Decks:

The Charging Princes

  • View Master Deck
  • neggs
  • 7
  • Offensive
  • 4.5
  • Mar 04, 2016 (30 months ago)
4
Dark Prince
Rarity: Epic
Type: Troop
Dealing area damage with each swing and double after charging. The Dark Prince is a formidable fighter. To harm his squishy core, break his shield first.
Seen in 6% of the last 50 competitive decks.
4
Dark Prince
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
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
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.
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
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
4
Tesla
Rarity: Common
Type: Building
Defensive building. Whenever it's not zapping the enemy, the power of Electrickery is best kept grounded.
Seen in 4% of the last 50 competitive decks.
4
Tesla

Deck Audit

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

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
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
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
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
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
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
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

Guide

Introduction

 

This is a very fun deck! This is the Arena 6 version of this deck: The Sneaking Prince. The difference is simply Rage for Dark Prince. It can be played both defensively and offensively and that flexibility will be needed on the way to 3k trophies. I've personally been running this up to around 3000 trophies but I'm not quite sure where the ceiling on this deck is.

 

The concept is fairly simple. Dark Prince runs in first to draw units in one lane while the Prince runs in from the opposite lane a few moments after to hopefully get a clear charge at the tower. Destroy with Rockets that you can't destroy with Princes. Every card in the deck with the exception of Arrows and Barbarians are high damage cards so defense is very easy especially with consistent Tesla draws.

 

The way this deck plays, at least the way I play it, both towers are attacked throughout the fight and it's extremely common for me to see each tower down to 1k hit points at around 1 minute to go. Since your Princes do so much damage your primary target isn't which tower is the least healthy, you'll simply be attacking the tower that doesn't have any protection. Eventually you'll bring a tower down to 800 hit points within 1 minute to go and you know you can just play defense until you wait out two rocket draws to finish the game off.

 

 

What must a card do?

 

 

 Arrows

 

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. Not as effective against X Bows because they're usually quickly countered with Arrows.

 

 

 Tesla

 

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.

 

 

 Barbarians

 

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. They are also used to distract Teslas before your Minion Horde finishes it off.

 

 

 Minion Horde

 

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.

 

 

 Mini Pekka

 

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.

  

 

 Rocket

 

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.

 

Dark Prince 

 

The Dark Prince is the meat shield for his more attractive, high damage output brother. Optimally we want to have the lanes cleared of Teslas and we send the Dark Prince in on one lane, draws the attention of the opponent and soaks up some units and following the Dark Prince's placement in the arena by about 2 seconds, we send in the Prince. It's very plausible both princes make it to their tower and start doing damage before they succumb to enemy damage.

 

 

 Prince

 

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

 

Spell Slingers

 

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.

 

 

 

 

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.

 

 

 X Bow

 

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.



Alternate Cards

 

The cards we can move around are:

 

  

 

The cards that I’ve found that we can work with are:

 

Rage

 

We can rage up a single Prince on attack or Rage up our defense for a heavy enemy push. Either way it's fairly straight forward. The Princes simply do so much damage though that Raging up may be overkill or the sacrifice of another defensive ground troop to pickup Rage could be a bit of an uphill battle.

 

 

 Golem

 

He allows for the opponent to spend a metric ton of elixir on it’s elimination which in turn gives your Princes 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.

 

 

 X Bow

 

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.

 

 

 Bomb Tower

 

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

 

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.

 

The deck isn't extremely specialized outside of the double Prince dynamic as well as the "Rocket them if I cant get to the towers". Every other card just plays like it normally does. 

 

Nonetheless, it’s a very fun deck and I hope you enjoy the play style and trophies.

 

Good luck

 

Neggs