BACKGROUND INFORMATION

This deck’s main push is your Valkyrie and wizard, or your mini pekka and wizard.  Your will use your elixir collector to support your elixir supple and your cannon will be used on defense.  Your arrows would usually be used on defense against swarm decks and your zap will be used for offense.

BASICS: AVERAGE ELIXIR AND HOW TO USE EACH TROOP EFFICIENTLY 

The average elixir cost for this deck is an even 3.8 and the following cards used are:

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

Mini Pekka- The mini pekka is very versatile on defense and can be a treat if put on offense.  The mini pekka is considered a glass cannon.  the mini pekka is considered a glass cannon because it can deal a lot of damage but it also has very little health in comparison.   The mini pekka is great at countering high health tanks.  The mini pekka can kill an enemy hog rider in two hits and only lets the hog rider get off one shot on your tower.  Of course the mini pekka may only need one shot if you have some supporting troops defending with the mini pekka.  This will also make the enemy hog rider not even get one shot off on to your tower.  The mini pekka also kills the royal giant very efficiently.  The mini pekka, since it does so much damage, will kill the enemy royal giant in just a few hits.  This makes it hard for the royal giant to get much damage off on to your tower.  With only the mini pekka defending your tower, the royal giant may get around 500 damage off of your tower.  However, you most likely will have other troops, most likely the musketeer or the spear goblins, supporting your mini pekka which will make the enemy royal giant drop even faster.  The mini pekka also kills the regular giant very easily and it can solo defend good enough.  You do not need to worry about supporting your mini pekka with anything else.   The mini pekka works great against single targeting troops like the musketeer, the wizard, the Valkyrie, the prince, and the troops previously mentioned above.  What makes the mini pekka strong against the prince is that your mini pekka can easily survive the charge from the enemy prince, letting your mini pekka take in lots of damage while also dishing it out.  The mini pekka is weak against swarm troops like the spear goblins, the skeletons, the regular shank goblins, and the barbarians.  The mini pekka is also weak against some air troops like the minions and the minion horde.

Minions– The minions are part of your trifecta push that includes the hog rider, the valkyrie, and the 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.

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.

2Q==Cannon-  The cannon is your main defense against building targeting troops like the giant, the hog rider, the balloon, the royal giant, and the golem.  Make sure you have good placement with your cannon because its five and a half tile range is very short.  Also, you should never pre place a cannon.  If you do, your enemy can send any air troop, like the three elixir minions or the baby dragon, and destroy it without taking any damage.  You enemy can also just place a single musketeer and out range the cannon.  This can make you basically waste your defense and make you lose three elixir.  Also, you cannon is out of your hand which makes it a lot harder to defend from the defense targeting troops like the giant, balloon, and hog rider.  If your opponent doesn’t have those troops or they just used it and you have the cannon in your hand, you can use the combination of the ice wizard and cannon to defend from hordes of small group troops.  A cannon and ice wizard combo can defend from barbarians.  The cannon is very cheap which makes it have synergy with the rest of your deck.  Since you have two very expensive cards in your deck, having the cheapest defense in the game will help you on defense when you are on low elixir.  The cannon is strong against weak ground troops like the skeletons, the archers, the spear goblins, and the regular shank goblins.  The cannon, if provided with some sort of distraction, can be good against the prince, the the mini pekka, the barbarians, and the valkyrie.  The cannon, being only able to attack ground troops, is very weak against the three elixir minions, the minion horde, the baby dragon, the lava hound, and the balloon.

SPELLS:  THEIR MAIN USES AND HOW TO MAXIMIZE THEIR POTENTIAL

Arrows-CardArrows- The arrows are a great cheap way to counter a mass amount of troops.  The arrows can help support your pushes that contain your giant by killing off any minion horde that will do a lot of damage.  The arrows are also great at countering hut spam decks because you can easily kit two or three buildings, the crown or arena tower, and any enemy troops spawned or walking near the arrow radius.  Arrows can also be used to finish off towers if they are at a very low health value.  t only will do around 80 to 100 damage to your crown tower so plan accordingly before sending it at your enemy’s crown or arena tower.   Combined with the zap spell, you can get about 150 damage off of your enemies tower, which can help a lot if your are in over time and just need a little more damage.  The arrows are a great counter to the skeletons, the spear goblins, the archers, the regular shank goblins, the goblin barrel, the three elixir minions, the lava pups that come out of the lava hound and the minion horde.  They can help defend against enemy barbarians if they have a bout a quarter of their life left.  The arrows are weak against high health troops like the golem, the pekka, the lava hound, the balloon, and other troops like those.  The arrows are a nice and cheap three elixir so you can use them at almost any point during the battle for an easy defense against a lot of small units.

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.