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Giant Skeleton Deck
Arena 10, Deck Building,

Bad Composition Did Amazing Work – A Giant Skeleton Deck

Hi friends, I want to share A Giant Skeleton Deck with you. Please note that this bridge is no longer viable, not only because it was bad from the start, but just as the use of Mega Knight has increased, which makes difficult to perform thrusts. This solves in you having to risk more to win, which makes even more punishing games for high-level opponents. Whatever it is, I hope you enjoy reading and hope we can have a discussion together to find a better game for me lmao.

I managed to build a pretty effective deck around the Giant Skeleton and the Three Musketeers. I love it but I need help to build another deck / optimize the deck by adjusting my playing style.

A Giant Skeleton Deck

Hi people, that’s my bridge that I used from ~ 2,300 up to ~ 3,800, not only because I felt more comfortable with it, but I’m afraid of it. # 39; s use anything else lol. I am clearly aware that this deck is not a high-level deck, but I want to get something together that I can use to advance to the league of challenges. Means I am looking for something that looks a little like the use of this deck, which I could not build before. And here is the community at stake: help.


King Level: 10


  • Giant Skeleton: 5
  • Three Musketeers: 8
  • Knight: 11
  • Minions: 11
  • Ice Wizard: 2


  • Cannon: 11


  • Arrows: 11
  • Clone: 5

Just note that I obviously did not use these cards at this level all the way through. But here are the most relevant updates.

  • Giant Skeleton: It was my first epic 5 ever. Raised HP and its higher death damage are much appreciated.
  • Three Musketeers: Since the Giant Skeleton and these guys are the main sources of damage in this deck, it is very useful to improve them as soon as possible. For some reason, I had a hard time leveling this card up to 8 long (because I forgot to ask for this card lol). But yes, same as the bomber. Lvl8 survives Fireball at the same level.
  • Clone: This one was also hard to reach 5, but I finally got it. You want this card to maximize your thrust efficiency and by leveling it you will not hurt anyone. Except your crown turns with enemies.
  • Canon:  Both on the offense. The reason you should get this one to 11 is that you need a way to handle things like Hog Rider better. For example, Cannon 10 easily treats Hog 7, but fights 8 and 9.

How To Use Deck with Giant Skeleton?

Okay, let’s talk about strategy now. The first problem you noticed is the high average cost of this game (4.1!). You really have to play this deck carefully and you will want to scout a lot, especially at the beginning, otherwise, you will eventually lose all your troops and you will find yourself forced without having an elixir to defend yourself. The other thing is the offensive pressure. The only cards used offensively in this game are Three Musketeers and Giant Skeleton, while the last is the least expensive with 6 elixir costs. If your opponent adapts his cycle to your offensive pressure rhythm, you are going to have a bad time to get damage at any crown turn. This means that you must attract the key cards of the enemy using one of the other Troops / Building cards. Disclaimer: This deck mainly archives 1-Crown-Wins. It’s hard to put pressure on the Crown Tower after the 1st Crown thrust, so you just have to stall the timer after you’re in advantage. Another warning: I push especially to the right since the clones always appear on the right side. How does this affect my style of play, I will explain later.

From there, I will enter each card in detail:

Giant SkeletonBad Composition Did Amazing Work - A Giant Skeleton Deck

Wow, in the top game, this guy is so bad and because of that, he recently got another + 5% HP buff. But hey, this game is based on the use of it, I will take it. However, the Giant Skeleton is one of the main winning conditions of this game. You can use this card both offensively and defensively. Usually, you just want to start pushing the Giant Skeleton and supporting it with other troops. Your opponent has revealed an inferno / dragon tower? Try to support your tank with servants. They use swarms to submerge your skeleton friend? Switch between the arrows, the henchmen, the ice wizard and rarely even the three musketeers to stay unpredictable and help him. He checked your giant skeleton successfully?

Try to keep his troops in the bomb zone, most of the troops are too slow or they get stuck on the bridge, but sometimes you can use the Knight here to take a few hits and let the enemies faint, maybe be converting your Knight for another push. Were you able to route your giant skeleton up to the princess tower? Try to get your Clone on your troop not only to get a safe crown (two giant bombs at level lvl5 do 2,102 HP damage), but to go to the King’s Tower in case your Giant Skeleton does not die thanks If you push to the right, the Crown Tower will initially target the original Giant Skeleton, leaving the clones unscathed to push them towards the towers.

The only defensive way to use the Giant Skeleton is to push him into the thrust of enemies, that he drops the bomb casually on the bridge and destroys all the troops. By doing this you can save time and depend on the troops killed, you make a positive exchange of elixirs.

