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Clash Royale Clan Wars Guide – The Ultimate Guide

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clash royale clan wars battle

What is Clash Royale Clan Wars?

Clan Wars is the new feature being released in the huge 2018 April update.

The Clan Wars event lasts for 5 days. The whole Clan (50 members) can participate in Clan Wars.

Battle with your Clanmates and gain lots of rewards against other Clans around the world.

What you need to do right now:

  1. Find an active Clan which has at least 10 members to participate in Clash Royale Clan Wars.
  2. Your King’s Towers need to be at least level 8.
  3. Only Leaders or Co-Leaders can start the Clan Wars.
  4. Once the Clan War has started, go to the Social tab to see the map below:

clash royale clan wars map

Clan Wars Day #1: Collection Day

On the first day of the Clan War, do your best to get as many Clan Cards as you can for your Clan.

What is Clan Cards?

Clan Cards are used to build up your War Decks in the Clan Wars. Players can collect the Clan Cards on the preparation day.

The whole Clan use a public Clan Card Collection for the Clan Wars. All of the Clan Cards collected by Clan members on the preparation day will be moved to this Clan Card Collection. Clan Cards and levels are the same for every member in the Clan.

Clan Cards will be level up automatically as more cards are collected, no gold required.

The Clan Card levels will be lowered to your own cards level if they are higher than yours.

Clan Cards Tips

    • If your own card levels are too low, or usually lower than your Clan card levels, consider upgrading them.
    • You should upgrade multiple cards at once, rather than upgrading just a few cards to maxed.

 

What is Collection Day?

The first day of the Clash Royale Clan War is the Collection Day. During the first day, you have 3 matches to play in the War Map (screenshot above).

There are different game modes here for you to choose: 2v2 Ladder, Sudden Death, 2v2 Double Elixir, Draft Mode and Double Elixir. Once a game mode played, it will be replaced by a different game mode.

You use your own cards to play on the Collection day.

The number of Clan Cards you can get on the first day based on your Clan War League and your match results.

The winner will get more Clan Cards than the defeated one. The higher League your Clan is, the more Clan Cards your members can get.

Tips for the Collection Day

  • You can easily see and change your deck right on the Collection Day screen.
  • Play any game mode you want.
  • The winner will have x2 more cards than the defeated one. It’s definitely worth doing your best to get the win. If all of your members have 3 wins on the first day, that’s such a huge opportunity for your Clan on the second day.
  • Draft matches have the Tournament Standard. If your card levels are not great, it is always recommended to play Draft.
  • If all of the 50 members in your Clan participate in the War, your Clan will be matched with other 50-member Clans.

clash royale clan cards

clash royale war deck

Clan Wars Day #2: War Day

The second day of the Clash Royale Clan Wars is the War Day.

On the War Day, you have to build up a deck based on your Clan Cards.

You can’t use cards you haven’t unlocked yet, and your Clan Card levels can’t be higher higher than your own ones. So consider upgrading your own cards again at here.

Your Clan will get matched against 4 other Clans. Each Clan member has only 1 attack on the War Day using their own decks.

Tips for the War Day

  • Don’t forget to share your Clan deck with other Clan members via the Clan deck building screen.
  • Always test your Clan decks first before using it in the War.
  • Some players might have more than 1 match to ensure all of the Clans have the same matches played.
  • If you do not want to participate in the War, do not play in the Collection Day.
  • If you get hard-countered in a match and you just can’t win it, do the best to get a crown to help your Clan.
  • Win matters, play aggressive decks to win the match. Since the opponent Clans likely never get matches against you, there is no reason to take the tie.
  • Tap on your Clan’s boat to see more details about your Clan.
  • You can nudge players who haven’t used their attack yet.

clash royale war day

Rewards!

  • The rewards will be determined based on your Clan Trophies.
  • Gain more Clan Trophies to progress through the Clan Leagues.
  • You will get the War Chest at the end of the Clan War Season (2 weeks).
  • The War Chest is based on your Clan League and the highest ranked war you participated in during the season.
  • Better rank + higher league = bigger chest.

Clan League

Here are all of the information you need to know about Clan League.

Clan League Clan Trophy Requirement Collection Day Victory Gold War Day Victory Gold War Day King Level Cap
Bronze I 0 100 200 9
Bronze II 200 100 200
Bronze III 400 100 200
Silver I 600 150 300 10
Silver II 900 150 300
Silver III 1,200 150 300
Gold I 1,500 200 400 11
Gold II 2,000 200 400
Gold III 2,500 200 400
Legend 3,000 250 500 12

War Chest

Total Cards = (Clan League Base Value) + (Rank Bonus)

Gold = 7 x Total Cards

Rares = (Total Cards)/4; Epics = (Total Cards)/15

Clan League Base Value
Bronze I 90
Bronze II Updating…
Bronze III Updating…
Silver I 210
Silver II Updating…
Silver III Updating…
Gold I 330
Gold II Updating…
Gold III Updating…
Legend 450
Rank 4th-5th 3rd 2nd 1st
Bonus N/A 60 120 180

Instant Guide to Building Clan War Decks

First, you need to pick a win condition based on your favorite archetype.

Pick something you are interested in playing or you are confident that you are good with.

However, before picking the exact win condition, you need to pick out the archetype you want to play!

  • Beatdown
  • Siege
  • Control
  • Hybrid

Beatdown

Clash Royale GolemClash Royale GiantClash Royale Royal GiantClash Royale Three MusketeersClash Royale Lava HoundClash Royale Graveyard

You will have a tank in general for your main damage output!

You will need to sacrifice tower HP for elixir leads, place and protect a Collector to further this elixir lead (in some decks)!

If you do decide this is the archetype you want to play, here are some notable win conditions for you:

Pros Cons
Great vs Siege decks! Weaker vs fast cycle decks.
During 2x Elixir, you have the advantage vs cheaper decks. Cards like P.E.K.K.A need you to make specific adjustments to take down.
Amazing counterpush potential Get struggled vs hard counters like Exenado or Giant NW decks.
Lots of 3 Crown wins. 1 misplay tank could cost you the game

Siege

Clash Royale X-BowClash Royale Mortar

Using Siege decks, you typically want to have a fairly cheap cycle.

You can easily take care of their units within the range of their towers! This can pose many advantages.

The win condition buildings are fairly tanky and can be used on defense as well!

Typically you have more than 1 win condition in this archetype.

Pros Cons
Works great vs faster cycle decks. Weak vs beatdown pushes.
Cheap cost allows you to out cycle counters Multiple tanks and heavy spells can be very annoying.
Only need 1 tower then defend. Weaker in 2x elixir
Almost always can get a draw. Once lost a Tower, you will be in a tough situation.

Control

Clash Royale MinerClash Royale Goblin BarrelClash Royale Skeleton BalloonClash Royale Hog RiderClash Royale Battle RamClash Royale Three Musketeers

You will want to control the pace and the tempo of the game.

Make sure your opponent follows your cycle. And like siege, have a deck that can defend really well at mitigating damage and giving up the least amount of damage possible.

Typically cheap to mid-range average elixir decks.

There are two other sub-archetypes in this section are: Cycle and Bait.

Fast cycle.

Pros Cons
Some decks here have hard counters.
Great vs beatdown decks! P.E.K.K.A and Siege counters most of these decks.
Great on defence to avoid damage. Usually doesn’t have enough damage to get more than 1 Tower.
Most of the time, stronger than siege.

Hybrid

Clash Royale GiantClash Royale Hog RiderClash Royale MinerClash Royale X-BowClash Royale MortarClash Royale Three Musketeers

Here are some types of Hybrid decks you would want to know about.

