Within the realm of Conflict Royale, Area 11 marks a big milestone the place gamers encounter fiercer competitors and extra formidable opponents. Navigating this difficult enviornment requires a well-crafted deck that may successfully counter the various methods employed by adversaries. With a plethora of playing cards at their disposal, gamers should meticulously choose a mixture that synergizes flawlessly, offering them with a aggressive edge. Among the many huge array of decks, one stands out as a beacon of dominance, a formidable pressure that has confirmed its mettle in numerous battles. This deck, meticulously tailor-made for Area 11, empowers gamers with an arsenal of formidable troops, devastating spells, and ingenious ways that can go away their opponents in awe.
The cornerstone of this distinctive deck lies in its even handed number of playing cards. A even handed mix of defensive and offensive capabilities, this deck is supplied to deal with any problem which will come up within the warmth of battle. At its core, the deck options the unwavering energy of the Pekka, an indomitable melee combatant whose relentless assault can crush even probably the most resilient defenses. Supported by the versatile Valkyrie, a grasp of splash injury who can cleave by means of hordes of enemies with ease, the Pekka turns into an unstoppable pressure. To counter aerial threats, the deck employs the lethal Electro Wizard, whose chain lightning can incapacitate a number of targets concurrently, disrupting enemy formations and shopping for valuable time in your troops to advance.
Moreover, the deck incorporates the strategic prowess of the Battle Ram, a formidable siege unit that may distract enemy defenses whereas dealing important injury to towers. The Zap spell, a flexible utility card, gives on the spot crowd management, beautiful enemy models and resetting the cost time of sure buildings. The Goblin Barrel, a sneaky shock tactic, can bypass enemy defenses and deal direct injury to towers, forcing opponents to consistently be on their guard. Rounding out the deck is the trusty Fireball, a devastating spell that may decimate enemy swarms or get rid of high-priority targets, including an additional layer of versatility to the deck’s total technique.
The Lightning-Quick E-Big Cycle
The E-Big Cycle, also called the Electro Big Cycle, is a well-liked and efficient deck in Conflict Royale, significantly in Area 11. This deck is characterised by its fast-paced gameplay and its capacity to rapidly cycle by means of playing cards to construct a powerful push. The primary playing cards on this deck are the Electro Big, Lightning, Princess, and Goblin Barrel. These playing cards work collectively to create a potent mixture that may overwhelm opponents.
The E-Big is the core of this deck. This highly effective tank unit can take in injury and deal out important injury to enemy towers. The Lightning spell is used to reset enemy troops, activate the King’s Tower, and deal devastating injury to teams of models. The Princess gives air protection and might chip away at enemy towers or help pushes together with her lengthy vary. The Goblin Barrel is used to rapidly deploy a swarm of Goblins that may distract enemies or deal injury to towers whereas the E-Big tanks for them.
Card Combos:
The E-Big Cycle deck has a number of key card combos that can be utilized to construct robust pushes:
Card Mixture | Function |
---|---|
Electro Big + Lightning | Shortly reset enemy troops and deal huge injury to towers |
Electro Big + Princess | Create a powerful tank and help push whereas offering air protection |
Electro Big + Goblin Barrel | Deploy a swarm of Goblins to distract enemies or deal direct tower injury whereas the E-Big tanks |
The Devastating Rage Cannon Cart
The Rage Cannon Cart is a formidable card that may wreak havoc in your opponents. It is a 4-Elixir card that deploys a Cannon Cart that costs ahead, firing cannonballs that deal huge injury to enemy troops.
The actual energy of the Rage Cannon Cart lies in its capacity to enrage close by troops. When the Cannon Cart is deployed, it releases a Rage spell that will increase the motion and assault pace of all pleasant troops inside its radius. This makes the Cannon Cart a potent risk, as it may well create an unstoppable military that may rapidly overwhelm the enemy.
The Rage Cannon Cart is especially efficient towards swarm troops and low-health models. Its cannonballs can rapidly decimate teams of Goblins, Skeletons, or Archers. Moreover, its Rage spell can enhance the injury output of different troops, such because the Valkyrie or the Mini P.E.Ok.Ok.A. This makes the Rage Cannon Cart a flexible card that can be utilized in quite a lot of decks.
