Hi guys, Golem FTW aka Radius here with my third guide ever on CRA!
This one will be about 100% my own Giant Balloon deck, which gives me a lot of success in ladder and tournaments! You’ll see there also a lot of gameplays vs other matchups to help you understand the deck better! Without further ado, let’s go!
Giant Balloon Is Back!
Giant – First win condition. For 5 Elixir, this big boy has huge HP and great DMG.
In this deck, he plays a tank role more than a damage dealer.
Lone Giant is easily countered so always support him.
You typically don’t want to use him as the first move as 5 Elixir is a lot and opponents can punish you with Bridge Spam push (God thanks Bridge Spam is over)
Balloon – Second win condition. This card offers huge DMG but low HP, so we’ve got here Giant to help him to do one’s best.
Don’t send it alone unless you’re double line pressuring, as it’s easily countered for positive Elixir trade.
Try to keep Balloon as surprise card, in higher Arenas nobody will expect Giant Balloon push.
Paired with Night Witch tanking for it, they make a very strong push!
Executioner – Defensive MVP. Pair this guy with Tornado to make a cancerous and strong defence.
Works great as a Giant Balloon support since he deals with swarms easily and fast.
Don’t use him as the starting hand, he’s too important in defence.
Tornado – Executioner’s best friend and overall great card.
If you face Hog Rider deck, Tornado will be a key to win this match. For the first move, pull Hog Rider in front of King’s Tower so he will activate it, for next ones pull him in the middle of your side of Arena, so all three Towers will shoot him and he won’t get a single hit off on Tower.
Even without King’s Tower activated, Tornado is enough to deal with lone Balloon, you just need to pull him in the middle so both Princess ‘ Tower’s will shoot him.
Use this card wisely since Executioner is easily countered without Nado.
Night Witch – I must begin with fact that I written this guide before Night Witch gets nerf. I don’t know if she will still be viable option to play with, if not, then I’ll give you replacements later.
Night Witch changed the game, her monstrous DPS was way too OP for 4 Elixir. But if you got her, why you wouldn’t use her?
In offence, she plays a Giant Balloon support role, or a tank for NW Balloon push, which you usually want to make when the opponent starts making a beatdown push.
She is (or probably was) great defensive card, because of huge DPS and decent HP allowing to survive Fireball on Tournament Standards. With her on your side of Arena, Hog gets only one swing off on the Tower, Ebarbs aren’t taking a single hit off unless opponent Zaps a death effect Bats, Golem does chip damage from Golemites and Giant is punished in seconds. Impressive, ya?
Electro Wizard – He plays a role similar to Night Witch. Supports Giant, helps a lot in defence and allows to make mini, fast pushes.
You’ll need him in the offence if the opponent has Inferno Tower since he is the only stunning card in the Deck. Quickly counters Sparkys. (BTW, if you know opponent has Sparky, use him smartly because, without him, WE’RE DOOMED)
In defence, he’s an absolute beast. Survives Fireball and packs a lot of damage in his electrons. Get best from his Spawn Damage, but don’t make weird moves with this like spawning him close to Mini PEKKA unless you want for him to be cut and changed for pancakes.
Elixir Collector – Self-explanatory card.
There are 2 placements for this and match situation and opponent’s deck are a factor where to place it:
In front of King’s Tower: Use this one if your opponent uses the Rocket. It will prevent you from giving him a value, which is Pump + Tower. But this placement also has cons; Hog Rider placed in a middle will go for your Pump, not for Tower and destroy it easily. Also, if the opponent will take off your Tower, your Pump will be not protected and every ranged troop will take it without soaking Tower’s damage.
Behind Crown Towers: IMO, better one. Use it always when your opponent doesn’t have Rocket. It’s safer since any of troops except Miner can’t touch it. Place Pump behind a safer Tower. For example, if your left Tower have 1100HP, and right have 2300, place it behind right one, because it won’t give them spell value and has more chances to stay.
Arrows – Mainly for Minion Hordes.
Use it for: Minion Horde, Goblin Barrel, Minions. Other swarms will be killed by supports quickly, so not worth wasting 3 Elixir.
3:00 – 2:00
Defend, pump up and do counterpushes. Do your best to don’t lose a Tower.
Don’t over-commit unless you’re sure it will do a lot of damage. Don’t use Balloon now, keep it as a surprise card.
Here, he did some good damage on my Tower, but I knew he over-committed this push a lot + his Executioner is out cycled, so I decided to go all for it and easily take down Tower.
2:00 – 1:00
Same as above, but you can start using Balloon.
2x Elixir – End
Now go aggressive. Get best of your counter push ability. When you see the opponent is building a massive defence, surprise him from other lane with NW + Balloon or EWiz + Balloon.
If you know he’s using Minion Horde, go risky and try predictive Arrows.
When you see they’re going with Giant in back, rush with Balloon on other side. If Giant comes lone, pull him with Tornado to King’s Tower. When he is supported, Executioner+Tornado will do the work.
This one can be tricky. Of course, rush with Balloon when they’re starting to build a Golem push. Be aware to don’t give them Lightning value. Be aggressive in 2x Elixir and constantly apply pressure.
Save your Fireball and Arrows. If somehow they will out cycle them, Exenado is a decent counter. Try to rush Giant Balloon when you are sure 3M are out cycled since they hard counters this push.
Exenado, exenado, exenado. Be careful since most Lava decks contain Lightning and sometimes Miner. Their defence is really bad and you should punish it easily. One of easier matchups.
Tornado is your key card. Your King’s Tower MUST be activated unless you want to overspend for every Hog Rider coming to your Tower. After you will do this, pull him in middle and all three Tower will shoot him and kill without soaking up any Damage. Don’t over-commit in the offence unless you want to be caught with 0 Elixir on defence.
Activate King’s Tower, deal with Miners by using Night Witch or Electro Wizard. In offence, it will be very tough since their defence is really, really strong. All your Damage will probably be from Balloon bomb or Lightning if you are using the Lightning variant of this deck.
Arrows and Executioner are doing a great job against all these Goblins. Keep your Electro Wizard for Inferno Tower. Be careful when you place Executioner or Pump since it can give them great Rocket value.
Medium if you have Night Witch, Hard if not. For the first variant, bait Poison with your Electro Wizard or Ice Wizard, whatever you are using, then finish the GY with Night Witch. Be afraid of massive counterpushes.
Giant – None.
Balloon – None.
Night Witch – Lumberjack, Mini PEKKA (Maybe even recommended)
Electro Wizard – Ice Wizard (Do it only when you are using a Lightning variant. When you prefer the Pump, Electro Wiz is a must.)
Executioner – Wizard (Not recommended)
Tornado – None.
Arrows – Fireball, Zap (Not recommended unless your Zap is very over levelled and you are playing on the ladder.)
Elixir Collector – Lightning.
That’s all guys! Hope you enjoyed this guide and will get a lot of success with this deck! Cheers, you rock!
by Golem FTW aka Radius
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!