Giant Ghost Control Deck feat. Zappies – Get 12 Wins With Ease!
Hello again my peeps!
It’s me, Supermarine, back at it again with the white Vans! JUST KIDDING!
I am actually here today to share with you guys an amazing Giant Ghost Deck made by my boi Dragon Claw.
I tried it out, and got third in a 100 man tourney, along with 12 win Challenge victories!
Now that I have your attention, why don’t we get to the guide, shall we?
Giant Ghost Control Deck
Giant: The humble Giant has been a great tank troop ever since y’all came fresh out of the Training Camp.
He has very good damage, attack speed, and health for his cost.
Speaking of cost, this guy is actually the cheapest big tank in the game, and yet he has more health than Royal Giant, Giant Skeleton and even Lava Hound if over leveled!
Just don’t place him in the back as an opener though, or you could be in for a nasty surprise when your opponent attacks!
Royal Ghost: OoOoOoOoOoOoOoOoOoO… very scary!
For 3 Elixir, he goes invisible (great for defense BTW!), does area damage and even puts good sized dents in the opponent’s Arena Tower!
Here, he finds his place behind the Giant to protect him from deadly ground swarms such as Goblins.
Also, he has quite a bit of health, so Guards and other swarms used for surrounding won’t be able to do their job.
The invisibility allows him to bypass deadly single shot troops so he can attack them while they frantically shoot at the Giant.
Just watch out for splash units and spells!
Arrows: Our main Spell.
Use against the likes of Princess, Horde, Gang, Barrel, etc.
Mostly self explanatory. Note that it doesn’t provide knockback or stun like Zap and The Log do.
Lightning: This is a great, yet underrated heavy spell that works quite well here, despite its hard-hitting nerf to its range.
It manages to cripple the Inferno Tower, Inferno Dragon, and glass cannons like Wizard, Witch, and Musketeer.
It even rips the Elite Retards to shreds, allowing the Royal Ghost to one-shot them!
However, be very careful when using it, as it is very expensive.
If used poorly or if miscast, the opponent can punish hard with a very deadly counterpush!
Zappies: Ah, the Zappies! So neat, so energetic (literally), and so full of value!
Zappies are great because unlike the eWiz, there are three of them in a triangular formation.
Since they are in this formation, they will attack troops or Infernos at different times, meaning that their collective stun time will be even longer than that of Electro Wizard!
On defense, these little guys have massive push stoppage power due to the collective stun (which totals to 1.5 seconds by the way), giving deadly tank killers much more time to attack before having to move to pursue the tank.
Also, since the Zappies move very slowly, you can place them in the back to invest Elixir.
It won’t be as hurtful as putting a Giant in the back, and it also means you don’t have to commit to one single lane, even if they don’t split evenly!
Be sure to protect these guys from spells like Poison and Fireball, as they will die to them!
Goblins: Three small, fast, green and mean killing machines.
They have very good DPS for their cost.
They can surround and kill deadly splash troops such as Executioner or Wizard with ease, although they may have trouble versus Magic Archer, Night Witch, or opposing Royal Ghosts.
They even kill mini tanks like Bandit and Battle Ram for a positive trade!
You can also use them to cycle and shape your hand as well.
Ice Spirit: Pretty self explanatory.
He freezes key troops and also helps to cycle.
He is also a cheap reset card, which sets him apart from the easier to use Fire Spirits.
Inferno Dragon: One of those troops that always brings the pain, on offense or defense!
He can absolutely murder tanks like nobody’s business, and then that heavy damage can be transitioned into offense using a counterpush!
However, be sure to help to protect him from reset cards and deadly high DPS air troops (yes, I’m talking about you Bats!), as both counter him well!
Substitutions
General Gameplay
3:00-1:00
At this time, you should try to play defense so that way you can find openings to punish them.
If you do, pay attention to any good counters you opponent has to the Giant, like Inferno Tower, Tombstone, or Mini P.E.K.K.A.
That way, when Double Elixir hits, you can use your cycle potential to counter their counters, and get massive damage done.
1:00-End
Now is when you attack, attack, and attack some more!
Use the increased Elixir gain rate to cycle multiple Giants and outcycle their counters (which you should have figured out during Single Elixir).
e sure to use your support spells wisely too, as they will play substantial roles during this time!
Matchups
Giant
Simple! Use the Inferno Dragon!
If he gets Zapped or reset in any way, use Ice Spirit to freeze.
Golem
With Double Prince dominating the metagame right now, Golem is experiencing rapid decline.
However, that doesn’t mean you won’t encounter this brute in the future. So, here’s some tidbits for when you do.