Find out how to Use the Rage Cannon Cart
The Rage Cannon Cart is a strong card, however it may be countered if used improperly. Listed here are some tips about the right way to get probably the most out of this card:
- Deploy the Rage Cannon Cart at the back of your enviornment, so it has time to cost up earlier than reaching the enemy tower.
- Use the Rage Cannon Cart to help different troops, such because the Valkyrie or the Mini P.E.Ok.Ok.A. The Rage spell will enhance their injury output, making them much more formidable.
- Concentrate on enemy splash injury playing cards, such because the Wizard or the Executioner. These playing cards can rapidly take out the Rage Cannon Cart, so ensure that to guard it with different troops.
Counters to the Rage Cannon Cart
The Rage Cannon Cart is a strong card, nevertheless it has some weaknesses. Listed here are some playing cards that may counter the Rage Cannon Cart:
Card | The way it Counters the Rage Cannon Cart |
---|---|
Executioner | The Executioner’s axe can rapidly take out the Rage Cannon Cart, and its splash injury may injury close by enemy troops. |
Wizard | The Wizard’s fireballs can rapidly take out the Rage Cannon Cart, and his splash injury may injury close by enemy troops. |
Twister | The Twister can pull the Rage Cannon Cart away out of your tower, making it simpler to focus on and destroy. |
The Unstoppable Ghost Rider Barrel
The Ghost Rider Barrel deck is a formidable pressure in Area 11, combining the offensive prowess of the Barrel and Ghost Rider with the defensive capabilities of the Electro Wizard, Cannon Cart, and Archers.
Ghost Rider and Barrel: The Core Combo
Ghost Rider and the Barrel type the spine of this deck. Ghost Rider’s capacity to sprint by means of enemies and deal heavy injury makes him an distinctive tank, whereas the Barrel gives a swarm of Goblins that may rapidly overwhelm towers or help different troops. The mix creates a relentless push that is troublesome to defend towards.
Electro Wizard and Cannon Cart: Defensive Powerhouse
Electro Wizard and Cannon Cart present glorious defensive help. The Electro Wizard’s stun capacity can disrupt enemy pushes, whereas the Cannon Cart’s highly effective cannon can get rid of low-health troops and help tanks. Collectively, these two playing cards create a powerful line of defense that may maintain off even probably the most formidable counterattacks.
Versatile Help Playing cards
Archers and Zap function versatile help playing cards. Archers can present air protection, whereas Zap can reset enemy troops or goal low-health models. These playing cards add flexibility to the deck, permitting it to adapt to totally different conditions and counter varied enemy methods.
Deck Composition
Card | Degree |
---|---|
Ghost Rider | 9 |
Goblin Barrel | 11 |
Electro Wizard | 10 |
Cannon Cart | 11 |
Archers | 12 |
Zap | 12 |
The Miner Wall Breakers Siege
The Miner Wall Breakers Siege deck is a well-liked and efficient deck for Area 11 in Conflict Royale. It’s a siege deck, which signifies that it focuses on build up a powerful push after which utilizing siege models to slowly chip away on the opponent’s tower. The deck is constructed across the Miner, Wall Breakers, and Siege Barracks, and it’s supported by quite a lot of different playing cards that assist to defend and cycle playing cards.
Miner
The Miner is a flexible card that can be utilized to assault, defend, and cycle playing cards. He can be utilized to chip away on the opponent’s tower, take out help models, and even tank for different models. The Miner can be a good way to cycle playing cards, as he will be performed for simply 3 elixir.
Wall Breakers
The Wall Breakers are a swarm of weak models that may rapidly take out buildings. They’re significantly efficient towards the opponent’s Princess Tower, as they’ll rapidly destroy it if they don’t seem to be handled. The Wall Breakers are additionally a great way to cycle playing cards, as they are often performed for simply 2 elixir.
Siege Barracks
The Siege Barracks is a constructing that spawns a Mortar each 30 seconds. The Mortar is a strong siege unit that may deal important injury to the opponent’s tower. The Siege Barracks is a good way to construct up a powerful push, as it may well present a continuing supply of injury to the opponent’s tower.
