up one more elixir to get the barbarians down in time.  You want the barbarians to be split between the royal giant.  What that means is that you want two barbarians in front you your royal giant, and two barbarians behind your royal giant.  This takes timing and because you are in the royal arena, you can probably do timing pretty well now.  This lets the barbarians distract the inferno tower so the royal giant can survive a lot longer.  By doing this, he can probably survive around ten seconds longer which is huge.  The reason you do not have all four barbarians in front of your royal giant is because it is very vulnerable to any wizard or bomb shots.  Having all four of the barbarians grouped very close together will make it easy for the enemy to place down a single wizard or bomber and defend quite easily from your push.  Having the royal giant in between the barbarians will make it impossible for the wizard to hit all four of the barbarians at once and makes it extremely difficult for the bomber to hit all four the barbarians at once.  This will help your push stay alive and ultimately do more damage.  With this push you should be able to get their inferno tower destroyed and, depending on how well they defend, three to ten whole shots on their arena tower.  The royal giant is very strong during the game right now because it has not received a nerf yet.  The hog has received a nerf which will probably make this strategy more prevalent in the meta.  The royal giant is strong against any defense that is placed down because he out ranges all of them but two.  He is weak against high damage troops like the mini the pekka, the pekka, the barbarians, and the minion horde.  He is also very vulnerable to a non placed inferno tower because the inferno tower’s scaling damage can kill the royal giant before the royal giant kills the inferno tower.


Furnace-The furnace has some offensive capabilities.  The furnace is a card that can help support your pushes.  The fire spirits can be a great addition to your hog rider push or perhaps a golem push.  Even though you only get 2 fire spirits, they can still do a ton of damage.  Two fire spirits can reduce a whole minion horde down to everything but one, single half health minion.  This greatly reduces the damage going on your troops and lets you get a lot more damage on to your enemy’s crown or arena tower.    The furnace can also be used just as a stead supply of chip damage.  With a reasonable level furnace, one fire spirit will always make it to the enemy crown or arena tower.  Since each fire spirit can do a decent amount of damage, your opponent has to keep an eye on this furnace.  If you opponent just leaves that furnace alone and does not try to counter it at all, you will get a lot of damage off onto his or her tower.  The total damage will be around 500 to 1000 damage, quite a lot for only the cost of four elixir.  The furnace can also be used in a hut spam strategy.  The furnace can provide aerial and ground coverage which only the goblin hut can also provide.  It also provides much needed splash damage in the hut spammer deck.  Where as before a hut spammer would be completely destroyed by a minion horde, the furnace, along with the goblin hut, lets you easily counter the minion horde very quickly. The furnaces main job, in my opinion, is a defensive one.  If you place it behind one of your crown or arena towers, it is very safe and can essentially block off that whole lane.  The reason that it can block off a whole lane is because the two fire spirits do a ton of damage.  If an an enemy tries to push up the lane where your furnace is located, they will probably receive four to six fire spirits during the whole time of their push.  This can be up to eight hundred damage and completely destroy a ton of pushes.  Eight hundred damage will kill barbarians, hog riders, balloons, or prince pushes.  Because of this, you can sort of influence your opponent to push your other side.  A good idea to use the furnace like that is when one of your towers is stronger than the other.  If you place the furnace on the side of the weaker crown or arena tower, you make that weaker side a lot stronger.  The furnace makes a tough decision for your opponent to make to whether attack the weaker side with the furnace, or attack the stronger side with no furnace.  The furnace can also be placed in front of your king’s tower a few squares forward.  This, in an addition of being a spawner building, makes the furnace be able to be a big distraction.  The furnace can distract the hog rider, the giant, the royal giant, the balloon, the golem, and the lava hound.  This can act as a tank for your tower and absorb the damage from troops instead of your own crown or arena tower take the damage.  Both of these defensive strategies are very useful but you should use them in their specific situations.  If they have a hog rider, place it up front.  If one of your towers has 1500 health, place the furnace behind that tower.  After you get to know the furnace, you will know what action is the best to take in any given situation.


ZapCardZap– The Zap spell is mainly used to support your royal 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 royal giant and make this deck even stronger.  Remember, the longer your royal 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 royal 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.