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ValkyrieCard
BabyDragonCard
MagicArcherCard
PrincessCard
GoblinBarrelCard
FireSpiritCard
SkeletonArmyCard
ArrowsCard


Deck Information[]

Deck Created by: BreadStix42
Minimum Recommended King Level: 6
Maximum Recommended King Level: 13
Arena Required: Rascal's Hideout (Wrong?)
Average Elixir Cost: 3.1 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Valkyrie: Valkyrie is your major tank, and is for building your pushes, and for defending against swarms.
Baby Dragon: Baby Dragon is your backup tank(ish) card. It is also used for air defense with your valkyrie.
Magic Archer: Magic archer is one of your push cards, along with valkyrie, princess, and baby dragon. It is very suited to this deck, and gets very good when you have a push with a couple of magic archers and a valkyrie tanking. It is also useful for taking out cards like night witch.
Princess: Your princess is either a defensive card from long range, or for adding to your pushes.
Goblin Barrel: Goblin Barrel is just a card to (a) test if your opponent is AFK, (b) cycle, (c) get some quick, almost guaranteed damage on your opponent.
Fire Spirit: Fire spirits are good to use for emergency damage.They are good for taking out things like balloon (with the help of the tower) and if they are high leveled enough they 2 will get to the princess tower if placed alone, dealing approx 400 damage.
Skeleton Army: Skeleton army is used for taking out tanks like pekka, prince, etc. It is also ok for taking out goblin barrel and miner for an even trade.
Arrows: Arrows are used to take out swarms, such as skarmy, goblin gang, minion horde, etc. It is also good for taking out weak troops like princess, archers, etc. It also almost destroys skeleton dragons.

Strategy[]

  • In the beginning of the battle, wait for your opponent to play a card/push and counter push. If they do not play a card, wait till about 40 seconds to go and play a quick push, unless they are higher king level than you. In that case, I would wait until 1 minute 20, then play. The exception to this is if you have goblin barrel in your starting deck. Wait until about 7 elixir then play the barrel. This avoids leaking elixir, and either does serious damage or forces them to counter.
  • Your main push is: valkyrie in front, baby dragon close behind, magic archer, then princess. The beauty of this is that you can cycle through quickly, as the avg elixir is only 3.3, and you can get multiple princesses/magic archers/baby dragons/valks.
  • The fire spirits are for quick emergency damage, and are good for taking out balloon, goblin barrel, minion horde, etc, all for a positive elixir trade. If your fire spirits are a dubious level, possibly use bats or something instead.
  • Your skarmy is for taking out large troops with lots of health. If you want an alternative that is better for pushes, but don't mind if it takes longer to take out enemy troops, i would suggest using night witch.
  • Arrows are to take out swarms, and do a fair amount of damage to other slightly higher health cards. It is also useful for finishing off an enemy tower if you can't be stuffed using troops.
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