The Conflict Royale Basic Mortar Deck
The Conflict Royale Basic Mortar Deck is a dependable and efficient deck that has been utilized by skilled gamers for years. The deck is constructed across the Mortar, a defensive constructing that may deal important injury to enemy troops and buildings. The deck additionally contains quite a lot of help playing cards that may assist defend the Mortar and cope with enemy threats.
Mortar
The Mortar is the centerpiece of this deck. It’s a defensive constructing that may deal important injury to enemy troops and buildings. The Mortar has an extended vary and might goal enemies behind different buildings, making it troublesome to counter.
Knight
The Knight is a flexible card that can be utilized to defend towards enemy pushes or to help the Mortar. The Knight has a excessive hitpoints and injury output, making him a sensible choice for tanking injury.
Archers
The Archers are an affordable and efficient option to cope with enemy air troops. The Archers have a excessive assault pace and injury output, making them a sensible choice for taking down enemy swarms.
Tesla
The Tesla is a defensive constructing that may deal injury to enemy air troops. The Tesla has an extended vary and might goal enemies behind different buildings, making it troublesome to counter.
Rocket
The Rocket is a strong spell that may deal important injury to enemy troops and buildings. The Rocket can be utilized to take out enemy defenses or to complete off enemy troops which are low on well being. The Rocket has an extended vary and might goal enemies behind different buildings, making it troublesome to counter.
Card | Elixir Value |
---|---|
Mortar | 4 |
Knight | 3 |
Archers | 3 |
Tesla | 4 |
Rocket | 6 |
The Lumberloon Cycle for Domination
The Lumberloon Cycle deck is a strong archetype in Conflict Royale that excels in each offense and protection. It’s significantly efficient in Area 11, the place it may well dominate opponents with its relentless cycle and devastating win circumstances.
Card Breakdown
The Lumberloon Cycle deck consists of the next playing cards:
- Lumberjack
- Balloon
- Miner
- Rage
- Arrows
- Goblin Cage
- Knight
Gameplay Technique
The Lumberloon Cycle deck goals to use fixed strain on the opponent whereas build up an unstoppable Lumberloon push. This is a breakdown of its key methods:
Cut up-Lane Strain
Miner and Goblin Cage are used to use strain in each lanes, forcing the opponent to separate their defenses.
Counterpushing
Knight and Lumberjack can be utilized to counter enemy pushes and construct up a counterpush with the Balloon.
Lumberloon Push
The core combo of the deck is the Lumberloon push. When the opponent is distracted by the split-lane strain, the Lumberjack and Balloon are performed collectively. Rage is used to extend their pace and injury, making them extremely troublesome to cease.
Defensive Versatility
The Goblin Cage and Arrows present glorious defensive capabilities towards air and floor troops. Knight serves as a strong tank towards heavy hitters.
Conclusion
The Lumberloon Cycle deck is a strong and versatile archetype that dominates in Area 11. With its relentless cycle, devastating win circumstances, and powerful defensive capabilities, it’s a pressure to be reckoned with.
The Lavahound Miner Management
The Lavahound Miner Management deck is a well-liked deck in Area 11 that mixes the facility of the Lavahound with the Miner’s capacity to chip away on the opponent’s tower. The deck is designed to be defensive, with the Lavahound and Minions offering ample air help, whereas the Miner, Bomb Tower, and Princess present floor management. The deck additionally options the Goblin Hut, which gives a constant stream of Goblins to assist help the push.
Card Breakdown
The Lavahound is the centerpiece of the deck, offering a strong air tank that may take in injury and deal important injury to the opponent’s tower. The Miner is the opposite star of the deck, offering a continuing risk to the opponent’s tower whereas additionally with the ability to take out key help troops. The Bomb Tower gives glorious defensive worth, with the ability to take out all floor troops in a single shot. The Princess is a good help card, offering ranged splash injury that may take out swarms of troops.
Gameplay
The Lavahound Miner Management deck is performed by establishing a defensive perimeter round your tower, utilizing the Lavahound, Minions, and Bomb Tower to take out your opponent’s push. After getting a transparent lane, you’ll be able to ship within the Miner to chip away on the opponent’s tower. The deck can be good at countering air decks, because the Lavahound and Minions can simply take out most air troops.
