Ni-hao to everyone here on Clash.World! It’s me Supermarine back again from a little while of downtime playing Overwatch and Battlefront 2 (new version)!
I’ve come back from my little break to give you guys an amazing X-Bow deck to use in Challenges and Tournaments.
I myself have gotten a record of 9 Grand Challenge wins and fourth in a 50-man tournament using this deck, so it’s very promising for me now! Now, enough chit chat!
Let’s get to the guide!
Ice Golem: He poses as your mini tank and anti-swarm support for X-Bow.
Since he only costs 2 Elixir and has about as much health as a tourney standards Hog Rider at max level, his versatility is endless!
He pairs well with the Archers and Ice Spirit to help clear Horde or Inferno Dragon, and he can take on a Skeleton Army all on his own and kill them due to Death Damage!
He can also be placed preemptively to help protect X-Bow from higher health troops such as Knight or Ram.
He even kites tanks due to his slow movement speed!
Overall, he is a very strong card that isn’t to be taken lightly.
X-Bow: Of course, this is your main win condition.
Going RATATATATATATATATATA all over that Tower from your side of the Arena, the X-Bow always was, and always will be a force in the Arena.
It’s advised not to use it on offense until Double Elixir or as a punish move so as to not attain a disadvantage on defense.
Oh yeah, and here is another tip I learned from watching CMcHugh in the Crown Championship a while back: If you place an X-Bow in the center just before Double Elixir, you’ll still have that X-Bow around to support your next X-Bow placement on offense! Amazing!
Rocket: Even though this card is on a downhill spiral after the fall of Spell Bait, it is still prominent in Siege due to its high damage and ability to cycle as a second win condition.
That’s what its roles are here, including the role of killing glass cannons. It can even be used to turn many types of Hog, Balloon and Elite Retard pushes to ash.
Be careful when casting it, though! If miscast or used poorly, you’ll be in big-time trouble!
Archers: Very versatile and very good on both offense and defense, the Archers have been with y’all ever since the Training Camp.
These fine ladies are great versus ground and air swarms alike, and paired with Ice Golem or The Log, you can enhance their potential!
They are also the best opening move in the game according to some people, as you don’t have to commit to one lane, and also they are a cheap method of investing Elixir as well.
The only thing that can’t help you with is hair coloring advice!
Goblins: Small, fast, green, and very mean money thieves, the Goblins are your main ground swarm and melee DPS unit.
Having the ability and health to take on Goblin Barrel (if you don’t have your Log out), Magic Archer and even Executioner and Sparky, these three can give off a ton of value!
They are amazing for cheap cycle, and also very easy to level up as an added bonus! Just be very wary of low damaging spells like Arrows and Log, as they can both take out the Goblins with ease, destroying any value you might get out of them.
Ice Spirit: I love this guy! He is so versatile for just 1 Elixir!
You can do things with him like reset Infernos, kill small ground swarms, and reset the charges and targeting of deadly troops like RG, Inferno Dragon, and Sparky too!
You can even use him to cheap cycle, and also cancel out opposing Ice Spirits! Amazing!
The Log: It’s BIG! It’s SOLID! It’s WOOD!!!
Also has that one disembodied voice going all like “Loooog!” whenever this spell is cast. My favorite Spell and Legendary Card, its versatility is enough to make anyone’s head roll trying to figure out how to deal with it.
It can be used against Barrels, ground swarms of any size, and even moves tanks closer to the Inferno Tower!
All you gotta do is pick it up and let it go!
Inferno Tower: The building whose Dark Elixir fueled flame makes a vibrating sound for no reason at all (and also my fave building), the Inferno Tower is you absolute main tank killer.
I’m not joking. EVERYTHING (except swarms).
Use it wisely, as people will be using reset cards on it without a doubt!
Be ready to protect it on defense!
Start out slow.
See what deck your opponent is using. Rocket any “Rocketables (Balloon, Sparky, Elite Retards, etc)” whenever you can, and try to hit the Tower too, as to make things easier when performing your offense in 2X Elixir.
X-Bow isn’t to be used as a rush attack; it should be used as a punish move instead to make your opponent over commit.
There was one occasion where my opponent placed a tank in the back on the left lane when I was at full Elixir, and I took the Tower with the X-Bow opposite lane!
Now is when the X-Bow comes out.
Like with any other Siege decks, you MUST protect the main win condition.