Three MusketeersBad Composition Did Amazing Work - A Giant Skeleton Deck

Although this card is so expensive, I do not like to use these Elixir Collectors. I just lost so much momentum by putting them in place, just to lose elixir through Fireball. The recent nerve further justifies my decision. However, the Three Musketeers are the other main source of damage next to the Giant Skeleton. I mainly use these in the last minute/overtime because the high costs do not hurt too much. But sometimes, I can go down two knight panels in front of the King’s Tower, then knock down the three musketeers behind the knight to advance. Without tracking before, this move is risky because your enemy can wreak havoc on the other side, which can make you trade turns or worse, lose a ride for nothing so he checks your thrust properly. When in a comfortable position, you can also use three musketeers to check multiple cards, such as Giant, Inferno Dragon, most swarms, and so on. What I did not mention is the fact that Three Musketeer works well with Clone. Once the women have arrived at the tower, drop the spell to demolish the crown tower in seconds.

KnightBad Composition Did Amazing Work - A Giant Skeleton Deck

This card is the glue of this game. It is able to control a lot of things, able to prevent thrusts with the damage of the Princess Tower. You can also use this card to keep your troops, eg. protect the three musketeers from splash damage. If the Knight arrives at the Princess’s Tower, you can eventually drop a Clone here for the damage to be correct and force your enemy to act defensively. But overall, the knight’s role is more defensive in nature.

MinionsBad Composition Did Amazing Work - A Giant Skeleton Deck

I really like his ability to adapt to most situations. In attack, I can save my Giant Skeleton to help him reach the tower and even if he does not, 2-3 Minions are still targeting the tower if it is placed on the right side when the opponent is trying to attract the skeleton. If the timing is correct, you can use a clone to multiply your minions to inflict heavy damage to the princess tower if it is not monitored and to clone my giant skeleton so that the clone returns to the princess tower to prevent your opponent to throw troops near your servants (and maybe he’ll reach the tower, but that’s very unlikely). In defense, you can check multiple cards with Knight or Giant Skeleton, which gives a good deal to ground troops that can not attack the Minions.

Ice WizardBad Composition Did Amazing Work - A Giant Skeleton Deck

Considering that my winning conditions are so expensive, I need a speed control to slow down the game. The ice wizard can slow down the thrusts, save time and help me get my elixir together. He also checks the swarms that are very dangerous for my giant skeleton. The level of this map is not so important because its frost effect does not improve by raising the level. Do not hesitate to invest in this card if you want to do a little more damage.

CanonBad Composition Did Amazing Work - A Giant Skeleton Deck

Well, this defensive building is just too good. This is very necessary since this game lacks reliable defensive options otherwise. That’s how I check especially targeting building troops like Hog Rider, Balloon (with Ice Wizard or Minions), Giant, and so on. You can also use the Cannon to attract slow / weak attackers, such as Mega Knight, Giant Skeleton, Knight, Mega Minion, etc. In case of emergency, you can also throw this card in front of the tower to avoid damage.

ArrowsBad Composition Did Amazing Work - A Giant Skeleton Deck

My only harmful spell. This one is mainly used to better treat the swarms, to chop large groups of troops or to kill HP low cards like Princess. Sometimes you have to throw several arrows in overtime while you roll over the deck to destroy another at low power, as this is the only method to inflict damage away except for the three musketeers. Yeah, I know, it’s annoying not to have something like a fireball or a rocket available, but I have not been able to place such a card in the package.

CloneBad Composition Did Amazing Work - A Giant Skeleton Deck

Last but not least, here is the Clone spell. This very precious card really makes the Giant Skeleton and the Three Musketeers very menacing. Once in a good position, covered by tanky troops, the produced clones will deal with just about anything, no matter whether troops, buildings or towers. This is how you mainly destroy an enemy Crown Tower. And that’s why I prefer to push on the right. The clones appear on the right, will be covered by their original troops that spawn in the middle and finally the king’s tower. The more clones have time, the more damage will be important. Do your best to protect the clones … whops, they have a Zap!

Gameplay with Giant Skeleton Deck


It’s the time you have to search for a card that could threaten your Giant Skeleton / Three Musketeers. Wait until your elixir is at 9.5, then kick off with the help of a giant skeleton or knight on the two right panels in front of your king’s turn. If you only have Giant Skeletons / Knights + Three Musketeers as troops in your first five cards, drop your tank behind the King’s Tower instead to save time and spot a little longer.

When your tank reaches the bridge, your next shot depends on the reaction of the opponent. You can add a troop behind your Giant Skeleton / Knight to save. If he’s trying to check your initial thrust, look first, do not waste any elixir here. If he attacks to the left, go ahead and check his counter.


