Decks:

Giant-bowler arena 8 and 9 deck

  • View Master Deck
  • Awesomness101
  • 8
  • Control
  • 4
  • Feb 08, 2017 (2 months ago)
5
Musketeer
Rarity: Rare
Type: Troop
Don't be fooled by her delicately coiffed hair, the Musketeer is a mean shot with her trusty broomstick.
Seen in 28% of the last 50 competitive decks.
5
Musketeer
3
Mega Minion
Rarity: Rare
Type: Troop
Flying, armored and powerful. What could be its weakness?! Cupcakes.
Seen in 0% of the last 50 competitive decks.
3
Mega Minion
3
Princess
Rarity: Legendary
Type: Troop
Shoots a volley of flaming arrows halfway across the Arena. The Princess is afraid of germs, so keep the rabble away from her!
Seen in 54% of the last 50 competitive decks.
3
Princess
2
Zap
Rarity: Common
Type: Spell
Lightning zaps enemies, dealing damage inside a small radius. Reduced damage to Crown Towers.
Seen in 62% of the last 50 competitive decks.
2
Zap
4
Fireball
Rarity: Rare
Type: Spell
Annnnnd... Fireball. Incinerates a small area, dealing high damage. Reduced damage to Crown Towers.
Seen in 18% of the last 50 competitive decks.
4
Fireball
6
Bowler
Rarity: Epic
Type: Troop
This big blue dude digs the simple things in life - Dark Elixir drinks and throwing rocks. His massive boulders bounce off their target, landing behind for a double strike.
Seen in 0% of the last 50 competitive decks.
6
Bowler
4
Inferno Dragon
Rarity: Legendary
Type: Troop
Shoots a focused beam of fire that increases in damage over time. Wears a helmet because flying can be dangerous.
Seen in 0% of the last 50 competitive decks.
4
Inferno Dragon
5
Giant
Rarity: Rare
Type: Troop
Slow but durable, only attacks buildings. A real one-man wrecking crew!
Seen in 16% of the last 50 competitive decks.
5
Giant

Deck Audit

Cards that are commonly used to counter multiple cards in this deck:

5
Minion Horde
Rarity: Common
Type: Troop
Six fast, unarmored flying attackers. Three's a crowd, six is a horde!
Seen in 32% of the last 50 competitive decks.
5
Minion Horde
5
Barbarians
Rarity: Common
Type: Troop
A horde of melee attackers with mean mustaches and even meaner tempers.
Seen in 24% of the last 50 competitive decks.
5
Barbarians
3
Minions
Rarity: Common
Type: Troop
Three fast, unarmored flying attackers. Roses are red, minions are blue, they can fly, and will crush you!
Seen in 40% of the last 50 competitive decks.
3
Minions
5
Witch
Rarity: Epic
Type: Troop
Summons skeletons, shoots destructo beams, has glowing pink eyes that unfortunately don't shoot lasers.
Seen in 4% of the last 50 competitive decks.
5
Witch
5
Musketeer
Rarity: Rare
Type: Troop
Don't be fooled by her delicately coiffed hair, the Musketeer is a mean shot with her trusty broomstick.
Seen in 28% of the last 50 competitive decks.
5
Musketeer

Danger! This deck may not counter some of the more powerful cards in the game. This deck may be susceptible to the following cards:

7
P.E.K.K.A.
Rarity: Epic
Type: Troop
A heavily armored, slow melee fighter. Swings from the hip but packs a huge punch.
Seen in 4% of the last 50 competitive decks.
7
P.E.K.K.A.

