BACKGROUND INFORMATION

This deck features the royal giant and musketeer as your main damage source.  The bomber and princess 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 valkyrie and the 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 4.0 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 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.

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.

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.

 

Wizard- The wizard is your support for your pekka in this trifecta deck be adding lots of splash damage to enemy ground and air units.  The wizard is an overall great card to have in your deck because it is the most effective card that does splash damage to both air and ground troop.  Its fast fire rate compliments the pekka’s sluggish moves.  Additionally, the wizard helps counter what the pekka is weak against, small critters.  The wizard can one shot many small troops like the skeletons, the spear goblins, the regular goblins, the three elixir minions, and the archers.  The wizard can also make quick work of swarms of troops killing the barbarians in three shots, the minion horde also in three shots, and the skeleton army in a few more shots.  The wizard however is pretty weak when being attacked.  The wizard can be easily killed by an enemy lightning spell or rocket.  The wizard can also be killed by a relatively high level fire ball.  The wizard is actually pretty good on defense.  It can kill oncoming enemy barbarians by itself.  It is also the best troop to use when countering the minion horde because your wizard can one shot the minions making quick work of the minion horde.  However, the wizard is not so great at countering high health troops like the prince, the pekka, the golem, and the lava hound.  he prince and pekka do too much damage to even let the wizard have a chance and the golem and the lava hound have too much hit points for the wizards relatively weak fire balls to do any noticeable damage.  However, an extremely well timed wizard can completely kill all the lava pups that spawn from a lava hound with one fire ball.  This also is the same with the goblin barrel.  An extremely well timed wizard can kill the goblins from the goblin barrel all in one go.  The wizard costs five elixir which is one of your higher costing cards.  I recommend saving your wizard only for your trifecta push because this is a key troop for it.  Only use your wizard for something else if it is the only option from saving your arena or crown tower

Valkyrie-  The Valkyrie, even though it has a slow movement speed, can be quickened.  If she is put in front of your fire spirits, she will move at the same speed as your fire spirits.  This element of additional speed is why I consider her to be viable when compared to the dark prince.  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.

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

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.