Ok, now when you have more information on the deck of enemies, try to get a favorite Princess Tower on the right. Start stacking troops for a push and keep in mind that your opponent has not shown all these options. Try to keep your elixir around 3-4.5, just in case you should react quickly and move from attack to defense.

Remember that if you pushed your Giant Skeleton on the bridge, but you had to go back in defense, do not waste your elixir for the attack until the attack phase is over. . In most cases, you can leave your giant skeleton alone thanks to the collateral damage of its bomb.

 Last Minute / Overtime

The way you play this phase depends heavily if you were able to knock down a tower. If so, stay on the defensive until the stopwatch runs out, it is difficult to take the King & Tower Tower with this deck. If you’re in a tie, focus your efforts on using Three Musketeers because you’ll recover fast enough to react to another push.

Hide your gunners behind a giant knight or skeleton, in some situations an ice wizard also works. If you are tied, but his deck has too many chips against your main cards, take a break and force a tie. If you are at a disadvantage for the crown, you can perform riskier pushes to get back to the tie. Then, force a tie. It is rare for you to make a comeback and get one more lap, but if your situation allows it, do not hesitate and take this victory.

Other options  to replace deck card

In the beginning phase of this game, I played with some cards to try what best fits the main kernel. Here, I will list some cards that I would consider for this game, if you want to try for yourself.

 Elixir CollectorBad Composition Did Amazing Work - A Giant Skeleton Deck

Helps a lot with these high costs. But on the one hand, there is not really much space for the grinding of the elixir. On the other hand, I could not use this card as effectively as the others. As for the last nerve, I see no reason to implement the collector in my deck.

BatsBad Composition Did Amazing Work - A Giant Skeleton Deck

A possible replacement for Minions. They reach a higher speed and generate higher damage. But you swap to get instantly baited by Zap, Electro Wizard and Spear Goblins because of inferior health.

Mega MinionBad Composition Did Amazing Work - A Giant Skeleton Deck

Also a possibility for the Minion slot. You do not lose your flying troop because of the small damage caused by splashing, but your damage is less important and your enemy must distract only one troop instead of three. And Clone does a better job combined with Minions.

Ice GolemBad Composition Did Amazing Work - A Giant Skeleton Deck

Better redirect than Ice Wizard and also brings the gel. But I have the impression that Ice Wizard is more consistent and that the ability to attack flying troops is essential.

 ZapBad Composition Did Amazing Work - A Giant Skeleton Deck

Can be used instead of arrows due to lower costs. Arrows are always preferable to better manage the Princess, the Minion Horde and the Goblins of high level.

FireballBad Composition Did Amazing Work - A Giant Skeleton Deck

For one more elixir, you get a weapon to hit a weakened tower a lot easier, especially in overtime. But removing the arrows is worse than my Swarm clash.

HealBad Composition Did Amazing Work - A Giant Skeleton Deck

I really wanted to try this instead of Cloner, since Heal helps the Three Musketeers against the Fireball, mostly left to a low level of health after being hit once. But replacing Clone, I would abandon the super double bulging Giant Bomb, which brings me about 40-60% of my games.

Inferno TowerBad Composition Did Amazing Work - A Giant Skeleton Deck

More cumbersome than the cannon, better deal damage to tanks, attack both on the ground and in flight. But this card costs two more elixirs and does not help against the HP low troops. With, for example, Knight, Cannon can deal with hordes very quickly by combining it with the Princess Tower.

Checks and threats

There are several cards, which can handle this composition in several situations. To succeed, you must adapt to your opponents by invoking rhythime. In this way, you can try to get your best damaging cards in better positions to destroy a Crown Tower.


  • Swarms:  Skeleton Army, Goblin, Minion Horde – Swarms can easily get rid of the giant skeleton. Since this guy is like I want to approach the Princess Tower, it is highly recommended to find a way to deal with these. Preferably use the arrows or the ice wizard, sometimes these henchmen also do a good job.
  • Splash damage:   Sorcerer, Valkyrie, Mega Knight, Executioner, Log, Arrows, Fireball, Rocket – Talking Troop cards, you can handle them all if you place your troops properly, by Especially the positioning of the Three Musketeers are crucial. Otherwise, you just lose the elixir. Be careful after the opponent has revealed one of the named spells because they hurt most of your troops critically. Try to attract them and continue to attack with your Three Musketeers.
  • Fast Forwarders: Elite Barbarians, Fighting Aries, Lumberjacks, Pig Runners – As soon as you lose control over the pace of the game, it will be difficult to recover. Most of the time, if you are overwhelmed, try to push the current pressure and then play for a tie, because you do not want to risk overworking again.
  • Tanks: P.E.K.K.A., Golem, Giant, Royal Giant – They are also difficult to face, forcing a tie most of the time. At least you have enough resources to distract them.
  • Flying: Balloon, Lavahound – These are very dangerous because you do not have a lot of cards that can target flying troops AND do not cost you 9 Elixir. Distract them using your Canon and support it with Ice Wizard and Minions. With the Princess Tower, you can get rid of them before they become a serious threat.
  • Lure: Ice Golem, Cavalier, Knight, Tornado, any building – The most upsetting thing is when you can not channel the giant skeleton to the towers. These cards are often used to redirect the tank anywhere, but to the tower. Minions and Ice Wizard can attack across the river and can react before the giant skeleton reaches the middle of the field.

