Win Rate 50.8%
Usage Rate 0.0%
Avg. Elixir 3.4
Battles 128

How to Play

Early game, test with Goblin Drill or Wall Breakers at the bridge to identify their defensive cards. If they use The Log on Wall Breakers, Goblin Drill goes unchecked. If they drop a splash troop on the drill, send Wall Breakers in the same lane to punish. Skeleton King should collect souls passively in the early game — play him on defense where troops die near him. Once he has 8-10 souls, counter-push aggressively. The ideal push is Skeleton King at the bridge with Goblin Drill on the tower and Wall Breakers behind. The opponent must address skeletons, goblins, and Wall Breakers simultaneously. Dart Goblin behind the push picks off weakened defenders with his rapid-fire attack. On defense, Inferno Tower melts Giant, Golem, and Royal Giant — plant it in the center to pull building-targeting troops. Skeleton Army handles support troops and any tank that gets past Inferno Tower. Fireball clusters of medium-health troops like Musketeer plus Wizard near the tower for value. The Log clears Goblin Barrel, Princess, and Skeleton Army. In double elixir, cycle your three offensive tools aggressively. Alternate between drill, Wall Breakers, and Skeleton King ability to keep opponents guessing. Fireball the tower when it drops below 500 HP for guaranteed damage.

Card Roles

Skeleton King accumulates souls from troop deaths and unleashes them as a skeleton wave, overwhelming defenses during counter-pushes. Goblin Drill burrows to the tower and spawns goblins that deal 700+ damage if unaddressed. Wall Breakers deliver 520+ explosive damage per Breaker, punishing opponents who commit their spell elsewhere. Inferno Tower melts tanks with ramping damage, anchoring the defense. Skeleton Army swarms tanks and feeds Skeleton King souls. Dart Goblin snipes from 6.5-tile range with rapid fire. Fireball clears medium-health clusters and finishes towers. The Log handles ground swarms and Goblin Barrel.

Strengths

Triple offensive threats force opponents to ration their spells and defensive tools, creating constant openings. Skeleton King's ability benefits from every troop death, meaning even failed pushes charge his next attack. Inferno Tower shuts down beatdown decks while your three-pronged offense chips the tower. The deck is unpredictable — opponents cannot pre-plan defense against drill, Wall Breakers, and Skeleton King simultaneously.

Weaknesses

Poison over the drill zone kills goblins and weakens Skeleton King's spawned skeletons, reducing both damage sources. Splash-heavy decks with Executioner or Wizard handle both skeletons and drill goblins without breaking a sweat. Zap or Electro Spirit resets Inferno Tower, letting tanks survive. The 3.3 average cost makes the deck slightly slow against hyper-aggressive bridge-spam that attacks before Inferno Tower is in cycle.

Card Stats