 

 

    + Control: Giant Miner, Giant Graveyard, Golem Graveyard etc.

  • Beatdown+ Bait: Giant Sparky, Giant 3 Muskets, Giant Goblin Barrel etc.
  • Siege+ Bait: Mortar Bait – Hog Rider or Miner, X-Bow with Elixir Collector, etc.
  • Siege + Control: X-Bow P.E.K.K.A, Mortar P.E.K.K.A, etc.
Pros Cons
Typically can’t be hard countered. More skills based so you need to make decisions on the fly.
Harder to predict with a more diverse playstyle. 2nd win condition will take up 1 slot. Sometimes can be tedious.

Building Deck Around The Win Condition!

Before we get further, I want to explain some terminologies I will be using in the guide

  • Win condition – Card that gets you the most damage output.
  • Heavy spell – Spell that does typically above 200 damage.
  • Light spell – Cheap spell, less than 4 Elixir, for clearing swarms.
  • Glass cannon – Low-mid HP troop with high damage-per-second (DPS). Typically die to spell (or survive with just a little of HP). Examples: Witches, Wizard, Musketeer etc.
  • Mini tank-  Mid HP unit. Medium DPS. Used for sponging damage but not too reliable vs heavy pushes on their own. Examples: Ice Golem, Knight etc.
  • Splank – Tank + Splash damage dealer. Examples: Baby dragon, Valkyrie, Bowler etc.
  • Tank – Heavy card with 3000+ HP.

Beatdown

I will address 3 Musketeers separately because though beatdown you would typically play it different to a regular Giant or Golem deck + deck would build differently too!

Consider replacing the #7 or #8 cards with a Collector if your deck is too expensive.

Slot #1: Win condition

Clash Royale GolemClash Royale GiantClash Royale Royal GiantClash Royale Three MusketeersClash Royale Lava HoundClash Royale Graveyard

Slot #2: Heavy spell

Typically to clear away medium-low HP troops, getting value in the process.

Clash Royale fireballClash Royale PoisonClash Royale Lightning

Slot #3: Light Spell

For clearing swarms.

Clash Royale ArrowsClash Royale ZapClash Royale The Log

Slot #4: Main Support Card

Clash Royale Mega MinionClash Royale MinionsClash Royale Dark PrinceClash Royale Night WitchClash Royale Musketeer

Cheap cards that typically almost always paired up with the Giant.

It can either be a ground troop, or air troop. Should be below 5 Elixir, cheap and have splash damage and.

Slot #5: Ranged attacker

Typically would be able to deal damage from far away!

Clash Royale MusketeerClash Royale WizardClash Royale ExecutionerClash Royale Ice WizardClash Royale Witch

Slot #6: Glass Cannon/Tank Killer!

This will be your main way of dealing with your opponents heavy cards and their win conditions.

Clash Royale Mini P.E.K.K.AClash Royale MusketeerClash Royale Night WitchClash Royale LumberjackClash Royale BarbariansClash Royale Elite Barbarians

Slot #7: Ground Swarm+ Cycle

Something that can tank hits from dangerous troops like P.E.K.K.A, Prince etc so your Mini Tank won’t die or your own tank won’t get hit.

Also these guys could be your secondary source of getting damage!

Clash Royale GuardsClash Royale GoblinClash Royale Skeleton ArmyClash Royale Goblin Gang

Slot #6: Air Swarm or Cycle Card

Clash Royale Minion HordeClash Royale MinionsClash Royale BatsClash Royale Fire SpiritsClash Royale Ice SpiritClash Royale Skeleton

These guys are similar, maybe a slight spell bait but in the air.

I prefer having a cycle but defensive card in my decks that fit this criteria.

That being said you can put in a cycle card here instead of the air swarmy card.

Examples

14pt;”>Deck 1 – Giant Beatdown

 

Clash Royale GiantClash Royale PoisonClash Royale ZapClash Royale Night Witch
Clash Royale Flying ZappiesClash Royale Inferno DragonClash Royale GuardsClash Royale Bats

14pt;”>Deck 2 – Giant Classic Beatdown

 

Clash Royale GiantClash Royale fireballClash Royale ZapClash Royale Minions
Clash Royale MusketeerClash Royale Mini P.E.K.K.AClash Royale GoblinClash Royale The Log

14pt;”>Deck 3 – Golem Beatdown w/o Pump

Clash Royale GolemClash Royale Dark PrinceClash Royale ArrowsClash Royale Lightning
Clash Royale Mega MinionClash Royale Night WitchClash Royale TombstoneClash Royale Goblin

Siege

Slot #1: Win Condition

Clash Royale X-BowClash Royale Mortar

Slot #2: Heavy Spell

Secondary win condition

Clash Royale RocketClash Royale fireball

Slot #3: Light Spell

For clearing swams

Clash Royale The LogClash Royale ZapClash Royale Arrows

Slot #4: Mini Tank

Soak up damage while you whittle down their troops HP with your own or the X-Bow or Mortar

Clash Royale Ice GolemClash Royale KnightClash Royale Valkyrie

Slot #5: Defensive Building or Tank Killer

Mainly for dealing with tanks in beatdown decks

Clash Royale TeslaClash Royale Mini P.E.K.K.AClash Royale Inferno Tower

Slot #6: Ranged defensive troop

Typically for dealing with air threats. Also able to cycle and kill troops from the safety of your side, protecting your X-Bow.

Clash Royale ExecutionerClash Royale WitchClash Royale MusketeerClash Royale ArchersClash Royale Electro Wizard

Slot #7: DPS Troop / Cycle Card

This isn’t the same as your defensive building.

This should be mainly a cycle card but all the same a card that does good DPS and transform into a counterpush.

Clash Royale ArchersClash Royale Mega MinionClash Royale Minions

Slot #8: Cycle Card

Mainly to just cycle while giving defensive utility.

Clash Royale SkeletonClash Royale Ice SpiritClash Royale BatsClash Royale Fire SpiritsClash Royale Goblin

Examples

3.3 X-Bowler Cycle

Clash Royale X-BowClash Royale fireballClash Royale The LogClash Royale Ice Golem
Clash Royale BowlerClash Royale ArchersClash Royale SkeletonClash Royale Mega Minion

Standard 2.9 Mortar

Clash Royale MortarClash Royale RocketClash Royale ArrowsClash Royale Knight
Clash Royale ArchersClash Royale SkeletonClash Royale Ice SpiritClash Royale The Log

3.0 Mortar Cycle

Clash Royale MortarClash Royale fireballClash Royale The LogClash Royale Ice Golem
Clash Royale Dark PrinceClash Royale PrincessClash Royale Goblin GangClash Royale Bats

Control

Slot #1: Win Condition

The main damage dealer.

