Sparky Siege Deck for Arena 8 and 9 – Comprehensive Guide

Hello guys, long time to see a decent Siege Deck? Today, I am going to show you a brand new type of siege deck with the support from Sparky.

Having the tournament option to practice decks was godsend since in the past I lost way too many trophies testing and tweaking decks. Now that I’ve played around with this deck enough (both in tourneys and ladder), this is the result:

Spark Siege Deck

Spark Siege Deck for Arena 8 and 9

I decided to give X-bow a chance since it was my first epic to hit level 4 (most came from the same SMC, my first (and only) one), and went and built a deck around it. Now, sparky being my only legendary is part of my main deck, and so I’ve come to understand its strengths and weaknesses, and realize sparky is a better supporting unit that it is an actual damage dealer. Odds are sparky will never reach the enemy tower when facing a skilled opponent. So, instead of supporting a giant or a RG in the unknown and dangerous lands beyond the bridge, it will support our Xbow right from the safety of our side. Mostly

Card roles

Now it is obvious that all of this deck revolves around the X-bow, but what are the specific purposes of each card?

  • X-bow: Damage dealer of the bunch. Destroyer of towers and misplaced princesses. Wrecker of goblin huts.
  • Sparky: Main support unit. The role of sparky is one shotting mostly everything the enemy places to try and stop your X-bow from steamrolling their tower. Also, natural panic inducer for the unskilled.
  • Furnace: A gigantic issue I had when first trying this deck was dealing with swarmy troops. Goblins, minions, skeletons, you name it. This card takes care of the bunch. It will also take care of two other things: adding to the chip damage of the enemy tower (asuming they’re level 9 or below) and aggroing the sh*t out of your opponent. I’m honestly yet to place a furnace that the enemy doesn’t try to deal with immediately.
  • Elixir pump: this isn’t a cheap deck, so you need to amass all of the elixir you can if you wanna stand a chance against those sneaky control decks that are so popular nowadays.
  • Guards: the bouncers from your decks. These little guys have saved my life and my xbow’s more times than I remember. Zap on your sparky and barbs in front of your xbow?, no matter, just place these and they will (along with the furnace) take care of those pesky assholes.
  • Arrows: mainly used to deal with princesses (since I don’t have The log) and minion hordes whenever my furnace isn’t up.
  • Zap: Multi-purpose, all around card. Mostly used to save my ass when a mini pekka is running towards my tower with a bunch of fire spirits behind him, while a miner distracts it.
  • Inferno tower: oh, the slot I most struggled with. I even tried running 3M in order to deal with air-tank decks. However, this is the card to steal the spot in the end. I will help you take down RG’s when your sparky isn’t around (or just, you know, zapped), distract hogs (along with the furnace), take out baby dragons, balloons, giants, golems, pekkas, lava hounds… You get the point. Invaluable card to deal with beatdown decks. And if the enemy decides to reset it’s damage with a zap… Then your sparky will wreck their sh*t up.

Gameplay: How should you play this deck?

It’s mostly straightforward once you’ve reached the proper rotation needed for it. A godsend card to start with is the elixir pump, for obvious reasons. Since this is a siege deck, its gameplay should be defensive. However, dealing with extremely offensive decks right off the bat can be hard if you start with a bad hand. Don’t be afraid to throw your buildings at the enemy’s troops in order to save your tower! However, be smart about it. These cards have synergy (to an extent), so don’t panic right away when you see that Prince charging at you with a bunch of fire spirits behind it. Now let’s suppose you survived your enemy’s first reckless assault. What’s your move?

Supposing you’re not defending against anything at the moment, you have already placed down your Elixir (or it’s not currently in your hand), and it’s not your starting card, place down the Sparky behind the King, towards the side you want to engage.



After that you wanna place down your Furnace as shown below (depending on whether you want it to last longer or act as a second-hand defensive/distraction building).


Now that your sparky is charging slowly but surely towards the bridge and your furnace is providing cover against pesky hordes2, bring down the thunder (that is, place down your x-bow as shown below.


After that, you just defend agains’t whatever ill-intentioned troops the enemy sends at you, rinse, and repeat.

