Hey guys, it’s QQ here, and today, I’m going to show you a f2p chip cycle deck I used to push from 2500 trophies to 3000 trophies at only level 9 with cards that aren’t even at tournament standard yet!
Hog Goblin Barrel Deck
Hog Rider – The primary win condition of this deck. He can get to the tower quickly and deal a lot of damage if left alone. Generally, you will want to support him with other troops and Zap opposing units with low health such as Skeletons or Goblins. This card cannot be replaced.
Goblin Barrel – For only 3 Elixir, this card has many functions. Firstly, it can be used to bait out spells such as Arrows and Zap, allowing you to safely use Minion Horde on both defense and offense. Secondly, this card has the potential to deal a lot of damage, especially when coupled with the Hog Rider. Thirdly, because of how powerful this card can be, it forces your opponent to react to it, making it very useful to prevent your opponent from building a complete Golem or Giant push on the other lane. This card is not recommended to be replaced.
Spear Goblins – A versatile support card which is so good on both defense and offense. You can use it to Pig Push your Hog Rider and they can do some serious damage from behind. Sending them in with a lone Goblin Barrel is also devastating when left alone. They can also draw in and take hits from high damage troops such as the P.E.K.K.A or Mini P.E.K.K.A. You can definitely replace Spear Goblins with Archers or Fire Spirits.
Minion Horde – A high damage card that is very useful for taking out any single-target units. It is a high cost high reward card as it can be Arrows-ed or Fireball-ed and be rendered completely useless, which is why you need to bait out the Arrows and keep your opponents rotation in mind. If the horde is Zapped on defense, you can put up an extremely powerful counterattack by placing your Hog in front so the arena towers won’t be able to reach the horde. This card can be replaced by Minions if you are not comfortable playing the horde. It may also be replaced with the Mega Minion, but I haven’t tested it out yet.
Inferno Tower – This is your only defensive building so play it only when necessary. If you know your opponent has a Royal Giant and they sends in a lone Hog Rider, don’t play it! They’re probably just trying to bait it out. Instead, defend with your minion horde and see how they react. This card can be replaced with the tombstone ONLY if you’re very experienced with it. Tombstones are great as they are cheaper and can be a great asset in offense. However, they are easily taken down by the log.
Fireball – A powerful spell that can be used in many situations. Coupled with the Zap, it can demolish almost any supporting troops such as Musketeers, Wizard, Ice wizard, Bomber, Witch and Barbarians. It can also finish off the remaining hp of a tower which is extremely useful because it can… well win you the game of course! It is not recommended to replace this card. Please take a look at here for more tips on the Fireball!
Zap – A great card that can stun and deal damage for only 2 elixir. You want to use it to kill off units with small health, reset troops such as the Inferno Dragon, Royal Giant, and Sparky. Following the release of the clone spell, you can use it to instantly kill off ALL cloned troops! This card can be replaced with the Log, just keep in mind the Log can only damage ground units.
Mirror – The central card to this deck. With the Mirror, you can be very creative with your playing style, being able to come up with unique pushes every single time that gets your opponent thinking on their toes. Remember to be creative! If Arrows is their only counter to your Goblin Barrel, Mirror another Goblin Barrel right after you throw in the first one! If your opponent doesn’t have a good counter to your Hog, then why send in one when you can send in two? If your opponent Lightnings your Inferno Tower, just mirror it again! Mirroring the Minion Horde, Fireball, and Zap (2 extra hits on tower!) can all have devastating effects when used in the right circumstance!
If you face players higher leveled than me and have higher leveled troops, do not let your opponent to build up their perfect push. You need to be constantly applying pressure.
Generally, as soon as the game starts, I start off immediately with a Hog Rider or a Goblin Barrel. The hope here is that your opponent doesn’t have the correct starting hand to counter those cards, allowing you to deal a significant amount of damage.
Speaking of that, you don’t want to overcommit because your opponent could create a super powerful counterpush that would wipe out your Tower. In truth, this happened a lot to me, even now, so be careful.
For the first two minutes, you want to slowly chip away their towers, never letting them build a full push and figure out ALL their cards. This is critical in your success as you don’t want to be surprised with a last minute Freeze, Sparky, or Fireball. You can try probing for cards but if there is one card they just won’t play, you want to be extremely careful in the end game.
Similarly, you want to surprise your opponent by concealing your Mirror for the first two minutes. You want to surprise your enemy and don’t let them surprise you.
For the last few seconds of the game and especially during sudden death, you can overcommit if you are confident and going for the win. Sometimes though, it is better to go for the draw instead of risking not succeeding with the push. Your call.
Just remember, this is a highly aggressive deck and you don’t want to be conservative with it. Always apply constant pressure and most importantly, be as CREATIVE AS POSSIBLE. Throw your opponent off guard, as that is sometimes the only way to beat a higher level opponent.