This is the Arena 4 version of The Charging Princes which is an Arena 6 deck. The difference being Dark Prince instead of Rage.
This is primarily a defensive deck which all cards are available upon reaching Arena 4. You sit entrenched and build up your defenses until an enemy attacks with everything they’ve got. If he likes to spawn buildings, you eat health of his towers with Rockets. If he likes to assault one of your towers, you wait for a heavy expenditure of elixir and then send your Prince to the other side to attack an unprotected tower.
You’ll most likely be winning by destroying a single tower and then playing defense for the rest of the game. You’ve got very high dps units so even Golems aren’t that much of a problem. Rage can be used for offense or defense and for a low cost of 3 elixir it can easily snatch up a tower with a well timed placement.
I’ve taken this deck to around 2250 trophies and if I ran with it further, perhaps I could push 2300-2400. Those trophy counts are very dependent on the level of your cards but the point to take away from this deck is that you can push 2000, if you use it effectively.
What must a card do?
Arrows are somewhat self explanatory. They are to kill minion hordes or prematurely kill goblins as they spawn in front of our heroic, charging Prince. They can also be used as a feint on small troops to get the attention of a minion horde (which costs 5 elixir). Which also opens up for potential Prince charge.
Used to counter the occasional Hog Rider or handful of Barbarians. It’s primarily a means of defense and doesn’t need to get much more complicated than that.
These little guys are our meat shields. They are good for both defense and offense. They are most often used to counter Princes or Golems but they may also be able to shave off a few hundred hit points from enemy towers through the course of the game.
Minion hordes are pretty much used in a primarily defensive nature although I do employ them to take down enemy Teslas. It’s not at all uncommon for me to rage up a 3 or more healthy minions if they make it to an opponent’s tower. Just make sure to take stock of an enemy’s spells and if they have spent their Arrows, minion horde can be vastly more devastating.
This is probably the most substitute-worthy card in the deck. I use the Mini-Pekka for the high damage output (around 500 at my level). He’s primarily defensive, to destroy Hog Riders that get too close to a tower or to kill a Golem over time but in the event that they get to a tower, they are devastating.
I’ve tried swapping in a Golem here and though it does work, you’ll notice the lack of a defensive unit as well as the increased expenditure of elixir.
Rage is primarily offensive for that Prince who finally gets to the opponent’s tower unmolested. One rage spell on a Prince that is attacking a tower at 100% will more often than not, destroy the tower before Rage is over.
While this is the best case scenario, don’t forget that it’s only three rage and 3 Minions on a tower while under the effects of Rage will bring the tower down 300 - 600 hit points within 3 seconds. What I’m alluding to here is that you don’t need to use Rage sparingly, just enjoy the effects.
The Rocket is the primary source of damage. If at all possible you want to maximize your elixir to damage ratio. Which means you want to cast your Rocket on a tower that has a powerful enemy troop walking past. Using the same concept, you’ll want to use a Rocket to destroy an enemy building (such as Barbarian Hut or Elixir Collector) that has been placed too closely to a tower. If at all possible you want your Rockets to do damage to two things at once.
Rockets, however, are also good for taking out a Minion Horde or Hog Rider that has no counter in the arena. You have to use what you have available and Rockets are pretty damn useful.
Never shoot a Rocket to attack a Tower without waiting for a full 10 of elixir unless it’s in the final 30 seconds or you’re taking out a unit(s) on defense. If you shoot a Rocket while at 6 elixir you’re going to be at the mercy of the opponent for at least 9 seconds (more like 12) before you can muster any defense at all.
I’ve had a love/hate relationship with this guy but once I started counting my opponent’s elixir use, the Prince made a lot more sense. So the concept here is that you want him to get his double damage attack off. The prince can do 200 - 400 damage on a single attack which makes his double attack do 400 - 800 damage. That’s a considerable amount of damage on an attack, not to mention one that is delivered by a pretty fast attacking, charging unit.
