Hello guys. I am here with a guide to one of the most toxic decks of Clash Royale. This deck, being played by many players in the top Global ladder of Season 15 consists of one of the best card combos of all times: Lumberjack and Balloon. A Lumber Loon push can destroy a complete tower if played correctly. Let us see the basics of this deck and how to play it.
Even though the defensive potential of this deck is mediocre, it has one of the best offensive potentials in the game. We have two anti-air cards: the Skeleton Dragons and the Inferno Dragon. These may even be considered the best defenses in the game. With the win-condition as the Balloon, a card which is deadly when paired with the Freeze or Lumber Jack, We have the Mega Knight as a splasher and also as a heavy tank.
The Zap is for clearing air swarms like Bats and the Heal Spirit can be used in the Balloon pushes to heal up the Balloon or to heal up defensive cards for a counter-push. The Mega Knight, Lumber Jack and Balloon act as punishment cards but they can also be used by your opponent to activate their King-Tower, so be careful. This is a very heavy deck with an average elixir cost of 3.9 elixir.
This is a very aggressive deck. Always try to push with the Balloon in the opposite lane when the opponent makes a mistake. Remember that this is not a cycle deck but a beat down deck. So you can wait for your opponent to make the first move and then respond accordingly. The shortest card cycle of this deck is 11 elixir.
Cycle cards until your starting hand is like this:
The Balloon is for punishing opposite lane when your opponent plays a high-elixir card at the back. The Lumber Jack is for taking out glass-cannons and can be paired with the Balloon for punishing. The Inferno Dragon is to destroy tanks or heavy-hitters deployed at the bridge and the Mega Knight is to clear huge swarms or to take out a bunch of glass-cannons and then to counter-push.These are the key cards of this deck. Never use these cards to cycle.
Role of Cards:
The Inferno Dragon card is unlocked from the Builder’s Workshop Arena 6.It is a single-target, short-ranged, flying troop with moderate hit points and has various damage stages. An Inferno Dragon card costs 4 Elixir to deploy. The Inferno Dragon’s damage increases over time as it remains focused on a single target, similar to the Inferno Tower.
Use the Inferno Dragon to take out heavy hitpoint troops. Once the high hit point troop is taken out, use another card with the Inferno Dragon to start a counter-push. This is a very valuable card for this deck.
The Skeleton Dragons card is unlocked from Spooky Town Arena 12.It spawns two low hit point, moderate area damage troops. A Skeleton Dragons card costs 4 Elixir to deploy. The Skeleton Dragons act more or less like a fragile pair of Baby Dragons, doing area damage and flying at the same speed.
However, they are at a disadvantage individually because they have noticeably less hit points, a smaller area damage radius, and a slower attack speed than the Baby Dragon. These are your main anti-air cards for this deck as the Inferno Dragon should generally be saved for tanks.
The Freeze card is unlocked from the Frozen Peak Arena 8.It is a spell that prevents all enemy units and buildings inside its radius from moving or attacking. It also deals a small amount of damage. The Freeze card costs 4 Elixir to cast. Freeze is most effective when it is timed to freeze enemy units right before one or more of the player’s units is defeated. If the player has not yet revealed the Freeze spell to their opponent, it can turn what may have seemed like a clean defense from the opponent into massive damage for the Freeze user.
While the Freeze can be deadly, it comes with a high risk. Due to the one second delay before a card is placed, it is easy to mistimed and cast it after either the player’s troops or the opponent’s troops are already defeated, resulting in a waste of four Elixir. This will leave the player very vulnerable to a counterattack.
The Freeze card can be effectively used in combination with Balloons to deal immense damage to buildings and Crown Towers. The Freeze should be cast once the Balloon approaches the Crown Tower, disabling the enemy tower and also any troops deployed to defend it.
The Lumberjack card is unlocked from the Frozen Peak Arena 8. He is a very fast, single-target, melee troop with moderate hit points and a high damage output. A Lumberjack card costs 4 Elixir to deploy. Upon death, he drops a bottle of Rage that increases the attack and movement speed of friendly troops and buildings in the spell’s effective radius. This is basically a Rage spell of 2 elixir for free.
The Lumberjack is most effective when supported with other troops because when he dies, the Rage will increase the other troops’ damage output. Thus, it is not effective to use him alone. For this strategy, place him near or at the front of a push so when he dies, many of the troops in the push will still survive and undergo the rage effect, making them much more deadly. He can also be used defensively. If he is defeated near your Princess Tower, the resulting Rage spell will be dropped on the Arena Tower, increasing its attack speed.
You can also capitalize on this by placing other buildings in front of or near the Arena Tower. Therefore you must always try to use the Lumber Jack on offensive pushes or to support defensive troops.
The Mega Knight card is unlocked from Royal Arena Arena 7 He is an area damage, ground, melee troop with very high hit points and moderately high damage. He deals high spawn damage when deployed. His spawn damage is similar to a Fireball, which makes him useful for countering cards with similar hit points to a Musketeer or a Wizard. He will then only require one more regular attack to defeat them fully. However, the Night Witch, Witch, and Bandit have slightly more health than these units, so he will require a second swing to finish them off.
The Mega Knight is powerful when paired with other high-damaging units like the Lumber Jack since he will absorb the incoming damage and eliminate any ground swarms with his area damage, and the other troops can help him defeat high-hit point troops that can distract him. He can also be used as a tank for the Balloon.
The Balloon card is unlocked from the Builder’s Workshop Arena 6. It is a building-targeting, flying troop with moderate hit points and very high damage output that deals moderate death damage, in the form of a bomb, when defeated. A Balloon card costs 5 Elixir to deploy. The bomb dropped upon defeat detonates after 3 seconds.
The Balloon is most effective for destroying Crown Towers because of its high damage. Its damage potential is best exploited by shielding the Balloon with a tank and supporting the two with spells. A naked Balloon is almost useless and should either be paired with the Lumber Jack or Freeze when using this deck.
Zap and Heal Spirit:
These are the cheapest cards of this deck. Use the Heal Spirit to heal up troops during defense or a counter push. The Zap should be used for resetting cards, to clear air swarms during Balloon pushes or to defend against low-hit point units like Archers.
That’s all for today guys. Thanks for reading this and Happy Clashing!