In this page, I will share and explain a game that I used between 1400 and 2800 trophies and which was a huge success. Well, let's start.
This deck is quite easy to use and uses the ball as the main offensive unit; it's a control game where you perform positive elixir exchanges while defending and making small pushes.
See the post on imgur.com
As you can see, few troops (such as bats, ice golem) are unlocked in the highest arenas. You can use this deck from 1400 trophies.
See the post on imgur.com
The knight replaces the ice golem. The BD replaces the guards. Goblin launches replace bats. Fireball replaces Tornado.
It does not use any legendary map so everyone can use it. In addition, the final game has only 3 epic cards based Rares and Commons that can be upgraded very easily.
This deck requires an average skill level. I went from 2100 to 2700 in about 3-4 days. His success rate was very high. Can be used in 2v2 too. Previously, I won 6 Classic Challenge wins with the King Level 8 tower and one troop up to the tournament cap level, which is pretty good, in my opinion.
Roles of each card in this deck.
Ball: This is your main offensive card used mainly after defending and getting a positive elixir exchange. Bomb damage is senseless and death damage also affects misplaced units (which I've seen a lot) while countering them.
Ice Golem: A mini-tank designed to distract and defend its best used for kiting troops on other tracks like Pekka, Mini-Pekka, Prince, Valk, Giant Skeleton, etc.
Tomb stone: Mainly used to defend against unique attacking units such as Prince, Pekka, Musketeer, etc. It can also counter the unsupported giant skeleton when it is placed to the right. It also removes the inferno dragon with the help of the tower of the arena. It cuts at least 3 strokes of Sparky unsupported (the first strikes the skeleton, the second strikes the building, the third strike generates the skeleton).
guards: One of the best cards for defense in the game. The can counter all types of assistants on your side. They release a solitary spark (surround it). They distract Pekka, Prince, etc. while inflicting damage. Can do good chips damage if left ignored. (Each guard suffers 4 shots to die from the tower).
Tornado: One of the most operating defense spells in the game. It has so many uses. At first, you can use it to activate the King's Tower by attracting troops like Gob's Barrel, Pigs, Miner, etc. or you can use it with the wizard.
Wizard: A splash damage card that deals significant damage. The Wizards + Nado combo is almost as good as the Exnado combo. Can inflict heavy damage on the opposing tower even if it only gets a few hits.
Bats: DPS high defense cards. Help out the tanks too.
Fire spirits: Another starter card, it is mainly used as a support behind balloons. He kills the henchmen, the hordes, the spear gob, the gang gob used for the defense of the ball. If the opponent uses a musketeer or wiz or medium power balloon, level 4 will still be affected. If troops are planted behind Tower 3, Spirit burns the tower and inflicts 550-700 damage depending on their level. Otherwise, they hit the support troop to reduce their health level. If someone places troops next to the tower, they hit both. Can be used in defense too.
Well, that's about all of the final deck.
In the lower arena, Knight is your mini tank, your spear for token damage behind the loons, any fireball containing 4 elixirs or more if you can get an arena tower or a fireball if you have any. your musketeer money)
From 03:00 to 02:00
This is as usual, as most decks have an idea of the opposing deck and the cycle continues to perform positive exchanges and small losses. If you see an enemy plant collector, opt for the Loon Wiz Spirit or Loon Wiz combo if you have them in your hands, the same goes for the golem. If you activate the Kings Tower, it will be very useful.
From 14:00 to 13:00
You now know that the opponents are cycling and that the cards keep this in mind and bow more towards the offensives.
Double elixir time.
Does the heavy offensive use Balloon and wiz or Balloon and Fire spirit. If you know for sure that they have balloon counters out of range, sending an isolated balloon will be fine. Defend your efforts with Tornado Plus wiz and, if necessary, use a tombstone (for the Pekka Golem, etc.) or an ice golem, keep in mind that you are doing + five trades.
Tips for this deck.
1) At first, send Balloon with Fire spirit behind them to kill minions, hordes or bats. Even at the end of the game, you can send fire spirits alone to inflict more than 500 damage.
2) You can use Ice Golem as Mini-Tank for Balloon. He can land at least one more shot if Ice Golem retrieves it.
3) Wizard Plus The tornado is very lethal, it can give you a huge advantage.
4) Use the ice golem for kite troops whenever you can.
5) The guards are the absolute beast against single target troops. All 6 attacks are needed to exclude them.
6) Do not forget to activate the King's tower by starting.
7) Placing the gravestone in front of the arena tower will allow Hog to hit your tower only once, even if they use poison.
8) The spear gob can do big damage behind a mini tank, use it too.
Cards to be careful !!
E-Wiz: The biggest enemy of the balloons, it completely closes the balloon.
Tour of hell: Another thing to be wary of. (all building cards strictly speaking).
Hunter: He can hit 2 balloons when he is placed correctly.
The solution to E-wiz is to try to remove them or use Balloon when they do not have E-Wiz.
For the underworld, I have rarely seen guys use hell up to 2800 trophies, it was like an attack on 1/10. Defeat them by using Ice Golem in front and then Bats and Loon.
Hunter: Well, not many people have said it now, it was rarer than IT. It's the same as the program E-Wiz out cycle when they do not have it.
Well, guys this for this guide! Thank you for reading and I hope you give a shot to this platform!
The post An excellent deck for 1400+ to 2800 (NO LEGENDARY) appeared first on Clash Royale Arena.