Clash Royale GraveyardClash Royale MinerClash Royale Skeleton BalloonClash Royale Goblin GangClash Royale Three MusketeersClash Royale Balloon

Slot #2: Heavy Spell

Clash Royale fireballClash Royale PoisonClash Royale LightningClash Royale Rocket

Slot #3: Light Spell

Clash Royale ZapClash Royale The LogClash Royale Arrows

Slot #4: Mini Tank

Clash Royale KnightClash Royale LumberjackClash Royale Ice GolemClash Royale Battle Ram

Slot #5: 2nd Mini Tank/Ranged Attacked

Clash Royale Baby DragonClash Royale MusketeerClash Royale Mega MinionClash Royale Ice WizardClash Royale BanditClash Royale PrinceClash Royale Dark PrinceClash Royale Knight

Slot #6: Tank Killer

Clash Royale Inferno DragonClash Royale TombstoneClash Royale Goblin HutClash Royale Mini P.E.K.K.AClash Royale Dark PrinceClash Royale PrinceClash Royale TeslaClash Royale Minion Horde

Slot #7: Ground Swarm

Clash Royale GuardsClash Royale Goblin GangClash Royale GoblinClash Royale SkeletonClash Royale Skeleton Army

Slot #8: Cycle Card

Clash Royale Ice SpiritClash Royale SkeletonClash Royale Bats

Examples

 

Graveyard Poison Cycle

Clash Royale GraveyardClash Royale PoisonClash Royale The LogClash Royale Ice Golem
Clash Royale Ice WizardClash Royale Dark PrinceClash Royale Goblin HutClash Royale Mega Minion

Hog 3.0

Clash Royale Hog RiderClash Royale fireballClash Royale The LogClash Royale Ice Golem
Clash Royale MusketeerClash Royale Mini P.E.K.K.AClash Royale GoblinClash Royale Bats

Oldschool P.E.K.K.A Miner Poison

 

Clash Royale MinerClash Royale PoisonClash Royale ZapClash Royale Bandit
Clash Royale Electro WizardClash Royale P.E.K.K.AClash Royale GoblinClash Royale Mega Minion

Hybrid

Slot #1: Main Win Condition

Clash Royale Hog RiderClash Royale GiantClash Royale Battle RamClash Royale X-BowClash Royale MortarClash Royale Miner

Slot #2: Win Condition #2

Clash Royale Hog RiderClash Royale GiantClash Royale Battle RamClash Royale X-BowClash Royale MortarClash Royale Miner

Slot #3: Heavy Spell

Clash Royale fireballClash Royale PoisonClash Royale RocketClash Royale Lightning

Slot #4: Light Spell

Clash Royale The LogClash Royale ZapClash Royale Arrows

Slot #5: Support

This is the support for the main Win Condition. For example, If you want to build Giant Miner Deck, use NW for Giant.

Clash Royale Night WitchClash Royale Electro WizardClash Royale BanditClash Royale Royal GhostClash Royale MusketeerClash Royale Flying MachineClash Royale Dark PrinceClash Royale Wizard

Slot #6: Ranged Troop/Cycle Card

If the slot #5 is a ranged card, use a Cycle card here.

Clash Royale MusketeerClash Royale Ice WizardClash Royale Electro WizardClash Royale WizardClash Royale ExecutionerClash Royale ArchersClash Royale Ice SpiritClash Royale Skeleton

Slot #7: Ground Swarm

Clash Royale GuardsClash Royale Goblin GangClash Royale Skeleton ArmyClash Royale Goblin

Slot #8: Air Troop

Can be single or swarm, depending on the win conditions and the idea of the deck.

Clash Royale Baby DragonClash Royale MinionsClash Royale BatsClash Royale Mega Minion

Examples

Mortar Bait

Clash Royale MortarClash Royale MinerClash Royale The LogClash Royale Zap
Clash Royale Ice GolemClash Royale BatsClash Royale Goblin GangClash Royale Minion Horde

Giant Miner Hybrid

Clash Royale GiantClash Royale MinerClash Royale fireballClash Royale Zap
Clash Royale Night WitchClash Royale MinionsClash Royale GoblinClash Royale Minion Horde

Mortar Miner

Clash Royale MortarClash Royale MinerClash Royale fireballClash Royale The Log
Clash Royale KnightClash Royale Flying ZappiesClash Royale GoblinClash Royale Mega Minion

Give it a test run!

Now that you’ve built your deck, you will want to give it a test go. Perhaps a challenge, tournament or friendly battle.

When I was testing some decks above, I created a few of them on my own.

I am not saying they will be perfect! Playing a game or two with them will show you where to improve the deck, what to change etc. Know what cards might be better.

Trial and error before you finalize a deck!

Lastly, you will need to make sure you’ve undergone several cycles of trial and error before you finalize your deck.

When you’ve finally finished the deck, just grind away with it. Get used to it’s cards, when to play what etc!

Once you got a good grasp of the deck, winning with it will not be too challenging of a thing to do!

With the help from darchangels13 and lolman

Hybrid Mineyard Deck for Challenges/Tournaments

271
miner graveyard deck

What’s up guys, it’s Norbysweg again! After a pretty long time of testing and researching the new meta, I came to a very unpleasant conclusion, if you don’t have Night Witch or Executioner in your deck, you’re good as nothing. You see, I don’t agree with that.

I have to say I’ve came to a mastery with this deck. You can learn more about how to master a deck at here.

miner graveyard deck

Hybrid Mineyard Deck

Clash Royale MinerClash Royale GraveyardClash Royale Electro WizardClash Royale The Log
Clash Royale Ice SpiritClash Royale ArchersClash Royale PoisonClash Royale Inferno Tower

miner graveyard analytics

Also I’m planning on using this deck at the next Clash.World Tourney! Are you interested? Then let’s get into the guide!

Cards Breakdown

Miner – This boy is something you want to use to ultimately counter those Elixir pumps, and if you’re one of mine that hates Golem decks, then you must love this card. He is cheap, fast, surprising, skill-based and extremely good in the current meta. Combined with Poison, it counters the all-time hated Night Witch. I must say, he is just perfect for the current meta, especially paired with the Graveyard which is broken in Challenges.

Graveyard – Your secondary win condition, almost everytime you’ll use it with the Miner for heavy punishment on your opponent. As soon as they drop their Golem, immediately push the other side, since Golem decks have expensive cards that aren’t necesarily hard counters to Graveyard. If you find yourself low on Elixir, and Ice Spirit+Graveyard will do.

Electro Wizard – He’s just a great, fast, half splash support unit, great against Night Witch, and great paired up wth Miner or Graveyard. A beast on defense, paired up with Archers, Inferno Tower, Ice Spirit. Just a card that you must use in a deck like this.

Archers – Remember Tag’s Furnace GY deck? Well, Archers and E-Wiz combined used to destroy every push. I enjoyed that deck for a while, and I must say, I’m still with my mind at that excelent defense that these two cards used to offer. Also they do a great opening move, split at the back.

Ice Spirit – We all know the Ice Spirit for the ability to tank a little bit. Well, that ability can be used both with Miner and Graveyard, to get more damage onto the enemy’s tower. It also serves extremely well on defense, so no comment from me. Also since this deck doesn’t do well with two tanks, I chose the Ice Spirit as a half-tank, and also as a cheap cycle card.

Inferno Tower – Furnace nerfed, Barb Hut helps Night Witch spawn more bats, Tombstone is too weak to Poison, as the other cards in this deck, so the only valid option would be the Inferno Tower, known for its incredible stopping power and stability against Hogs, Giants, Golems and all that.

Poison – You’ll see why, when you matchup against a NW Mirror Clone Rage deck. Also Brutal with both Miner and Graveyard

Log – I believe still one of the best spells in the game, you can change it for Arrows if you think so. More details about The Log at here!

Deck Strategy & Battle Plan

3.00 – 2.30

Okay, so in this period you just have to check on your opponent, cycle, and counter their moves.

  • Example 1: Your opponent splits Archers in the back, your best option is to split Archers too.
  • Example 2: Your opponent places a Pump in the back, your best move is to send a lone Miner on an uncommon placement.
    Note: Do not Miner-Poison yet, only after he counters with something Poisonable. You might predict that later in the game.
  • Example 3: Your opponent puts a Pekka in the back, this time you must take your chance and go aggressively on the other side with Miner+Graveyard.

2.30 – 1.00

Defense – Offense: This is the transition you must remember, try to get most value out of your Miner Poison, and here’s where the Inner Voice comes into play.