Closing words

I really like to use this deck. But I know that I will not go into the higher levels just playing that. By writing on my deck, I hope that no one is able to identify anything like a pattern in my playing style or my “playing style” to find a more “standard” deck or “high tier”. I appreciate all the constructive advice. And do not hesitate to test this deck on your own, it’s really fun to use.

<pre><pre> Tornado - The Advanced Guide!
Arena 10, Arena 11, Arena 8, Arena 9, Guides, Strategy Guides, Tips,

Tornado – The Advanced Guide!

Through the multiple metas of Clash Royale, Tornado has always been a great card to have on virtually any deck.

Because of the special ability of this card, we can make tons of great moves.

In this page we will show you the best uses of it.

  • The Tornado is unlocked from the Arena 6 (Builder’s Workshop).
  • This card is an arena damage spell with 3 elixirs with moderate.
  • The Tornado pulls troops (only troops) to the center of the spell, which makes them vulnerable to splash damage. When firing, the units may still attack
  • The Tornado does not damage the buildings, so you do not need to worry about setting off the King’s Turn when you use it.
Cost Radius ] Time Target Type Rarity
35.52.5 secTroopsFateEpic
Level Damage by Second [19659020] 1 44


Tornado or Zap?

After some recent changes in balance in Clash Royale, our beloved Tornado has got big indirect buffs. 19659002] Tornado is now a great alternative to Zap because:

  • Kill Goblins (Zap can not do it anymore). Although it is a negative elixir, do it in very bad cases.
  • Can fire Goblin Goblins off the Tower, to trigger the King’s Turn. The same goes to Hog Rider, Giant etc
  • Can counter Minion Horde with the help of Crown Tower.
  • May bring the Princess within range of your Tower. Let her taste the arrows of her sister
  • Kill any troop of Zap baits without assistance: Fire Spirits, Skeleton Army, Goblins, Spear Goblin, Goblin Thunder, etc.

Zap is only better for reinitializing Inferno / Princes / Sparky / etc and dealing damage to Towers

Here are the best uses of Tornado

  • Defending a target: elite come to your Sorcerer? Keep them away from your sorcerer while he mows them.
  • Put it together: The Princess, the Ice Wizard, the Magician and any other splashing unit love the Tornado! While keeping enemy troops away from the tornado, Tornado will group and damage them, making the most of your Princess, Ice Wizard, etc.
  • Damage dealt – Tornado can kill the Skeleton Army and put Minions in HP 1 shot. This is probably one of the least useful aspects because there are so many cards that do it better.
  • Force a target: Want to force the Cavalier, Miner, Golem, Giant, Lava Hound etc. of the opponent to target your King’s Tower? Yes, it’s gone!
  • Forcing Target: The opponent’s Barbarians are trying to prevent your Rider from falling on the last shot? Shoot them back with Tornado!
  • Do more damage: keep enemy troops far enough away so your infernal dragon or Inferno turn deals more damage!
  • Change Attack Order: Assuming your opponent sends a Royal Giant and a Mega Liar, but your turn targets the Royal Giant instead of the Mega Minion. Use Tornado to remove them! Because of their different speeds of movement, the Mega Minion will be hit by the Tower first

You do it badly

Do not use Tornado to force the Miner to activate your King’s Tower more than 39 ;Once!

Tornado is one of the best Clash Royale spells. To continue to do that is a waste. Take a look at many of the cases that I listed above.

