Clash Royale, CR, Deck, Arena 7, Arena Royale, Balloon, Elite Barbarians, Rage, Gargoyles, Skeleton Army, Electro Wizard, Ice Wizard, Zap, Electrocution
Based on two devastating combos, this one will take you to arena 10 after a few games.
Tired of staying arena 7? This deck is made for you! This versatile deck requires a good mastery of defense because it is mainly based on the counter-attack during an elixir advantage; therefore, you have to play it a minimum in order to get used to the deck and to know its subtleties.
Trading Cards
Ball |
Gargoyles |
Rage |
Elite Barbarians |
Electrocution / Zap |
Electro Sorcerer |
army of skeletons |
ice wizard |
The strategy
Average deck cost : 3,5
However, its use remains very simple. The first combo, which can be very devastating, is to send the elite barbarians with your rage. In case of Goblin Gang, Skeleton Army, Goblins, a simple zap instead rage will do to climb up the tower. For the second combo, this one is based on the balloon with there also rage or zap in case of opposition.
The ideal first hand is Elite Barbarians, Zap, Ice Wizard, and Electro Wizard. Why is this hand ideal? The first elite barbarian + zap combo is devastating from the start of the game. Rage here is useless, this combo will allow you to put a lot of damage or to know the opponent's deck, because this one, in a rush, will put his troops quickly and sometimes without thinking.
In the case of an opponent's deck without buildings or buildings that are not very annoying (Canon, Tombstone), the balloon - rage combo will have its small effect. He will put, in the best case, one or two shots on the tower and, in the worst case, the ball will leave his bomb at the foot of the tower. It is important not to neglect the latter, which will inflict strong scraping damage to the tower and to the enemy troops near it.
Regarding the middle game, and after knowing the opponent's deck, you just have to choose between the two combos: air or ground. In the event of a significant advance and the addition of the double elixir, you can surprise your opponent by putting your ball followed by your elite barbarians in order to put pressure on the opponent. Then adapt to opposing troops using rage or zap.
In terms of defense, you will have in your possession the Aarmy of skeletons, and Sice orcer and l'Eelectronic wizard. The skeleton army will take care of the Royal Giant, the Giant, the Hog Rider, PEKKA... The Electro Wizard and the Ice Wizard will be able to take care of the remaining troops. Watch out for opponents who anticipate skeletons with a log or arrows. To do this, offset your army of skeletons towards the middle. The Gargoyles can counter the log decks in this case.
As far as counters are concerned: scratch decks (miner, goblin barrel...) and tower of hell decks may cause you problems. The scratch decks will have you using your zap against the barrel which is important for your combos. The tower of hell will be very strong against your balloon and will cause you to lose one of the two elite barbarians.
Small tip: after a good mastery of the deck, do not underestimate the counter-attack of an electric wizard and an ice wizard. A well-placed rage on these two troops can be fatal and destroy a tower very quickly. Last tip: at the start of the game, if you don't have the zap in your hand, it is possible to put the elite barbarians in the middle in order to separate the two barbarians and thus attack from both sides; add gargoyles on one side to force the opponent to defend this side and thus let the second barbarian attack the tower.
Strengths and weaknesses
Strong points | Weak points |
Surprises the opponent enormously | Requires good defensive skills |
Allows you to take one or more turns quickly |
Combos that cost a lot of elixir |
Allows a very strong counter-attack | Rather weak against scratch decks (miner cask) |