What’s up, guys! It’s verdaccio. Today I’m going to share some Balloon deck guide. It’s no secret for this card that considered to be a massive meta. So, spoiler alert, the article will talk about some balloon deck. Without any further ado, let’s go!

crk_support

 

Deck

 

Balloon-Clone-Cycling-Deck

Average Elixir Cost: 3.1

Play This Deck

The deck up above is still optional, as usual. You might want to change some of the cards that you are more confident with. As long as the job descriptions are similar, it is fine. Next up, under this, we are having a little elaboration of the cards include.

 

Cards

 

ice-spirit-card-clash-royale-kingdomBats-Card-Clash-Royale-Kingdomknight-card-clash-royale-kingdomfireball-Card-Clash-Royale-Kingdom

Ice spirit

Ice spirit is the one you have to include in this deck. Aside from the benefit of cycling card. It costs only 1 elixir. Most noteworthy, this walking ice can freeze the enemy for a while, making them vulnerable. This is just currently meta, you know.

 

Bats

Bats is the card you might want to rely on. For all reason, here stand one, these 5 little flying bats are just the ones we need to go against any kind of massive attack. As long as they are protected, nothing can touch your tower, I assure you. Furthermore, they are so useful to include in your counter-attacking.

 

Knight

Knight is just a protector. He is a damage receiver. This yellow mustache guy is your guardian. He can take all the damage from any massive attack. With the help of bats, goblins, musketeer, you need not worry about your tower being hit. All is well with this guy on your deck.

 

Fireball

Fireball is the damaging spell that delivers an average-damage. You can use this spell to punish the enemy’s elixir collector or three musketeers. Always think that the enemy will deploy their massive attack. You can wipe them with this spell, if you are not sure with the placement, use the combination of the fireball with the tornado.

 

Primary Cards

 

musketeer-card-clash-royale-kingdomTornado-Card-Clash-Royale-Kingdomclone cardballoon-card-clash-royale-kingdom

Musketeer

Musketeer is the only ranger on your deck. She is the primary damage dealer in this deck. She can take out any type of cards in the game. All we need to do is just to protect her. Always put at the very back of the line in your attacking style. She is just essential in both attacking and defending.

 

Tornado

I select Tornado because we have to counter enemy cards and so I choose the Tornado for defensive. When I play defensive tornado, I mostly combine it with the ice spirit or bats. As a result, while the tornado fires on its whirlwind and gathers the enemy in one line, the ice spirit will easily freeze them and the bats will deal the damages.

 

Clone

Clone, with this spell in your deck you can have 2 balloons Because what we’re looking for is the damage dealing. Hence, what we want is not just the double units but to win the fight. Well, I usually wait for the moment where my counter troops are close enough to the opponent’s tower before I deploy the implementing of the strategy

 

Balloon

The balloon is the primary card here. This balloon card is the leading actor and you have to protect them as it will be the main destroyer in this deck guide strategy. All you need to do is deploy some supporting cards behind it. Never let these guys go alone in the arena!

 

Gameplay

First minute of the battle

At the beginning of the battle, you might want to start harassing the enemy’s tower with your musketeer and see what kinda card your enemy use to counter this attempt. However, remember to use only her, don’t rush in, guys!

 

From 2 minutes

At this period of the time in the battle, you might want to consider your play style accordingly to your enemy’s strategy. You can see what deck, counter card, or attacking style that your enemy’s use. This way, you will have advantage how to deal with them. Just decide wisely whether when to give your full attack.

 

Last minute – sudden death

At this moment, you might want to keep harassing the enemy’s tower with your balloon whenever the card is up on your bench. Keep deploying! And keep deploying! Until you can one fireballing it. As for the rest of the cards. Just supports the balloon to make a counter-attacking wave. Never use any other of the cards in front of the line to attacks, only the balloon, ok! You can also use the fireball to kill incoming attacks if you see the attack is so massive.

 

How about that? Any suggestions or questions? Fill in the comment column down below, and don’t forget to share it with fellow clanmates. Verd, peace out!

 

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