Card Cycles
Card | Elixir Value |
---|---|
Lavahound | 7 |
Miner | 3 |
Bomb Tower | 4 |
Princess | 3 |
Minions | 3 |
Goblin Hut | 4 |
The Graveyard Poison Freeze
The Graveyard Freeze Poison deck is a well-liked and efficient deck in Area 11 and past. It’s a defensive deck that depends on build up a powerful protection after which utilizing the Graveyard spell to create a big push of Skeletons. The Poison and Freeze spells are used to manage the opponent’s troops and stop them from defending towards the Graveyard.
Knight
The Knight is a strong defensive card that can be utilized to tank for the Graveyard. He has an excellent quantity of well being and might deal respectable injury.
Tombstone
The Tombstone is a good defensive card that can be utilized to counter quite a lot of enemy troops. It spawns 4 Skeletons when it’s destroyed, which may also help to guard the Graveyard.
Ice Spirit
The Ice Spirit is a quick and low cost card that can be utilized to cycle by means of your deck or to decelerate enemy troops. It may also be used to set off the King’s Tower, which will be helpful in sure conditions.
Skeletons
Skeletons are a swarm card that can be utilized to defend towards quite a lot of enemy troops. They’re low cost to deploy and will be simply changed.
Poison
The Poison spell is a long-duration spell that offers injury over time to enemy troops. It’s a good way to manage the opponent’s troops and stop them from defending towards the Graveyard.
Freeze
The Freeze spell is a spell that freezes all enemy troops for a brief time period. It may be used to purchase time for the Graveyard to do its work or to forestall the opponent from defending.
Graveyard
The Graveyard spell is the primary offensive card within the deck. It spawns a lot of Skeletons in a small space. These Skeletons can deal loads of injury if they don’t seem to be handled.
Minions
The Minions are a swarm card that can be utilized to help the Graveyard or to defend towards enemy troops. They’re flying, to allow them to be used to keep away from ground-based troops.
The Pekka Double Prince Push
This deck is a basic and highly effective push technique that may dominate in Area 11. The mix of the Pekka, Double Prince, and help playing cards creates a formidable pressure that may overwhelm opponents.
The Playing cards
- Pekka: The tank of the deck, absorbing injury and clearing the way in which for the Princes.
- Double Prince: Two high-damage sellers that focus on air and floor models, offering glorious help for the Pekka.
- Zappies: A swarm of 4 models that may rapidly take out teams of weak enemies, resembling Minions or Goblins.
- Electro Wizard: A stunner that may decelerate enemy troops and reset their assaults, making them susceptible to your push.
- Zap: An affordable spell that may stun enemy troops or reset their assaults, much like the Electro Wizard.
- Minions: A swarm of flying models that may present air help and cycle playing cards rapidly.
- Arrows: A spell that may take out giant teams of weak enemies, such because the Skeleton Military or Goblin Gang.
Technique
The important thing to this deck is to construct up a powerful push with the Pekka and Double Princes, supported by the Zappies and Electro Wizard. Zap and Arrows can be utilized to filter out any remaining weak enemies or reset enemy troop assaults.
Begin by putting the Pekka at the back of the sector, adopted by the Double Princes and Zappies. Use Zap and Arrows to get rid of any enemy swarm models that threaten your push. Electro Wizard can be utilized to stun enemy troops or reset their assaults, making them susceptible to your push.
If the opponent has robust air models, use the Minions to counter them. Cycle playing cards rapidly with the Minions to maintain up the strain. Arrows may also be used to take out giant teams of weak enemy air models, resembling Bats or Minions.
Matchups | Suggestions |
---|---|
Lavahound | Use the Minions and Electro Wizard to counter the Lavahound and its Pups. |
Golem | Place the Pekka in entrance of the Golem to tank its injury, then use the Double Princes to take it out. |
3 Musketeers | Use the Pekka to focus on one of many Musketeers, then use the Double Princes and Zappies to take out the others. |
The Balanced Elixir Golem Beatdown
The Balanced Elixir Golem Beatdown is a deck that makes use of the Golem as its major win situation. It’s a deck that’s troublesome to play towards, as it may be troublesome to cease the Golem from reaching the tower. The deck additionally has good protection, because it contains playing cards such because the Mega Minion, the Evening Witch, and the Tombstone.