If you’re a player that knows lots of decks, for example if he has a Pump and he counters with Goblin Gang, you might expect Three Musketeers.

An example of good value would be to wait for him to use his Goblin Gang or Knight, and then send Miner Poison onto his Pump, so he will most likely use his Minion Horde. That would be 7 for 11, plus a little chip damage.

1:00 – Finish

You must play it all passively. It’s all about control. You have one of the greatest punishing pushes in the game, so you must do everything to counter the opponent. Every move he does, you must do that one move that counters his.

In this area, you know his deck throughly, so you can keep his GY or Miner counters in mind, and get some insane value with the Poison.

If he has Minions, send a Miner Poison to bait his Minions, then immediately Ice Spirit+Graveyard. I’ll post some screenshots, so you can follow along.

Deck Matchups

From best to worst

Remember that there are three playstyles for this deck.

First is the Miner Poison Chip, second is the Miner Graveyard Poison , and third is the Graveyard Poison Chip, which is the worst idea since you don’t have a good GY tank besides the Miner. I recommend you play one of the first two, depending of your enemy’s deck.

Hog Bait – Winrate around 90%

This is the easiest matchup, though you’ll surely find some very skilled players that will cause you trouble. Think about it. You have Ewiz, Poison, Inferno Tower and Log. Their Inferno Tower is worth nothing, since your GY tank is the Miner, you have the Poison which cancels all their counters. It’s just extremely easy.

Golem – Winrate 70%

I personally hate him, but I have to say, this deck makes everything easier. You can cancel their Pumps easily, punish them equally easily (when they overcommit or do Golem in the back), and defend them not that easily, but if you manage to get them to split their cards in order to defend your push, you might defend well with the Inferno Tower.

Lavaloon – Winrate 70%

If they have a Pump, you know what to do. There are two types of Lavaloon, the one similar to Zap Bait with Minion Horde and Gob gang, or the Heavy one with Baby Drag and Mega Minion. Second is harder to defend but easier to attack, the first is easier to defend but harder to attack.

Night Witch Clone Rage – Winrate 65%

Against this deck, you must be aware of their cycle, when they have the NW or not. You must use the Poison carefully, so you will get that Night Witch in! If you aren’t that skilled with cycles (like me), you’ll just save it for defense and make positive Elixir trades.

against night witch clone

Easy defend against cloned NW + Executioner

Giant Graveyard – Winrate 50%

They have an advantage, since they have a bigger tank, but if you play smart, you might get the chance to punish and rekt them. Not every Giant GY player is smart, so don’t give up!

Hog Executioner – Winrate 50%

Although it’s pretty hard to counter, they don’t have any good Graveyard counters, it’s the same. Play smart and rekt that Executioner.

vs hog

Me changing both Executioners’ path with the Miner, while Skeletons accumulate

VyeYso7

So… That’s it guys! I hope I covered every single piece of strategy in the means of this Deck, and I hope to see you in the tourney on Saturday!

Thanks for reading and Good Luck!

The Log – Positive-Elixir-Trade Maker (20+ Tips)

18
Clash Royale The Log

The Log is definitely one of most useful cards in the vast majority of any Clash Royale Meta.

The reason for this isn’t due to its damage or ability to take down enemy towers from far away but rather due to its utility and flexibility as arguably one of the most multifaceted cards in the game.

What do I mean by this exactly? Well not only does the Log have the ability to crush all low health units such as Skeletons and Goblins in their various forms, but it can do so with ease, not requiring much precision as illustrated in the below video against Goblin Barrels.

In contrast with the Zap, you don’t have to be precise with positioning at all.

Clash Royale The Log

Clash Royale The Log

Summary

  • The Log is unlockable from Arena 6 (Builder’s Workshop)
  • When played, The Log rolls through the Arena, dealing splash damage and kick back all troops on the ground.
Target Width Distance Cost Type Rarity
Ground 3.9 11.6 2 Spell Legendary
Level Area Damage Tower Damage
1 240 96
2 264 106
3 290 116
4 319 128
5 350 140
Changelogs
  • 24/8/2016: Cast time decreased by 66%; travel speed increased by 20%.
  • 19/9/2016: The Log now kicks back ALL ground troops.
  • 20/10/2016: The Log now rolls faster and longer; Damage increased by 9%.
  • 23/1/2017: Damage decreased by 4%.

Strategy

First, let’s take a look at the The Log vs Arrows vs Zap comparision:

Card Damage Tower Damage Damage/Elixir
Zap 159 64 79.5
Arrows 243 98 81
The Log 240 96 120
Poison* 600** 240 150**

I added Poison into the chart since lots of players asked for it. Please note that Poison damages over time. It depends on how long the targeted cards stand in the spell AoE. You don’t always get that full 600 damage while using Poison.

  • The Log has a larger radius than both Arrows and Zap. It has nearly double the radius of Arrows and triple the radius of Zap.
  • The Log has better damage/Elixir than both Arrows and Zap while hitting the largest arena of units. Also, it’s almost guaranteed that you could do chip damage with The Log.

The Log provides better trade opportunities

  • Goblin Gang – Log offers you a +1 elixir trade, Zap doesn’t kill them all, Arrows give an even trade.
  • Skeleton Army – Although all 3 spells kill can remove the whole Skeleton Army, using The Log is a lot easier. Also, using The Log offers some chip damage on the Tower as bonus.
  • Princess, Goblin Barrel, Dart Goblin – Only The Log gives positive Elixir trades.

Examples:

The most satisfying The Log by /u/beniboy9

The most satisfying The Log by /u/bootinator3000

Moreover, The Log has the ‘special ‘ ability which resets attack animations of many cards (P.E.K.K.A for example) and knocks back cards (including resetting Prince’s charge), resetting their targets. Meanwhile, Zap has the ability of being able to reset charges (Sparky, Inferno Tower, Princes etc).

The Log is also excellent at dealing with cards like Musketeers, Wizard, Electro Wizard etc on defense. Simply toss your Log right once they entered the Tower’s attack range, pushing them back a bit while dealing 240 damage.

When swarms like Elite Barbarians or Barbarians are dropped, The Log can do good damage to them, knock them away from your defensive cards.

The Log can easily deny space for your opponent’s counters

You can throw The Log behind troops like Hog Rider to help them reach the Tower and prevent the opponent from using defensive ground troops on the lane properly.

See OJ’s GIF below for more details:

Meanwhile, with 4 Elixir, you can pretty archives the same area of denial.

Where it falls short

As stated above, Zap is excellent at dealing with charging cards like Sparky, Inferno Dragon etc. Arrows and Zap excel at dealing with flying units.

The Log can’t do much to help either of these cases. However, it offers just too much value when you want to carry other cards that will do the job well (Electro Wizard, Archers etc).

Also, Arrows and Zap are better at dealing with Night Witch, one of the most threatening cards at the moment.

How to use The Log Properly

Dealing with 1 Elixir Cards

Ice Spirit: Occasionally, you can use The Log to deal with Ice Spirit for an ‘okay’ negative Elixir trade, If you are trying to profect a defensive stand or offensive push.
For example, use The Log to prevent Ice Spirit from freezing your Inferno Tower.

Skeletons: Skeletons is one of the most versatile cards in Clash Royale alongside with The Log. In this case, it almost requires you to get more value than simply rolling it over the Skeletons.
For example, use The Log on the defending Skeletons which, giving your Hog 1 more hit on the Tower.

