What up guys, Hybrid FTW here with my second guide on CRA.
Recently, I saw a video on CWA’s channel on a Giant Skelly bait deck.
This deck was actually getting 20 and numerous 12 wins by pros, and I knew I had to get a try.
I have gotten a few 12 wins and tons of other success battling clanmates, and haven’t stopped using it since.
- Counters the current meta very well
- Super fun to play
- Strong defense
- No very good Pump response
- 2 legendary cards (both replaceable)
- Requires a bit of practicing if you want to maximize the decks full potential.
The Giant Skeleton Bait Deck
This is the card that makes the deck unique.
The Giant Skeleton isn’t the win condition of the deck, but rather your ground stop making him very strong vs beatdown decks.
Combined with the Tornado, he can fulminate 20 Elixir pushes in a matter of seconds.
Cannon Cart: One is the most underrated cards in the game.
The Cannon Cart also has great DPS clearing out glass cannons and even one shots Gobbies.
When playing this deck, utilize that beautiful 5.5 tiles of range sniping badly placed front Goblin Huts and Princesses.
As an added bonus, the Cannon Cart will deal massive damage if he connects to the Tower unaccounted for.
These little fellas are here to bait your opponents Log/Zap.
The Goblin Gang is also great in shredding glass Cannons and whatnot.
Make sure to be careful to not play the gob Gang beside Princesses or behind you Barrel, because you don’t want them to get value from logs/Zap.
Princess: The Princesses’ main roles in this deck are for baiting out Logs and to clearing swarms.
The Princess also synergizes incredibly well with the Tornado, clearing out swarms and other medium health troops stacked together.
Place the Princess as far away from the bridge to prevent other long ranged units from sniping her.
The Log: I’ve played the deck with both versions of Log and Zap.
The Log actually works a lot better rather than Zap in this deck because:
- Versus opposing bait decks, They usually have a faster cycle and Zap will not kill the Goblins unlike The Log
- Gets more value vs. double Prince decks, resetting the Princes charge and hitting whatever squishies may be behind the push.
- Has more damage and better arena damage.
Goblin Barrel: The win condition of the deck.
Use the Barrel when you know their Log/Zap is out of cycle for hundreds of damage.
If you know they have the Tornado, throw the Barrel to on the right bottom corner to avoid king activation.
Spear Goblins: These little gobbies are so annoying!
Being only 2 Elixir, the Spear Goblins are perfect for pressuring and do a sizable amount of damage if left alone.
Being only 2 Elixir, you can use them to distract Princes and other heavy hitters.
Tornado: One of the most unique cards in the game.
The Tornado is excellent at activating your king.
The Tornado is used to counter Hogs, Bandits, Swarms, etc you name it.
Use it to clump troops for your Princess to splash, or to drag troops towards their fate of the Giant Skeletons bomb.
Side Note: These are the most suitable replacements for these cards, but they will change the play style of the deck and are not recommended.
Best starting moves:
- Ice Spirit at the bridge
- Spear Goblins at bridge
- Princess at the back.
Like all other decks, try to recognize what deck your opponent is playing, making it much easier to gain control of the match.
Try to get as much chip damage as possible, for this deck is about constantly applying pressure with Spear Goblins, Barrels, etc.
Counterpush from whatever defense you have leftover from your opponent’s pushes, just don’t give them Log value.
Be aware of their every spell, light or big so you know when to push.
For example, don’t throw random Goblin Barrels when you aren’t sure or know they have Log.
Similarly, don’t drop multiple squishy units behind you Giant Skelly unless you know they don’t have spells in rotation.
A bit of a hard matchup.
The Giant Skelly does an excellent job at blowing up the X-Bow and supports, but you will have to keep up with their cycle and make sure he gets in range if the X-Bow.
Try to bait their Logs with Goblin Gangs and Princesses so you are clear to throw your Barrels, but they have such a fast cycle that they’ll almost always be able to Log them.
Golem: Easy matchup.
Drop the Giant Skeleton right on top of the support and Tornado their whole push together to meet the fate of the Giant Skeletons bomb.
If they Log the Princess or Goblins, throw a Barrel straight at the Collector.
Don’t over commit on pushes if you don’t have enough for a basic defense..
Three Musketeers: Easy matchup.
When dealing with the pumps, do the same thing as you would with a Golem matchup.
Tornado all the Muskies to one side, and incinerate their whole push with the Giant Skeleton and Tornado if needed.
Do all of these things, and your looking golden.
Miner Hut Control
This matchup is pretty irritating, but not unbeatable.
Use Giant Skeleton vs there P.E.K.K.A/P.E.K.K.A support.
In early matches, use cheap units like Goblin gangs or Spear Goblins to defend their miners, but on 2x Elixir they will start using prediction poisons.
To avoid them getting value, just use Cannon Cart or Spear Goblins outside the Poison ring.
Hog Cycle: I rarely encounter this matchup, but when I do, it’s barely even considered a match.
You have the best counter to the game, the Tornado.
Use whatever units you have left from defending on a counterpush as long as your not giving them Log value.
Bridge Spam: This match up isn’t to hard if played correctly.
Never, I repeat never, drop your Giant Skeleton just defending a single unit like Bandit or Royal Ghost because they will just rush the other side with Battle Ram+Dark Prince and you’ll pretty much be done for.
Opposing bait: This matchup just comes down to how’s the better bait player.
They will most likely have a faster cycle, so be ready with a Goblin Gang for their Barrel if Log is not in hand for it will even prevent all damage.
If you can, try to get some nice Log value if possible.