Your Tornado Decks should have splash damage. Also, do not let this ridiculously OP defense out of your arsenal

Things You Might Not Have Thought of

  1. If You Paste the Defenders of Your opponent at his turn, your Princess
  2. Hog Rider can be shot in the middle and killed quickly without making a single shot at the Tower.
  3. Split thrusts can be shot in the middle.
  4. Giant Bridge, If your opponent attempts to take your second turn by placing the Royal Giant in the middle, remove it so that it targets the King’s Tower instead.
  5. Use Tornado to help your Infernal Dragon do a lot more damage and deal with distractions
  6. Elite barbarians locked on your turn? Shoot them to the King’s Tower or shoot and insert your Guards into the tank
  7. Tornado can also be used to separate the Elite Barbarians from your opponent! Tornado them in the center and then use Ice Spirit.
  8. Always try to shoot huge thrusts towards the middle so that your two Towers can join the fight.
  9. The Royal Giant can be removed for 3 seconds defenders, preventing it from doing 2 hits
  10. Ball can never hit your turn If you have Tornado on your Deck
  11. Clump defending troops at the tower so that your Sparky can remove them all at the same time.
  12. Shoot the Lava Hound in the middle so that your towers are not hit while the lava puppies also activate the king’s tower. Even if the opponent’s Miner takes damage, you still have 2 turns (including King’s Tower) in defense

Shared by darchangels13

Basic Usages

  • Shoot Rider, Giant, Golem etc. The King’s Tower Simply place the Tornado 1-2 tiles of the King Tower in the center.
  • Change the way of a unit when it is near the center. (Shoot 3 Musketeers etc.)
  • Kill Princess / Clones for Equal Exchange
  • Shoot the defending units placed behind the Tower, prevent your troops from being distracted.
  • Group / Hold units to get the most out of your unit. Price / Ice Wizard / Inferno Tower / Assistant / etc
  • Shoot the support troops of the opponent to prevent them from being damaged while his tank is being dealt
  • Decent Against Graveyard.

He fires all units, both and on the ground, whatever their weight. He does not kill anything stronger than Goblins, which means he can not kill the Minions.

Tornado can not fire ground units on the river but flying units

As PEKKA and Golem are long enough, can easily use Tornado to pull them to the other lane If they are near the center .

The Tornado can fire units that are not working (being charged).

You can take advantage of this to shoot the Giant attacking your Tower towards the center, forcing it to attack the Cannon:

But if the unit is already working and you try to move her away from where she wants to go, she will resist the tornado. However, if you pull it to its intended destination, it will be fired a lot faster. Use it wisely in different situations.

This spell seriously contradicts Miner. If your opponent is playing Miner as below, use your Tornado to force him to activate King’s Tower:

Other tricks:

  • ] When the Inferno Dragon is locked on your turn and you do not have Zap / Lightning, use Tornado to move it away.
  • If your opponent uses the Pig Push to bypass your defensive building in the center, use the Tornado to counteract his movement
  • If your opponent uses the Tornado in Defense, take advantage of it by using Hog / Giant for l & # 39; accelerate.
  • Tornado does not break the charge of Prince or Sparky.
  • Giant away from your Tower, force him to attack the other building (see more in the video below).


Shared by min_58

<pre><pre> Oldschool Royal Giant Goblin Hut Deck for F2Ps
Arena 10, Arena 11, Arena 8, Arena 9, Deck Building, Royal Giant, Strategy Guides, Tips,

Oldschool Royal Giant Goblin Hut Deck for F2Ps

Hi guys, I'm calling Mr.Kevin and I wanted to share a very old royal royal deck that I've been using for years. This deck has brought me to my first legendary trophies (in older versions) and has helped me compete well in the legendary arena.

He uses the Royal Giant as the primary condition for victory and only the Goblin Hut as a secondary victory condition (I like to call it the Giant-Goblin Hut's control bridge.)

Over the course of many meta updates have not lost its effectiveness, and although this is not a perfect bridge, I can say with certainty that it is able to counter almost any card in the world of Clash Royale.

This deck is quite difficult to use (4.4 elixirs on average) and requires a lot of patience, but with total control it is an almost impenetrable defense and a victorious crown

Without further ado, here is cards required for the control bridge of the Giant-Goblin royal:

Oldschool Royal Giant Goblin Hut Deck for F2Ps

Oldschool Royal Giant Goblin Hut Deck for F2Ps
<pre><pre> Mega Sparky - The Obliteration of 1000 Mustaches
Arena 10, Arena 11, Arena 9, Deck Building, Mega Knight, Miner, Sparky, Strategy Guides, Tips,

Mega Sparky – The Obliteration of 1000 Mustaches

Hey guys!

It's KPK back to the ARC after really a very long time. My last posts were from August and I had not played for a long time. But now, I came back with a Mega Knight Mega Knight Spell-Bait game that is really deadly!

He uses 4 legendary cards on the Contraire, two of which can be replaced, so presto!