Dealing with 2 Elixir Cards

Spear Goblins, Goblins, Fire Spirits: People usually use these cards to rush for chip damage, or to defend a push of swarm. Because of that, they are not usually alone. Sending The Log after them generally provides a great trade, like this:

Dealing with 3+ Elixir Cards – Positive Elixir Trade!!!

Bandit: Don’t use your Log on the Bandit when she is about to dash. While dashing, she can dash through The Log:

Gif shared by /u/5aeed

Archers: Using Log on Archers when they are about to cross the river into Tower’s range helps avoid damage. Your Tower will hit the first Archer and clear the second one when she crosses back to the Tower’s range.

Ice Wizard, Bomber, Musketeer, Executioner, Witch, Electro Wizard, Wizard: Similarly, use The Log on these ones to minimize their damage.

Goblin Gang: The Log crushes the entire Gang. However, don’t place it too soon. Wait until they are about to cross the bridge so you could pick some additional troops behind.

Goblin Barrel: Not really an easy matchup. You should practice your timing to minimize the damage. Try to toss The Log right before the Barrel lands so Goblins can’t do any damage on your Tower.
Smart Goblin Barrel usually diversify the placements. Learn to watch their shadows and guess where you should place your Log.

Guards: Don’t ignore these Skeletons. They will poke your Tower really really bad! Toss The Log when they are crossing the river to split them into 2 parts, helping the Tower deal with them a lot easier.

Dart Goblin, Princess: Wait until they are almost at the bridge. You could get more value If your opponent drops Ice Spirit/Skeletons to support them.

Battle Ram, Dark Prince, Prince: Use The Log to reset their charges to minimize the damage when you distract them with other cards.

Valkyrie: Maybe you don’t know this. The Log can be use to counter Valkyrie as the following gif:

Gif shared by X3NOM

Barbarians: The Log can take out 1/3 of their HP. Do the timing well and you can split them apart, helping the Tower deal with them more effectively.

Elite Barbarians: The Log takes out only 25% of their HP but you can use it to reset their attack animation, giving your other cards more time to deal with them.

Miner: If your opponent plays Miner on your Elixir Collector at the middle, use The Log to protect your investment and pushing towards the Tower, forcing him to re-target.

Royal Giant: The Log works well at killing/damaging support troops while pushing the Royal Giant back a bit. While he is walking back to the previous position, you can place any building down to deal with the push (If you were late doing this before).

With large troops like Giant, Golem Royal Giant, use your Log to hit them with the side of The Log, pushing them towards the middle If you have planted an Inferno Tower (so they will not be out of Inferno’s range).

Sparky: The Log doesn’t reset her charge but it could help you kill her before it’s too late.

Tombstone: One of the best uses is here! The Log totally destroy the weakened Tombstones and all of the spawning Skeletons. This helps your Hog Rider/Giant/Golem gets to the Tower a lot easier.

Three Musketeers: The Log + Fire Spirits = +5 Elixir Trade!

Ultimate Spell Comparison

Inspired by /u/edihau, this chart indicates whether a spell/combo could kill the unit. The number represents the remaining HP of the unit after getting hit by the spell/comobo.

For Poison, let’s assume that the unit is damaged by the Poison for the full 8s.

Card Arrows Fireball Poison The Log Zap Fireball + Zap Fireball + Log
Skeletons YES YES YES YES YES YES YES
Skeleton Army YES YES YES YES YES YES YES
Fire Spirits YES YES YES YES YES YES YES
Spear Goblins YES YES YES YES YES YES YES
Goblin Gang YES YES YES YES 10 YES YES
Goblins YES YES YES YES 10 YES YES
Ice Spirit YES YES YES YES 31 YES YES
Minions YES YES YES 190 31 YES YES
Minion Horde YES YES YES 190 31 YES YES
Dart Goblin YES YES YES YES 57 YES YES
Princess YES YES YES YES 57 YES YES
Archers 11 YES YES 14 95 YES YES
Bomber 68 YES YES 71 152 YES YES
Musketeer 355 26 YES 358 439 YES YES
Three Musketeers 355 26 YES 358 439 YES YES
Wizard 355 26 YES 358 439 YES YES
Electro Wizard 357 28 YES 360 441 YES YES
Barbarians 393 64 36 396 477 YES YES
Ice Wizard 422 93 65 425 506 YES YES
Witch 422 93 65 425 506 YES YES
Mega Minion 452 123 95 695 536 YES 123
Cannon 499 170 142 502 583 11 YES
Bandit 507 178 150 510 591 19 YES
Battle Ram 513 184 156 516 597 25 YES

Shared by crSean

Night Witch – Basic Information, Tips and Decks

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clash royale night witch

So finally the Night Witch is available in the Clash Royale Arena! It’s time to test out the best decks with her!

clash royale night witch

Clash Royale Night Witch

Summary

  • The Night Witch is unlocked from Arena 8 (or Frozen Peak).
  • She is a single-target melee troop. Pretty similar to Witch, she summons 2 Bats (instead of Skeletons) every 5 seconds.
  • Upon death, she spawns 4 Bats (similar to Golem or Lava Hound).
Cost Hit Speed Speed Deploy Time Spawn Speed Range Target Transport
4 1.5 sec Medium (60) 1 sec 5 sec Melee Ground Ground
Level HP Damage DPS Bat Level Bat HP Bat Damage Bat DPS
1 750 260 173 9 67 67 67
2 825 286 190 10 74 74 74
3 907 314 209 11 81 81 81
4 997 345 230 12 89 89 89
5 1,095 379 252 13 98 98 98
Changelogs
  • 12/6/17, decreased the Night Witch’s Bats spawned upon death by 1 (to 3 from 4), increased Bat spawn speed by 1 sec (to 6 seconds from 5 seconds), and initial Bats spawn slower.
  • On 11/8/17, decreased the Night Witch’s damage by 9%, her range by 11% (to 1.65 from 1.85), her Bat spawn speed by 1 second (to 7 seconds from 6 seconds) and the number of Bats spawned on death by 1 (to 2 from 3).
  • On 24/1/2018, made the Night Witch’s initial Bats spawn faster but also decreased her Bats’ hit speed to 1.1 seconds (from 1 second).

Strategy

Since the Night Witch is single-target melee troop summoning flying units, you just can’t simply use her instead of the regular Witch in most cases.

Comparing to the Witch, at Tournament standard, she has pretty similar stats for 1 less Elixir. She is better on offense but worse on defense. She can’t deal with most ground troops which you could counter with the Witch. She can’t use the Bats to distract ground-targeting units.

The Night Witch can solo kill a Tower. Yes! She can kill the entire tower before she dies. She would spawn up to 12 Bats before she dies.

Dealing with Night Witch

Night Witch’s hard counter would be Lightning, Rocket, Poison and Fireball. Be ready to deal with the bats once she is killed because they would deal a ton of damage If protected.

Archers are very good against her because they can one shot Bats and then take her out easily.

In order to deal with a Giant Night Witch push, you need to kill the bat spawner first.

Ice Golem is great at dealing with Night Witch as his death damage is enough to kill the Bats at Tournament Standard.

Electro Wizard, Executioner and Tornado are also great at dealing with her on defense.

As Night Witch has become rather popular in beatdown decks, Executioner + Tornado has received an indirect buff as the Executioner can splash behind the tank and kill the Night Witch. This combo also keeps the Golem from reaching your tower for a bit longer thus mitigating the damage done.

Using Night Witch

Due to the movement speed, the bats always fly in front of her and will die easily, making her easy to counter. You should think about this while using her.

You can use Night Witch in Miner Control Deck! First use her on defense to deal with ground troop. She will act as a meatshield while the Bats are doing damage. Once died, she spawns 6 more Bats, giving you a great opportunity to counterpush with Miner. If your opponent decides to deal with the Bats first, it would be great for you as countering Bats is usually negative Elixir trade.

