BACKGROUND INFORMATION

This deck was created to center around the executioner and wizard.  With the balloon, I have decided to use the giant as the tank and the wizard or executioner as a support card.  The minions and spear goblins can act as the anti air troops if you so happen to run against a deck with a lava hound or balloon.  Overall, I think that this deck is fairly well rounded and you can climb efficiently if you focus on upgrading only these cards.

BASICS: AVERAGE ELIXIR AND HOW TO USE EACH TROOP EFFICIENTLY 

The average elixir cost for this deck is 3.6 elixir  and the following cards used are:

TROOPS: USED FOR DEFENSE AND OFFENSE.  IMPORTANT TO USE THE RIGHT COUNTER FOR EACH TROOP

Executioner-  The executioner is a great card against most low health troops.  You can think of it as a ranged valkyrie.  This is because he can throw a spinning axe to damage both air troops and ground troops twice, one on the way there and one on the returning trip.  I prefer the executioner over the wizard because it is more tanky.  Where the wizard would get killed from a high level fireball, the executioner would only be slightly damaged by it.  Additionally, all swarm troops will die in one throw and the executioner can also take care of the barbarians extremely easy.  The executioner would be your main defense because it is so good at it.  If you do the knight and executioner combo on defense, you will get through most of the common types of pushes.  Because you have the tornado in your deck, you can also use the tornado to group all the enemy’s troops together and place down your executioner to destroy them all with massive amounts of slash damage.  This is an extremely good synergy that your deck has that most other decks do not have.  The best troops the executioner counters are the spear goblins, the goblins, the goblin horde, the skeletons, the minions, the minion horde, the skeleton army, and the barbarians.  The cards that counter the executioner fairly well are the miner, the knight, the mini pekka, the pekka, and the elite barbarians.

Wizard- The wizard, along with your bomber, 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.

Minions– This deck uses the Minions instead of the Minion Horde.  The Minions are preferred in this deck over the Minion Horde because you want to keep the cost of troops low.  By keeping the cost low, you will be able to cycle through your cards faster.  The Minions also do well enough against air troops like the Balloon or Baby Dragon, although for the Baby Dragon needs to target your Crown Tower first.  Minions also can take out the Barbarians with the help of the Spear Goblins.  This leaves you with a major counter push at the ready.  Also, these blue little monsters can help destroy Prince rushes with the help of some ground troops.  Even if your enemy uses Arrows, you are not at a Elixir disadvantage, unlike the Minion Horde.  The Minions could also kill a Sparky before it can take its aim at the Tower.  The minions are very vulnerable to anything that attacks air troops like the baby dragon, the witch, the spear goblins, the musketeer, the fire spirits and the wizard.  They are also weak to the ice spirits because they can be stunned long enough so the enemy tower can finish them off.  The minions are also one of your only air targeting units so you should be careful and know when the right time to use them is.  If you are seen having to defend against a lava hound or balloon without your minions or spear goblins, you will have a pretty hard time defending.  Because of this, if you see your opponent has one or two of these cards, you should save your minions or spear goblins just to counter the enemies air troops.  The minions are also weak to direct damage spells like the zap spell and the arrows.  Both of these direct damage spells will give your opponent an equal or an advantageous elixir trade.  It is strong against group troops that have a medium or low amount of health.  The are strong against the mini pekka, the musketeer, the barbarians, the pekka, and the princes.

Valkyrie-  The Valkyrie, even though it has a slow movement speed but makes up for it in raw damage.  The Valkyrie also only costs four elixir which is fairly cheap.   Also, if you put her in front of your furnace, your opponent will have a very hard time pushing into your base.  Instead of their usual barbarians, skeletons, spear goblins, or regular shank goblins, they have to think of some other way to  push into your base.  This is because your Valkyrie, now acting as a splash damage tank for your weaker troops and will kill any of those counters extremely quick.  If they place a high health troop down, you can easily kite them with all your small troops.  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 defend will make your base extremely strong and very hard to push into.  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.