However, if things go south with the X-Bow, you also have a Rocket that you can use to cycle the opponent out. Continue to use one of these two battle strategies until you win.
Versus Giant Beatdown, you always want to use your Inferno Tower to kill the tank and Ice Golem to distract any support units such as Wizard.
Use Ice Spirit to freeze if necessary, or Goblins to add on extra DPS.
Versus Golem, you would want to treat it like a Giant.
Always use the Inferno to kill and IG to distract anything else. The only difference is that you absolutely must use Goblins or Archers on the Golemites.
Use Ice Spirit to freeze support or high DPS troops if necessary.
Treat P.E.K.K.A the same way, but he sure to protect the Inferno Tower using your Goblins! Lava Hound is essentially the same thing as a Golem, but it flies and spawns more troops with less health.
Just use Inferno Tower combined with Ice Golem in the cluster of Pups, plus Archers to deal with support or other win cons, and you’re good!
Use Ice Spirit+Goblins to dispatch this nuisance quickly.
Use Archers if the Goblins get Logged.
Versus heavier Hog pushes, use Inferno Tower, as it won’t put you at an Elixir disadvantage.
Three Musketeers: Rocket is the easy choice versus these three.
If split, Rocket the two Muskets and use Ice Spirit or Ice Golem combined with Goblins to dispatch the lone Musket, along with any mini tanks supporting it.
Use Archers for ranged damage if necessary.
Also note that if you Rocket their Collector and they place it in the anti-Rocket position the next time, you can actually use your X-Bow to take it out!
This allows you to save your Rocket for the Musketeers!
Double Prince: Always prominent and threatening, Double Prince is on the rise.
Versus these two sons of the King, Ice Spirit, The Log and Inferno Tower are all really key to constructing their demise
First, place the Inferno Tower. Then use your Log to stop the charge of both Princes.
Finally, use Ice Spirit to freeze them both and the Inferno should do the rest of the work!
If there are any big tanks involved, the difficulty rapidly ramps up.
What you need to do is Rocket both Princes (the Prince will die, but DP will not), then use Inferno Tower (for the big tank), along with Ice Spirit (and Ice Golem, if necessary) to defeat the Dark Prince.
Graveyard: Archers and Ice Golem are both amazing counters.
Goblins are a little riskier, due to the fact that most Graveyard users have Poison.
Versus Graveyard Freeze, you want to use the Archers, then once they Freeze, Log+Goblins.
Siege (mainly Mortar): Rocket is a good counter, and also Inferno Tower.
Be sure to protect your Inferno though, as the opponent will definitely be trying to absolutely murder it using their reset and threat cards!
Use X-Bow as a counter only as a last resort.
Mirror Matchup: By Mirror Matchup, I mean other X-Bow decks.
Now, the two best counters to use would be X-Bow (yes, I did actually say that) and Rocket, as Inferno Tower is a very risky card to play in the scenario.
Be sure not to let them punish you if you try to gas their Tower using Rocket cycling!
Also watch for Tesla, as a preemptive Ice Golem+Archers works great versus that structure!
Miner Poison: Versus these, you don’t have many Miner blockers that can survive a Poison.
Instead, use the Ice Golem to soak while Archers do the rest of the work.
Goblins work fine against lone Miners though, and also keep in mind that you have an Ice Spirit to freeze the Miner if you mess up on you placement of a Miner Blocker, so use him to your advantage.
Also be aware that if the opponent is using a big tank along with the Miner, punish if you can, otherwise just use the Rocket cycle to gas them out.
Spell Bait: Log and Goblins are your best counters to Bait.
Another good thing about this matchup is that they don’t have many good counters to X-Bow other than Prince and Musketeer, both of which fall victim to Rocket.
So if you have the opportunity to kill both with one launch, be sure to punish afterward.
Use Ice Spirit against Ice Wizard if it comes out.
Bridge Spam: Rocket excels versus Spam decks, as it can reduce even the biggest combos to rubble.
Dark Prince and Ram may survive, but they can be dispatched using a distraction Ice Golem.
Watch out for Bandit, though, as she can do some major damage to key defensive troops if you’re not careful!
Also be sure to punish with X-Bow if they overshove on offense, and have preemptive Goblins or Ice Spirit at the ready to help protect.
So that’s all for this deck guide!
Leave a comment if you guys enjoyed, or have some feedback or thoughts for me!
See you folks later!