OVERVIEW
The main goal is to get Lumberjack and Battle Ram to the tower, or Lumberjack + Hog Rider. Even if only the Hog Rider/Battle Ram gets to the tower, it'll be ed by the Lumberjack's rage, dealing crazy damage.
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Lumberjack
Lumberjack is an underused card, and not for no reason. In this meta it is lackluster. But you'll need it for this deck to even remotely work. It's what you put in front of the Battle Ram or Hog Rider, and is usually effective at getting you lots of damage. If he uses Skeleton Army or Minion Horde to counter? Zap. If you don't have Zap at the ready, it's not the end of the world. Lumberjack dies, the other offense you have with it is now ed by Rage, making it deal that much more damage.
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Hog Rider
I went over this in my other deck as well, but Hog Rider is simply an amazing card. The thing that makes it great is that it targets buildings. This alone makes it worth four Elixir. It also has a decent amount of health such that when you place it you're almost guaranteed a couple hits, unless they have a building at the ready to distract it. That is the only downside, that Inferno Tower can easily counter it.
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Musketeer
Yet another card I reviewed in my last deck, but Musketeer is a solid pick for this deck. It's not expensive, for starters. It does a solid 150-200 damage per shot if it's a high enough level. It also can hit both ground and air. Finally, it has enough health to do a very decent amount of damage.
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Executioner
The new card from Jungle Arena has been taking Clash Royale by storm. And not for no reason. Executioner is quite a great card. It can deal decent damage to pretty much any troop, and kill Minion Hordes and Skeleton Armies. It also kills most Barbarians before they get to it. Executioner can rock your world. It's a great card in this deck to either provide amazing defense or to the offense well.
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Zap/Arrows
This card is a cheap versatile card that can do lots for you if used at the right moment. It stops anything in its tracks for a moment, giving your cards more time to attack. It also resets Sparky and Inferno Tower. Probably the best part about it is that it cripples Goblin Barrel and entirely destroys Skeleton Army. It helps your push immensely.
If you're looking for a more reliable card damage-wise, then Arrows might be up your alley. They deal more damage and can kill things that Zap may not be able to. It also has a higher range.
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Mega Minion
You might have been saying to yourself that this deck needs more, right? Well, here's Mega Minion. It can serve equally well in offense and defense, although its main point in this deck is for defense. It can wear down tough troops, although is more easily distracted/countered by a large number of troops. Still, the fact that it is in the air and gets a good chunk of damage per hit makes it a great troop to add to the deck.
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Ice Golem/Log
Both the Ice Golem and Log serve similar roles in this deck. Ice Golem heavily distracts troops while you use your other troops and/or your tower to knock out the other troops. The added slowness and death damage are also nice. The Log, however, should be prioritized in this deck, if you have it. The slight damage and pushback it gives makes it a great card to counter their push. It also can kill Princess as an added bonus. So if you have both Log and Ice Golem, use Log. Only use Ice Golem if you don't have Log.
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Battle Ram
Ah, possibly the best for last. It targets tower which is pretty good, as I discussed in the Hog Rider section. It has an interesting concept of the health of the Battle Ram itself. While this inhibits it, putting it behind something (Lumberjack) makes it all the more worthwhile. Be sure to use it if you can.
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Overall, this deck is more defensive, with only one or two main pushes. Again, use this deck wisely. Because if you can't, you will lose. Although it's pretty easy to grasp.
Our only problem here is Minion Horde or Skeleton Army when we don't have Zap. They will easily eat our push alive rendering it all useless. So be careful and always have Zap or Arrows at the ready. Minion Horde is one of the biggest reasons why you might want Arrows over Zap, because not killing the Minion Horde with Zap is so irritating. However, you may want to use Zap to reset things like Sparky and Inferno Tower/Dragon.
Comments (1)
Ok nice