Hello there, I’m Ryan back here on CRA with a new deck I found that made me ditch out my Mortar deck. I started playing Mortar way back at arena 6 until arena 10.
But in this Meta with a lot of beat down decks and especially “Elite Barbarians” Mortar is getting very weak to use. So now as you can tell from the title I’m using a Balloon deck. This is a very fun deck to use, and the best part is this deck has a lot of counters to Elite Barbarians.
I’ve been getting winstreaks with it. Most of you have probably seen this deck in TV Royale.
Ice Golem Balloon Deck for Arena 8+
Balloon = can’t be substituted
Ice Golem = Knight, Valkyrie
Mega Minion = Minions
Archers = Spear Goblins, Minions
Skeleton Army = Guards, Goblins?
Tombstone = Cannon, I.T?
Zap = Arrows, Tornado, Freeze
Fireball = Freeze Spell
All substitutes will not be as effective as the original except for Freeze spell, which can be effective too, as there is a version of this deck with Freeze spell.
The star of this deck. A great card after the update. I love this card. I don’t know if this happened to you but almost 85% of the time in the crown duel challenge I get the Balloon. So I got a nice amount of experience with the card. He is your main damage dealer. The point if this deck is to get the Balloon to the enemy tower. Seems simple but is actually very hard to do. No need to worry cause I’m gonna tell you guys how to get the Balloon to the tower alive.
Rule 1: Never send your Balloon alone!
He may have a crazy amount of damage but not so many hitpoints. Always support tour Balloon either with Ice Golem or Mega Minion or Archers and have your spells ready because the enemy will do whatever it takes to take it out. Usually I place an Ice Golem then a Balloon so the crown tower targets the Ice Golem instead of the Balloon and I’m free to counter his counters without worrying about my Balloon too much. Or, you can also play Balloon and Mega Minion If he likes to place his Mega Minion high.
Rule 2: Know his/her counters!
To successfully get the Balloon to the tower you need to take out their counters. The most popular cards used to counter the Balloon is Mega Minion, Musketeer, Minion Horde, Ice Wizard, Minions, Archers and buildings. You want to know all of their counters to your Balloon so that you can Fireball/Zap them in your push or you could push when they’ve used their counters. Inferno Towers are really annoying to face and if you can’t Fireball it try placing your Mega Minion on the river that way the Inferno Tower will target your Mega Minion.
Rule 3: Predict!
A very useful skill to learn is predict. You have the Fireball in this deck, why? To take out their counters. But the Fireball can be slow sometimes, so you can cast a prediction Fireball for their counters. This is very effective against Mega Minions because Fireballs have a push back effect. Predicting can’t be taught so you would have to practice a lot!
Rule 4- Know when to play your Balloon!
This is important for your push. The right time to send your Balloon is when your opponent is low on Elixir, usually after he placed a tank or a Collector in the back or after you have defended your opponents pushes you can send your Balloon along with your defending troops for a massive counterpush.
Rule 5- Placement
Probably not so important but I’ll discuss it too. The best placement for the Balloon is away from the center. Place it on the right/left side of the road depending on the lane you are pushing. For example if you are pushing on the left side, you want to place your Balloon on the far left. If you’ve taken a tower and want another one place it on the center where only the crown tower will notice it. But don’t forget to support the Balloon. I always place an Ice Golem then a Balloon when going for the second tower to ensure the Balloons survival.
That is probably all you need to know to get the Balloon to rekt the tower. Even if your Balloon didn’t get to the tower, you can still get a nice amount of damage from the death damage if it’s close enough. So try to get that Balloon as close to the tower as possible. This is especially useful if they defended with Archers or Minions as they will die to the death bomb.
A great mini tank for only 2 Elixir. He can distract units, kite them and his death damage is really useful.
I like to support my Balloon with him by placing him down first at the bridge and then play my Balloon so the enemy tower will target my Balloon.
He is also useful against bait decks which is really annoying to deal with.
This card is really popular even after the recent nerf. This card is useful for nearly everything.
I don’t think this card needs any explanation considering a lot of people are using this card. I use Mega Minion a lot on the defense turned into a counterattack.
Even though this card is great to support Balloons, it is also great for taking it out.
This card is probably the most used counter to the Balloon so watch out!
Another popular card because of the utility.
Archers have more health than Spear Goblins and can’t be arrowed or The Logged. This is only if they’re in tourney standards.
A good starting move is splitting Archers at the back. This allows you to attack/defend both lanes. Archers are also great at distracting troops, and can help to deal with Elite Barbarians. Archers are also good Balloon support, but are Balloon killers too. That’s why the Fireball is here. Even if you didn’t Fireball, the Balloon death damage will also kill Archers.
They are also good against Graveyard which is really popular too.
Again another great support card, very useful to take out or distract units. Use them to take out Hogs or Elite Barbarians or tanks and also help to counterpush too in some occasions.
Skarmy is also decent in countering Graveyards. But beware, although this card us really useful, it’s also vulnerable to spells and splash attackers.
Not much to say because it’s very self explanatory.
The so called ‘legendary building’ lives up to it’s name. It’s really useful and is very cheap too.
