

Save them against aggro troops by baiting out spells with Bats.ĭon’t worry if both Bats and Goblin Gang get spelled away as you have other counters.Īnother common that can be over leveled. Use them as bait for Logs, Zaps, and Arrows. They also have 2 Spear Goblins that can help deal with air a bit. Goblin Gang: Second bait card and are pretty self-explanatory.Īnti-ground troop swarms that do significant damage if ignored.Īt equal level, the Goblins survive Zap with a tad bit of health left. Just be warned that Bats are better Elixir trades if spelled away as they are 2 Elixir.
Fire ball bait free#
They are excellent mini tank killers, can counter Graveyard with Tower help allowing 1-2 hits, can take out a Giant with only a couple of hits off(left alone of course), and a Hog with only one hit off.Īgain, they are commons so you can over level them.įeel free to replace them with Minions, Archers, or any anti air card. Use them as bait and/or defense(as an emergency) against ground based decks, and sole defense against air based decks like Lavaloon (always take out the Balloon). I always found that people Zap them so the best use for them is in spell bait decks as they are a beast on defense, and with the buff they now land a hit off the Tower if ignored.
Fire ball bait update#
With the latest update bringing them back to 5 Bats instead of 4, my hype for them pre-nerf came back, and I started searching and experimenting with “Bat decks”. But then they got nerfed, and they got destroyed. On top of that, they can be over leveled because they are a common.įeel free to experiment with other win conditions including P.E.K.K.A, Giant Skeleton, Inferno Dragon, Bandit, and Lumberjack.īats: Before they came out, I was hyped for them, and I actually won them from their challenge. I needed a tank killer that can take out a Tower if left alone. Long story short, a building targeting troop would fall to one Giant push. That doesn’t seem like much, but over time those -3 Elixir trades add up. The swarm option was alright in getting Tower damage, but for about 500 damage I would be down 3 Elixir. I mean every time I put down a Hog, it would get countered either with swarm troops (which I zapped and got a couple of hits off), Inferno Tower, or troop combinations which led to a counter push that I couldn’t stop because my swarm troops would get wiped away in 2 seconds. And I originally had Hog Rider in this slot as the win condition (modeling the Hog Log spell bait), but the defense was really weak. As the usual.Elite Barbarians: I hate them. I really do. Defend with zappies and goblin cage and as a last resort, your recruits. Feel free to edit this page if you need to fill in materials which are missing. Tank killers that can defend one lane and counterpush on the other, and if they spend a fireball on them, there's the other side, and then your Hogs. Royal Recruits: If anything else fails, use Royal Recruits. Arrows: Supports your hogs with swarms and other iffy stuff. Can also help chip tower for the final blow. Also it sounds oxymoronic but we're baiting a spell because it's a very great card. Underestimated psuedo-tank killer if you have enough skill to go for the "All-Out Godlike Awesome Super Perma-Stun Position", which permanently stuns troops, and if not, it can even stun most of troop movement to matter. Brawler can leave a mark when ignored Zappies: who uses these lol? fireball bait, that's who. Can even shut down MK if positioned in a spot where 2 princess towers would hit, and also most other troops for the matter. And after defending it can survive some for chip damage. Can damage troops while being safely untargeted by some due to the fact that its flying and also ranged. Can leave a barbarian when cycled which is cool (unlike log wink wink) Flying Machine: Support or Tank killer. card is best used to target distracted support troops on defense or defeat swarms. Or vice versa, they're also strong defensive cards.ĭeck Information Deck Created by: Master Chief Peter Griffin Epic Minimum Recommended King Level: 9 Maximum Recommended King Level: 14 Arena Required: Electro Valley (Wrong?) Average Elixir Cost: 4.1 (Wrong?) More Statistics: Go to Deck Builder Card Roles Royal Hogs: Primary win condition, baby! Splittable. Since Fireball is a strong card overall (and is therefore meta lol), basically, you bait out cards that need specific answers and punish their lack of Fireball with Royal Hogs.
