This deck is mainly for the Triple Elixir Challenge and this deck is super defensive.

Deck Information

Page Created by: EmeraldCraftMC
Minimum Recommended King Level: 8
Maximum Recommended King Level: 13
Arena Required: Jungle Arena
Average Elixir Cost: 3.8

Card Roles

Executioner: Defensive Card: Used take out very large pushes accompanied with Tornado and Inferno Tower.
Tornado: Defensive Card: Can be used to clump units for your Rocket and Executioner and can be used to activate your King's Tower.
Rocket: Defensive Card: Used to take out large pushes clump with units that can die and or be seriously damaged.
Inferno Tower: Defensive Card: The main tank killer.
Hog Rider: Offensive Card: Win Condition
Fire Spirits: Offensive Card: Synergy with the Hog Rider.
Goblin Gang: Defensive Card: Used to distract units like P.E.K.K.A or Giant Skeleton while your Inferno Tower takes them out.
The Log: Defensive Card: Used to finish off tower or defend against ground swarms.


  • At the start of a match, never use Executioner, Tornado, or Rocket, only use them to defend, finish off a tower, activate the King's Tower, or when you know it is safe to do so.
  • Play your Hog Rider only if the field is empty, punishing, or taking advantage of your opponent.
  • Use Fire Spirits with the Hog Rider as they can counter most counters to him.
  • If they played a lot of tanks, use your Tornado to clump them up and your Executioner to damage them.
    • If they are using P,E,K,K,A or/and Giant Skeleton, your Goblin Gang should be used to distract them.
      • On the same note, if the push is supported by only single-targeting units, your Goblin Gang will help distract them.
  • If the push has supporting units, you can use your Rocket to kill or serious injure them.