Wassup guys, Dank/Dark Prince here with my 2nd guide!
This one a bit different from my first guide, which was a Golem deck, seeing as how this one is featuring X-bow.
X-bow is one of the craziest cards in the game, and one of my personal favorite cards as I’ve used it on ladder and in challenges for months.
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Just a heads up, this deck is basically a variant of the one Norbysweg did a guide on, so go check his guide out for a guide with a few different cards.
Anyways, let’s hop into this guide.
- Only cost 3.3 elixir overall
- All support cards are under 3 elixir, making defending easy if you play smart
- X-bow’s crazy DPS + it being a building makes it a great distraction
- As long as everything is tourney standard you’re fine level wise
- Only 1 win condition
- No major tank killer
- No high supportive dps
- Hard to learn
This is the almighty siege card and also this is your main win condition.
Since this card stays on your side of the arena, it is easily distracted so always heavily support it.
A plus side to it being a building and staying on your side of the arena is you can distract enemy win conditions like giant, golem, and hog riders with it if placed correctly in the middle of the arena.
TL;DR- Your main win condition, and only building. Use wisely as it cost 6 elixir
This is my favorite card in the game(other than Dark Prince ofc) and one of your key components to defending pushes and supporting yours.
While dealing very low damage, this card has the ability of slowing down troops it hits, making it perfect to use with other cards to kill enemy pushes.
TL;DR- Main support/defense card, but low dmg/dps so will need help majority of the time.
Your X-bow’s tank, and another defensive card in this deck.
Most X-bow decks use Ice Golem instead of Knight, such as the deck Norbysweg did a guide on, but the reason I chose Knight over Ice Golem in this deck is the lack of Rocket.
You need a little more support for your X-bow, and a little more tanking + damage to help the Ice Wizard defend.
Only downside is that you can’t kite troops quite as well with Knight as if you had Ice Golem
TL;DR – Your X-bow’s tank and extra ground support for Ice Wizard when defending. Kiting doesn’t work as well as if you had Ice Golem.
Your 3rd key defensive card and highest damage air defense.
It’s used to help kill high health troops, or kill any support cards.
The cycling god!
This little guy is perfect for protecting your X-bow, or defending pushes, since Ice Spirit freezes cards by kamikazing onto them.
Use for defense, support, or cycling.
Your medium damage spell in this deck, mostly used for taking out major swarms, or beefy support cards.
Even after the crown tower damage reduction this card can still be cycled to destroy towers at the end, but do so only if sure it’ll work and that you won’t need it anytime soon.
TL;DR- Medium damage spell, Support killer, if necessary can be cycled to take out towers
This is your major defensive spell!
It synergizes well with Fireball and Ice Wizard, allowing you to group troops together for an easier quicker takeout, and you can use it to pull troops off your X-bow or towers if needed.
Quite simply the best card to use with X-bow (referring to Norbysweg’s guide).
Kills low health support, and any low cost/low health troops such as goblins.
Doesn’t hit air though (you should know that)
Early Game (3:00-2:00)
As with any deck this is when you want to figure out the opponent’s deck.
Defend more than you attack.
Most importantly you need to figure out their main win conditions and how hard they counter yours
Mid Game (2:00-0:30)
Now you can attack a little more than you would earlier in the match.
You should know their deck or have a basic idea or what their deck is.
Keep your “pushes” low in elixir cost and don’t worry about completely taking a tower out quite yet.
Late Game (0:30 – End)
This is when you finish off any low towers with small X-bow pushes and then buckle down to defend.
Over time can kill you versus certain decks if they can overwhelm you.
Try and end it here.
I will not be including matchups, as even with people having the same deck everyone plays differently and face some archetypes more than others.
So test it yourself and figure out how well you do versus certain decks.
It plays the same versus so many that after some practice you should have no problem at all versus anything.
And that’s all folks!
If you enjoyed this guide be sure to leave a comment telling me what you like best about this deck, also tell me about any suggestions you have.
If you’d like a more in depth guide to this deck add that into your comment and if enough support the idea I’ll get started on it. Thanks!
Oh, and here’s !
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