The Skeletons it spawns are great for countering Furnaces, distracting support units, take out tanks. And when it pops, more Skeletons come out to kill.
Tombstone is really good against Hog Riders and can also defend against Elite Barbarians. The Skeletons can also help in your push.
The downside is that the card is ” the-loggable “. The Log can destroy the Tombstone as well as the Skeletons it spawns.
The Tombstone is also used a lot by players especially beat down decks so you could get a hint to what your enemy is using.
“Speechless”, I’m sure everybody have used Zap sometimes in their life.
It’s a 2 Elixir spell with a stun effect. Good for taking out swarmy troops, weakening Minions, reset sparky, Inferno Tower/dragon and is really useful with the Balloon.
If your Balloon is at critical health you can Zap the tower and this will ensure your Balloon get at least one hit on.
Fireball is probably the go-to spell these days because they’re really good.
Fireball can take out most cards and severely weaken Barbarians, Musketeer, Mega Minions, Wizards. It can also take out those pesky Electronic Wizards which is really good against Balloons. This card is your prediction spell.
If you already know their counters this card becomes really useful.
The push back effect is really good against Mega Minions. If you Fireballed a Mega Minion that’s flying still and attacking the Balloon, it will get pushed back and have to fly to reach the Balloon but it’s not as fast as the Balloon
It can also kill Archers and Minions in one hit, which are also annoying to deal with.
With this deck you want to play slow, don’t rush things with your Balloon. Just play defensive early on like placing Tombstone or splitting Archers.
Your main offensive combo would be Ice Golem+Balloon+Fireball, an 11 Elixir combo, but you can also do a Balloon + Mega Minion or Balloon + Archers combo.
You want to counter your opponents pushes and have your defending units alive for a counter attack. Don’t hesitate to use Ice Golem even though he is apart of your main push.
There are a lot of ways to push with the Balloon waiting to be discovered.
The early stages of the battle can be useful for you as this deck isn’t as popular as Graveyard or Elite Barbarians and you can take a tower early on if your opponent plays a very good counter to the Balloon like the Minion Horde.
If your opponent starts off with an aggressive Miner Minion Horde combo, ignore the Miner and take out the horde with Fireball or Ice Golem+Zap and push the other side with Ice Golem+Balloon or Balloon+Mega Minion. They won’t have a enough Elixir and a strong counter to the Balloon and will lose a tower. This would be beneficial to you as you can either defend for the rest of the battle or you can pressure them on the other tower.
Don’t over commit on offense. If you see your opponent overcommiting on defense on one side you can push the other side with your other cards like Archers or Mega Minion combo-ed with Ice Golem for a surprise attack. They won’t have enough Elixir to defend.
This deck is all about defending, counter pushing, and predicting.
If you have taken a tower the second one shouldn’t be as difficult to get. Place your Ice Golem+Balloon combo at the middle where only one crown tower will attack it. Prepare Fireball as they will 75% place a counter or some sort near your Balloon.
Extremely dangerous Balloon counters
These cards are really annoying to deal with and you should be wary about them. That can shut down your Balloon in seconds.
Minion Horde: The arch enemy of Balloons. They are really hard to deal with but if you can predict them with Fireball your Balloon is guaranteed a hit on the tower 98% of the time. If you see them a lot in your thropy range consider replacing Zap for arrows. Arrows have a wider range and can one shot Minions. In your Ice Golem+Balloon push, because the Balloon is much faster than the Ice Golem, you could Zap the horde to make it retarget to the Ice Golem, popping it and killing the Minions. But this move is really hard to pull off.
Electro Wizard: The newest card introduced already became a thing to worry about. The stun effect makes your Balloon almost unable to reach the tower. Fireball it right away if they are not using 3 Musketeer. He is really hard to counter if you are not expecting him.
Inferno Tower: Although not as dangerous as Minion Horde and e. Wiz this structure can also take out the Balloon quickly. Prepare Zap if you now their using this card.
Tornado: Well you can’t counter the Tornado, you have to outcycle it or play your Balloon after they played the spell
Not Extremely Dangerous Balloon Counters
Mega Minion: If they place it high Fireball it to make it chase the Balloon which is faster than it. If they place it near the tower, Fireball it along with the tower and then Zap to kill it and stun the tower. If they combo it with the Musketeer or other air attacking troops Fireball them.
Musketeer: If they place it high, play a Mega Minion and Zap it. This placement of the Musketeer is rarely used because it will make the musky vulnerable. If they place it near the tower or comboed with other air attacking troops, Fireball and Zap it.
Buildings strong enough to survive a Balloon shot, Fireball !
The Fireball is crucial for the Balloon so have it ready!
Remember all the rules of the Balloon, play defensive, play slow, and you will have great success with this deck. if you decided to ditch out your old deck and try this one out, be sure to test it on trainers, clanmates, tourneys or challenges before ladder as you certainly don’t want to lose your trophies.
Don’t hesitate to substitute some cards and if you prefer Freeze over Fireball I would reccomend the Freeze version.
No deck is perfect and so is this one.
That’s all from me, enjoy the deck and enjoy the Balloon parade!