Wassup guys! It’s DabMaster2 back at it again with another deck guide for your guys. Today I’ll be showing you my Giant Balloon Executioner Deck. The giant will soak up the damage for your balloon to get to the tower while the executioner chops down on small enemies.
This deck has versatile card replacements so it has 3 different variations – Poison Burner Beatdown, Freeze Beatdown, and Executioner Tornado.
New Meta Giant Balloon Decks
Bad starting hand can cost you the game
Weak to fast cycle decks
Weak to lava lightning
Here I’ll be showing only the cards for the basic version of this deck. See the variations section for the different variations of this deck.
Giant – He is your tank. Your main goal is to support him with the balloon and executioner then drop your spell (Poison, Freeze, or Tornado) for the cherry on top. With so much health, he will soak up damage for your executioner and make sure your balloon is protected from major damage. Don’t be afraid to use your giant on defense. He can soak up a lot of damage from your tower.
Balloon – The balloon is the real terror of your deck. While your giant is taking hits, your balloon will slip past unnoticed. When setting up for a big push, wait for your opponent to use up a lot of elixir before you place your balloon. Since he used up all his elixir, your balloon won’t have any trouble getting to the tower.
Executioner – “Like a good neighbor, the executioner is there!” XD. You can always rely on him to clean things up for you. Although he’s been recently nerfed, he is still able to clean up swarms well. He will take down skarmies attacking your giant and minion hordes attack your balloon. On defense, he can shut down most support troops with his strikethrough ability while your cannon decimates their tank.
Cannon – The cannon is as strong as ever. It can solo kill hogs and giants (with the help of your towers of course). Only play it reactively since it only lasts 30 seconds and playing it too early can cause it to be depleted of most is not all its health. Due to the rise in Poison, it can’t be replaced by the tombstone anymore.
Skeleton Army – The Skeleton Army will be your swarm card. Use it to deal with tanks and single-shot troops and surround splash attackers. I normally reserve this card only for defense but it can make for a deadly counter-push if you have skeletons left. When using the Skeleton Army always be ready for a log, zap, or even poison. If your Skeleton Army gets countered and you have no backup, you are dead.
Mega Minion – The mega minion is important in this deck because he doesn’t die to poison which is rising in popularity. The mega minion provides the extra damage you need to take down support troops and the enemy tank or hog rider.
Fireball – I don’t have much to say. Just use it wisely.
Zap – Same thing here. Don’t waste your zap spell.
Before Double Elixir:
Before double elixir, you usually can’t make very strong pushes. The best push you can do is giant executioner balloon but you will have no elixir left. Play conservatively and defend before attacking. If your opponent drops their own tank behind their king tower to make a big push, do the same so that your support troops can kill their tank. Try not to get an elixir disadvantage because this deck has expensive cards so your opponent can easily punish you when you have no elixir left.
Now, the party begins! You can now make extremely large pushes and completely steamroll your opponents. Starting a giant in the back allows you to add an executioner, balloon, and mega minions. Not to mention support spells. You might even be able to get 2 giants down! Just make sure to always prepare for a counter attack coming and save elixir to defend.
Variation 1 – Poison Burner Beatdown
With the poison recently buffed, it is now much more powerful. It deals more damage faster allowing it to take down skeletons, minions, goblins, etc. faster! Once you have your main push set up, place the poison on all your opponent’s troops to take down the troops your executioner doesn’t hit. Together, the executioner and poison will clear the path for your giant and balloon to destroy your opponent’s tower.
Variation 2 – Freeze Beatdown
The freeze spell is high risk – high reward. It will either win you the game or lose you’re the game. When using your freeze spell, save it when you know for sure it will crush your opponent because it will surprise them and a misplayed freeze spell can cost you the game. I personally don’t like using this variation because my freeze is only level 2 and I don’t get any from chests (I cry every time). I recommend only using this variation on high levels when your freeze is max level or close to max level when it lasts for 6 seconds.
Variation 3 – Executioner Tornado
The tornado + executioner combo is extremely deadly on defense to shut down enemy pushes and on offense to bunch up the enemy troops in front of the tower where the executioner can them all. Make sure to try to activate your king tower with the tornado to get a huge advantage on defense. The only weakness to this variation is the inferno tower. You don’t have a zap spell to reset it. If your opponent has an infer tower, have your minions ready at the river to distract it and place your balloon straight down the middle to take care of the inferno tower.
Zap Bait – Though not seen much anymore, you may still see a little bit of it. Use your spells wisely and use your executioner to clear out all the swarms.
Miner Chip – This is the decks weakness. Miner chip decks can cycle through their card quickly before you can since this deck is more expensive. Always start off with your own pushes. If they attack the other lane, defend it and make a split lane push. Once you got your giant balloon executioner push going, there’s no stopping it.
Elite Barbs – This one’s kind of tough to play against. Your only good counter is the skeleton army which can be zapped. Make sure to always prepare to see elite barbs at the bridge. Don’t be afraid to over-commit a little bit on defense to save your tower from much damage. On offense, send in a skeleton army to distract the elite barbs and take them down but it doesn’t always work.
Hog Cycle/Chip – This isn’t too hard of a matchup if you play correctly. You cannon, skarmy, and mega minion are good counters. It’s OK to sacrifice some tower health if it means you can get a larger push. Just don’t waste too much tower heath.
Giant/Golem Beatdown – Defend with your cannon, executioner, mega minion, and skarmy. When they place down their giant or golem place your own giant in the same lane so your support troops can take down their thank.
Lava Hound – Mega minion and executioner do just fine. Watch out for lightning and have your cannon to distract it.
That’s it for now! I hope you like this guide and try out this deck. Have a Clashtastic Day!
Who posted this crap?
Sorry guys! Nothing here! I am just an editor guy with zero knowledge about this awesome game. Want to have your own author box? Contact me once you have more than 5 articles posted!