
Average Elixir Cost : 4.3
Fortunately, we have spear goblins from the goblin hut.
They can strike the air units, which is one of mega knight’s weak spot.
The combination of barbarians and spear goblins creates one mutual unification where the barbarians can tank the spear gob.
Even so, barbarians won’t 100% be the damaged receiver.
The tank is still the mega knight.
I already mentioned earlier about the unification of three of them, so I assume that you get the big picture of what we are doing here.


We can use bats to counter the air units.
But first, we should match it with mega knight first.
Remember guys, we have mega knight as a tanker so you should place the mega knight before bats.
Bats can quickly finish off the air counter and we can expect the mega knight still remain high HP.
To counter the air, we better send the ice wizard too to slow down the enemy.
If we can slow down the enemy, the bats will have more hits on them because the enemy will move slowly.
The combination of bats and ice wizard is a perfect defenders you can have.
Next, we have two spell cards which we can use to support the mega knight while attacking.
Keep in mind, the mega knight is so easy to counter by spawn army, so to prevent that ridiculous negative elixir trade, we better have the arrows and the log.
Use arrows to counter the minion horde, minions, or bats.
Specifically, use arrows to counter the air units and the log for ground units.
Get rid skeletons army, goblin gang.
Even, it can push away as well as reducing HP troops like the wizard, barbarians, musketeer, etc.
Playing with mega knight means that we should prepare those spells even we have the troops to counter back.
The last in our list we have a wizard.
Wizard can be together with mega knight and dealing damage.
Once you have a wizard and mega knight, the enemy will hardly beat that combo.
Of course, they won’t send their skeletons army to counter the mega knight because there is the wizard behind.
The enemy also won’t send their witch or any other single troops because the mega knight will kill it very instantly.
Generally, we use wizard when attacking, but you can flexibly go with the wizard.
Use the wizard to defend from air strike can be good as well.
Then, continue to counter-attack with the mega knight.
This is the cheapest combo you can use, and the easiest to run.
You can start countering by sending mega knight first and immediately send the bats.
The bats can fasten the mega knight work in killing the enemy.
Despite its cheap elixir, bats are flying too.
So, they will cover the mega knight from the air strike as well.
If you want to push harder, you can launch one spell card; arrows if the enemy counter with air troops; the log if the enemy sends their ground troops.
We can also run this combo at the first attempt.

bats after the enemy targets on the mega knight
Another alternative is the combination of mega knight and wizard.
I told you earlier of how this combo can be so hard to be beaten.
This can be so deadly if you run this in the counter-attack.
In the counter-attack, you’ll have more troops behind the mega knight; spawners from the huts.
Add wizard to join the crowd and those troops will beat down any troops; air, ground, single, numbers troops.
Next, we have spawners plus mega knight.
We cover the low HP spawners with the gigantic mega knight.
One tank covers the spawners makes them so badass guys, trust me they are massive.
This combo is the deadliest you can have in this deck.
In one hand, we utilize the crowds as a distraction for the mega knight.
On the other hand, we set the mega knight as a tanker.

Mega knight leads his team into victory; mastermind
Ice wizard is one of my favourite defense cards.
It is because the ice wizard has high HP and an ability that can slow the enemy.
While the ice wizard slows down the enemy, we set the barbarians as damage receivers.
Having barbarians as damage receiver can make the ice wizard lasts longer.
And when the ice wizard lasts longer, we can have extra protection because he can continuously give his passive ability.
Give more time for our tower to hit the enemy.
This combo can function to defend as well.
The quality of this unification is the same as when we use it to counter.

Synergy means barbarians be in front and tankers

Feel free to arrow all swarmy
Let me know if I made any mistakes and give your best suggestion or idea. And if you want me to review another combination or maybe questions please feel free to leave your comment down below! See you again soon, chaoo!