Giant-   The giant will be one of your biggest tanks health wise but is not your biggest damage dealer. Costing at five elixir, you want to start off every major push will your giant in the back of your map.  This will allow you to regenerate some of your elixir that you spent letting you build up a more expensive and bigger push to defend against.  Once you get another four elixir stored up, send your balloon behind your giant.  Make sure though that the balloon is not directly behind the giant.  If your enemy does counter the  giant with a minion horde right when he crosses the river, they will  not hit the balloon.  Instead of the minion horde  killing the balloon, the minion horde will be distracted by the giant.  Also, there is the snowball effect where they keep trying to defend but by the time you send out another troop to defend, your next push has already been set or you will have a solid defense with towers building up.  Once this starts happening, it is very easy to secure victory because your enemy is elixir deprived and you can just keep sending troops at him.  However, your opponent can place an inferno to stop the push fairly well, and that is buy using the inferno tower.  I recommend fire balling the enemy’s inferno tower when it is on its second stage of damage.  This will let the giant survive the longer amount of time by destroying the defending tower.  With that counter down,there is only one more to address. and quite possible the easiest to think of, the minion horde.  You can counter this by having your wizard, a quick and easy card, support your push behind the  giant.  Along with the help of your fireball, you should be able to easily take down the minion horde without having to much damage be put onto your giant.  By knowing and memorizing how to stop your enemy from countering your push, you should be able to drastically improve your  win ratio.

Spear Goblins-  The spear goblin card is one of the most basic troops in the game.  For being one of the first cards to be unlocked in the game, it is surprising how well they perform.  The Spear Goblins not only can defend against goblins, enemy Spear Goblins, and Minions in a one 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, just like your minions, are one of your only air targeting units.  You should save your spear goblins just to counter any balloons or lava hounds they may have.  If you see that their deck does not have any of those cards, you can use the spear goblins like you normally would.The spear goblins are extremely vulnerable to splash damage units like the bomber, the Valkyrie, the witch, the bowler, the fire spirits, 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 for this deck.   The infernal dragon  still does fairly well against the meta  troops present because he still does a incredible amount of single target damage if he gets his third beam out.  The infernal dragon can kill the pekka, the golem, and the giant very quickly.   The infernal dragon can also kill princes, hog riders, and royal giants effectively.   The infernal dragon can also be on the offensive, not just the defensive front.  If you want, you can send the infernal dragon a few second after you place down your goblin gang or other goblin cards.  Your baby dragon will wreck your enemy’s arena or crown tower and your goblins will tank for your infernal tower so the infernal dragon can get more damage off.  Additionally, the goblins may be able to distract any minions your opponent may have placed down in order to react against your push.  This infernal dragon will most likely hide behind the minions and have the goblins attack it so the infernal dragon still will not be damaged.  This will increase the time your infernal dragon is alive and thus allow your infernal to do more damage to your enemy buildings whether its a spawning hut or their arena or crown towers.  The infernal dragon is weak against the small swarm troops listed above but is weak to a few select troops.  The wizard will die to the musketeer, due to its lack of point damage; the wizard, due to its inferior damage; and the ice wizard, the infernal dragon becomes too slow in attacking to do any good damage.

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.

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.

TOWERS: HOW TO USE THEM AND WHERE TO PLACE THEM

There are no towers in this deck.  This makes it a  more offensive deck and you may have a harder time defending against the hog rider or other defense targeting troops like the balloon or the giant.  If you do want to use a defense in this deck though, I would recommend switching out your spear goblins with a cannon.  The cannon costs three elixir so it would  not really impact your elixir count average.  You would play the cannon only when the giant, balloon, or hog rider gets spawned because you want the cannon to last a s long as possible.  If you send your cannon out to early, it will lose health over time, making it more vulnerable to to the damage brought by your enemy troops or direct damage spells.  The cannon does great against small swarm troops like the skeletons, the spear goblins, the regular shank goblins, and it does a some what decent job on the barbarians.  It also works great against defense troops like the giant and the hog rider.  It does good at distracting areal units like the baby dragon, the balloon, and the minions.  The cannon is very vulnerable to direct damage spells like the fire ball and the lightning spell.  Even though the cannon can distract the minions, the baby dragon, and the balloon, those units cannot be targeted by the cannon and can take it out with out receiving any damage.