The Mega Knight challenge is open. I don’t know that it’s the kind of unit I want to use, but in case it turns out to be too good, I didn’t want to wait week after week for one to show up in the shop. Also, this feels like one of the easiest 12 win challenges I’ve seen, and the one-time rewards are pretty sweet. Got 10 wins the first try, 12 on the second.
I used a minor variation of the deck a bunch of people in my clan got their 12 wins with:
- Mega Knight
- Mega Minion
- Electro Wizard
- Night Witch
The Mega Knight is mostly useless for the challenge itself. Nobody runs cheap trash ground units, and everyone will have 1-2 tank killers. The one thing the MK will be great at is defending against a huge push, once the support troops are at the bridge.
I don’t know that the Mega Minion is actually the right choice over the Minions. Didn’t see a ton of air splash damage or Arrows. Zap is absolutely mandatory; there are a ton of decks using bats, and you can’t trust the EW to target them when fighting on the opponent’s side of the map.
Pekka is needed to kill opponent Mega Knights, as well as for the inevitable Pekka-Pekka duels I mentioned above. (You need some Pekka counter; it’ll be in 75% of the decks. Low or medium HP ground units won’t work due to the Mega Knight. So it’s either Pekka, a Minion Horde, or Inferno Tower/Dragon).
Electro Wizard is absolutely necessary for protecting the Pekka; it and the Ice Wizard are the support units that will have the most effect on the aforementioned duels. But Ice Wizard won’t help against Infernos, while EW is a pretty hard counter for them.
Night Witch is awesome value just for the steady stream of bats. The average deck is pretty low on air defence, so the bats will be a real nuisance. If in doubt, just play the NW behind the king tower and wait. The Bandit will really shred towers here, since nobody is using the cheap counters like Skeletons/Tombstone/Goblins.
The last slot is a matter of taste. Others were using an Elixir Pump there. Makes some sense, since this is an expensive deck. That’s what I used on the first run. The problem was that there weren’t really that many times when I wanted to stall and slow the game down. It was just hard to find the time to get the pumps down. Arrows seem like they’d make a ton of sense; I did see a decent amount of Minion Horde being played, and the deck as-is struggles against that.
But I ended up using Lightning just to have a good way of doing some chip damage on towers, while killing off supports at the same time. A lot of the games were running very deep into overtime on my first run. (One even ran out the extra long 3 minute overtime clock). 300 hp on a tower starts to add up in those cases.