There are two options: use your Inferno Dragon to kill Golem, then counterpush with Giant, or you can punish the Golem at the back with a Giant+Ice Spirit at the bridge, then use Goblins to kill the lone tank.
Use Inferno Dragon if necessary (if you chose the 2nd option).
P.E.K.K.A
This girl hard counters your Giant, so getting Arena Tower damage will be tough.
What you want to do is use (preferably on the counterpush) Inferno Dragon+Ice Spirit+Goblins.
Ice Spirit freezes, Goblins distract, Inferno D kills, meaning Giant will have free reign on offense!
Lava Hound
Use Zappies to keep the Hound in place while the ID attacks anything behind.
Use Goblins on Miner (if there is one) and Arrow Pups if necessary.
Royal Giant: See Giant.
You can virtually treat them both the same way! Lightning Elite Retards if necessary.
Hog
Use Goblins to kill him quickly or Zappies to hold him in place while the Arena Tower does the damage.
Use Ice Spirit to freeze if necessary.
Three Musketeers
The easiest thing to do would be to just use Lightning.
If split, then Lightning the 2 Musketeers, then use Goblins on the other.
Double Prince
With decks like Double Prince running rampant in today’s metagame, you need to be ready.
The best way to counter Double Prince using this deck is to use the Zappies to hold both Princes in place, the use the Royal Ghost to strike them both while the Tower does damage.
Use Ice Spirit to freeze or Goblins if necessary.
Graveyard
Goblins, Royal Ghost, and Arrows work extremely well versus Graveyard.
Be sure to use all of your counters sparingly, especially if they are also using Freeze! Versus Graveyard Freeze, you will want to bait it out with the Royal Ghost, then use Guards.
Use Ice Spirit if necessary.
Siege
Giant is a very wise counter to both types of Siege structures.
It also allows you to form a counterpush with him as well, and paired with spells, the opponent may have issues defending!
If Giant is not in cycle when the structure comes out, Lightning or Royal Ghost can also be used in a pinch.
When using Royal Ghost, be sure to use Ice Spirit to force the structure to retarget.
Miner Poison
Royal Ghost and Guards both work great against Miner, and are capable of surviving a Poison, so you shouldn’t have too much difficulty.
Use Ice Spirit to freeze if necessary, and Inferno Dragon if any tanks appear.
Spell Bait
This deck is on rapid decline, but it’s better to be prepared anyway.
Always Arrow the Goblin Barrels. Use Goblins on the Princess, and Ice Spirit on the Gang. Also be sure to be aware of Inferno Tower or Tesla, as you will definitely need to use your Lightning.
Versus Bait Decks with Tesla, wait until it pops up to Lightning, otherwise you’ll have just wasted Elixir.
Bridge Spam
That’s right, this deck is making a comeback due to the buff to both Princes!
Versus Spam, you will want to distract any big tanks (if any) with Zappies.
If there are no big tanks, then use Zappies to keep everything in place, then use Royal Ghost+Goblins to kill everything while the Zappies stun.
Use Inferno Dragon if necessary, and counterpush after if you can.
If they have a big tank and they place it in the back to invest, be sure to punish with Giant and your spells accordingly, as you may not get another chance to do so!
Mega Knight
Treat it like an area damaging P.E.K.K.A.
Use the Royal Ghost to soak all the MK’s blows, then use Inferno Dragon to kill him.
If it gets reset, then use Ice Spirit to freeze.
Use Goblins or Zappies (for their collective stun, actually benefits quite well versus MK because they delay his jump) if necessary.
So that’s all for this amazing deck guide! Leave a comment if y’all have something to say! In terms of the new series, it will be coming soon!
Until next time, sayonara!
first cause no one claimed
No one commented before so how is someone gonna claim?
With the Power of https://uploads.disquscdn.com/images/af08b7829ae25746e9d5ac5803173f4ca82a860d78efa506659d1155982c8636.gif
https://uploads.disquscdn.com/images/f63ae3b1e43213405d6e15f9d8e1b578c28d8d692d48485ce3d676d5fd66221f.jpg
Harry Potter and the Blaze Stone
lol
dude what about bandit dark prince bait or just dark prince bait those aren’t too bad, otherwise nice to see an off meta deck
2nd
not to much explanation on the matchups but the deck is very interesting
I really don’t like this deck, I don’t see order and I find the squishies with zappies very untrusty, if you run into someone with fireball and a light spell you’re screwed.
absolutely
How is this a control deck…
Thebes secret is, well it isnt
This deck does not have enough offense and support for giant
In that case, please do check the Substitutions section fore alternative options. One could even use Sparky instead of Royal Ghost for more offensive power!
