Greetings, my name is Daxmvarg and I'm sharing a very reliable battle deck that I developed in Arena 8 and managed to get to the very brink of Hog Mountain (2950-3200). The deck revolves around punishing your opponent whenever they make the mistake of over committing elixir. I found that this deck works incredibly well against decks that focus on gathering a bunch of troops behind a tank. However, this deck performs poorly against cheaper decks, such as cycle or control decks, though some tweaking to your strategy may allow you to overcome those cards.

Deck Information

Page Created by: Erick.kao2002
Minimum Recommended King Level: 8
Maximum Recommended King Level: 12
Arena Required: Hog Mountain
Average Elixir Cost: 3.4

Card Roles

Ice Golem: This card is absolutely amazing at pretty much anything that involves distracting. The Ice Golem tanks for almost every card in this deck and you will find that you will be using it for both defense and offense. It does a great job at destroying Skarmies, and a decent job of killing Minions, especially if paired with a Zap.
Elixir Collector: This building is incredibly important to how this deck functions, even more so than how other decks use it. It is the only thing that allows you to keep up with your opponent's deck, since most of the defensive units in this deck will often put you at an elixir disadvantage. With the Pump though, it allows you to always be one step ahead of your opponent and allows you to make a great recovery after a failed push.
Fire Spirits: Fire Spirits are one of the cards in this deck that allows you to quickly punish your opponent if they ignore them. However, they are usually more useful if you pair them up with a Prince, Elite Barbarians, or even an Ice Spirit. They do deceptively large amounts of damage, roughly 2.5 more than a Fireball towards the Princess Towers, and they take care of Minion Hordes, Goblin Barrels, and Wizards nicely.
Zap: Dude. It's Zap. I'm going to assume that since you're probably at Arena 8 at this point, you know how to use it. It stuns everything and can win the game sometimes. That's it. Its simple.
Elite Barbarians: These are one of your two win conditions. They are the bane of every Golem user, being able to destroy a tower in seconds if they reach it, and dealing ample damage if they don't. They are amazing at tanking and destroying single support units, such as Wizards, Musketeers, or Archers, and set you up for a deadly counter attack as well. I'm also assuming that since some of you guys are above Arena 7, you know how to use them.
Ice Spirit: IMO, one of the most useful cards in the game, right next to Zap and Skeletons (Pre-nerf, of course). It does wonders for tanking, destroying Minions, distracting support troops, and making positive trades. Though some may argue that Skeletons deserve their place here, I believe the ability to almost nullify most support troops in the game is their most redeeming factor in this deck, since this is one of the only cards in the deck capable of making positive trades in most situations.
Minions: I use Minions here instead of the Mega Minion because they are so much more versatile when compared to the Mega Minion. It can shut down Graveyard and makes for a great support unit usually, but since this is the only card capable of sustained Air Damage in this deck, I use it specifically for that, to destroy Balloons and Lava Hounds.
Prince: I'm shocked at how many people forgot how deadly the Prince is. I'm surprised that nobody uses him for his tanking abilities and damage output in the upper arenas, especially since he is one of the most brutal punish cards in the games. He is able to demolish a Princess Tower if he reaches it, and this is great at taking out support units if they are alone. In conclusion, use the Prince like you would Elite Barbarians; defend, then counter.


  • This deck revolves around your opponent making mistakes or over committing too much elixir to one lane. Elite Barbarians and Prince are often regarded as being the most brutal and punishing cards if used correctly.
  • If you are ever in a position where you know that you can get away with making negative trades, push with either Elite Barbs or a Prince on one side of the Arena, then use the other card to push on the opposite side. Chances are, they'll be surprised by the boldness and have a hard time defending.
  • An Ice Spirit and Fire Spirit combo is surprisingly deadly, being able to deal just under 500 damage to a tower. I often use this to cycle to my pump in the beginning of a match.