Card cycle
An important a part of enjoying the Balanced Elixir Golem Beatdown is the cardboard cycle. The deck is designed to cycle by means of the playing cards rapidly, so it is very important maintain observe of what playing cards you’ve got in your hand and what playing cards your opponent has performed.
Offense
The primary offensive technique of the Balanced Elixir Golem Beatdown is to make use of the Golem to tank for the help troops. The Golem is a strong tank, and it may well simply distract the opposing troops whereas the help troops do their injury. The very best time to play the Golem is when you’ve got an excellent quantity of elixir, as it’s going to take time for it to succeed in the tower.
Protection
The Balanced Elixir Golem Beatdown has a lot of good defensive playing cards, which makes it troublesome for the opponent to interrupt by means of. The Mega Minion is a good air protection card, and it may also be used to help the Golem on offense. The Evening Witch is a good swarm protection card, and its bats may also be used to help the Golem on offense. The Tombstone is a good defensive constructing, and it may also be used to counter playing cards such because the Hog Rider and the Goblin Barrel.
Weaknesses
The Balanced Elixir Golem Beatdown has a couple of weaknesses, which embrace:
- The deck is weak to air assaults, as the one air protection card within the deck is the Mega Minion.
- The deck is weak to playing cards that may counter the Golem, such because the Pekka and the Inferno Tower.
- The deck is weak to decks that may cycle rapidly, as it may be troublesome to maintain up with the opponent’s card cycle.
Suggestions
Listed here are some suggestions for enjoying the Balanced Elixir Golem Beatdown:
- Maintain observe of your card cycle, and attempt to anticipate what playing cards your opponent will play.
- Do not be afraid to play the Golem defensively, as it may be a great way to guard your towers.
- Use your help troops to guard the Golem and do injury to the opposing tower.
- Do not be afraid to change up your technique if the opponent is countering your deck.
Card | Rely |
---|---|
Golem | 1 |
Mega Minion | 2 |
Evening Witch | 1 |
Tombstone | 1 |
Lightning | 1 |
Zap | 1 |
Archers | 2 |
Goblin Gang | 1 |
The Greatest Area 11 Deck in Conflict Royale
After reaching Area 11 in Conflict Royale, you will face harder opponents with extra highly effective playing cards. To succeed, you will want a well-rounded deck that may deal with varied methods. Top-of-the-line Area 11 decks out there is as follows:
- Hog Rider (Win Situation)
- Valkyrie (Anti-Air Tank)
- Musketeer (Ranged Help)
- Goblin Barrel (Shock Assault)
- Fireball (Space Harm and Tower Strain)
- Zap (Crowd Management and Stun)
- Knight (Low cost Tank and Protection)
- Skeleton Military (Swarm Protection or Counterattack)
This deck combines the Hog Rider’s quick and highly effective assault with the Valkyrie’s tankiness and anti-air capabilities. The Musketeer gives fixed ranged injury, whereas the Goblin Barrel provides a component of shock and tower strain. The Fireball and Zap are versatile spells that may clear swarmy troops, injury towers, or reset enemy troops. The Knight and Skeleton Military provide dependable protection towards floor and air swarms.
Individuals Additionally Ask About Greatest Area 11 Deck Conflict Royale
What makes the Hog Rider a sensible choice for Area 11?
The Hog Rider is a quick and aggressive card that may rapidly attain towers and deal important injury. In Area 11, the place many opponents have robust defenses, the Hog Rider’s capacity to bypass enemy formations and go straight for towers makes it an efficient win situation.
How ought to I exploit the Valkyrie and Musketeer collectively?
The Valkyrie and Musketeer are a potent mixture as a result of the Valkyrie’s tankiness protects the Musketeer from enemy troops, whereas the Musketeer gives ranged help for the Valkyrie. Use the Valkyrie to soak up injury whereas the Musketeer offers injury from behind. This combo is especially efficient towards giant floor troops and swarms.