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Valk Hogs Zappies Deck for Arena 11 Tournaments

Bait the Fireball with your units or tank them with the Valk!
Written by: Approved and Originally Published by: Updated on .

Overview:

Valk Hogs Zappies Deck for Arena 11 Tournaments
fireball.png magic_archer.png mega-minion.png royal_hogs.png
TheLog.png tombstone.png valkyrie.png zappies.png
thumbs.GIF
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Evaluation:

Category Evaluation
Offense This deck costs 3.6 average elixirs.
Use the Valkyrie to tank for your Royal Hogs or Zappies.
You can also use the Magic Archer for chip tower damage.
Defense Tombstone to lure tower locking units.
Use the Fireball for a predictive spell and additional chip.
Zappies to stun both air and ground.
Valkyrie for ground troops.
Magic Archer for piercing shots.
Bait the opponent's Fireball.
Watch Out For Fireball
Valkyrie
Wizard
Executioner
Tested Working in Tournaments - Last Balance Update after Posting: August 6, 2018

Offense:

Offensive Cards:

These are the cards you use for offensive pushes or offensive attacks:

valkyrie.png royal_hogs.png zappies.png magic_archer.png

Win Conditions:

These cards can let you win the game or beat a tower when ignored by the enemy:

royal_hogs.png

Spells:

You use the spell for attacking, defending, or countering:

TheLog.png fireball.png
  • Note - The Log for push back and chip. Fireball for swarms and tower chip damage.

Defense:

Defensive Cards:

These are the cards you use for defending or supporting your pushes:

magic_archer.png mega-minion.png valkyrie.png zappies.png tombstone.png
  • Note - Tombstone to lure units and spawn Skeletons. Use your units to get rid of both air and ground counters. Do a counterpush by dropping the Hogs at the bridge.

Buildings:

tombstone.png
  • Note - Lures tower locking units and spawns a single Skeleton to distract.

Anti- Air:

These are the cards against flying units:

mega-minion.png magic_archer.png zappies.png

Elixir Collector Counter:

These are the cards you can use against the Elixir Collector:

fireball.png

Three Musketeers Response:

The Three Musketeers can beat towers when left alone. Here's what you should use:

fireball.png

Note - The Fireball is a good counter against the 3M. You can also use the Valkyrie.

Synergies:

Combos:

These are the cards that are normally played together:

Valk Hogs
valkyrie.png royal_hogs.png fireball.png
Valk Zappies
valkyrie.png zappies.png fireball.png
Defense
tombstone.png mega-minion.png zappies.png

Card Counter Sheet:

Your Cards Best Against Can Be Countered By
fireball.png Three Musketeers
Barbarians
Crown Towers
Buildings
magic_archer.png Beatdown decks, Minion Horde, Minions, Swarms Fireball, Bats, Goblin Gang, Mini P.E.K.K.A
mega-minion.png Balloon
Lava Hound
Baby Dragon
Ground Units
Aerial Units
Musketeer
Flying Machine
Inferno Dragon
Ranged Units
royal_hogs.png Buildings
Towers
Fireball
Fire Spirits
Splashers
TheLog.png Ground Swarms
tombstone.png Tower Locking Units
Ground Units
The Log
Miner
Poison
Fireball
Lightning
Rocket
Tower Locking Troops
Ground Swarms
Aerial Swarms
valkyrie.png Graveyard
Barbarians
Skeleton Army
Ground Swarms
Single Target Units
Aerial Units and Swarms
zappies.png Inferno Tower
Sparky
Ground Units
Fireball
Aerial Units
Splash Units

Video:

Watch DRL as he use this deck to crush his opponents in Tourney matches. Check out how he tanks his units with the Valk and his Magic Archer placement.

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