Counter-Push Deck- Started with a basic version of this deck in a pretty low Arena, maybe 3 or 4, and pushed with it to Arena 8, modifying it along the way. So far have broken 2459 trophies!
This deck primarily relies on trading well with your opponent and coming out a little on top with each trade. High elixir average of around 4, but can deal with most any kind of deck that you'll see. Does require some quick thinking and reactions to be able to quickly counter things. Mostly will result in wins or draws if played well. My main account is currently in clan "Route 66" and is called YellowLord. Feel free to check us out! This deck was last updated as of August, 2016.
Regardless, remember to rate and comment any thoughts! Criticisms are welcome, as long as they aren't excessively rude.
Many thanks to those who're helping get this deck more popular!
JUST A THOUGHT, I seriously have no idea when I'm getting to any of these new decks I talk about directly below....sorry.....if anybody REALLY wants me to get around to them, please ask and that'll probably prod me into doing it, but otherwise I'm just a bit too unmotivated.
*BY THE WAY! I have a new deck coming in (don't know when it'll actually be "in"), a modified hog deck by a friend, so make sure to check it out! It's actually been more successful than this deck (it's gotten to 2400 trophies!), but isn't quite my style, so feel free to check it out! It's named "In Progress" (guess why) and will have freeze, hog, elixir colletor, arrows, skeletons, valkyrie, PEKKA, and musketeer, and will be written under this account. There are a couple other decks with these cards, but apparently none of them really have any good guides yet, so it'll probably be written in the same style as this one. Enjoy!
In addition, I'll also be working on a deck guide that's primarily aimed towards newer players for fun, (an early game meat-shield deck) I'm using it with my alternate account, and have reached PEKKA's Playhouse at only level 4. It's honestly surprising how many level 7 and 8s are down there, and all the people with high level cards. All my decks (Both in progress and completed) can be found at http://clashroyaledeckbuilder.com/clashroyale/deckViewer/userDecks/kirbyrick02
Guide to the Guide
First up, we got troop description and explanations directly below, meaning what each troop does and what role it plays in this deck along with any possible card swaps that could be switched in.
After, we've got actual strategy and combinations that I personally like to use.
Then we've got more specific counters for each type of troop and how to deal with it, including certain styles of deck (for example, hog decks).
*Just a thought, when I say "tower" in my descriptions, I'm talking about the crown and arena towers, not towers that you place yourself (as this deck doesn't even use them).
Troop descriptions/explanations (Explained in-depth in case anybody isn't too experienced) and card swaps
Prince- A good choice for any deck that involves straight-up pushing for the towers, it’s good for dealing fast damage, and will typically be backed up by whatever was left from your smart trades and probably something else to help "cloak" the Prince to help it reach the tower which while aiding the Prince reach the tower, can also potentially fend off any new attackers. If there’s no opposition, it can deal massive damage to towers, potentially destroying them in a matter of seconds, if you’re lucky. Used less in attacking other troops, as there are better trades that can be made instead of using a Prince. The Prince is just used more in tower-assaulting and maybe the occasional giant-killing, if you’ve got nothing better to kill it with. It can be replaced with Hog Rider, if you like it more or don't have Prince. Actually, I have replaced this card with the Lumberjack (MY FIRST LEGENDARY!!!!!!!), but I seriously doubt that many people have that, so I'm not changing the guide.
Witch- Amazing for AOE and shooting down minions and minion hordes, the Witch is a great counter for many types of assaults. For example, giants simply get damage added up as the Witch stands and builds up more and more skeletons to kill, and when the giant dies, the Witch continues to assault the enemy tower along with the new group of skeletons you’ve accumulated. Even if something new is spawned before the giant dies, your tower helps back you up while you kill everything, and typically the Witch makes it out through most trades. Otherwise, against minions it’s perfect, skeleton armies are decimated by it, PEKKAs get easily distracted with the waves of skeletons that are created, it can handle barbarians decently if used correctly, it can break the charge of a Prince pretty easily, wastes the ridiculously deadly shot of the Sparky easily, and can also be used in combination with one of your towers to fend off a baby dragon. Overall, a very versatile card, with very good distraction capabilities. Can be replaced with Wizard or Baby Dragon, if you've got either. Wizard/Baby Dragon make it more difficult to break the charge of a Prince, but the overall damage increase/flying might makes up for that. If you have neither of those, it could work to add in bomber, as long as it's decently leveled.