Guide

An amazing mixture of offense and defense, good for pushing to 2400 and 2900

 

-Great tank for both ends of the field, good for offense as a meat shield for the defense while the support troops do work

Strategy: Put giant in the very back(only if your at 10elixir) and slowly develop a push, you also should have enough elixir to counter opposing lane rushes. On defense, place the giant so other weaker troops and/or the tower can do work on the incoming attack

-Great for defense, as it can melt tanks, but it can be easily distracted by swarms and can be reset with zap, so make sure to protect it

Strategy: Place with a Aoe(splash)(or even a quick point damage troop) troop/spell that can target air so it can destroy distracions once the tank crosses the bridge. You can also include this troop in an offensive push, if you know specific cards that can counter this card arent in cycle(skeleton army, minions, minion horde, mega minion ,etc. and if it can get to the tower it should be able to get massive damage

-A brilliant ground support troop that can also push back troops near it

Strategy: Can be used on both ends of the field, can completely counter low-medium health pushes at the tower(elite barbs-hog, witch-barbs. etc) It can be kind of an idiot(ignore low health troops, not attack for a REALLY long time) and beware of the E-wiz since it could render the bowler useless. also watch out for flying troops, and can be great when paired with giant and an air targeting card.

-A great spell for value and clutch wins

Strategy: Use if enemy tower is at low health, and you can use it to fireball med-low health swarms that are 4+ elixir on offense and defense

-Another great spell for clutch wins and has a useful stun property

Strategy: Use if enemy tower is at really low health and for low health swarms. Use its stun to reset inferno tower, inferno dragon, prince, sparky to prevent deadly damage. You can also use it for other cards so you troops/buildings can get an extra hit off and/or survive for a bit longer

-A useful swarm destroyer that can do good chip damage

Strategy: Put on other lane of the push/defense or on the very far back, since it can still support it with its long-range splash to take out skeleton army, minion horde and other low health swarms. If opponent leaves it alone it can do a massive amount of damage on the tower

-Great offensive and defensive air-to-ground or air-to-air support for only 3 elixir

Strategy: Good air support and a backup counter to the lava hound. Can do good damage on almost any troops, and can be used in an offensive push as air support

-Another great offensive and defenseive air/range support

Strategy: Basically has the same role as the mega minion but has a better rate, less damage, more health,on the ground, and +1 elixir

 

Card swaps

-,,,,,or 

-,,,or 

-

-, or 

-, or 

-,,,,,or 

-,,,, executioner

-,,,, Executioner

 

Game plan

First we charge up to 10 elixir throw down  or if it isnt at hand drop you support troops(anything exept for fireball, zap, and inferno dragon)

Start at push like:

,, with  at hand(best for start of game because it can handle almost all types of defense)

, with   and  at hand(This is if the opponent dosent have heavy flying defense and inferno dragon/tower

, and  in the very back(Same situation as above, but its better against skarmy and slower against minion horde)

In double elixir, you can add on to these base pushes with cards like musketeer and inferno dragon

Also..... Make sure to not throw doen weak support all at the same time due to cards like lighting and fireball

 

 

On defense use the cards to counter others

-Almost any ground troop in the game exept for E-wiz, and if its a tank, make sure to add  and/or 

-Any tank, but make sure to add  to tank the support troops since the inferno dragon does not have the best health

-Low to medium health pushes, you might have to add , since some troops might have a sliver of health left, but make sure you have the elixir advantage, or the Zap is really worth it

-Any swarm, make sure to put her far away(Other lane or behind the main tower) because of her low health

-Backup tank destoyer, backup air defense, also good against ground targeting troops and provides decent air defense

-Main air defense, good damage and rate, just try to protect her, and watch for high dmg spells

-Good for swarms and a useful stun to reset deadly charges and to get an extra hit off or to prevent one

 

Always make sure you can get good elixir advantages(Defending by using less elixir than you opponent), and keep a good amount of elixir just in case of opposing lane rushes or counterpushes

 

Weaknesses 

Not that good against graveyard only musketeer is good against it, and it may not always be in cycle

Royal Giant can be a problem if you dont have inferno dragon at hand

Not the best against miner, but you could manage

Strengths

Destroys lavaloon

Good against most hog decks

Destroys other giant decks(Giant-bowler, Giant-Poison,Giant executioner, etc)

Good against elite barbs because of bowler

Can hold against golem

 

This deck got me too 2300-2500, 2600-2700, and 2900-3000

Please comment on this deck and tell me how it works