Mega Sparky - The Obliteration of 1000 Mustaches

Mega Sparky - The Obliteration of 1000 MustachesMega Sparky - The Obliteration of 1000 MustachesMega Sparky - The Obliteration of 1000 Mustaches

Mega Sparky - The Obliteration of 1000 Mustaches

Mega Sparky - The Obliteration of 1000 Mustaches

Mega Sparky - The Obliteration of 1000 Mustaches

Mega Sparky - The Obliteration of 1000 Mustaches

Mega Sparky - The Obliteration of 1000 MustachesMega Sparky - The Obliteration of 1000 MustachesMega Sparky - The Obliteration of 1000 Mustaches

Mega Sparky - The Obliteration of 1000 MustachesMega Sparky - The Obliteration of 1000 Mustaches

Mega Sparky - The Obliteration of 1000 MustachesMega Sparky - The Obliteration of 1000 Mustaches

Mega Sparky - The Obliteration of 1000 Mustaches

Mega Sparky - The Obliteration of 1000 MustachesMega Sparky - The Obliteration of 1000 Mustaches

* NOTE – Replacements can change things!

General Gameplan

This is not purely an offensive game. So keep your cards before making a move, or a Hog Rider will mow your Tower

Always, hold on to a starting move.

Few of them include Dart Goblin on the bridge, Electro Wizard behind your King Tower or Sparky behind the King.

However, if your opponent Rockets your Sparky, remember to no longer play it near your Princess Tower.

Easy Beginnings

First, understand their 8 cards, their main victory conditions and their chips at your thrusts.

Defend each thrust your opponent makes.

This is done by not overloading your Elixir towards the offensive limits.


Say the Mega Knight defended against the Hog, now play Goblins and E-Wiz behind him and Miner on the NON-TORNADO area of ​​the Princess Tower. In this way, your Miner is destroyed / tanks for you and the other troops destroy everything!

Keep Poison and Zap at your fingertips, as this push is supposed to consume a heavy charge of elixir. But, do not worry. A good opponent will take the time to counter you, which will give you enough time to get at least 5 elixirs.

Say Sparky and Goblins, countered a giant night witch combo. Then try playing Mega Knight in front of her, and E-Wiz + Dart Goblin or something similar. A simple and sensitive synergistic thrust that does not let you take the damage.

Double Time – Fun Time

Now start building your thrusts on this path.

Say, Sparky behind King Tower, then Mega Knight in front of her. Then E-Wiz 4 tiles behind this PUSH to prevent a positive fireball from trading.


Play Miner + Poison Combo where Poison surrounds the Minor. Meanwhile, play Electro Wizard and Goblins to give your opponent a defeat smile on his face.

Do not overload your Elixir!

Once a push is over, stop. Too much precipitation could as well trigger a Hog Rider in the other way

Nothing is impossible!

If you are not able to counter their push as easily, just watch their play style and your erroneous counter.

There is always a different way to handle this thrust.

Say, it's a Kinda Combo Battle Ram Bandit (the typical Bridge Spam), and you think E-Wiz and Goblins is enough rather than Mega Knight not to waste Elixir.

But, think twice! Saving your turn is more important than focusing on Elixir

So there's always more than one way to defend against a push, especially in this deck

This is a Spell-Bait deck!

Do not

This is more of an easy-to-use hybrid deck of Beatdown and Spell-Bait.

Play Sparky (who defended you) and Miner

. Sparky. Then play E-Wiz and Goblins to completely annoy the Spell-Bait game.

This time, they could disconnect you! Then pipe them with a Dartie!

Spell-Bait, it's to annoy your opponent. It can be Mega Knight with Dart Goblin and Poison

Once the Dartie is connected, you can play Goblins with an E-Wiz for change and bring them to the Tower freely

High Elixir Advantage

Tackling Elixir Advantage is also very important

Your opponent could be in elixir because of:

  1. Elixir Collectors
  2. Mirrored Collectors
  3. Misuse of Elixir (On Your Side)

Elixir Collectors [19659002] Your main way to stop this problem is with the cheapest trading you can do. Better still play a Miner

If it's a 3M deck and you poison their Pump, they could play 3M, and you may want to run your phone as much.

Well, you could have a Mega Knight in Cycle with your luck, but still try Miner for the Collector since it does a pretty good job

Same thing against Spawner Buildings except Tombstones

Mirrored Collectors

Minor first! Poison Next! Phew! It was simple

Misuse of Elixir

It could happen

An expensive mistake often gives the opponent the hand of the elixir .

At this point, find the map that could be the common counterpoint to your problem.

Say it's Night Witch and Bandit and Battle Ram. Play a Mega Knight to give a better solution and get a better hand.

Mega Knight is not like a PEKKA where you MUST DO IT BELIEVE THE BRIDGE!


Mega Sparky - The Obliteration of 1000 Mustaches Hog Rider

Mega Knight in the center to avoid a single shot your turn and your counterweight.

