Hello, I am a crown tower level 8 guy. This deck is my main deck. Variations of this deck has helped me climb to arena 7 and i think the entirety of components are attained by arena 5. The site says arena 6 but this is an arena 5 obtainable deck.
I play mostly vs lvl 9s crown tower players in my arena and tend to do really well vs them.
The idea iof this deck is that it funtions on a solid push of 3 primary cards that are gauranteed to unexpectedly overwhelm your opponent should they be caught off gaurd. It is cheap enough not to fall too behind vs most rush cycle decks while still having presense in double elixer time.
Meet the Cards
This is the "defensive" building in the deck. Prior variations i made of my deck used either Tesla for a stronger defensive or Elixer Pump for fueling the deck. The reason I settled on this is because this is a cheap defensive lure building that doubles as offense in a counter attack. (However prior to arena 7, I found tesla to be almost invaluable as it does high DPS to all troops, has a reasonable amount of health and avoided spell damage when not engaging enemies; the tesla can be interchanged with the cannon as well since cheaper)
This is imo one of the best spells to use offensively. It doesn't have alot of initial damage but what it lacks in impact damage it compensates in control. This spell can be viewed as a a weaker merger of freeze and fireball. Slows Unit and Building attack Speed as well as production rates on top of damaging them. I consider a must have vs spawner deck allowing me to sometimes brute force push against them in their chosen lane. The alternatives to this are fireball or freeze, both the same 4 elixer cost.
The main tanker/building killer in this deck. A giant on it's own can solo take out an unprotected turret. Very easy to counter so HAS to be supported UNLESS defense is priority based on scenario. For this slot I wanted high HP and difficulty to distract (countered mainly by building cards)
Excellent defensive damage duo troop. Their high range, reasonable damage and capability to survive equivalent arrows makes them a solid all round option for defense vs any push. Consider Princess or Ice Wizard as replacements. (Those legendaries have better AOE but less Straight DPS. If you have both legendaries, I recommend the Ice Wizard as strong preference. I own neither) ANother replacement I have not tried is the Gaurds. This is because i wanted the deck to do reasonably well vs air troops.
Highest DPS troop card available at a 3 elixer cost. A flying unit with extremely low range and more hp than an equivalent zap but 1 shot by arrows. This trio is very effective damage vs High dmg melee troops provided they survive. The downside is that minions are extremely easy to counter using range splash troops or arrow spell in damage and above.
The primary support troop to follow up the giant. She's a spawner troop with AOE. Her troops are weak to AOE and her damage is one of the weakest for her cost. The combination of her skeletons and AOE is what give this troop her value. With one wave of skeletons surviving, her DPS is roughly the same as a Mini PEKKA, you'd be surprised how quickly this will chunk a tower. Alternative is Wizard for stronger AOE damage at the cost of less troop generation.
Easily one of the best spells to have in any deck. one of the cheaper card in game so if you can use it to straight counter anything in terms of damage (Goblins) it's insantly a won trade. But what makes the best spell is it's versatility. You can use this to reset aggro, to wittle down minions to be one shot range for ranged damage, you can use this to open a window for deployment time for other units and it even resets units attack swing timer (most noticible with sparky and inferno tower) If you have freeze instead of poison, feel free to trade out for the Log or Arrows.
This decks secondary tank and primary anti support troop option. This card has the AOE, hp and targetability to handleclusters of medium hp support troops. Many players prefer Baby Dragon or Dark Prince to her, but what we value her for the other's cannot provide. Baby Drag can start bbq'ing at max damage from the instant he's dropped but he isn't reliable in pulling unit aggro/ Dark Prince can Pull unit aggro but requires a charge up to do max AOE damage surrounding himself. If you really wanted to avoid using Valkyrie, both Dark Prince and Baby Drag fill this spot well enough.
COre COunters and COmbos
++ The core attack mode of this deck is to place tombstone central (but leaning towards one lane) and the giant following up that lane sufficient distance to ragain the elixer for with as support. The with generates skeletons but even more interesting is the tombstone continuously sends a supply as well.
While a pricey combo, the opponent is forced to deal with it directly or swiftly lose a turret. The primary thing to note is that the enemy will counter the with directly wither with a mini pekka or, a Knight or a Valkyrie or Barbarians etc.
My recommendation therefore is to prepare a response. If you expect the enemy to oust her with low hp troops, a zap on standby isn't a bad. If you expect a medium hp trool like the examples listed, prepare minions with consideration to the opponent using arrows or fireball. If the response is to fireball zap the witch, prepare archers to replace. It's really up to your creativity what you do but be warned that the counter will come.
+ This is a counter worth 6 elixer. Valkyrie alone can be placed in the backline to deal with Wizard or Witch fairly effectively but vs 3 musketeers or the 4 barbarians she requires a bit of assistance. One way I like to accomplish this is to zap just when i'm about to place her so those group cards don't get the jump on her and best her b4 she can kill them. In those situations it's surprisingly who lands the 1st blow that prospers. Vs Musketeers this nets a 2 elixer gain and your Valkyrie should have a decent amount of hp for the counter push.
+ This combo has a high chance of splitting a building rushing tank and support units away from one another. The tombstone is used to pull the tanker towards the middle in range of both outer towers while the valkyrie deals with the exposed support troops. This also works vs troop targetting pseudo tanks but bare in mind the tanks will target the closer valkyrie if you place it too soon.
+ This combo is useful for split pressure if you have already used Giant Witch to take down a lane and the opponent is struggling to respond and clear out that push, this keeps the pedal down. The Valkyrie tanks just enough for the minions to put in work on an undefended tower.
+This combo is an excellent counter to Giant+Balloon, Prince, Hog Goblins popular combos for insane elixer trade. Many times can deal with those combos b4 they reach the tower. The downside is that this counter is really counterable with arrows which turn the possibility of a really solid elixer trade into a hefty tower hp loss. It's best to Augment this combo with the use of a less vulnerable card. Provided the counter survives, makes a valuable counter push.
All highligted card names tend to do well vs this deck once included in or is a core part of the deck you're facing.
This DECK is weak to defensive Rocket Cycle Decks.
The Royal Giant is currently Overpowered due to it's tankiness and range. So you'll really struggle.
Most Legendary troop decks are really strong vs this deck however this deck has ways of working around most legendary troop card decks so long as you play smarter. You tend to have a hard time vs Princess, Ice Wizard, Sparky, Lava Hounds and I've never encountered LumberJack to be sure. The Log does ok vs us as well.
Inferno Towers in decks hard counter the main push strategy which we can play around if we're smart/lucky with skeletons and zap.
also can destroy our deck as it disables our main pushing strategy which is a spawner deck hybrid.