Decks:

Rydo

  • View Master Deck
  • 3
  • Control
  • 4.4
  • Mar 14, 2017 (1 month ago)
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
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
4
Valkyrie
Rarity: Rare
Type: Troop
Tough melee fighter, deals area damage around her. Swarm or horde, no problem! She can take them all out with a few spins.
Seen in 20% of the last 50 competitive decks.
4
Valkyrie
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
4
Mini P.E.K.K.A.
Rarity: Rare
Type: Troop
The arena is a certified butterfly-free zone. No distractions for P.E.K.K.A, only destruction.
Seen in 24% of the last 50 competitive decks.
4
Mini P.E.K.K.A.
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
3
Cannon
Rarity: Common
Type: Building
Defensive building. Shoots cannonballs with deadly effect, but cannot target flying troops.
Seen in 50% of the last 50 competitive decks.
3
Cannon
6
Rocket
Rarity: Rare
Type: Building
Deals high damage to a small area. Looks really awesome doing it. Reduced damage to Crown Towers.
Seen in 2% of the last 50 competitive decks.
6
Rocket

Deck Audit

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

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
4
Baby Dragon
Rarity: Epic
Type: Troop
Flying troop that deals area damage. Baby dragons hatch cute, hungry, and ready for a barbeque.
Seen in 6% of the last 50 competitive decks.
4
Baby Dragon
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
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
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
2
Spear Goblins
Rarity: Common
Type: Troop
Three unarmored ranged attackers. Who the heck taught these guys to throw spears!?! Who thought that was a good idea?!
Seen in 24% of the last 50 competitive decks.
2
Spear Goblins
5
Prince
Rarity: Epic
Type: Troop
Don't let the little pony fool you. Once the Prince gets a running start, you WILL be trampled. Does 2x damage once he gets charging.
Seen in 8% of the last 50 competitive decks.
5
Prince
4
Mini P.E.K.K.A.
Rarity: Rare
Type: Troop
The arena is a certified butterfly-free zone. No distractions for P.E.K.K.A, only destruction.
Seen in 24% of the last 50 competitive decks.
4
Mini P.E.K.K.A.

Guide

1. use cannon for hogs (frequent card)

- use cannon on tanks if no hog (think)

- use cannon on heavy tank (most important)

- use cannon on balloon (also important)

NOTE: cannon should always be placed central of towers and one space to either side to bait in attackers.

 

2. use rocket for sparky (lvl.7 beats lvl.1, lvl.8 beats lvl.2 and so on)

- use rocket for better elix trade except with included tank (witch&valk, executioner&musketeer and so on)

- use rocket for game finisher (know how much damage your rocket deals)

NOTE: NEVER panic use rocket, never use rocket for better elix trade if enemies are already damaged.

 

3. use witch on all minions first and and other flying troops (higher damage flying troops should be put against musketeer first and witch as backup)

- use witch against heavy hitting troops with arena tower as backup

NOTE: the further back and as late as you can place your witch to build your elix before they get into your own half is ideal.

 

4. use minions for elix trade against any other minions with use of defensive tower

- use minions behind giant just before half way when making a counter attack with damaged troops (see '5') so they are not targeted and the giant is

 

5. use giant to prolong the life of all your troops for positive trade counter attacks

use giant in front of any troop even if they have low to 'almost!!!' full hp

use giant to bait skele giant and princess, must place in center of owns half (use musketeer or any useful minion to kill princess while distracted)

NOTE: never use to delay an incoming attack other than the reasons stated

 

6. use valk as 2ndary giant when elix is under control AND giant is not ready to play

- use valk to destroy groups of enemies

- use valk behind giants

NOTE: valk has load up time -use in middle of low hitting group minions -use a few squares below high hitting group minions

 

7. use pekka against heavy hitters

use valk to distract/kill any enemies behind

use pekka to attack opposite tower when you have a strong attack on one side EVEN if you wont fully destroy the first tower (rocket)

use pekka against hog if cannon has been used against tank (try wait for hog first unless its a heavy tank or baloon)

 

8. use musketeer against all flying troops

- use musketeer against equal cards as she will tend to come out on top

- use musketeer in tandem with witch

- use musketeer before witch against air troops with higher damage

 

NOTE: muskateer is your go to card, fills multiple roles and i would consider the most all round card in the game use her damage and her range wisely by know how long, how far and what enemy she is put against to kill them.

 

Final and IMPORTANT notes:

never fully use your elix unless necessary

never panic when playing card, play by what they have placed before you

a strong attack must be defended by spreading your own trrops appropiately in your own half (this takes skill)

 

GLHF x