![]() ![]() If the opponent places a medium or slow troop at the back of the Arena, you may do the same.That is, if the opponent decides to start. This is also quite a defensive deck, so wait for your opponent to make the first move. If you have no Hog in your starting hand, I recommend waiting for the opponent to start first.If the opponent places a card on one of the lanes before you can place your Hog, place your Hog on the other side. This move has two purposes: one is to find out the opponent’s counter to your Hog(sometimes also their counter to your P.E.K.K.A or Sparky, since they often share counters) and also to let your opponent think that you are using a Hog Rider deck. ![]() If you have the Hog Rider in your starting hand, use it at the bridge on either side of the Arena, and, if possible, pair it with Ice Spirit, Poison or a stand-by Zap.Follow the order of the cards below use Hog Rider first if possible, only switch to the other Cards if Hog Rider is not in your starting hand. Let’s start with what to do at the start of the match. ![]() Strategy Starting Hand (3 min - 2.30 min) Replace with Fireball or any high-damage spell if underleveled. Poison: Clear out swarms and help with pushes by slowing down and killing counter troops. Zap: Clear out swarms, reset troops that charge, and stand-by for the Skarmy or any swarm to be placed to counter your Hog, P.E.K.K.A or Sparky. Replace with Skeletons or any cheap troop if underleveled. Ice Spirit: Chill! Support troop and counter to swarms and troops that charge. Magic Archer: To clear out swarms - air, ground and sea(just kidding). A good counter to other high damage cards too. He can be used to reset the damage of both Inferno Towers and Dragons. Electro Wizard: What is the bane of all three win conditions in this deck? Inferno Tower it is. Pairing it with an Ice Spirit or stand-by Zap can allow him to deal more damage to Towers. Hog Rider: He is often used as a punishment card when the opponent has no Elixir to counter it. Due to her area damage, she is also able to take out pushes with troops “cramped” together with ease. Remember, she is a major damage dealer of a push, so make sure to get her to target the tower as fast as possible before getting distracted. Although she deals tons of damage by herself, it is best to place P.E.K.K.A or Hog Rider in front of her or support troops behind her. Sparky: She can be used both offensively and defensively. Use her only to defend opposing cards and counterpush after that, but do not treat her as other tanks that ignore troops such as the Golem, which are placed at the back of the Arena to build up a push. Why? You seldom see a deck with P.E.K.K.A, Sparky and Hog Rider together, which can fool the opponent to think you are using a Hog cycle deck, a Sparky beatdown deck, or a P.E.K.K.A control deck.ĭeck Information Deck Created by: Larry army Minimum Recommended King Level: 8 Maximum Recommended King Level: 12 Arena Required: Rascal's Hideout (Wrong?) Average Elixir Cost: 4 (Wrong?) More Statistics: Go to Deck Builder Card Roles P.E.K.K.A.: Mainly used defensively, she’s a counter to many cards including glass cannons, tanks but never swarms. The element of surprise in this deck is the main strength. ![]()
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