Night Witch is also pretty good in Graveyard decks. She really does shine in control decks despite beatdown seeming like her archetype. Which is not really the case because of just how effective Executioner Tornado is. Executioner Tornado already is a deadly combo in the popular Hog Lightning deck and this can completely shut down a push in its tracks, allowing your opponent to simply Hog in front of the counter and perhaps even take a tower.

executioner vs night witch

Here was able to take the tower after Hogging in front of the Executioner rather easily. I got a +3 trade off that exchange.

She is a great counter-attack card. If she dies, your opponent will have to deal with the Bats. If she doesn’t die, she will spawn loads of Bats. Also popular defensive cards like The Log, Knight, Valkyrie etc won’t have a good time stopping the Night Witch because after killing the Night Witch with a tank being focused by the tower, your Bats will kill the Knight and then move onto attack the tower.

She fits naturally very well in Beatdown decks either fast or slow. Lumberjack could synergies with the Night Witch very well because his Rage ability would give her Bats a ton of extra damage. Also in decks like Golem beatdown, she can fit into the Lumberjacks slot. Her high DPS actually works better than an LJ because she can shut down a Hog before it gets more than 1 swing off the tower and also her counterpush potential is great. She moves slower as well allowing you time to put something in front of her as well, also because of the Bats she’s more spell resistant. Your opponent would have to Lightning + Zap or Arrows to get rid of the pesky Bats as well for an example.

She could work with Lava Hound very well! Her Bats would support the Lava in the air meanwhile her melee attack could help take out Electro Wizard, Musketeer, Executioner etc. Placing her beneath the Lava Hound at the bridge would be a great move If your opponent has Inferno Tower. Because the Bats can act as distractions for the Inferno Tower, similar to Minions, or if you run something like Miner + Lavahound with Night Witch, which has more of a control feel to it, you can simply let the Lavahound and Night Witch die and Miner to tank for them because you want her to die to get the Bats DPS on the tower.

She could spawn up to 8 Bats before she hit the river. Meanwhile, Zap can destroy Bats instantly at Tournament Standard so you will want to use one or two zap bait cards like Goblin Gang or Skeleton Army in your deck. This means she could do pretty well in Zap Bait Decks also.

The Bats really makes Night Witch deadly! Assuming that your opponent drops the Night Witch at the back and then the Giant right in front of her when she is about to reach the bridge. You could easily use Knight or Mini P.E.K.K.A to kill her but you will need to deal with 8+ Bats right after that. Using Arrows would give you a negative Elixir trade and using Zap is not a positive Elixir trade.

Great Decks Utilizing Night Witch

Here are some great decks which would be dominating at the moment in the Arena.

Night Witch Mirror Rage

Clash Royale Night WitchClash Royale mirrorClash Royale RageClash Royale Knight
Clash Royale SkeletonClash Royale ArrowsClash Royale Ice GolemClash Royale Clone Spell

Golem Night Witch

Clash Royale GolemClash Royale Night WitchClash Royale Baby DragonClash Royale Lightning
Clash Royale ArrowsClash Royale Mega MinionClash Royale SkeletonClash Royale elixir collector

Night Witch Three Musketeers

Clash Royale Night WitchClash Royale Three MusketeersClash Royale Battle RamClash Royale Knight
Clash Royale Goblin GangClash Royale ZapClash Royale Ice SpiritClash Royale Skeleton

Lava Night Witch

Clash Royale Lava HoundClash Royale Night WitchClash Royale BalloonClash Royale Lightning
Clash Royale MinionsClash Royale Mega MinionClash Royale ArrowsClash Royale Goblin Gang

Decks countering Night Witch

Now many of you might be facing a lot of Night Witches in Grand Challenges and perhaps even on ladder. Because it’s a new cards your own deck might not be adapted well to handle her.

For example, If you’re using something like Golem beatdown that’s easy picking for a Night Witch user because only having the Baby Dragon as a counter card for her Bats.

So a few decks that will do well against any and all Night Witch decks will be listed below.

Splashyard

Clash Royale BowlerClash Royale TornadoClash Royale GraveyardClash Royale Poison
Clash Royale Electro WizardClash Royale SkeletonClash Royale KnightClash Royale Baby Dragon

Hog Lightning

Clash Royale Hog RiderClash Royale ExecutionerClash Royale TornadoClash Royale Lightning
Clash Royale KnightClash Royale The LogClash Royale SkeletonClash Royale Ice Spirit

Similar to Splashyard you want to keep the Executioner for the Night Witch pushes and Tornado always in cycle as well. Executioner Tornado will deny the Night Witch along with support. What I like to do is, Tornado and Ice spirit together to freeze them together allowing the Executioner longer to splash the clump. Also you need to get a good Executioner placement as well. A good spot is right in front of tower or center if your opponent tends to split push and you want Executioner just in case to be able to reach the other side as well.

Graveyard Poison in general (Splashyard included)

Clash Royale GraveyardClash Royale ValkyrieClash Royale ExecutionerClash Royale Poison
Clash Royale SkeletonClash Royale KnightClash Royale TornadoClash Royale Baby Dragon

Poison is very effective vs Night Witch and most decks carrying her do not run many Night Witch counters. Taking the Lavahound Night Witch deck and the Golem Night Witch deck, Poison is the best counter. You can get a free Poison whenever they drop the Night Witch to counter the Graveyard. Poison 1 shots the bats as well allowing you to maximize the damage done to the tower. Using a Poison on defense is fine as well. Poison+ The Log while you keep Night Witch in the poison will deny all Skeles.

poison vs night witch

Poison’s value

defensive poison

Defensive Poison

Also specifically Splashyard. On defense, you want to save your Baby Dragon for a tank + Night Witch push. Vs a lone Night Witch you can easily use a Knight for a +1 trade. Usually Night Witch beatdown has Pumps. If not behind the tower ALWAYS Poison it, if behind the tower then place the Knight a little ways from the bridge, allowing you to build up a few elixir then Graveyard and you will have enough for a Poison. Wait on the Poison, try and always get value rather than simply placing it smack on the elixir collector.

splashyard vs night witch

Log Bait

Clash Royale Goblin GangClash Royale Goblin BarrelClash Royale PrincessClash Royale Elite Barbarians
Clash Royale Inferno TowerClash Royale Ice SpiritClash Royale Fire SpiritsClash Royale Zap

You have Princess to splash troops and Inferno Tower, try and get anti Lightning placement. Goblin Barrel can be used to draw out Log, if not you can Skeleton Army to do so. Save your Goblin Gang because it is the only one that has air attacking troops to clean up the bats. Honestly the Princess splash is AMAZING vs these decks, just protect her from miners because if you lose her that can be devastating. Never let your opponent pump up and make good trades in order to make sure your opponent never gets too far ahead in Elixir.

Also if you are running the somewhat old Miner, Minion Horde or Mirror Furnace version. Minion Horde does work as well. Mirror is something not many anticipate so make sure your opponent plays to your rotation as you should while playing control decks.

Miner Poison

Clash Royale MinerClash Royale PoisonClash Royale KnightClash Royale Electro Wizard
Clash Royale Inferno TowerClash Royale The LogClash Royale SkeletonClash Royale Ice Spirit

You’ve got 2 answers to Pumps and Poison as shown above is just amazing on defense. You have Skeles and Ice Spirit which can kill a night Witch, Knight works well too. Try not to use E-Wiz 1v1 because night Witch does a LOT of damage. Place E-Wiz far from the night Witch similar to how you should place it vs a Battle Ram. Rather than on top and have your E-Wiz die to the barbs. Or this case night Witch. You also have Inferno just in case your opponent runs a beatdown Night Witch deck. Making good Poison plays is how you win this. Because it’s very cheap you can cycle back to Poison REALLY fast.

