Clash Royale : Deck Spawner Arc-X Arène 11

Our articles about Clash Royale Clash Royale: Deck Spawner Arc-X Arena 11 An amazing and off-meta deck, based on a simple strategy.

Public chat Clash Royale, our deck guide, based on theArc-X gobelin hut and Barbarian huts, will help you get into arenas. Indeed, decks that are based on these last two cards are very rare and, without worries, can create surprise. Also, if you pair it with theArc-X, you have the right to a defensive deck, quite simple to play and which, at the right time, can completely turn the tables. If you like the exotic (and expensive), you'll love it...and be hated at the same time. Finally, this deck had its little success in competition, under Tournament mode.



Composition of the deck

Clash Royale : Deck Spawner Arc-X Arène 11
Arc-X

Clash Royale : Deck Spawner Arc-X Arène 11
gobelin hut

Clash Royale : Deck Spawner Arc-X Arène 11
Barbarian huts

Clash Royale : Deck Spawner Arc-X Arène 11
ice wizard

Clash Royale : Deck Spawner Arc-X Arène 11
Electro-wizard

Clash Royale : Deck Spawner Arc-X Arène 11
thief

Clash Royale : Deck Spawner Arc-X Arène 11
The log

Clash Royale : Deck Spawner Arc-X Arène 11
Poison

Average cost : 4,3

Difficulty : Easy/Medium


Function of cards

Arc-X : It is part of your victory conditions. In this strategy, he is the highlight of the show and the one who, very often, finishes the job. In general, when it is not used in defense, it is a card which surprises the adversary and which must be there to close the part, especially if he has the free field.


gobelin hut : The first production building and, therefore, another victory condition. Admittedly, the Spear Goblins are far from being the best units in the game, but in this strategy, they provide significant support. Moreover, because of their weakness, it would not be surprising to see them better in the future.

Barbarian huts : The second production building, which represents the last victory condition. When one is at a distance, the other is on the ground, in melee. Stronger, it can resist Lightning and because they are stronger, they are less obvious to eliminate, being able to also serve as defensive support.

ice wizard : In one defensive deck, slowing down the units is more than appreciable. He can do this both on the ground and in the air, and because of that, he's fine in a deck of this style, to slow down the pace of opponent attacks.


Electro-wizard : One of the best cards in the game, it is difficult to do without it, so strong is it. His defensive support, whether on the ground or air, added to his damage when he spawns, is not overrated.

thief : For counter medium units like the Sorcerer, on the ground, she does the work. Of course, as written elsewhere, you have to know how to place it, but it gives you defensive and then offensive support, which is undeniable.


The log : It is essential to slow down enemies, destroy small units and is essential against the Goblin Barrel. Anyway, it's a card that you have to get quickly.

Poison : To versatility is required in defense, but also in attack, since the adversary will do everything, in general, to destroy theArc-X. With the units you generate and the others, it's the spell that best suits your deck.

 


Early/Midgame (up to 1min), Double Elixir and Overtime

As we wrote in the introduction, the strategy of this deck is simple, suitable for everyone. Indeed, your goal will be to ask your production buildings, then defend, until you have enough units in a lane. When the road is clear in front of you, place your Arc-X and defend it at all costs, until it aims for the Tower and if there is nothing to interrupt it, the game is almost, if not won.


However, do not use your Arc-X in defense: as we have written, there must remain a surprise card. This is the reason why, as long as the conditions are not met, defend as you can. Due to the heaviness of the deck, you should do better towards the end of the game.

What is the problem / Replacements

This is a deck that is quite sensitive to spells, especially the Poison and Roquette. Otherwise, watch out for tanks, which can be difficult to get rid of. Apart from that, you can get by against most decks, if you do it well and you make few mistakes: indeed, given the heaviness of the deck, it can quickly become expensive. Otherwise, the deck has no air units and does not have a purely defensive building, but in the latter case, it is not a fatality either.

As for replacements, in the end, all the cards in this deck (excluding buildings) have a specific purpose, so it would be difficult to replace them. If theElectro-wizard isn't yours or he's just getting badly nerfed for the future, the Baby dragon would be a viable replacement, or even the Mega Gargoyle. If you do not have The log, Electrocution or arrows are to be taken. the Poison can be replaced by Fireball, as could do Pompey during CCGS I'm flying.

Clash Royale : Deck Spawner Arc-X Arène 11

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