It is extremely versatile in how you can play it. In my opinion, Bridge Spam is one of the most unique deck archetypes. Only used on defence mostly against Witch, Night Witch, Clone decks and Graveyard. to deny them the chance of defending with swarm and also take out most ranged troops like Musketeer or Wizard, all the while chipping tower. Mostly used on offence with Battle Ram or P.E.K.K.A. Can also be used to stop charges, kill swarms and reset Towers or troops aggro. may allow your Bandit and Barbarians from the Battle Ram to take it out and proceed to the tower. Zapping a Goblin Gang may get your Battle Ram to tower, and Zapping a Mini P.E.K.K.A. The stun effect can sometimes get you through their already shaky defence. They do die to Arrows so watch out when using them to defend Balloon, as most Balloon decks run Arrows specifically for Minions and Minion Horde. They are fast and Zap resistant so they are good at supporting a Battle Ram or a P.E.K.K.A. The constant stun effects is useful in defending charge units such as Sparky and Inferno Dragon, or slowing down a big tank such as Golem to allow your P.E.K.K.A. Sometimes you can drop him on top of troops to utilise the stun effect and damage, other times you should try to protect him to get more value out of his range. Electro Wizard: Your ranged and air targeting unit. Effective at making your opponent decide wether to ignore him and take tower damage, or counter him and spend elixir. It is similar to a Knight, but even with 1 health remaining, he will at least get one hit on tower if ignored, due to his invisibility mechanic. Very effective at forcing a reaction and as a support behind Battle Ram. It does a lot of damage for 3 elixir and must be answered most of the time. Bandit: One of your two semi win conditions. If your Battle Ram can’t get through, investing a P.E.K.K.A. Great for counter pushing after defending. P.E.K.K.A.: Your main defender and secondary win condition. It is not easy to get it to the Tower however, so often you need help from spells or other troops. Most of the time, a single Battle Ram connection is enough to earn you the victory. So without further ado, let’s get into it.ĭeck Information Deck Created by: GrandWiz05 Minimum Recommended King Level: 8 Maximum Recommended King Level: 14 Arena Required: Rascal's Hideout (Wrong?) Average Elixir Cost: 3.8 (Wrong?) More Statistics: Go to Deck Builder Card Roles Battle Ram: Your main win condition. There is not a deck that can straight up take away all your hopes of winning. My favorite thing about this deck is that you always have a chance against any deck. This has been my main deck for over a year and I have pushed to 5624 trophies as King Tower level 11 with it. Apparently it wasn’t the case, so here I am, hello. You know, I expected this deck to already exist when I join the wiki. 10.11 Zap Bait (Mega Knight Skeleton Barrel).10.9 Fireball bait (Royal Hogs, Three Musketeers).7.3 Triple Elixir time (1:00 in overtime to tiebreaker).7.2 Double Elixir time (1:00 to 1:00 in overtime).5.7 Magic Archer (in Magic Archer Variation).5.3.2 Punishing lack of counters/ elixir with Bandit.5.2.1 Countering investment with P.E.K.K.A.5.1.4 Punishing investments/Lack of elixir with Battle Ram.
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