Valkyrie- The only other AOE troop in this deck, it’s got good health and can help fend off barbarians well, can cut through skeleton armies, and is also pretty good against Witches. This card can be swapped out with baby dragon, but I haven’t gotten that yet. Regardless, used mostly for defense because of its slow movement speed, its decent attack and health, combined with a tower aiding can easily take down different swarms, particularly barbarians. Goblins, goblin spears, and archers are nothing, and are great trades if they’re sent in a clump. However, Valkyrie can be used pretty well offensively in combination with a Prince, as stated in the combo section later on.
Minion Horde- Also used primarily defensively for, as should be obvious, taking down powerful ground troops that can’t attack them, but are a threat to any other ground troops you might send. The hoard simply cuts through any such attacker, the P.E.K.K.A. and mini P.E.K.K.A. are both useless against them, barbarians are easily decimated, giants and giant skeletons can be taken out quickly, and Princes can be killed as well, though typically your tower will sustain some damage. Of course, these hordes will have to be used with a partner (valkyrie is suggested) if goblin spears, archers, or Witches are sent along with the main attacker, but given the style of the deck, you should typically have enough elixir at all times to send both the hoard and something to take out the long-ranged enemies, which would probably be valkyrie or barbarians.
Musketeer- A very versatile long-ranged unit, it has decent health and good attack. Used instead of Witch in cases where there’s only one or a few enemies, as it doesn’t have AOE but each shot has far more damage. Perfect for taking down baby dragons, as even if the musketeer doesn’t make it out alive, you’ve effectively negated the effect of baby dragon. Also is very good if put behind troops that take the damage for it; the musketeer can shoot out enemies from behind and can deal very good damage to towers, over 100 per shot. With something in front to defend it, musketeers are very good for taking out most enemies, and can typically take out Witches pretty well too, as the musketeer can crush the Witch in terms of sheer damage. You could switch it out with archers or spear golbins, but I find them less effective as they deal less damage and aren't nearly as effective against baby dragons, as the AOE affects ALL of them. I tend to pair musketeers up with Witches, and alone, they can take out most types of other attackers (since together they have both point and AOE damage) and can deal considerable damage to the towers. Of course, if possible, Prince or barbarians should be put in front, but even if not, plenty of damage can be dealt. This can be swapped out with archers or some other ranged unit, but I wouldn't particularly recommend it, musketeers can deal great damage all on their own if they can get to the tower.
Barbarians- Pretty much the only ground troops that come in a group, barbarians are typically used to take out enemy troops that are either single, highly powerful threats, such as mini PEKKAs and PEKKAs, or just to clean up, as they can take out most things pretty well, such as musketeers, Witches (if placed around the Witch), virtually any small group of troops (excluding skeleton armies), and are good cover for any long-ranged troops you might want to put behind. Ideally, with that advantage, you’d most typically want to put a Witch behind them, as a large threat to the barbarians is minions and minion hordes. With the Witch, you can quickly and effectively take out the minions, and your barbarians can quite possibly survive the trade-off, meaning that your opponent just spent 3-5 elixir without even killing anything. And if the barbarians are a little low on health, they can still take arrows from the towers to allow the other barbarians, skeletons (spawned by Witch), and the Witch itself to deal some damage to the enemy tower.
Arrows- A pretty important part of this deck, it helps clear away any skeleton armies or minion hordes that have gathered around your troops, which typically occurs with Princes or barbarians, allowing them to continue to assault the tower and also trading up, as your opponent probably spent more than the 3 elixir the arrows cost in order to set up their attack. They’re also a necessity against any kind of swarm decks, as they can just take out the swarm entirely, clearing up problems. If you aren’t already convinced that arrows are needed, think about it this way. If you’ve got a Prince or some other non-AOE troop surrounded by enemy troops, and it definitely can’t fight its way out, there is absolutely no way you can get an AOE troop there in time to save it; it’ll be dead by then. And that leaves your troop open to being countered effectively by your opponent, which is what we’re trying to do. The arrows are a quick and efficient method to clear out enemies, and can perhaps be used to take out the enemy tower if it’s got very little health left. Just remember that troops you try to save with the arrows might not have too much health when the arrows get there, so don't have too high expectations.