Using these decks you will rather easily be able to deal with the night Witch. That being said later on different decks may emerge as the meta evolves as it usually does to adapt to new cards. You will be able to use these strategies and decks to deal with decks with her later on.


What do you think about our new Legendary guys? Please share your opinions!

Edited by lolman

Night Witch Mirror Clone Deck (Free Crowns)

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Hey everyone, its me Fizzle AKA Siege FTW with the new meta “Night Witch Mirror Clone” deck.

After the recent release of the Night Witch (for those of us lucky enough to win it) my trusted leader and classmate, Anivium, started messing around with this powerful card and ended up creating this monster.

Now I know what your thinking: “Fizzle, do you honestly think that if all I do is Mirror and Clone a card it will win me battles?” The answer? Of course not! You also want to Rage the Night Witch 😀

night witch mirror clone deck

Night Witch Mirror Clone Deck

Clash Royale Night WitchClash Royale mirrorClash Royale Clone SpellClash Royale Rage
Clash Royale The LogClash Royale MinerClash Royale SkeletonClash Royale Arrows

night witch clone analytics

Now I know this looks like a rather odd deck that would never work but trust me, this deck is a beast!

I personally have made it to a new personal best of over 4400 trophies with card levels at a mere 10/no rares/3/2 (as well as a level 5 Mirror.) Far below average compared to the majority of level 12 commons and so on.

But enough bragging about the deck, lets talk strategy!

Cards Breakdown

Night Witch- Win condition, support troop, tank, and just about everything else in this one card. Basically, the goal is to set up a cycle to where you can spawn a Night Witch, and immediately Mirror and Clone it.

Now I know this seems as though one Fireball would destroy your entire push but your forgetting one major detail: Bats.

So lets say you just got your 4 Night Witches on the map when all of a sudden your opponent, seeing a golden opportunity, Fireballs all four, killing 2 and leaving 2 with a sliver of health. This means that assuming he didn’t quite get all of the 10 or so Bats already spawned (they hardly ever do) as well as the 8 bats with spawned after your Night Witches death damage, AND your 2 remaining Night Witches let out one final pair of Bats each, this leaves you with roughly 15 Bats and 2 Night Witches even after a Fireball.

Even if they Zap afterwards, 8 more Bats will come out of nowhere at which point you send your Miner to the Tower, Rage everything, and laugh as you watch your opponent struggle to defend against the Horde of Bats shredding through their towers.

Mirror: The Mirror is used hardly any in the current meta, meaning it is easier to request and level up, meaning more powerful Night Witches, meaning ULTIMATE POWER!

Strategy wise, however, you almost never, unless in an emergency (when I say emergency I don’t mean in order to protect a Tower, I mean only Mirror something other than Night Witch if its the only way to keep from getting 3 crowned) want to Clone something other than Night Witch, as you will then have to restart in building a cycle back to it.

There is not a whole lot more to say about this card as long as you remember ALWAYS MIRROR NIGHT WITCH.

Clone: The Clone spell, so much hate when it came out and everyone thought it would be absolutely overpowered but turned out to be nothing more than a free positive Elixir trade by the opposing player. Until now.

With 4 Night Witches, the massive waves of Bats will eat up any troop standing in the way, and keep coming even after Fireballs and Zap spells try in vain to cut down the numbers, its no surprise 3 crowns often come in the first push.

Same as the Mirror, try not to Clone anything but Night Witches and build it into a cycle to use after Mirror.

The Log: A powerful spell for only 2 Elixir, The Log is a staple in most decks and this is one is no exception.

Unfortunately, due to very odd hands you can get, occasionally you will need to Log almost nothing in order to construct a decent cycle.

If possible, use The Log as wisely as possible and make as many positive Elixir trades as possible (obviously) Can be replaced with Zap or Fireball (not recommended)

Rage: The Rage spell is another rarely seen card in the meta but still has the power when combined with your mass amounts of Bats to overpower the enemy in seconds.

I usually won’t Rage the Night Witches in the first push unless I think I can 3c rown them or have an excess in Elixir, and will instead use it as a surprise speed boost for the Bats often putting the enemy into panic mode.

I have won a number of battles where I had swarms of Bats and after raging them my opponent dropped a Valkyrie and, forgetting Bats can fly, was swiftly defeated.

If the opponent has a large amount of spells to deal with your bats as well as splash troops, I will occasionally simply try to Miner Mirror Rage my way to victory (this is extremely hard to do successfully and is more of a last attempt if you don’t stand a chance with your Night Witches)

Skeletons: Great cycle card, decent DPS, and an extremely low cost, not much more you could ask for in a card.

I will normally split Skeletons in the back as often as possible, using them as the counter counter for Hog. Taking some Hog damage is fine with this deck and if I think I can build a big enough push, I will occasionally ignore the Hog completely.

If your still building a cycle, you can pair them with Miner for some chip damage.

I don’t recommend replacing these guys with Ice Spirit as he is more offensively focused and Skeletons help more with kiting and overall defense.

Miner: The Miner is a great Mini tank for your Night Witches and Skeletons but can also help on defense If nothing else is available.

A lot of the time I will send Miner in to attack a splash damage dealing troop such as Wizard or Executioner to distract them long enough for my Bat Horde to devour them.

Unfortunately, this card is irreplaceable but if your desperate you could try Knight or Ice Golem.

Arrows: The second spell in this deck, Arrows provide great defense against pesky Minion Hordes and princesses out of range of The Log.

I don’t recommend using Zap or Fireball due to the fact that Zap can’t take out Minions, Fireball is much too expensive to waste (which must be done early game to build a cycle) and both have a smaller range radius.

As long as you get at least 3 elixirs worth out of it, you should be good.

EXCEPTION: Early game when your Elixir bar is full and you have a bad hand you may need to Arrows the opponents Tower+anything else to cycle.

night witch clone 2

General Gameplan

Early game

This is the time to build a cycle of the following cards in this order: Night Witch, Mirror, Clone, Rage/Miner (either one).

This takes practice but after a few matches of trial and error you will get the hang of it.

Remember when building a cycle, try not to play the first few cards in the cycle and wait until the next cards you need get lined up.

If you already have a good hand in the beginning of a match, you can get straight into a push!

Mid Game

Start building up a push starting with your 4 Witches and adding Rage/Miner if necessary.

Try not to worry to much about your towers health and focus fully on getting the biggest swarm of Bats humanly possible.

A lot of times my opponent has waited until a good amount of Bats have spawned and built a little push on the other lane. They will then Fireball my push, expecting to take it out, and work on theirs, this is when I will Rage my push and completely obliterate their Tower before they have a chance to see what hit them.

Late Game

If you haven’t already 3 crowned them, or at least taken a Tower, then you might be in trouble.

Focus on getting as much chip damage with Miner and Skeletons as possible with Mirror Witch for defense, which can than turn into an offensive counter push.

Honestly I don’t often make it to overtime, and normally either 3 crown or get 3 crowned, unless its a really close match and I need to defend with everything I have and focus of Miner Mirror Rage for chip damage.

Conclusion

All in all I highly recommend you give this deck a try and DONT GIVE UP!

I myself was completely crushed by my opponents the first few matches. Although Anivium was just trolling me to get higher in trophies than me but to my surprise, I have skyrocketed over 100 trophies above my personal best and still climbing.

