Triple Elixir is a fast-paced mode that requires quick reactions to be successful. Here are some great tips:
Best Decks for Triple Elixir Challenge
This is a very similar Challenge to 2x Elixir Challenge.
While in regular challenges you ideally want to keep your decks cost at a relatively manageable average cost, in this challenge you can go wild!
It’s all good to have the AEC above 4.0.
Although quick cycle decks might work well in this challenge, the time they really shine is in 1x elixir.
With the insane Elixir flow like this, beatdown decks are the best!
That being said, compared to the last 3x elixir challenge, the meta has significantly changed!
We will be covering some tips and tricks that are relevant to this new meta and what decks will shine in my opinion in the challenge.
Get good crowd control!
Some cards I believe will help you in this aspect!
3 Musketeer Cycles may become common in this Challenge and Rocket is AMAZING at clearing them out without Heal becoming an issue. Try and have something like Fireball + Zap at the very least to make sure you don’t get hard countered by the heal spell.
And no, P.E.K.K.A doesn’t counter 3m heal if you consider how fast they can cycle back to another set of 3 Muskets.
Rocket also can be deadly on a beatdown push. See a Giant+ Sparky+ Bowler+ E-barbs? Rocket them!
Also Rocket 1 shots Executioner which can potentially ruin the entire push! Make your opponent cycle back to another one putting you at a great Elixir advantage.
Amazing value. While it won’t shut the push down you will be up a LOT of Elixir.
Now this spell when paired up with splash is devastating. Also you can mitigate damage on towers by Tornadoing troops to the King/s Tower. (Be careful with this. You don’t want to get to the point where your opponent might just Rocket cycle your king Tower.
Also Tornado + Rocket is a legitimate move you can make in order to destroy your opponent’s defenses. Practice this combo a little to make sure you can get the timing right!
Executioner and/or Bowler
These two work really well over Wizard, Witch etc.
Bowler with his push-back and Executioner with the air + ground splash. They synergize really well with Tornado and will help in shutting down huge pushes coming your way.
Rest in peace Graveyard. Enough said. But overall she’s a great defensive card vs swarms.
Clears 2 Gobs off a Barrel if placed right in front of the Tower. She hard counters Graveyard.
Is there anything more you need to know?
Guards or Goblins
Each with pros and cons, survives a Zap and great vs bridge spam.
Especially with the buff, we would recommend you using Guards instead of Goblins defensively. With 243 DPS (only -27 DPS vs Goblins), they don’t die to Log, Zap and other splash damages.
With a lot of Inferno Dragons flying around, It’s more and more important to have this guy in your deck.
His reset and spawn zap can be extremely useful in just so many cases. He doesn’t die to Fireball and helps you win you a P.E.K.K.A vs P.E.K.K.A fight.
This guy is just amazing at crowd control.
He and Zap/Log can easily take out tons of medium HP troops like Musketeers, Electro Wizard, Ice Wizard, Wizard, Night Witch etc.
He is also pretty good at the role tanker.
Vs any any Golem Night deck, P.E.K.K.A + Log + Poison combo tends to clear away almost any swarm behind the Golem.
Poison is great prolonged crowd control. Up for 8 seconds, that 8 seconds of you taking away space for your opponent to place a card.
Try something new!
Now while you may be a really good Hog player, cards like Hog in my eye are just cards that allow your opponent to counter push.
Remember Night Witch on Hog is a 0 Elixir Night Witch. With her still on the board so that’s a +4 trade despite how the math might work out. You still need to counter her.
So I see beatdown as the more dominating archetype in this game-mode.
Spells are important. The heavier, the better!
More elixir = bigger pushes = Better to carry something to do heavy damage.
Rocket is a must in this Challenge. Tornado will be very helpful too!
Poison and Fireball will be close seconds.
Lightning is a bit mediocre. No real value with running Lightning at the moment.
DO NOT leak Elixir
This is very important! If you leak Elixir, your opponents Elixir advantage will increase at 3x the regular rate.
For example, If your opponent Giant in the back and you wait ultill it’s at the Tower, they will be around max Elixir and 5 Elixir ahead thus in a sense they got a free Giant down and you will be… *screwed*
DO NOT Use Elixir Collector!
With the nerf, playing Collector is not really worth it for 6 elixir now since the enemies could use Fireball on your Collector for a neutral trade (but your Tower still gets damaged).
Running Elixir Collector in this challenge is just asking to get spelled out.
Do not give them spell value.
Plus this is x3 Elixir already.
Don’t worry about over-committing to make sure you can reduce or prevent a counterpush.
Such as Rocketing Tower and an Executioner that has already gotten value from defending your push. Which is something you’d usually avoid when playing a regular game.
Get good DPS!
Like I said before about beatdown being the more dominant archetype, you also want to be able to counter beatdown. Cards like Inferno Dragon, Night Witch, P.E.K.K.A will shine in this game-mode as well because you will be able to kill tanks, and kill these tanks Fast. Which is ideally what you want.
Powerful Decks for the Triple Elixir Challenge
P.E.K.K.A Double Prince
This deck is straightforward.
You want to defend then counterpush. Save your P.E.K.K.A for defenses. Feel free with cycle Princes at the back but alway save your P.E.K.K.A for defenses!
Giant at the back? Play P.E.K.K.A on the same lane! Golem? Same thing. Etc.
You will want to keep E-wiz handy too but because it’s 3x you can cycle him easily! E-wiz is very important for you to not get hard countered by good players with Inferno Dragon!
P.E.K.K.A 3M Rocket
Rocket really is only for hard to reach Inferno Dragons, Executioners etc. They can be pesky when coupled up with a Tornado and will wreck your pushes. Rocket can be helpful vs opponents 3M etc as well!
Electro Wizard again is making a show here as well! Zap is for a quick little reset. The 3M and Minion Horde are for drawing out spells.
It’s somewhat of a very heavy bait-y beatdown on steroids!
Ice Golem, Graveyard with Rocket instead of Poison.
Because it’s 3x elixir, Exenado and P.E.K.K.A will be your main defense. You can use E-wiz only for Inferno Dragon.
Graveyard with a Tornado with Executioner behind the tank will work great at killing Graveyard counters!
You will ideally want to to Ice Golem + Graveyard as your typical push. Use Mega Knight on defense only and then counterpush with him.
3M can be replaced with an Inferno Dragon but they are somewhat Poison bait. You can also draw out Poison with Horde and then punish them hard with 3M and Graveyard.
This was the deck I won the previous 3x elixir challenge with. Very powerful!
Pekka to defend and Golem on offense. 3M and P.E.K.K.A are great at taking down your opponents troops.
Tornado and other cards great at crowd control and clumping troops. E-wiz mainly for the Inferno Dragon.
The Triple Elixir challenge is already live in the game!
- With the first free entry, you can earn up to a whopping 288 Cards and 16,900 Gold.
- This challenge is not draft or 2v2! Purely based on your skills only!
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Hope you guys have a fun time and have success in playing the Triple Elixir Challenge