CR, Arena 7, Lavaloon, Lava Hound, Balloon, Deck, Guide, Cards, Strategy, Gameplay, Card Function, Strengths, Weaknesses,
The alliance of two aerial terrors, the Lava Hound and the Balloon, to climb into a legendary arena.
Dance Clash Royale, this deck, available fromarena 7 will help you pass arenas, or even access the legendary arena. It is based on what is called the Lavaloon, the combo of Lava Hound and Ball. When we combine them, we have here one of the most complicated pairs to manage and what we can consider as the best aerial combo in the game today. If that sounds complicated, the rest of this guide will shed some light.
Trading Cards
Lava Hound |
Ball |
Lightning |
arrows |
Gargoyles |
Mega Gargoyle |
army of skeletons |
tomb stone |
Average deck cost: 4,1
Strategy - Function of the cards
- Lava Hound : This is one of your victory conditions. A real aerial tank whose mechanism can make you think of the Golem. Indeed, he has a large number of life points, he is slow, only targets buildings and when he dies, he rejects pugs which launches projectiles and which can quickly hurt when left alone. Therefore, it is a problematic card for the opponent to manage.
- Ball : The second victory condition. Even though the nerf machine has passed, it still remains formidable if it has free rein (with support), especially since smovement speed is not bad at all. If you manage to put it on after the Hound, so that he takes blows and that the Tower of Hell is either manageable or absent, your opponent may start to panic.
- Lightning : The biggest problem your opponent can pose is going to be the Hell Tower et this spell fulfills its role wonderfully (interruption and almost, see destruction). She can also help clear the way, if enemy units/buildings are in your way.
- arrows : Regarding small units or manage the Princess, this is your card and spell of choice.
- Gargoyles : One of the support troops of the LavaLoon combo, with a good DPS.
- Mega Gargoyle : The other support troop, more solid and used both offensively and defensively.
- Skeleton Army : It was preferred over Gang the gobelins to play it earlier, but as soon as you can, change to the latter, for his defensive work of "circling" units, for take care of the tanks and is globally stronger on a Zap than the Army.
- tomb stone : A defensive building which is there as a distraction, effective against elite Barbarians. It can also be used to counter small troops if we have nothing else, in support of your towers.
Gameplay
Early game and mid game:
You have to think about one important thing: what deck to a cost of 4.1 and knowing that there is no way to speed it up, you have to be careful what you do, because it is “heavy”. This being stated, your early and mid-game goal is going to be defend and, when you see an advantage or a window, to send either the Ball or the Hound, depending on what is in front. For this first to be effective, it must be supported, unless you want to make it a distraction: focus anti-air units on one side, to send the Balloon to do a lot of damage on the other.
However, as this deck may be weak against the Graveyard for example, it is much easier to adopt a defensive posture, to wait a bit, than to take risks, which may prove useless, or even cause you to lose. Do not hesitate to use the functions of your cards to full effect, because the best is coming.
Endgame - Double Elixir:
It is from this moment that your deck will become dangerous. In fact, it will be easier to create combos and therefore the Hound - Balloon go here take makes sense and is even mandatory for the final victory. Always in starting from the bottom of the map, it will be easier to defend this combo, thanks to the Lightning and your other troops at your disposal. Especially, since the Hound is in front, the Ball will have his job made easier et can turn enemy buildings, if necessary.
Admittedly, your opponent can organize himself too, but between your combo, the arrows, your air units and Lightning, your opponent will tend to crack more easily under pressure. As long as you can impose your rhythm, while trying not to be foolishly counterattacked, victory is assured.
Strengths and weaknesses
Fearsome aerial combo. | High cost. |
May struggle against Graveyard. | |
A deck that has stood the test of time. | No units with “Splash” damage (Sorcerer style). |
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