(Optional, no longer in deck, read below)
Giant- This is a little bit of a filler, if you want to add in a card to substitute for it that fits in with the rest of the deck, feel free, as this isn’t really a necessity. The giant is pretty much just used to reinforce victory, or if you’re desperate and don’t have anything else for defense. Since this deck is mostly about trading well for your enemy’s troops, the giant is a little bit useless, as it deals no damage to anything but towers and buildings. I typically use it when there’s already a decently reliable force of my troops assaulting or heading towards the tower, in order to draw fire or to just add to the damage. If you’ve got baby dragons, or you really like some other card, the giant would be the one to sWitch it out with.
(Optional, no longer in deck, read below (or above))
UPDATE- I switched in Freeze for Giant, it's much more usable and suits plenty of tricky situations. However, since freeze isn't exactly a card that many people have, it's obviously a viable option to switch it out; it's basically only there to make games more smoothly. You can put in really any other card that fits in with this style of deck in place of this slot, it's sort of a free slot. If you do have freeze and are planning on it, just use it whenever convenient; when you've got several troops taking down a tower and your opponent tries to put something to kill them, a freeze can easily ensure that you kill the tower. Note: I believe that fireball will probably be a good card to swap in as well, since it can be used to quickly take down a tower in the last seconds of a battle and to get a lot of value taking out groups of enemy troops.
Well, since Freeze got nerfed, I switched in Fireball, which is a much more versatile and effective card (in my opinion).
Well, first of all, you want to start the game without spending any mana. Wait for your opponent to start. Even if your mana bar fills up entirely and you’re technically wasting mana, if your opponent hasn’t played anything, it’s best to not play anything yourself. Hopefully, you can counter anything your opponent plays and still have a surviving troop that your opponent has to deal with. Assuming you did as this deck style demands and waited for your opponent to play troops, you can counter almost anything. The entire point of this deck is to counter your opponent and get an edge early on, and pushing along using that edge to get a solid victory. However, most of the action, if not always, will be happening in the last minute, when you get double elixir. It’s not uncommon at all to destroy an enemy tower before it, but the last minute is when you can really push. Damage can be dealt slowly in the first two minutes as your troops that survive counters get over to the other tower and deal some damage, which can build up. If you’ve already gotten a tower by then, you’re almost guaranteed victory if you play right. The win-lose rate that I’ve gotten is pretty good, the large majority of matches I play end up with me as the victor.
Well, a good troop combo that isn't especially hard to start is having Witch, musketeer, and something up front, maybe barbarians of a valk.
This is because you've got a pretty high probability to at least get either a musketeer or a Witch in your hand, and getting both isn't uncommon. They're both good counters for most cards; Witch for any sort of swarm and for breaking Prince, musketeer for single target troops coming in, etc. Either way, using both can be good because after the counter, you've got both an AOE troop and a point troop, meaning that you're covering both your bases. Of course, they aren't by any means undefeatable, a valkyrie in the middle of them can be pretty devastating, but they can deal some severe damage, especially with a melee troop in front of them.
And if you used them to counter something that your opponent sent at first, then you probably have enough extra elixir to send something extra in front of them, such as barbarians, Prince, valyrie, or minion horde. This style of combo, countering an attack with a long-ranged troop and adding more troops to that initial troop(s), is a pretty common combo used.
Another good combo is using the Prince with a valk or minion horde, and you (assuming this happens immediately after you countered an attack) might even have a Witch of musketeer behind it. Minion hoard means that your opponent has to send a wizard, which is pretty elixir-heavy and is almost instantly taken down by the Prince, which still has spare health to attack the tower. This push is a bit less advised, since the minions are a bit easier to take out these days, especially with fire spirits and the common-ness of zap.
If you use the valkyrie, you're going to want to put down the valkyrie first, then place the Prince on top of where you just put the valk ASAP. This means that the valk has some time to walk out in front, and when your Prince comes in and charges he pushes the valkyrie forward along with himself. Plus, when they get to the tower, the Prince doesn't even need to move to next to the valkyrie, his lance actually can attack past the valkyrie from behind. Just keep in mind that this is vulnerable to air troops even with a long-range troop behind, so have arrows of freeze (if you used it) at the ready.
The most common type of straight-up push that I use is a Witch in back and a Prince pushing a Valkyrie. This is a very good push, but is by absolutely no means un-counterable. However, IF you know you are ahead of your opponent, this is a very strong push you can make.