Good Guide! but not sure if this deck is control :/
I feel this deck is more of a beatdown deck rather than control, other than that, good guide
Ya
dead meme xD
3rd
I can see this as a control deck. The Giant is the win con, and the rest support the cards in the deck, including the giant. If it were beat down, it would have another offensive card to synergie with the giant.
That is a bad idea on beatdown and control
Yea, uh no
no………
Lightning…
4.1
How can you do regular guides but not hybrid horrors? That doesn’t really make sense
You see, I’m preparing to do another deck series after these next few guides (NOTE: it may be a collab! :D), and it would be just a flat-out hassle to have to manage two deck series all at once!
oh, ok
4th (or 5th if hybrid FTW meant 4th by 4.1)
“Use the Royal Ghost to soak all the MK’s blows, then use Inferno Dragon to kill him”
Don’t u mean giant instead of ghost? :/
He means ghost
anyone have thoughts on barbarian barrel? I think it’s just a 3 elixir log that has a barbarian in it
I’d say a good support unit for chip decks and bridge spam, but it’s also gonna be over-level spammed by ebarb players probs.
I’m quitting the game if they make an e barb barrel
That would be so op
its an epic, so its harder to overlevel
arguable.
I think it’s a weaker kiner
Some of these explanations are a bit off. The guards are a great counter to royal ghost and surrounding him they are perfect. And also, why would you tell us that arrows don’t reset Troops? Overall, good guide tho
Will the Barbarian barrel reach the crown tower?
I think so, but it should be easy to predict where it will land due two it’s odd landing thing.
I thought the barbarian landed where it crashed.
Why though?
I’m done with CR sorry guys…have fun the rest of you
Why?
ladder is crap 2v2 was fun and nothing new really comes out plus i think it was good to stop my gaming addiction
stopping game addiction is awesome but if you don’t like the fact that nothing new is coming out, there is going to be a big update real soon
well big or not CR . has always been the problem with my gaming addiction. It owuld be nice to see what is going on but I am not playing anymore that is all
Just limit your time
nah it is fine
okay i will see how the update goes and if it is worth coming back then
That’s what they say every time. Let’s face it, the game is dying because the development team isn’t doing anything. Remember how the touchdown update was going to be huge? Yea, we saw how that went.
the game isn’t really dying, it’s still pretty big. some said coc would die off because nothing new was added, and clan wars came. the devs said the update will consist of clan wars, which might help it a little bit. and devs are working pretty hard, programming and testing new stuff isn’t easy as it looks.
no, not really, the push back so many updates it gets stale and boring
you mean they right?
It’s definitely dying. I have like 50 friends from the discord. It used to be 6-7 online at a time and now it’s at most 2-3. I didn’t say their job isn’t hard but think about it. Barbarian barrel? How much thought does it take to come up with this. It’s an epic, doesn’t reach the tower and is just a barbarian coded to spawn after a short ranged log. There is a whole reddit community giving good feedback and coming up with very unique card ideas and they don’t use any of that.
what ideas?
card concepts and ways to fix the game
I wanted examples, couldn’t find much in reddit
well they used to until the game came to the state it is… Here’s one from me : Disorient- 5 elixir reduces all troops in radius’s attackspeed, move speed, and damageby 10% and troops attack nearest unit not dependent on whoever played it for 1.5 seconds.
that is way too complicated for clash royale IMO, and it would overshadow the rage spell even more
it’s 5 elixir and is more defensive than offensive…
What about the Crusher from Clash of CLans? How’d that work?
There’s an update coming.
i understand that but I just wanna stop my addiction which has become an infestation to me that is all. I will hang around CRA to see articles and stuff
I smell salt dropped by ebarbs
yes me too
ELITe BaRb BarRel iS WhAt WE NeEd
That would overload our mouths with salt
gotta nice clan can i join pls sory
awwwwwwwwwww……… 🙁
i am having fun with a new deck i got from my clan mate i have won every single game with it (12)
giant
night witch
clone
rage
e-wiz
lumberjack
dank prince
wizard
try it, it works if you can play clone rage decks well
RAGE??? nope no for me
Rage is the worst card imo
Somebody got a 20 win with it I will hunk heal is a bit worse imo
There is no “best” card, there are just “versatile” and “less versatile”. Rage is less versatile as it cannot do things mortar can. However, rage fits in this deck because the main damage comes from the night witches’ bats.
definetley use rage on the DANK PRINCE! he hits SO fast every time he has rage on him- just make sure you defend him properly (Giant in front?)
Was I the only one who got that Mario’s tunnel of doom reference? XD
I’m a Mario fan but I have no idea about that lol XD