In a Hog + Ice Golem combo, if your Sparky knows that he's not knocked out, then that's your best shot. Or Mega Knight + Goblins might seem to do the trick!

Do not Focus on Elixir Crafts

Mega Sparky - The Obliteration of 1000 Mustaches Giant

Sparky is your zesty counter to this with a BBQ sauce prepared by E-Wiz.

In the Giant + Night Witch game, play Mega Knight to start by damaging them both and then using Goblins

Keep Poison in Hand if it's a tank and spank!

Mega Sparky - The Obliteration of 1000 Mustaches Spell-Bait

A high-level Zap eliminates these Goblins Greens.

Princess can be wiped out with a Mega Knight Spawn, an E-Wiz Spawn, a Miner, a Dart Goblin or Goblins.

Spell-Bait has a 100% chance of getting REKT (destroyed) with this game.

Mega Sparky - The Obliteration of 1000 Mustaches Golems [19659002] First, kill the pumps by undermining them or poisoning them.

Sparky does a very good job, but

Use E-Wiz and goblins to distract glass cannons

Mega Sparky - The Obliteration of 1000 Mustaches PEKKA [19659058] Sparky is your best counter! There is no point in losing a Mega Knight.

Any PEKKA at the Tourney Standards can not take more than 3 Shots of a Sparky. Play goblins to kite PEKKA

Mega Sparky - The Obliteration of 1000 Mustaches Cemetery

Goblins, Poison, Dartie … .. I can extend this list forever!

Mega Sparky - The Obliteration of 1000 Mustaches Lava Dog

To Stop His Treatment of Thought Completely, Play Mega Knight and Poison in the opposite lane

Then use Electro Wizard and Dartie to stop the Lava Hound

Mega Sparky - The Obliteration of 1000 Mustaches Three Musketeers

some work on the pumps, and the Mega Knight sweeps the house of the Musketeers

Keep E-Wiz and Goblins for a splash of split-lane

<pre><pre> Goblin Dart Rocket Spell-Bait Deck
Arena 10, Arena 11, Arena 9, Deck Building, Rocket, Strategy Guides, Tips,

Goblin Dart Rocket Spell-Bait Deck

Hey guys this is Goblin Dart FTW (Regeneration) here and before I start I have some warnings before using this deck

Goblin Dart Rocket Spell-Bait Deck

Goblin Dart Rocket Spell-Bait DeckGoblin Dart Rocket Spell-Bait DeckGoblin Dart Rocket Spell-Bait Deck
Goblin Dart Rocket Spell-Bait DeckGoblin Dart Rocket Spell-Bait DeckGoblin Dart Rocket Spell-Bait DeckGoblin Dart Rocket Spell-Bait Deck

Goblin Dart Rocket Spell-Bait Deck

Goblin Dart Rocket Spell-Bait Deck

This deck is not for you if:

  • A: You hate to use a bait of fate.
  • B: The cards are not high enough.
  • C: Cycling is not your thing. Do not worry, mine is still in the garage (Ba dum tss)

Totally funny story about the origins of this deck

Well then I played with my friend in a 2v2 and we played with the decks (because that we continued to lose) and my friend had this great idea to make the bridge as expensive as possible (you can try too if you want to know for yourself so I'll give you a hint: the average cost of the 39, elixir is 6.6 I need a mirror.)

So I make the expensive bridge and I swear we have not lost. We drew 1-1 and we were two Rockets not to win.

That made me think: The inverse of the game as expensive as possible is the cheapest possible game (again, the average elixir is 1.7). 19659028] I took this package of 1.7 elixirs and I brewed some cards to see if I could make a decent deck

The end result is this deck and a ticket for Challenger 1 (How did this happen OMG)! 2.7 Elixir Spell Bait Deck:

Goblin Dart Rocket Spell-Bait Deck Rocket

Technically the winning condition, but you will not use Rocket as much as other win conditions like Hog.

IMO the cheapest winning condition is Miner, and that 's what I had originally, but not only did I miss Poison, I' d like it. I also missed having a good defensive option. Yeah, Miner can work as a weaker defensive knight, but he just can not cope with Rocket's damage.

I found that Rocket wins games. This crucial damage in the end is just too important not to have it.

So, if you want a Moison deck, go for it, but it's a different deck and I'm sure someone else wrote a guide.

Goblin Dart Rocket Spell-Bait Deck Dard Goblin

What kind of Goblin FTW Dart would I be if I did not try to squeeze it into this thu?

It is underestimated, and is really very important for this game. Use it in defense, and / or for chip damage (depending on the situation).

You will not usually have to place troops in front of him because he is so fast, but if that happens, make sure to lure Log / Arrows with another troop the other way for it to do massive damage!