Of course, since you might not have a long-ranged troop from the initial counter, such as having to use minions or barbarians to counter a hog rider or something similar or not even having a long ranged troop in your starting hand, just put down more supporting troops that cover the weaknesses of your starting troops, AOE if the initial group was point, and vice versa.
In general, most single units that come up that are powerful, but are solo troops, can be dealt with using barbarians, minion hordes, or a Witch. There are other troops you can use, of course, but these three I have found to be the most effective. When there are swarms of weak troops attacking, respond using either a Witch because of the AOE damage, Valkyrie, which was pretty much made for these situations, minion horde because of their large numbers (unless there are also several ranged troops attacking, if there are, minion horde can get killed pretty easily), barbarians if there aren’t too, too many enemies coming in, since they’re not too effective if they get swarmed either. If you subbed in baby dragon for the giant, which is a viable option, then that works as well for taking out such hoards.
However, if a troop-spawning thing is used, such as a goblin hut, then it’s best to start the battle right there and then yourself. However, you’re going to want to put your own troops on the opposite side of where the troop-spawner was placed, unless it’s a barbarian thing. If it’s anything else, then your tower can handle it and you want to prevent your opponent from placing down any more pressure that would allow the spawned troops to build up, which could cause a problem. Just start the battle on the other side of the field, and you should have an elixir advantage because of the elixir your opponent used on the spawner. If it was a barbarian thing, then send a valkyrie and/or something else to help back it up to clear it. If your opponent puts more pressure on the side with the spawner, before or even after you’ve put your own pressure on the opposite side, a valkyrie is best to clear the small troops, and just use typical counter strategies for whatever else was added and you should come out on top.
UPDATE- Unless your inital offense against the spawner deck takes out a tower or you deal heavy damage, it's probably best to play defense and go for a draw; spawner decks are not the strength of this deck because we don't have any spells to take the buildings out. Regardless, as long as you play smart and don't let enemy troops build up, you should have a pretty hard defense to get through.
If your opponent uses defensive towers, you have two options, either keep waiting for your opponent to put down troops so you can counter them, less elixir-friendly and loses the slight advantage from the tower, but follows the general strategy of this deck, or you can try mounting an offensive on the side that doesn’t have the defensive tower, as it’s too much of a bother to try to take it down, and if your opponent has to deal with your offensive, then he/she just wasted elixir on the tower. Regardless, it’s always better to not deal with things that you don’t have to. If it's positioned so that you have to, then you should either try to stall and push when an opportunity comes up, or play to a draw, which shouldn't be hard with this style of deck.
HOG RIDER DECKS- They are SO common and SO annoying. Luckily enough, this deck has a pretty good win rate against them, as long as you play well. Now, most openings follow the same general pattern, opponent puts down hog, you put down barbarians directly in front of the hog. This is the best play because the hog has to push through all the barbarians, giving the barbarians more time to whittle down the hog's health. Naturally, if you don't have barbarians, use minion horde. If you have neither of those, then technically any other card works; Prince has good DPS, Witch has good build-up of skeletons, Musketeer also has good DPS. However, IF you use minion horde or barbarians, be prepared for fire spirits following the hog. IF this happens, put down a troop to soak up the damage, preferable valkyrie, though a Prince or musketeer works. Assuming you follow the idea of this deck and keep ahead of your opponent elixir-wise, you can stop a hog push almost every time, with the hog maybe getting off one or two hits. Other than countering the hog itself, play well and it's honestly not that hard of a win. Just thought I should include a little bit about Freeze as well. Freeze hogs have grown decently rare with Freeze getting nerfed, but I've still faced one or two every now and then. They're still not especially hard to counter, you just have to make sure that you only put down ONE troop/card as a counter. For example, if you have barbarians and minion horde in your hand, ONLY put down the barbarians. If they get frozen, slap down the minion horde and your opponent just used 8 elixir and still needs to deal with your minion horde and barbarians coming in.
Either way, if you get the upper hand and have a group of troops that have most of the types of attack covered (point, AOE, flying), next try to make your melee troops (which should naturally be up front) as large and strong as possible, adding in barbrians, Princes with the barbarians as cover, and valkyries to take care of multiple troops. You want to do this first because it's hard to get melee troops all the way up to the tower in time to actually do anything as they've got to walk all the way up and probably won't make it in time. After you've got a strong forward, you've hopefully already got a musketeer and Witch in the back (if you've only got one of them, then just put in the other). Once you have both, it's preferred to put down a spare Witch in order to make sure you can kill minion hordes as fast as possible. Of course, extra musketeers are amazing too because two musketeers is a loooot of damage coming into the tower.
