For those of you who aren’t familiar with me (but I assume most of you are), I am Supermarine, and I have decided to bring to you folks here on Clash.World a Double Prince Zap Bait deck made by my friend CrazyJake01. He used this very deck to make it from 3300 (Hog Mountain) all the way to Arena 12 in a matter of weeks!
So, before y’all get too anxious, I’m just gonna get into this while I can.
Double Prince Zap Bait
This lance-loving, tiny pony-riding, dashingly good-looking man is a very good card to have in a Zap Bait.
His charge deals huge damage on offense and defense, although he can have issues versus big tanks like P.E.K.K.A and Giant Skeleton.
He is also good bait for our Goblin Barrel, meaning that if they Zap Prince, then the Barreled Goblins can go in unhindered.
The splash damaging counterpart of the gold-clad Prince, the Dark Prince is basically the opposite of what the Prince is.
Many people think he is trash, but after the Meta change, he has become a much more prominent card in the current scene of things.
His 360 splash when charging is great at helping the Prince where he is weak, and the Prince does the same for him.
Similar to Prince, this buckethead also provides good Zap Bait for your Barrel as well.
Overall, he is an all-around great card, and even more great in Zap Bait!
Goblin Barrel: Obviously, this is your win condition.
You can have different placements for this too.
If you want to get as much damage done as possible is a short time, then center placement is advised.
If you want to be able to juke out Arrows, The Log, or overleveled Zaps, then the side or deep placements are advised.
When using the side and deep placements, watch out for other things that the enemy may have, such as Ice Spirit, Goblin Gang, or Valkyrie.
Fire Spirits: These poor little guys are barely experiencing any use these days, which is actually quite sad.
But, they represent well here in this deck (mainly because my friend doesn’t have Princess or Magic Archer).
They are great at swarm clear as well as for dealing that last bit of damage to that pesky tank you need down.
These three actually have the highest DPS out of any unit in the game, meaning the 300 or so damage they deal together (roughly 100 per Spirit) is inflicted almost instantaneously!
Coming to you with the wooden mask, the iconic blowgun, and many years worth of didgeridoo lessons, that’s right!
You know him, you love him (probably not), it’s the Dart Goblin!
He has one of the fastest fire rates in the game, and his damage is quite decent too. This means that he is able to tackle Princess, Mega Minion, and even the Punish Horde if placed right!
He also helps to bait out Arrows or Log as well, helping the Barrel even more when it comes to damaging spell counters!
Pretty self explanatory.
Kill swarms and reset Infernos with it.
Essentially the Clash Royale version of the Furious Five, these dudes are great for Zap and Log bait alike.
Their DPS isn’t to be taken lightly either, as they are definitely capable of taking on many mini tanks, as well as lower-health big tanks.
You can also split them in the back to invest Elixir and shape your hand to better arm yourself defensively.
Overall, a staple in any Bait deck!
The 5 Elixir Rare card you get at P.E.K.K.A’s Playhouse, this fiery building is great for defense against big tanks, especially P.E.K.K.A, which is on the rise.
However, be sure to protect it using cards such as Fire Spirits or Goblin Gang, as there will be people trying to take it out!
Whether that’s by using a preemptive swarm or a reset card, be sure to bait it out using Goblin Gang or Fire Spirits first, so it will have free reign throughout the Arena!
Get some good chip damage pushes in during this time.
This way, you decrease the time that your opponent has to attack. This is especially useful if they’re using Beatdown of any kind, as a chip push can turn into a big punish!
Doing pushes with individual Princes and Barrel is also quite wise, as it saves one Prince for a rush attack or for defense.
In terms of defense, save you Gang and IT for emergencies.
Get those Princes down!
Double Prince combo is key to your success here, and if you can add in Zap, Goblin Barrel, or Fire Spirits as well, the opponent will be in massive trouble!
Always a relatively simple matchup to face, countering it is also relatively simple too.
Use the Inferno Tower in the center, and if there’s a swarm or reset card, use Goblin Gang or Fire Spirits to aid in the fight.
Now, I understand that fighting Golem is NOBODY’S cup of tea.