Counters and match-ups:

So far this deck has proven itself to me by being capable of handling most decks in the current meta quite well. However, keep in mind that any mistake you make is quite heavily punishable, as each card in this deck fulfills a specific role. So far, as far as counters go, I’ve come to find the rocket and 3M are the biggest challenges of this deck. Rocket can one-shot your sparky and X-bow (both in at the same time if the enemy is pacient enough). 3M can simply wreck your face while the tank half-melts to your inferno tower. Your only hope to this match-up is pray that your sparky isn’t zapped or frozen when it comes to range. That and Guards, for distraction and some damage, obviously. Another couple of cards that make your life difficult:

  • Royal giant: can tank the xbow and heavily reduce its lifetime while your sparky/inferno takes care of it.
  • Poison: can slow down your xbow’s attack speed to a crawl while simultaneously damaging your xbow and killing your fire spirits from the furnace.
  • Miner: oh the overpowered and overly popular miner. This card is a pain for any deck, IMO. In this case, it will bring down your elixir pumps if your guards aren’t up to defend it, or if you fail to accurately identify where it will surface.
  • Valk: paired with zap to stun your sparky, this card can take your whole offensive out by herself. Given that guards are pretty much useless against her, unless you have your inferno up and close to your Xbow.

Now keep in mind these aren’t hard counters, just cards that can be difficult to deal with in the right hands. In other words, it comes down to skills when you face these cards.

That’s it for this guide guys. Let me know any questions or suggestions you might have. Hopefully it will persuade you to try new cards and gamestyles :).

Shared by lartolomeo at here.

  • Yo Nik

    what r gurads how r they what do they do r they normal skeleton s

    answer one by one plzz

    • -anime4theiwn-

      guards are skeletons with shields, great vs sparky, prince any point dealing dmg card, they cost 3 elixir and usually arent that bad of a card even though theyre shit on offense (besiclly skeletons with shields (stats are same(+ 2 elixir cost)))

      • Ishmam

        Lol I’ve had guards take down my towers so they r not too bad on offense…

        • Logan


    • Ishmam

      I’m just curious but… u play the game? Guards r like normal skeletons but an epic card that have shields. Good against point damage dealing cards mainly.

      • Yo Nik


        • Ishmam

          What lvl & which arena?

          • Yo Nik

            lvl 7 arena 5

    • herro

      guards do more damage than skeletons and can take about 3 hits from towers. They also can stop sparky because of the sheild

    • Will Potter

      I think you should read this page:

      • Yo Nik

        u r very slow man i already read this well thxs ; )

        • Will Potter

          Yea I am very busy these days. Sorry man!

          • Yo Nik

            no prob same here

        • Fireshadow00

          u r very rude man

    • Logan

      they are skeletons with spears and a sheild they dont throw them they are like stabby goblins but with a sheild but no health

  • Chained Chaos

    That’s all i have to say about this deck.

    • PrimalSceptile 254

      Because it uses an X-Bow? So it immediately becomes a life-threatening disease?

      • Ishmam

        No it’s just that it’s hard to counter….considering their strengths.

        • Jakerules68

          When their is a giant to tank as well as a wizzard/ ice wizzard to destroy swarms and slow thinngs their is extreme difficulty. That means you either need all air, 100% you need zap, throw away units infront of sparky and a defense for the tank. Pretty much if you dont have a zap, mini-pekka or something simmilar and a defense you will auto loose 90% of the time.

      • Jakerules68

        yeah and that sparky too

        • PrimalSceptile 254

          That’s a stupid response. Skilled players can easily destroy those two, especially in royal arena and up. I guess you need to learn how to counter them.

          • Jakerules68

            Xbow is no problem its just a stupid strategy in my opinion. I hate sparkys because they are paired with giants, wizards and ice wizzards with legendary lvl 2-3 from lvl10. I cant stand sparkys because its pay to win bullshit. I counter it all the time but it gets to a point where skill cant win games because of massive level difference from skill-less swine that pay $200 and up.

          • PrimalSceptile 254

            Deal w/ Sparky support like Wizard with Baby Dragon. Then, proceed to Zap Sparky before it can shoot your tower. Goblin surround.

            16 elixir countered with 7~9 elixir.

          • Chained Chaos

            So this happened : Giant+2 barbs+Sparky+2 barbs( my oppo surrounded his sparky with barbs), I couldn’t do shit and watched him laugh as he demolished my towers.
            This is the deck I was using : Hog,Mini P,Witch,Minions,Fire spirits,Fireball,Zap,Furnace

          • PrimalSceptile 254

            Fireball + Zap would’ve easily taken care of the barbs, and reset Sparky. Then all you needed was your Mini Pekka and Minions to deal with Sparky and Giant. Just pointing that out.

          • PrimalSceptile 254

            Here is what I think you could;ve done: Zap + Fireball for the barbs and resetting Sparky, possibly destroying it. Mini Pekka to get rid of Sparky and Giant. Of course, I understand you were pressured in the moment.

          • Chained Chaos

            Well I’m not skilled,so it’s sorta life threatening

          • PrimalSceptile 254

            True, true.

    • Xx bismuth xX

      That so wierd I hope you reconsider your ideas (you could get sparky and love this deck!)

      • Chained Chaos

        No matter how much I’d loved it,it’s still cancer

  • Ishmam

    DAMN U FOR MAKING THIS DIRTY DECK!!!! Well I hope no one ever uses it against me…..