This is just some strategy, but naturally, in the heat of battle, it's probably not going to be too easy to remember all these things. Just remember, keep a strong frontal assault and when they reach the tower add more long range troops. The specifics don't matter as much, because hopefully your troops are like a rolling boulder; gathering momentum and near impossible to stop. You get this boulder moving, and you've pretty much won the game, it's pretty common to get three crowns after this gets going and you keep adding more troops. It can be very hard to stop this kind of attack.
More specifically for countering……
Pictures will be ordered from troop that we're countering first to the best counters from best to less good from left to right. For example, in the example below, the dragon is the troop we're countering. The musketeer is the best counter, the witch is the next best, and a well-placed minion hoard is the worst of these top three counters. There are plenty of troops left out, since most of the are slightly self-explanatory. If you have any questions about counters, just ask in the comments below!
And when I use an equal sign to represent a counter, the troop that we're countering and the troop(s) we're countering it with are probably not remotely equal to one another, I just used an equal sign to make sure that it's understood that left of the equal sign is the countered troop and to the right are the counters.
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Baby dragon can be countered with musketeer and/or witch, as it’s pretty much an easy kill when pitted against them. Minion hoards also work pretty well, but it's most effective to time it so that the six minions are sort of placed in a circle around the dragon, ensuring that at least half of the minions are left undamaged. The minions deal fast and effective damage, and if there's no backup behind the baby dragon, most of the time at least half of the minions make it out of such a trade alive. Musketeer is a better counter than witch as witch doesn't deal damage fast enough, but witch can still get the job done if she's got a tower to help.
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Prince can be countered by witch (skeletons spawned can break the Prince’s charge and distract him for a little), barbarians, or a minion horde, and you’re almost guaranteed to get one of those. Witch is probably most preferred, as the Witch herself takes no damage if you place her ASAP in a good location. The Prince is completely distracted with the skeletons and is killed before it can deal damage to anything important. Barbarians are good, but one or two of them will die. With a minion horde your tower will probably still take at least one charging hit, but the Prince itself will die, so be prepared for some small tower damage. If you absolutely have to, the valkyrie can be used defensively in this situation, but is far less effective.
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Wizards can be killed best with musketeers for this deck, that or valkyrie. A Prince could if you're very desperate, but that gives the opponent plenty of time to think up of a counter to kill the Prince. Regardless, anything else is very much susceptible to the high AOE damage that the wizard deals, and isn't nearly as effective, such as barbarians or minions. Witch also gets decimated by the high damage.
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PEKKAs or mini PEKKAs are best dealt with using either barbarians or a witch, as the skeletons spawned distract while the tower and witch keep shooting at the enemy. Barbarians are probably best to be placed AFTER a witch, if possible, because then the PEKKA concentrates on the tiny skeletons for a long time, allowing you to get maximum value out of your barbarians. And of course, since they're completely ground troops, minion hordes are great against these two.
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A giant can be countered by most things, minion hordes or barbarians work best. However, if needed, witches can be used as the build-up of skeletons can be useful (thought the Witch will probably need some backup anyway), and Princes and valkyries can deal decent damage, though it gives your opponent more time to set up a counter. Virtually any troop can deal the giants, but barbarians and minion hordes take care of them faster and are slightly harder to counter. The witch is a good method as well because you can still add more troops in front of her in order to make for a harder counter. If there's backup behind the giant, you might want to put a valkyrie or the barbarians behind the giant as it walks up, so you have easy access to the lower-health long range troops behind. This might require some timing to ensure your tower doesn't take too much damage.
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Now, if you're in Royal Arena or higher, you probably know just how common Royal Giants are. They're EVERYWHERE. The absolute best counter for Royal Giant is Barbarians, which'll be placed right up against the RG so they spread out and each get hits. Even if there's a wizard behind, the wizard targets only two of the barbarians at a time, giving them plenty of time to take out the Royal Giant. Fire spirits also can't entirely take the Barbarians out; they'll just be low in health, but still should be able to tkae out the giant. Bombers, on the other hand, are a bit more troublesome. If you see a bomber, IF POSSIBLE, try to use a minion horde. This isn't always possible, so just make do with what you have. If you don't have either of these cards, again, just make do with what you have. Prince for high DPS, Valk to soak up damage, Witch for the skeletons, they're less effective, but they'll work.