The problem is, the Prince is extremely easy to counter. A single pack of Skeletons will stop your double damage attack and keep your prince busy long enough for the archers on a tower to nullify his threat. So what you have to do is distract your opponent. Look weak on one side and let them cast a 8+ elixir within a few seconds to attack you. Once that is accomplished you send your Prince on the other side to hopefully capitalize on his double damage. If you’ve timed it right, they won’t have a troop to counter your prince’s charge and he’ll be able to take at least half of the hit points of the enemy tower.
One of the oddest thing about the Prince is most of the time people are so worried about the double damage of the initial attack that once the Prince has actually got to their tower and damaged it with a charge, they will LEAVE THE PRINCE ALONE. I guess it’s an odd sense of security that they feel because the worst has came to pass but the Prince does so much damage, attacks quickly and has enough hit points that it can eat an unprotected tower alive. It’s awesome!
Effective Counters against our Deck
These are the guys that load up on buildings and spells and try to take out a single tower with spells while their buildings keep you from attacking their towers. It’s frustrating and annoying due to your ground-heavy offense and it can really be a tricky fight. While they will most likely do more damage in spells you so you have to apply enough pressure that they can’t spend their elixir on spells, instead they have to spend it on buildings to defend against your troops. You’ll also need to be attacking with Rocket enough to damage buildings and towers. You will certainly need to do at least a little damage to a tower because, most likely, you’ll be hard pressed to get past their buildings.
Freeze spells, when placed in between your Tesla and a Tower, can be devastating. Especially when you have a Hog Rider bearing down on you. Make sure to place your Teslas a decent range away from your tower yet close enough to defend.
These units are just annoying and if there are too many it effectively removes your ground assault. When you see an opponent use two or more of these buildings in a match you know that you’re going to have to win with the Rocket, especially if they prioritize placement of these units over offense.
I’ve had trouble with smart players and x bow placements. We either have to sacrifice a Rocket (which is not good) or have Barbarians / Minion Hordes (which are quickly countered with Arrows) ready to counter. Mini Pekkas and Princes aren’t particularly effective against X Bows due to the fact that an X Bow placement is usually backed up with multiple troops. When an X Bow is dropped, it becomes a massive priority to get it removed from the Arena and then you’re on your guard for it’s next placement with a Rocket or Barbarians.
The cards we can move around are:
The cards that I’ve found that we can work with are:
One Prince isn’t good enough? Let’s try two! This card is very fun and arguably makes the deck as strong/stronger than the original deck. It’s fantastic to be able to lay down one prince (Dark Prince) and get have his lane picked up by Goblins that get killed by the AoE attack only to have the second prince be dropped on the other lane at the same time. It also buffs your lane defense on the large pushes of heavy unit concentration. Certainly a fun card to add in.
He allows for the opponent to spend a metric ton of elixir on it’s elimination which in turn gives your Prince a nice runway on the other side. The major issue is the rage cost. You’ll find yourself pretty rage starved when using a Golem in a time that you could really use some rage. Nonetheless, if used properly, it can be devastating.
Countering a building placement or simply giving yourself another form of offense is pretty useful in general. This is one of those cards that you place when you know what cards they posses and after they’ve played the cards that can effectively counter the X Bow.
You could swap Rage for Bomb Tower just to sack some of your offense to add some defense. You’ll undoubtedly become more defensive and with Rage, you may not be able to use it at all during a battle anyways. The best thing to do is use Bomb Tower if they are pushing heavy with ground troops and you need more defense but to focus on it’s placement through the whole match will slow down your offensive capabilities.
The Mindset / Priorities
You have two play modes. Heavy Defense which means attacking with Rockets and defending with your ground troops or Defensive Offense which means defending while waiting for the opponent to spend enough elixir at any one time to capitalize on the mistake with your ground troops.
If I am about to get to 10 elixir, I place a Tesla so I’m never wasting elixir and always want a Rocket available at any given time and often times I’m using low elixir cards to defend against attacks in hopes of cycling through and getting my Rocket back.
Nonetheless, it’s a very fun deck and I hope you enjoy the play style and trophies.