I'll even give you 4 reasons why he's better than Princess:

  1. Doing more DPS, and is better at defending and balancing behind the troops!)
  2. Against more cards than princess ( especially the cemetery!)
  3. Easier to level up
  4. 1v1 against the princess (He takes a shot, kills the princess and continues 2 more shots of the tower

Now, some say the princess is inflicting more initial damage and better against swarms.

Goblin Dart Rocket Spell-Bait Deck Fire Spirits

One more map underestimated!

For 2 Elixir, get rid of the Goblin Dart swarms can not handle.

Minion Hordes? Elixir Puddle of Water. Barbarians? Nearly Death. Princess? Support Troops Like E -wiz and Witch? Distraire and they too are gone. 3M? Add Log and you win +5 Elixir (if they are together, what they are rarely …), or pair them with Ice Spirit (Ice Spirit must land) and win even more Elixir!

Another troop that you can place at the bridge as a threat, and lure Log / Zap.

If you are lucky, some people will even miss with the newspaper or better, the arrows!

Goblin Dart Rocket Spell-Bait Deck

Spirit of Ice


I do not see why this Is better than a skeleton of elixir (maybe against PEKKA it's better?), And at this point, it's pretty obvious why: 1.5 second Freeze (every time you use this card in Elixir x2 you earn .1 a second in Elixir since Elixir generates 1.4 seconds!)

It also provides easy flea damage on the tower and splash so that multiple troops can be assigned .

Why would you want to replace this card (unless you do not have it and at that time, I'm sorry, but you miss.GET THIS CARD AS SOON AS YOU CAN.)

Goblin Dart Rocket Spell-Bait Deck Gobelin Goblin

This buff Spear Goblins was also an indirect buff against the Gang: They do more damage now.

They are much more dangerous, and IMOs are officially better than Skeleton Army.

Yeah, they hit Hogs and are less "swarmy", but they are Zap

And even better, are more likely to inflict damage when they are placed on the bridge ( sometimes, spear harpoons are knocked out if the gang is countered with a log or arrows)

Use them against aggro troops like Elite Barbarians and PEKKA, and against virtually all victory conditions ( probably not Balloon) as Miners, Graveyard (if they are not spelled), Hogs, etc. Of course, the Royal Giants (Ugh).

Goblin Dart Rocket Spell-Bait Deck Knight [19

He is fighting just so many troops that it's hard not to have him on a bridge

He might need help against tanks and swarms, but he absorbs the damage and kills troops like Bandit and E-Wiz.

Of course, the most famous example of when you would use it against is Mega Knight. On your side, an unsupported Mega Knight will be stopped by Knight, and if he adds supports, add yours.

He can also counter the Barbarians if Goblin Gang breaks down, better associated with Ice Spirit.

Goblin Dart Rocket Spell-Bait Deck The Journal

Use It Against Goblin Goblins or to End Support Troops (When Knight Is Not not in hand). If they do not have Goblin Barrel, you can use it against other bait, such as Princess and Goblin.

Do not forget that you also have Goblins and Fire Spirits to deal with Barrel. Other than that, simple enough.

Goblin Dart Rocket Spell-Bait Deck Mirror

Surprise! I have 2 markers to your odious troops!

Knight not in the hand and they rush with E-Barb + Zap? Drop the Gang, then when they Zap, put it back!

It is so satisfying to have a second Gang or a second Knight to counter this card.

You will not use it too much. in Elixir 1x (because it causes Elixir disadvantages) but in 2x Elixir, my favorite shot is Mirror the Rocket to finish them.

Make sure they can not get your turn first and the 2 Rockets can get you the win (add log if needed).

The higher level, the better it is

Replacements and levels of cards:

The card levels for common (especially spirits) should match your opponent's turn levels. 19659028] If you face a lot of level 10 opponents, make it the number one priority to mount the Spirits first, then the Goblin (so that they survive Zap), and then the Knight.

Goblin Dart should not exceed 3 levels below the level of the opponent's tower. In this way, Dart Goblin will always get 4 hits in full health

The rocket does not matter, but better if it is higher.

The mirror should be no less than 5 levels lower than the common cards, 3 levels lower than the rare cards, and 2 higher levels to the legendary cards so that the levels of mirrored cards are 1 level higher. If you have Level 6 Goblin Goblins, Mirror should be level 3. If you have a Level 10 Knight, Mirror should be level 5, and so on.

The diary is good unless you play level 13 Goblins, level 2. [19659028] Goblin Dart Rocket Spell-Bait Deck

Goblin Dart Rocket Spell-Bait DeckGoblin Dart Rocket Spell-Bait Deck