Clash Royale: Mega Knight Bait Deck - Arena 9

Our articles about Clash Royale Clash Royale: Mega Knight Bait Deck - Arena 9 This deck based on the Mega Knight and the Zap / Log Bait will help you level up the arenas!

This is one of the most successful decks of the moment: the Mega Knight Bait. This one is based on a strategy that we talked about in this guide. Even though this listing does not contain the iconic card that is the Goblin Barrel, you have a powerful set and cards that will annoy the opponent and make it difficult to place their spells and especially their Zap. In addition, the counter possibilities are excellent.



 

Code to copy-paste the deck on Clash Royale

 

Composition of the Deck
Clash Royale: Mega Knight Bait Deck - Arena 9
mega knight
Clash Royale: Mega Knight Bait Deck - Arena 9
Skeleton Barrel
Clash Royale: Mega Knight Bait Deck - Arena 9
Minor
Clash Royale: Mega Knight Bait Deck - Arena 9
hell dragon
Clash Royale: Mega Knight Bait Deck - Arena 9
Spear Goblins

Clash Royale: Mega Knight Bait Deck - Arena 9
Gang de gobelins

Clash Royale: Mega Knight Bait Deck - Arena 9
Bats

Clash Royale: Mega Knight Bait Deck - Arena 9
Electrocution / Zap
Average cost : 3,3 Difficulty : Quite difficult

 

Function of cards

Mega Knight : In a deck like this, having a tank like this is doubly useful. It helps protect your towers, as it excels in defending against medium troops. In attack, your troops are well protected in general, since it will be a sponge so that they can work effectively. Do not hesitate to place it aggressively too, as we will explain to you.



 

Skeleton Barrel : If it is preferred to that of Goblins, it is for its ability to be a plague. The opponent will ask himself the following question: "should I place my spell when the Cask bursts or before, at the risk of having a complicated defense behind, without a suitable card?" ". the Skeleton Barrel can take a few hits from a tower or troop before it bursts, your other units can use it and do the job, which can lead to forcing the opponent's light spell (Zap ou The log).

 

Minor : Like the other two cards, it can absorb hits for your other light troops. It is also a card that is very useful for targeting a particular building (like the gobelin hut orelixir extractor) and serve as a mini-tank in an emergency.

 

hell dragon : The anti-tank par excellence. It goes well in a deck because it forces the use of Zap. It is a card which is mainly defensive and which is interesting in counter, especially if it is protected by the Mega Knight. It must be used behind a Tower, in most cases.

 

Spear Goblins : A low cost card which is mainly used to make your small pushes.

 

Gang of Gobelins : You should use it primarily for defense, since Goblins do very good damage. In some situations, using them on offense is a good thing, especially if the Zap ou The log is used and you have enough to make a powerful counter.

 



Bats  : Your main light air defense (with the help of your Tower), they are also useful for your short pushes.

 

Zap/Electrocution : Knowing that we need at least one spell, the Zap is most useful in this meta. Indeed, we have a card that can hit the ground and in the air, while being able to interrupt certain units.

 


Strategy during the game (from start to Overtime)

This is a deck where you have to be deliberately aggressive in order to get away with it properly. Your basic attacks must be 5 elixirs and consist of a unit that absorbs hits (the Minor or Skeleton Barrel) and another that puts some behind (the Spear Goblins or Bats). In general, it is better to use the second to attack. This offers you an air & ground duality, whether at the start or at the finish. Moreover, the Minor is highly useful, as we wrote, against buildings. 


Regarding the use of Mega Knight, you have to start from a starting point where you have to defend against a push of 4 elixirs, whether it is a single unit or a group of units. Afterwards, depending on the situation (depending on the units/buildings), either you start with a powerful push on the lane where he is, or you launch another quick push on the other lane, with the Gang de gobelins if the Zap has been used.

The only situation where you will be forced to be defensive for a while is when the opponent puts down a heavy card, like the G or three musketeers. Otherwise, you must not stop being aggressive if you want to win: by force, he can make mistakes and you will greatly benefit from it.

 

 

What is problematic

The first problem is that this deck has no defensive building, which can be a problem against some units, especially the G, To see the Pig Rider in some cases. Also, the fact that this is a light deck that only has one spell makes it quite difficult to play. Therefore, try to get used to it by playing games with your clan's teammates, before playing it in challenge or ladder.

The decks that can give you the most trouble are those with Graveyard and Poison. If both are placed at the same time, you don't have cards that are really effective in limiting the damage against this combo and therefore you will have to be smart or try to fall another Tower behind.

 

To better understand how to play this deck, we advise you to watch this video of SirTag who plays it at a high level.

 

 

 

 

Clash Royale: Mega Knight Bait Deck - Arena 9

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