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A witch can be countered with either another witch, a musketeer, a valkyrie, or by placing barbarians around the witch (timing is required) so that the AOE bolts aren’t as effective and the witch can be killed quickly. Musketeers are usable, but they might take some extra damage from the witch as the musketeer prioritizes killing the skeletons first, giving the witch some extra time to deal damage. In the end, however, the musketeer can easily out-damage a witch even with the lost time. A Prince can deal with a witch, but it’d have to be placed behind the witch to avoid being distracted by the skeletons, giving the witch and skeletons more time to deal damage to your tower. Plus, since Princes are easily distracted, they're not remotely the ideal response for a witch anyway.
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Balloons aren’t really much of a threat if you’ve got a musketeer, a witch, a minion horde, or any combination of them. They’re easily killable, and the damage dealt upon dying isn't much at all. Just look out for Giant Balloon decks, which are the most common style of Balloon deck. Just try to place your minion horde so that it targets the Balloon first, though this is not always possible, so you might take some damage.
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Giant skeletons are also decently easy to kill. If possible, any melee troops sent to attack it should be placed behind it, so they aren’t caught up in the explosion of the bomb, which can be very good at killing your troops. Witches are good, as the skeletons distract the skeleton, musketeers are okay, but are better used for backup. Minion hoards are, again, great for defense, and barbarians are very good, as the giant skeleton is easily distracted and the more ground troops, the better. However, take note that putting musketeers or witches in front of the giant skeleton, which is the place where they can best attack without being stabbed in the back, pretty much means that they're almost guaranteed to get caught in the blast of the bomb, which is why, if possible, you want to take out the giant skeleton with barbarians, minions, or a valkyrie placed behind it. Naturally, if there's backup, same procedure as the giant, put a valk behind the giant skele and watch the backup die. Valkyries are pretty good at this kind of thing. Just remember that when a giant skeleton is used, you definitely do not want the skeleton to reach one of your towers; the bomb it drops when it dies can deal massive damage to one of your towers. Try at all costs to keep it at a safe distance.
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You won’t normally see minions or minion hordes in an offensive attack, but if you do, your own minion horde can counter them, and it is best to put the hoard on your own side of the field, where the tower can assist. Of course, witches are probably the most effective troop to counter the minions in this deck, though musketeers placed behind the tower can also be good help. They have to be behind the tower because otherwise they’re decimated by the minions, as the musketeer doesn’t deal AOE damage, which means that your tower'll take some damage. Arrows, of course, are another good counter, but it’s always better to put a troop on the board that can survive and help to continue to push against your opponent.
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Barbarians can be countered with a valkyrie, which is best. If you do, make sure that your valk is placed a little in front of the barbarians, so they all can't just pile in and deal a ton of damage before the valkyrie is even active. A witch is usable, but typically can't completely destroy the barbarians on its own. Naturally, minion hordes are good against them and can kill most of them before your opponent shoots arrows (if they have them, though they probably do).
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Hog Riders aren’t really a problem at all, since they don’t attack your troops, almost anything can counter it. Barbarians are, naturally, the best for taking down single troops, but witches, musketeers, Princes, and minion hordes will do the job just as well. Barbarians placed directly between the hog rider and the tower is good because the hog rider then needs to push them out of its way, meaning that it only has time for one hit at most. Just remember that decks that run Hog Riders could also run Freeze, so always place extra troops separate from troops that have already been placed.
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Skeleton armies are almost never used on offense, but if you happen to come across someone who uses it for whatever reason, just use a witch, valkyrie, minion horde, or arrows. Most advised would be witch or valkyrie because that way, you have a minion to continue on to attack the board, since most of the point of this deck is to trade with your opponent and come out on top each time, so your towers take little damage, and you can build up attacks on your opponent using the edge that you create. If you use witch of vakyrie, the skeleton army basically gets no value because both can easily cut through and decimate skeleton armies.
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Musketeers can be dealt with easily by barbarians, Prince (if you have to, putting a Prince as a counter gives your opponent a lot of time to come up with a counter) or maybe a witch, as long as the musketeer is in tower range so that tower can help shoot it too. Minion hordes also work pretty well, as the musketeer has to take two shots at each minion to kill it and it has only point damage, giving the rest of the minions plenty of time to kill it.
