Decks:

Prince Balloon

  • View Master Deck
  • sillyboyjoe
  • 3
  • Offensive
  • 4
  • Apr 23, 2016 (16 months ago)
5
Balloon
Rarity: Epic
Type: Troop
As pretty as they are, you won't want a parade of THESE balloons showing up on the horizon. Drops powerful bombs and when shot down, crashes dealing area damage.
Seen in 6% of the last 50 competitive decks.
5
Balloon
4
Skeleton Army
Rarity: Epic
Type: Troop
Summons an army of skeletons. Meet Larry and his friends Harry, Gerry, Terry, Mary, etc.
Seen in 2% of the last 50 competitive decks.
4
Skeleton Army
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
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
Goblin Barrel
Rarity: Epic
Type: Spell
Spawns three Goblins anywhere on the Arena. It's going to be a thrilling ride, boys!
Seen in 2% of the last 50 competitive decks.
4
Goblin Barrel
3
Arrows
Rarity: Common
Type: Spell
Arrows pepper a large area damaging everyone hit. Reduced damage to crown towers.
Seen in 30% of the last 50 competitive decks.
3
Arrows
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
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

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
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
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
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
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

Guide

Use the Balloon and prince together so the prince takes down the units and the balloon taking down the tower. Minions, Musketeers, cannon and Skeleton Army deal with defense, and the arrows deal with mobs. Goblin Barrel for surprise shots.

 

 

For use in a lower arena. Suggestions at a higher arena are at the bottom.

 

Purpose of Cards

 

 
Used to attack either large health minions or mobs. I often use these against Balloons as they are very popular in arena three.

 

 

I put this in because it makes a good option to stall a balloon or kill a heavy minion. (mine, however, is level seven so this might not work for you. I would recommend replacing it with a tombstone to get the same effect).

 

 


When I was working out this deck I found that a large number of enemies were obstructing its full abilities to appear. I use it to kill Skeleton Armies, Minions, and Goblins. I have found it makes facing Hut Decks so much easier. Note: if you see a goblin barrel coming shoot it at where the barrel is going to be to destroy it.

 

 

This card, in a surprise moment or when they run out of elixir (like a Prince and minion horde [5+5 = 10 max elixir]) can do about 400 damage with a level two Barrel. I use it at these moments to totally crush people's towers.

 

I have found that since balloons are so popular it is essential to have this and one more range attacker in the deck. It makes a nice addition because it increases both offensive and defensive capabilities. This is a great card to use against opponents cannons as the cannons cannot shoot back.

 

Your clearer/attacker. Use this to clear out musketeers and archers for your balloon so it can attack. It has a decent health which helps with the defensive capabilities but it makes for a great offensive unit with the musketeer to do large amounts of damage to the tower.

 


A pure defensive unit used to clear out mini Pekka, Pekka, Musketeer,  Giant, Basically all powerful Single units.

 

 

Main Attacker. Used to clear out all the towers, Or a really annoying building.

 

Other Suggested units at higher levels (or this level).

 

 

I find that this deck lacks a lot in destroying many numbers of units. I would replace the skeleton army with a Witch so it stills summons Skeletons but instead, it also deals with opposing Skeleton Armies and the like.

 

 


I have used the Barbarians instead of the Prince (before I got the prince) They Work just as well or even better as a clearer outer. They also have better defensive capabilities but the Barbarians don't have good offensive strategies on their own.

 

 

I sometimes try this with a Baby Dragon instead of a balloon or prince. If you replace the Prince, the baby dragon is used as a tank (or mob remover) for the balloon. If you replace the Balloon, then put the baby dragon far ahead of the prince and use it to clear out. These both work out just fine.

 


The Valkyrie works as a Clearer outer but the Baby Dragon works better. However I would like to use the Valkyrie to clear out mobs but I can't figure out where to put her.

 

 

The wizard would be a good replacement for the Musketeer because of the ability to clear out mobs and to deal with enemy balloons. (note I am in arena three, I would use the wizard if I had it).

 

Mini P.E.K.K.A (can't get the image)

 

I tried to get the Mini Pekka to work but it doesn't do as damage as the balloon and dies a lot faster. I would not suggest using it in the deck.

 

I would recommend replacing the Prince with the Dark Prince at a higher arena, so it can help the balloon with clearing out large numbers of range units.

