BACKGROUND INFORMATION
This deck features the ice spirit and princess as your main damage source. The bomber and fire spirits are for a cheap and quick defense. It also allows you to get some chip damage if you have no other viable move to do. The ice spirit and the ice wizard provide a strong supporting side for your offensive push, The wizards also allow you to defend from your opponents push by destroying them with splash damage or slowing them down and stalling them until you have enough elixir with the ice wizard.
BASICS: AVERAGE ELIXIR AND HOW TO USE EACH TROOP EFFICIENTLY
The average elixir cost for this deck is an even 3.9 and the following cards used are:
TROOPS: USED FOR DEFENSE AND OFFENSE. IMPORTANT TO USE THE RIGHT COUNTER FOR EACH TROOP
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 spear goblins and ice wizard defending, good placement of both troops will make it hard 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 the ice wizard defending 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.
Princess- The princess is very squishy. She can die to arrows and sometimes even to a zap spell. However, she has excellent range and some good splash damage. Her range compares that to of a mortar and is the only troop that can attcak an enemy crown or arena tower without being targeted. She is the only troop that can three star the enemy by herself because she out rangers both the arena or crown towers along with the king’s tower. Her area of effect damage is also great for small swarm troops all the way up to barbarians. She can kill spear goblins before they can even throw a single spear at her, goblins will not even be able to get close to her, archers wont be able to shoot a single arrow at her, skeletons will easily get one shotted, and the barbarians will be nearly useless once they kill your princess. By countering your opponent’s barbarians with your princess, you gain a three elixir advantage over them. She hard counters hut spam decks really well. Also, she can bait out arrows for your goblin barrel in you deck. You can also place the princess at the bridge and have it immediate target the opponents crown tower as long as no troops are closer. This strategy will help you get a hundred or so damage everytime you place her down. The princess does very bad against high health troops though. She is very vulnerable to the pekka, the musketeer, the wizard, any type of prince, the miner, and other troops like those.
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.
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).
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.
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. 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.
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.