This is a great trophy pushing deck, particularly if you’re an aggressive player and like to control the tempo of the match. This deck has an element of bridge spam, with the hog rider and bandit and it also has an element of small spell bait with the skeleton army, goblin gang and also the inferno tower if the opponent has zap. It’s important to try and control the tempo of the match, sometimes the best defence is a good offence because it forces the opponent to spend elixir defending rather than committing it all to their offence. Your three key defensive troops will be skarmy, archer and inferno tower. Make sure you space these units out to avoid giving your opponent good spell value which could potentially cost you the match. You’re two spells synergies very well together, both have a knock back effect which you can use to help rest units and also knock them back at the last second if they’re heading towards your towers. For air defence you have the inferno tower, archer and also the fireball. Because archers are your main defensive troops against air you shouldn’t cycle them if your opponent has a heavy air deck.
Inferno tower will be a great defensive unit, use it to kite troops into the middle of the arena and away from your towers. If the opponent has a heavy tank like golem, giant or lava hound save this card to help take down their tank. It’s also great to use against other other decks too.
Hog rider will be your main win condition, you can use goblin gang to help support the hog especially in double elixir. Try to pressure your opponent when you know they have their win condition in cycle or after a successful defence you can counter push with your surviving troops. If your opponent is using the same troops over and over or you know what they have in cycle you can use prediction spell placements to help support your hog, mainly in double elixir.
Skarmy should be mainly used defensively and used to bait out a zap cycle spell especially against decks with a heavy tank. If the opponent has barbarian barrel play these away from the bridge so the barbarian barrel won’t reach them.
The two main aims of single elixir is to assess what deck your opponent is playing and keep track of their counters and also you want to be going into double elixir with a tower damage lead against most matchups. Opening plays you should wait 10-15 seconds to see if the opponent makes the first play, if they don’t you can pressure with the hog or split goblin gang or skarmy behind your towers. You can also play the bandit at the bridge if you have her I can cycle.
As with every deck you should learn what damage your two spells do when paired together, this will be important towards the end of double elixir and into sudden death over time. You can also split lane push with the bandit and goblin gang if you notice the opponent has over committed defensively in the opposite lane. Good luck with this deck don’t forget to catch the video to see today’s guest pushing top end ladder!