and if the enemy troop is ranged, the Valkyrie might be attacked a lot before reaching him! If you place the Valkyrie too far from the enemy, she must walk and walk until she reaches the target.
The Musketeer is also good in cycle decks, because, once again, she is a good anti air high damage unit! Valkyrie: The Valkyrie is extremely good in defense and offense! In defense, she can be put on top of a troop, because she is a melee troop. It should be good, VERY good (Though I like Hunter more)! The Musketeer and Hunter has similar abilities, but the Musketeer only shoots one bullet per hit, while the Hunter shoots 10 bullets per hit. The Musketeer is great against Baby Dragon and Minions. So the Musketeer's health will be (598-572) 26 hitpoints left! AMAZING! Musketeer: The Musketeer is an anti-air high damage unit. and that's fun to see! The Fireball deals 572 damage in level 9, and ALSO in level 9 the Musketeer has 598 hitpoints. For a neutral elixir trade (4 for 4), maybe your Fireball has also shoot the opponent's Princess Tower. The Musketeer then will be one shot by the Princess Tower. The Fireball can nearly one shot a Musketeer. he will be attacked by both Princess Towers! Fireball: My favourjite spell, I've explained lots about the Fireball on my other battle deck pages. He can be distracted by using a Tombstone on the center, and then when the Knight attacks the Tombstone. He is a melee troop that can easily get distracted. Against a Musketeer, wait until she walked to your territory and immediately place the Knight on top of her, and if possible don't let her to shoot your tower! And the problem in offense, is. The Knight card can be very, very good in defense, though not quite in offense. DEFEATED! Thank you for your help, Arrows! Knight: The Knight is one of the mini tanks, working well with the Witch, Spear Goblins, and sometimes, with the Musketeer (even though the Knight-Musketeer synergy is still weak against swarms). This card is also decent in Legendaray's Infinite Elixir Challenge, as every swarm pushes. It can kill a Musketeer with the help of a Fireball. but most importantly, the SWARM KILLING ability! As a low damage spell, the arrows can be cycled to defeat a Crown Tower with low hitpoints left. Arrows: The Arrows can deal good damage, having big range, lots of arrows. For 2 elixir, the Spear Goblins are (once again) good in defense and offense. If used in defense, put the Spear Goblins in the center of your territory so the distracted troop can be attacked by BOTH towers. The Spear Goblins will deal lots of damage, especially if you tank a bunch of them. The tanks here are Valkyrie, Knight, and Hog Rider. Twinkly Minimum Recommended King Level: 2 Maximum Recommended King Level: 5 Arena Required: Spell Valley (Wrong?) Average Elixir Cost: 3.6 (Wrong?) More Statistics: Go to Deck Builder Card Roles Spear Goblins: The Spear Goblins is good in offense with a tank. This deck is sooo interesting! Let's jump right in.ĭeck Information Deck Created by: C. The synergies of cards will be explained on the strategy part. If not, you would have difficulty when playing this deck. Remember, to win with this deck you MUST master its synergy. This deck is called Arena 2 Deck II, because someone has already created the deck 'Arena 2 Deck', so I should add another word to make a difference. Today I'll share a good deck for arena 2.