BACKGROUND INFORMATION
This deck was created to center around the ice and musketeer theme. With the winter holidays coming up I thought this was appropriate. The ice part of this deck come from the zap, the ice spirit, the ice golem, and the ice wizard. The musketeer portion comes from the musketeer and the three musketeers.d
BASICS: AVERAGE ELIXIR AND HOW TO USE EACH TROOP EFFICIENTLY
The average elixir cost for this deck is 3.9 elixir and the following cards used are:
TROOPS: USED FOR DEFENSE AND OFFENSE. IMPORTANT TO USE THE RIGHT COUNTER FOR EACH TROOP
Musketeer- The musketeer is the main damage dealer besides your three musketeers. The musketeer is yourlong range, anti air damage dealer so it makes her a little more special. She is very good behind a ice golem 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 the ice golem 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 lot of your troops out because all your damage can be taken out with a single fireball, giving your opponent a huge elixir advantage. The fireball can kill the ice wizard, the ice spirit, 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.
Three Musketeers– The three musketeer’s card is a hail marry type of card. You will either be very efficient with using it and demolish your opponent or it will be extremely useless and probably set you back to an elixir disadvantage. The easiest counters that can completely ruin your three musketeer push is a fire ball and zap, although other things like the poison spell, the rocket, and other uncounterable splash damage can also make you push go to nowhere. However. if you catch your opponent off guard and out of elixir, you should be able to easily take down one of their towers. The ice golem should act as a tank for your three musketeers.
Ice Golem- The ice golem is another card that goes with the ice-keteer theme. The ice golem is basically a a weaker giant that gives an ice wizard’s special effect upon death. You can use this to start a push since it is your main tank. Be careful however since the ice golem is not super tanky like the giant, lava hound, or regular golem. My favorite push is the golem, the ice spirit, and the three musketeers. The ice golem and the ice spirit cc provide so much stalling time that the musketeers can usually get to the tower and shoot a few bullets. The ice golem is not that good on defense since it only targets towers. However if you do use it on defense, it’s death passive will help slow down the enemy’s push. The ice golem can also be used in conjunction with the zap spell to clear away any minions, minion hordes, spear goblins, goblins, goblin hordes, or skeleton armies. The death damage in addition to the sap damage is enough to kill those troops.
Ice Spirits- The ice spirits can be a great card to use in conjunction with the hog. The ice spirits can be compared to the zap spell because both of those cards stun enemy buildings or troops. However, unlike the zap spell, the fire spirit does not cost two elixir. Instead, it is half as expensive and only costs you one elixir to use. In addition to that bonus, the fire spirit’s stun ability lasts twice as long as the zap spell. Because of these two stats on the ice spirit, the ice spirit is worth about four times as much as the zap spell is per elixir. However, there is one downside to using the ice spirit over the zap spell. The ice spirit, unlike the zap spell, can easily be countered. The ice s[irit can be countered by almost anything from direct damage spells like the zap spell, the arrows, the fire ball, and the rocket. The ice spirit is also very fragile against any splash damaging troops because even if they target your own hog rider, the splash damage effect can still kill your ice spirit since the ice spirit has such a low health point stat. Some splash damage troops that can kill your ice spirit is the wizard, the baby dragon, the ice wizard, the princess, the bomber, the witch, and the Valkyrie. Because of this, using the ice spirit is a risk reward type troop. If the ice spirit does get its stuff off before it dies, it is well worth it and you have a four times effectiveness when compared to the zap spell. However, if it dies it has a zero effectiveness when compared to the zap spell. If you find that your opponents are countering your ice spirit more times than not, you make want to switch to the zap spell. Switching to the zap spell will guarantee that you will get a stun on each of your pushes every single time. The zap spell will also get you a little more damage that is also reliable.
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 musketeer 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. Another example of the ice wizard working his magic is against the royal giant. With only the musketeerdefending 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 musketeer 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 musketeer that causes all the damage. The ice wizard is probably your best card in supporting offensive pushes and supporting your musketeer during a defense.
SPELLS: THEIR MAIN USES AND HOW TO MAXIMIZE THEIR POTENTIAL
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.
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.
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. With your extremely low cost deck, the elixir collector will allow you constantly push your troops quickly and easily. With the elixir collector running, you should be able to have multiple troops on the field at all times. 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.