  • CRwithzws

    I would like to make some changes (I had play siege decks over 4 months, both x-bow and mortar), since this is a x-bow siege deck, It usually won’t takeout a tower in one push if your enemy defend correctly, you need a high damage spell to finish off tower. Since you can’t squeeze a rocket in your deck, use fireball instead of zap. Zap serves nothing in siege decks due to that it won’t one shot minion horde. And btw you are really missing damage dealers if your inferno tower gets zapped.

    Here is the deck I changed: x-bow, sparky, arrow, fireball, cannon, barbarians, ice sprites (just for cycling. but it actually helps on supporting your x-bow by freeze incoming troops by 2 seconds, if you don’t have it feel free to switch it to any 1-2 elixir card), and choose one of those cards: [skeletons, guards, goblins, spear goblins, fire sprites, ice wizard, princess].

    The way to play this deck is by hide your x-bow until double elixir unless you have 7+ elixirs higher then your enemy. Get to know their deck before double elixir time, if your enemy are also hidding something guess what is it. They will mainily hide those cards: [x-bow, mortar, rocket, lighting, minion horde, royal giant, 3 musks, sparky, PEKKA, golem. Try your best to know those cards. And you must make sure if your enemy has a rocket or not because this means win or lose due to that rocket one shot your x-bow there are no way you can do offense (in fact you can actually cycle your x-bow back faster then your enemy’s rocket to win). Once you know your enemy has rocket, bait it out with sparky behind your tower 15 seconds before double elixir, if they won’t throw their rocket just add x-bow for a full push.

    The match should be like this:

    Early match:
    Get to know your enemy and what cards they have. If they are spammer or balloon user, go for a draw because there are a very small chance to win. You also must know if your enemy are using rockets or not. Don’t use your x-bow unless you have 7 or more elixirs higher then your enemy. When hidding your x-bow, push with barbarians+ sparky. If you are facing a PPP deck, get a tower before double elixir, if you can’t, then go for a draw. PPP decks owns double elixir time, it will be hard to defend and no way to push.

    Double elixir:
    Time for full push, start off with sparky in the back (if you used your sparky to bait rocket then just go with x-bow+cannon). Add x-bow, then add cannon, drop all your cheap troops in front of your x-bow and trust me, 99% players won’t sneak push right now, even if they do, you still have barbarians to destroy their push and your enemy will lost a tower of course. Keep your eyes on your enemy’s tower health and finish it off with fireball and rocket. You should deal at least 35% tower damage in your first push, and in your second push you should deal 70%, the third push lower their tower health to 10% and finish it off with spells. If you see your enemy rocketing your x-bow and sparky, next time don’t place sparky next to your x-bow. After your first x-bow is gone, your second x-bow should be cycled back!

    Over time:
    If you just can’t touch their tower no matter what you have done, place x-bow in defensive position and go for a draw. X-bow is probably the best building at defense, have high health and have the longest range in the game and also have a good amount of damage.


    Q: What if my x-bow got fireballed or poisoned?

    A: That sucks, now a half health x-bow can’t really finish off a tower, but It is a bad elixir trade for your enemy. Simply cycle back your x-bow and keep pushing.

    Q: What if my x-bow set up got lighting?

    A: Next time only use sparky and x-bow, don’t use cannon anymore. But x-bow can survive lighting and deal 500 damages to your enemy. Cycle another one back.

    Q: What if my x-bow got rocketed?

    A: Cycle another one and don’t place cannon or sparky next to x-bow.

    Q: What if I lose the tower on the side that I’m pushing?

    A: Then there are no way to push on that side, switch to the other side.

    Q: What if my enemy keep using tankers to tank for their tower?

    A: Drop a cannon next to your x-bow to tank damage main while use troops to shard the tank down, once the tank die then your x-bow can damage their tower.

    That’s it.

  • Anon

    I have enough xbows to get level 5, but I don’t have sparky. 🙁

  • Cheezy Pizza

    I would switch fireball for arrows, fireball + zap combo takes out so many medium health troops

    • CRwithzws

      Because this is a siege deck archetype, its better to use arrow instead of zap to take out arrows that are the biggest threat to your x-bow along with barbarians. Fireball+arrow also takes out so many medium health troops.


    imo giant skeleton can wreck this deck because of the bomb. Sparky needs 2 shots to get rid of it and furnace wont help

    • Will Potter

      Yes, you are right. Luckily the Giant Skeleton is not really being used a lot. Also, every deck has its own counter, right?

  • UndeadClasher

    i like this deck but wheres the tank and i change the arrows for the miner

    • Will Potter

      This is Siege deck. You don’t need tank :D.