 

 

I don't play with this unit at all, so take this with a grain of salt. I don't feel this unit could easily replace Balloon. This unit seems to have too low of an attack and if the opponent has a building they will be able to cast this by the time it reaches the tower. All types of enemies can attack this unit, and it would probably die before doing any damage. This would work however with the PEKKA. If the Golem replaces the job of the Prince, and the PEKKA replaces the job of the balloon, it could probably work.

 

 


I don't have this card but if I did, I would use it. I would replace the Goblin Barrel with this card because this card would allow both the Prince and the Balloon to do so much more damage, so much faster.

 

 


The mortar would replace the cannon. If the Mortar replaced the Cannon, it would easily become a more offensive building. Use this at your discretion, but be careful. The Cannon plays an essential part in this deck.

 

 

The Tesla would make a fine exchange for the Cannon. It would be a little more expensive, yes. But, it would be able to avoid the spells that kill the cannon so often.

 

 

The zap would be a good replacement for the arrows as it does the exact same thing for a cheaper price. The Zap could be used to kill Skeleton Armies and other mobs for a cheaper cost. It also causes the higher health units to be stunned. But, it loses damage potential.l.

 

 

 

The problem with the Bomb tower is that, while it does cause area damage (which this deck needs), it simply costs too much. It would cause the decks average to shift from an already high average (4) to an even higher average (4.3).

 

 

Of course, there are many more shifts than I have listed, but I either, have no experience playing them or I simply don't think the will work.

 

Weakness

 

 I have found that her ability to destroy the Skeleton Army and the ability to summon skeletons immensely annoying. It allows her to build a horde without any extra elixir.

 

 

A very effective counter against this deck is the same counter that This deck uses. I would recomend using a prince and then a musketeer, but if you are at zero elixir when they summon this your pretty dead.

 

 

You have the Musketeer, the Arrows, and the Minions. Those are the only counters but it should be sufficient. If you don't have any of those, use the cannon to distract it while your towers shoot at it.

 

This is more of a problem. It has the ability to take out both the prince and the balloon before taking any damage, for half the price you pay. I would recommend using the arrows to shoot it down, or send in minions to stop them.

 

This card only effects you on the defense. It can crush the Skeleton Army and the Minions. use the musketeer to kill it, but you need to kill this minion fast.

 

This would normally be a problem, if the prince was the main attacker. But he's not. Deal with him by using the skeleton army (perfably), the minions (sub-optimal), or the musketeer (awful but if you have too).

 

 

This can and will destroy the balloon. The prince can't easily kill all of the Goblins in time, and just a little damage on the balloon can be the difference between 0 damage and 600.

 

Strategy

 

Get to 10 elixir

Use the first move if you must, but it's risky because the opponent might have the perfect counter. To not waste any elixir, I would recommend starting with a cannon.

 

Then after the initial opponents attack (which you hopefully countered) summon the prince. Put the prince farther back the less elixir you have, so that by the time you have 5 more, you the balloon will be right behind the prince.

 

Continue defending until it feels right to begin the offense again.

 

Once you have gotten a tower within 200 health, don't use the combo (prince balloon) again. Instead use the Goblin Barrel to destroy the tower. Try to save it until this moment so that it is a suprise. if it isn't use it as soon as they run out of elixir.

 

 I am 100% open to critiques from fellow players. I would any corrections of strategies, or an improved unit. If something written here is wrong please let me know so I can correct it.

 

 

 

 

 

 

 

    Posted 6 months ago

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    Posted 8 months ago

    DecksCoinTricks

    22/11/16

     

    Posted 13 months ago
    Posted 14 months ago

    DeathSpectre

    23/06/16

    samuelgm, if you put in a mini Pekka and archers instead of musketeer and cannon, with your push, that can counter the giant, and mini Pekka also gets rid of witches if they just spawned skeletons.

    Posted 14 months ago

    DeathSpectre

    23/06/16

    If you get it down well enough, the cannon can counter a witch.

    Posted 14 months ago

    DeathSpectre

    23/06/16

    I use a different Prince Balloon Deck.

    Here's the link:

    http://clashroyaledeckbuilder.com/viewDeck/94747

    Posted 14 months ago

    samuelgm

    13/06/16

    I mean it is a good deck besides that

    Posted 14 months ago

    samuelgm

    13/06/16

    Prince balloon isn't a great combo.If they use a giant to lure the prince away the balloon is kindof defenseless to musketeers or witches.

    Posted 15 months ago

    Clashroyalegems

    20/05/16
    Posted 15 months ago

    bigcitydez

    10/05/16

    I tried giants instead of skeleton army and tombstone (like you recommended) instead of cannon and went from 830 to 1020 no losses. Thanks.