This deck cycles very quickly, so it is important not to play certain cards before your enemy plays theirs.As the elite barbs get into range, your dark prince will charge and take them out without the need of the log, a +2 elixir trade and he can still go on to charge the princess tower if leveled correctly. Two, you can spawn the dark prince in the corner behind the king tower. You have two options: One, you can wait for them to cross the bridge and bait them to the middle, where you will probably still need a log to sustain their attack. For example, the opponent plays elite barbarians behind their princess tower. When using this deck, you will find that timing is the key to winning.Cards like archers and spear goblins are mostly defense against other balloons and also are great for chip but can make good supporting troops during dark prince pushes and in 2x elixir, spear goblins behind your lumberloon push can prevent the opponents bats from killing your balloon, and can then follow up your attack while raged and deal upwards of 250 damage.Never let this deck have its air targeting cards become fully out of cycle, they are often your source of dps and baiting for tanks and if the enemy has a balloon, you will be SOL. With recognition of your opponents tendencies to play certain cards preemptively against a push in progress, you can very often split lane push with this deck, often overwhelming opponents is easy if you can set up the following split lane push: Lumberjack/bandit on one side, dark prince and balloon on the other.Princess: Princess: Anti air swarm card and great for chip damage. Also perfect for taking out swarms and poorly placed goblin barrels. Can also be a substitute for lumberjack if you want to do a trick play where you play lumberjack in the back and split push your dark prince and balloon on the other side. Spear Goblins: Great for baiting enemy tanks, killing balloons and resetting a sparkys charge Dark Prince: A defensive card capable of decent damage, serves as a tank to place directly behind most tanks while cards like spear goblins, lumberjack, and archers deal the most damage to the tank. They can also be used in conjunction with cards like dark prince and bandit to make a tower destroying push. Archers: Very defensive card but can also be great for little chip after a successful counter. Bandit: Makes for a good split push if the enemy wasted all of their elixir defending against your lumberloon, but is also very good against single squishy targets like wizard, executioner, and musketeer. Also good for swarms and obviously against goblin barrel. ![]() The Log: Takes out/retargets cards like princess, magic archer, spear goblins, and princess to prevent damage to your balloon. He can also be used in smaller pushes as a source of quick damage and hes good for quickly draining the health of tanks for this reason. Deck Information Deck Created by: Aaron Minimum Recommended King Level: 1 Maximum Recommended King Level: 14 Arena Required: Serenity Peak (Wrong?) Average Elixir Cost: 3.3 (Wrong?) More Statistics: Go to Deck Builder Card Roles Balloon: This is your tower eliminator, obviously Lumberjack: Tanks for your balloon and just before your balloon reaches the tower, releases a rage and gives your balloon the ability to take the tower in seconds.
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