CR, Arena 8, Arc-X, Guide, Maps, Strategy, Gameplay, Map Function, Strengths, Weaknesses,
Do you like siege buildings? You will love this deck!
Dance Clash Royale, this deck, available from arena 8 will help you pass arenas, see the legendary arena, as you will see. The seat decks, based on theArc-X or Mortar, are quite rare to see, but are not ridiculous for all that. Here, we will tell you about the first mentioned, in a relatively simple perspective to understand. This deck has appeared several times in the Tv royale, played by the world's top 200 and stands out for its lightness.
Trading Cards
Arc-X |
Gargoyles |
ice spirit |
Skeletons |
spirits of fire |
Hell Tower |
The log |
Fireball |
Average deck cost: 3,0
Strategy - Function of the cards
- Arc-X : Your primary victory condition. It's a headquarters building, that is, its original function is to To damage directly on a building/tower, while remaining in its camp and therefore not damaging by a tower. When left alone and protected, he can quickly reduce hit points by one turn, if nothing comes in front of him.
- Gargoyles : It is the main aerial protection of the'Arc-X, outside the Fireball.
- ice spirit : Because it can freeze in place upon death, it is another defensive tool quality, low cost. Therefore, it is an excellent support for your spells or troops to be more effective.
- Skeletons : Always there for distract ground troops of the opponent.
- spirits of fire : Effective against armies of small troops and against quality against the Gargoyles and Horde.
- Hell Tower : The tank eliminator, quite simply.
- The log : The best spell in the game, which is here for you defend against all types of non-tank ground troops, being able slow down their actions (by pushing them away) and (or) eliminate them. It can also be used to end a game, just in case.
- Fireball : The other defense spell, more powerful and more complete, being also able to finish a game if necessary.
Gameplay
Early game and mid game:
When we look at this deck, we can see that there is only one true victory condition, as it has been said: theArc-X. What we can also see is that the rest was chosen to protect him against all odds. As with most decks, it's better to wait at the start of the game, so as not to risk being taken aback, but above all to know the cards you really need to defend.
Then your goal is to put your Arc-X at river level, so that it can be within range of the enemy tower. When it is laid, eliminate anything that may hinder or damage it and let it do its job. Because the low cost of this deck, feel free to cycle your deck quickly, to replay it and keep the pressure on.
Endgame - Double Elixir:
The strategy is the same: maintain constant pressure to destroy the opposing tower(s). However, you may find it more difficult to use theArc-X. In this case, do not hesitate to defend him to ensure and use your spells to destroy the remaining life points, while continuing to cycle your deck. If you do it well, victory will be achieved.
Strengths and weaknesses
Strong points | Weak points |
Low cost. | The tower of hell at the enemy, so well placed. |
The Log is difficult to replace with Zap. | |
Pretty solid defensively. | Splash damage units can be a problem. |
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