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Dark Princes can be killed using pretty much anything that's either flying or is a single troop; such as minion horde, valkyrie, or a Prince. A musketeer can work, but you'd need to put something to take the damage for a bit. A well placed barbarians can also deal decent damage, as long as the barbarians are placed around the Dark Prince which can be difficult due to it's charging.
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Valkyries are decently easily dealt with, though they're not used on the offensive very often. One obvious counter is a minion horde on top of it, which can eliminate it very quickly. A Witch works as well, since the skeletons are good distractions in combination with the low movement speed of the Valkyrie, meaning that the Witch and crown tower have plenty of time to take it down. Musketeers work as well, though they might (maybe) take damage from a swing before the Valkyrie dies. Princes can work as well, but I don't use then as much because they aren't as useful in terms of making a counter-push.
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X-bows are pretty straightforward, since most of the time they’re placed right up by the border in order to be able to target the towers, you can use the witch, minion horde, or musketeer to take it down, or you can try to send troops through the bridges to it instead. Either works, but I prefer using witch/minion horde/musketeer strategy because it’s far less risky, as your opponent has a harder time countering things that are either still on your side or are just barely on the border.
Pretty straightforward, if you don't want to waste the arrows, as sometimes Princesses can be used to draw out arrows for minion hordes, musketeers are great for shooting down Princesses when they're in range.
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Ice wizard should be attacked with multiple troops, one taking the freeze damage, the other dealing damage to the wizard, using musketeers or valkyries, or Prince if necessary. This way the AOE won't affect all of them and some will evade the freezing effect.
Miner isn't really too much of a threat, it's only used because of its free placement. Just make sure to put down some counter once you know where it's going, overall it's not too much of a threat, just be prepared for the opponent placing something in front of your tower, since Miners are typically meant to distract while something else comes in to deal damage.
Lava Hounds aren't too scary, they're basically only flying tanks; they don't deal much damage. Musketeer and/or minion horde should be more than enough to take it out, and the Lava Hound dying and splitting into lava pups doesn't even deal damage, so a minion horde wouldn't even be taken out, allowing them to attack the resulting lava pups. IF you don't have minion horde, just use musketeer and/or witch to take down the Lava Hound and then arrows the lava pups.
SPARKY! This card would be so cool to have. But in terms of countering, a witch would actually work out pretty well; the sparky would waste its shot on the skeletons, giving your witch and tower to probably kill it before it can fire another shot, since it's incredibly slow at shooting. Of course, it might have some sort of backup. You just want to make sure that the sparky wastes its shot no matter what. If there are troops up front, they're most likely going to be melee, so put down a minion horde on top of the sparky and watch it die. Once it does, put down a more solid counter for the melee troops. If there's a long-range troop behind the sparky, use the witch strategy, or at least try to make the sparky waste its shot. After the sparky shoots, put down something, barbarians, valkyrie, etc, behind the sparky where the long range troop is. Once that's dead, your surviving troops will probably have enough time to take out the sparky and continue on to assault the enemy tower.
Aaaaaw yissss, this is the one legendary I've got. Tragically, it's not really used all that much. However, in the very rare occassion that you do see one, there will probably be troops behind it so that they can benefit off the rage effect when the Lumberjack dies. The counter is simple: kill the stuff in back, then kill the Lumberjack. Typically a minion horde of valkyrie works for whatever's behind the Lumberjack (or arrows if it's a minion horde), and then you can just treat the Lumberjack like a weak mini P.E.K.K.A., since their stats are actually relatively the same, except for the fact that the Lumberjack is a bit weaker. Divide and conquer. However, make sure that the Lumberjack doesn't go ignored to your tower, because if it's left alone, it can still deal some pretty heavy damage.
And of course, you should always save your arrows if possible in case your opponent uses a goblin barrel, so you can use the arrows to instantly destroy them, making that particular epic worthless against you.
Ultimately, just play smart and come out on top for each conflict. I've actually had battles where the opponent left the battle because I countered a little too well. One particular one was where the enemy dropped a hog rider and threw a goblin barrel at the same tower; I countered with barbarians directly between the hog rider and the tower and with arrows for the goblin barrel. My tower took almost no damage, I had completely unharmed barbarians attacking the enemy side, and my opponent basically wasted their elixir. They left the game, making it an easy win. This sort of game is definitely not common, but just goes to show how frustrating it can be having your elixir go down the drain as your opponent counters your attacks and comes out on top each time.