However, Inferno Tower is the easy counter.
If this is one of those rare occasions where a Golem crosses the bridge and your IT isn’t in cycle (trust me, it was no fun when my friend was using this for the first time), put Prince behind your King Tower, so he can get a charge off on the Golem and deal significant damage.
A more efficient, but riskier option is to rush the other lane with Dark Prince+Goblin Barrel, then use Inferno Tower or Prince to defend.
P.E.K.K.A: Inferno Tower or Prince+Goblin Gang is very efficient versus this robotic rabble rouser.
Use the Zap and Fire Spirits to deal with the support.
Dart Goblin also helps to whittle down the health of the P.E.K.K.A as well.
Lava Hound: Inferno Tower is a wise decision (doesn’t everybody know that?) versus Hound.
Also use Dart Goblin on Pups if necessary
If fighting LavaLoon and you know so, prevent their push from coming by rushing the other lane with Dark Prince+Barrel.
Your air defense is poor, so watchout!
Royal Giant: Use Inferno Tower.
Or, if you want to be able to counterpush, use Prince, then solidify the counterpush with Barrel and Fire Spirits (or use Dart Goblin).
Use Gang or Dark Prince (let him charge, though) on any Elite Retards.
Hog Rider: Inferno Tower is a very wise counter to use versus the Hog.
However, you can use Goblin Gang or even Prince if he gets a charge off.
When using a Gang or Prince, be sure to establish a counterpush.
Also, do NOT let them outcycle you, otherwise you may not have the right cards in rotation for the right pushes!
3M: Without the standard issue Rocket, 3M actually becomes a problem, so don’t treat these three ladies as a joke.
What you need to do is when they deploy the Muskets, place Prince same lane just as they’re about to cross the bridge.
This allows the Arena Tower to provide valuable support to aid the Prince.
If they use Log to stop the charge, then use Dart Goblin. Counterpush if possible.
Versus Pumps, use Dark Prince on the Tower and Barrel on the Collector.
Dark Prince and Dart Goblin are great counters to the Graveyard.
Versus Graveyard Poison, use Dark Prince, as DG will not survive Poison.
Versus Graveyard Freeze, use Dark Prince to bait Freeze, then once it comes, Zap the Skeletons out, then Dart Goblin for best results and a neutral trade!
Siege: Prince and Inferno Tower are your best counters to siege structures.
When using Inferno Tower, be very careful of reset cards like Ice Spirit, and preemptive swarms such as Bats, Goblins or even Archers.
If necessary, you can also use Fire Spirits to get that last bit of damage done to a structure to prevent unnecessary damage to your Tower.
Miner Poison: One of the hardest matchups, as none of our good Miner blockers can survive a Poison.
Dark Prince is a good Miner Blocker when Poison is out, but versus lone Miners, he isn’t, as his use will put you at an Elixir disadvantage.
So use Dart Goblin versus lone Miners (make him keep his distance) and DP to counter Miner Poison.
Use Inferno Tower if necessary, and counterpush whenever you can.
Spell Bait: Use your Zap, Fire Spirits and Gang wisely!
Use the Fire Spirits on the Barrel, and use Zap, DP, or Gang on anything else.
Counterpush whenever you can.
Also be sure to use Double Prince combo often, as the Inferno Tower can get easily overrrun by the Princes if Zap is used.
Versus Tornado Bait, be sure to place the Prince in the BACK if using Double Prince.
This means that the Dark Prince will be pulled to the King Tower, but the Prince will not! This makes taking the Tower much easier!
Mega Knight: Like with other tanks, Inferno Tower and Prince are great options.
Dark Prince is also generally good too, as it allows troops like Gang to strike MK while DP tanks.
If they place MK in the back, rush the other lane with Dart Goblin+Barrel.
It may not seem like much, but it can deal over 1,000 Tower damage if left ignored, so they’re gonna have to respond to it. This allows you to (possibly) kill the lone MK, if it is alone.
So that’s it for this deck guide! As always, leave a comment so I can hear what you guys have to say!
Until next time, see y’all later