1.21Gigawatts
Banned
Im stuck in arena 6, can go as high as 1900-1950 trophies and as low as 1700. Last game I got paired with a lvl 9 player that had most cards in lvl10 and lvl8 while most of my common cards are 7 and rares 5. I've tried lots of decks but I just can't seem to get to arena 7.
Latest deck I've been using is:
Barbarians lvl 8
Baby dragon lvl 3
Skeleton army lvl 1
Minion horde lvl 7
Valkyrie lvl 5
Musketeer lvl 5
Arrows lvl 7
Spear goblins lvl 7
We have a similar deck. Only three cards are different.
I have:
Barbs 8
Baby drag 2
Minion horde 8
Skeleton Army 2
Arrows 7
Bomb Tower 5
Goblin Hut 5
Giant 5
I sit comfortably at 2100-2300 trophies with this deck. I could probably push to 2400 or even 2500 on a good day.
In my opinion you don't need the valkyrie because you already have the baby dragon and the arrows and the barbs, so its kinda redundant. The same goes for the musketeer. And a goblin hut is the better alternative to spear goblins.
You need a proper tank(giant) to really put the smaller troops to good use offensively and you need buildings in order to be able to defend against hog/freeze and loon/freeze as well as dirty mortar/xbow users.
The deck I use is a pretty flexible deck. Play conservatively. Start off with buildings. Try to always encounter enemy troops on your side of the map(don't be scared, place your buildings in a smart way and fighting close to your tower is no problem), that way you will be able to effectively defend against much higher troops. If the enemy has too many counters to your offensive strategy(inferno is good counter against the giant, arrows are good counter against minion horde, aswell as the fireball and the wizard), they its often smart not to waste elixir on offensive pushes and rather go for the draw.
When I play it smart I rarely lose, somethings it takes me 4 or 5 draws before I get a win, but at least I'm not losing trophies.
Some tips for this deck:
-If someone is pushing with a tank in front and dmg dealers behind, never engage the tank first, always wait until the troops have passed the bridge and then place your barbs(or if there are no area dmg dealers your skeleton army) onto the dmg dealers.
If the tank reaches a defensive tower or a crown tower thats not too bad, shouldn't be too much dmg, but if you attack the tank first the enemy dmg dealers will kill you're troops and its not a good elixir trade for you.
-If you encounter a spawner deck remember that the bomb tower can easily defend a lane on its own. So when the enemy is heavily invested in one lane, let the bomb tower do its job and push down the other lane. Like 95% of my wins against spawner decks are because the enemy focusses too much on one lane that I can cheaply defend with a bomb tower, and that allows me to start big pushes on the other lane.
-If you see that the enemy has a loon or a hog, start placing your goblin hut in front of your towers instead of the back. Make sure that you always have two buildings up when facing these decks.
-Trigger arrows or fireballs with the skeleton army, then start a push with the minion horde.
Place the giant all the way in the back, once he reached the bridge place the army, once the enemy arrowed or fireballed the army its time for the minion horde. If you reach a tower with the minion horde its usually the end of that tower, even whe the giant just barely makes it to the tower and dies.
Always keep in mind for how long the counters to your minon horde (arrows, fireball, wizard) are in rotation. If you know that the enemy has a counter on his hand it doesn't make sense to drop the minion horde. It cost you 5 elixir and the other guy only 3 or 4 to counter. Bad trade.
So always make sure that the enemy doesn't have a counter on his hand.