Again, I give full credit to IndoorBreathing88 (Leader of Apex Power) for coming up with this deck!

If you have any questions comments or concerns be sure to comment and Ill try to answer as many as I can 😀

Golem Night Witch Beatdown – New Meta Confirmed

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Golem Night Witch Deck

Hey guys, G-MAN here today with a modification of the Golem Lumberjack deck with an addition of the Night Witch.

I decided to make this guide because after I managed to get 12 wins in the challenge, I realized there aren’t many Night Witch decks out there yet. This is my first guide so bear with me.

I’ve tested this deck out only in challenges and tournaments, (because my card levels are too low for Challenger II) and it fared well. The amount of three crowns I have gotten with this deck is crazy.

Golem Night Witch Deck

Golem Night Witch Beatdown

Clash Royale GolemClash Royale Night WitchClash Royale Baby DragonClash Royale Lightning
Clash Royale ArrowsClash Royale Mega MinionClash Royale SkeletonClash Royale elixir collector

night golem analytics

Cards Breakdown

Golem: Golem is the strongest tank in Clash Royale.

Because of its high cost, make sure you only play it when you have at least one Elixir Collector down or you are in double Elixir. I usually play a card before I play my Golem to help defend when the opponent rushes you.

You will want to build up a strong push by starting a Golem in the back so you have time to build up Elixir and support your Golem.

With this deck, the support units behind the Golem do tons of damage, making the Golem a perfect tank.

Night Witch: This new card is a beast on defense, and perfect for counter-pushing. Behind a Golem, it is an absolute beast.

The bats create a swarm and are perfect for chipping down troops, and your opponent will get punished if they leave the bats alone. They also can distract an Inferno Tower if you don’t have enough Elixir for your Lightning.

The Night Witch itself does good damage, and when it gets to the Tower, your opponent is screwed.

The Night Witch replaces the Lumberjack from the original deck. These two legendaries are kinda similar in my opinion. They both can’t be left alone, are great on defense, and have a death effect.

Mega Minion: This is your air defense and it is perfect for killing glass cannons. It is a great support troop, killing Minions one-shot and dealing tons of damage. It works very well behind a Golem.

Baby Dragon: This card pairs extremely well with the Golem. Its splash is vital to the success of this Golem deck due to the fact that the only other splash is Arrows. It is one of the best support troops and can be used on defense or offense.

Arrows: MAKE SURE YOU SAVE YOUR ARROWS FOR WHEN YOU REALLY NEED THEM!

Please don’t make the mistake of Arrowing Minions.

You should have enough support troops to take out swarms. Unless you can make a huge positive Elixir trade, save the splash for defense, when you don’t have your Baby Dragon.

Arrows are better than Zap, because they kill Minions and has larger range. Log doesn’t target air, and Fireball is more expensive and has less radius.

Skeletons: After the re-addition of the 4th skeleton, these bundle of bones are amazing value for one Elixir.

They can be used for cycling, swarming, distracting, killing glass cannons, and stopping tanks.

Elixir Collector: This is a must in such an expensive deck. Perfect for gaining Elixir leads and overwhelming your opponent.

Normally, I only need one Elixir Collector down to three crow in one push, but sometimes you can even do it without an Elixir Collector.

Lightning: Just make huge positive Elixir trades and demolish buildings and tanky troops for a clean path to the Tower. I will tell you how to use it against other decks later in this guide.

Replacements

These don’t work as well, and some of the synergies are destroyed. Not recommended=*

  • Golem- None
  • Night Witch- None
  • Mega Minion- Electro Wizard, Musketeer
  • Baby Dragon- Wizard, Executioner
  • Arrows- Fireball, Zap*, Log*
  • Elixir Collector- None
  • Skeletons- Goblins, Spear Gobs*(maybe), Goblin Gang*(probably not)
  • Lightning- Electro Wizard*, Rocket*, Fireball*

night golem 2

General Gameplan

Early Game: Place your Elixir Collector down, build up Elixir. Figure out your opponent’s deck, take some damage, but not too much. Start off slow, play defense mostly. You have the bigger tank, so if they play a tank at the back, you should play Golem at the back as well.

Mid Game: You can start creating pushes now, but only if you have a good Elixir advantage. Now you can start to sacrifice some Tower health to create huge pushes. Honestly, the synergies between all of the cards in this deck is amazing, so you can pretty much just spam troops behind your Golem and it will work well. Just make sure you know when your push has been broken up so that you don’t waste Elixir.

Late Game: This is when you go all in. Put an Elixir Collector down, and create an undestroyable push. Just get as many cards down as possible, Lightning buildings and troops for positive Elixir trades, and add even more troops. The counter-pushing capabilities of this deck are amazing, so utilize it.

Match-Ups

Note: The Night Witch is an absolute beast on defense, so use her wisely. Make unstoppable counter-pushes with her and make your opponent panic.

Lavaloon: In the original Lumberjack Golem, Lavaloon was a serious problem. It’s still a serious problem with this deck, but it is easier to defend because you have a bat-spawning machine instead of a Lumberjack. Just make sure to save your air-targeting troops. Chances are, you’ll lose a Tower, so make sure you create a few huge pushes to destroy your opponent. You also have the bigger tank, so utilize that.

Graveyard: Shouldn’t be too much of a problem if you play correctly and don’t panic. You have a Baby Dragon and skellies, so you should be mostly fine. Even if you do lose a Tower, you can easily destroy your opponent’s towers as well. Also, once they take on Tower, it’s harder for them to take another.

Golem: Just make sure you have the Elixir advantage and everything will work out.

Hog: You have many counters, and one huge push will destroy them, so this should be a fairly simple match-up if you can get a push going.

3 Musketeers: Save your Lightning for the 3 Muskets, make sure you take out only the muskies. Yep, you heard that right. Don’t Lightning the pump or the Tower, save it for the muskies. You should be able to deal with the Ram easily. Make sure you don’t get outcycled to the point where you don’t have your Lightning.

Zap/Log Bait: Here we run into trouble. We only have Arrows, no Log, no Zap. Save your Arrows for the Barrel, and use your Baby Dragon to take out Goblin Gangs and Skarmys. Save your Lightning for the Inferno Tower and beware of a Rocket. Try to not take much damage against Bait decks.


I think that’s all I have for this deck. I really hope you try it out even if this guide was horrible  ¯\_(ツ)_/¯, because the deck is just so OP. This deck is good for challenges and tourneys because of the amount of epics.

Enjoy! ( ͡° ͜ʖ ͡°)

-G-MAN aka The Log FTW

Old School Sparky Goison Deck (That Works!)

1
sparky goison

Hello everyone! SparkyIsLife back again. This deck is an old fashioned Giant Sparky deck. It has 2 legendaries but I have a amazing replacement for one. The best thing is these cards don’t need to be overleveled! I play with card levels of 9/6/4/1 at 3300!

In the ever-evolving landscape of Clash Royale, where new strategies emerge and old ones fade into obscurity, there’s something undeniably nostalgic about revisiting classic decks that once dominated the arena. Among these legendary formations is the fabled Sparky Goison deck, a combination that struck fear into the hearts of opponents and secured countless victories for skilled players.

So let’s get into the cards!

sparky goison

Sparky Goison Deck for Arena 7+

Clash Royale SparkyClash Royale GiantClash Royale SkeletonClash Royale Mega Minion
Clash Royale MinionsClash Royale BarbariansClash Royale The LogClash Royale Poison

sparky goison analytics

Pros Cons
Counters the meta well Weak to Lavaloon
Is off-meta Rocket Hurts
Relatively cheap at 3.6 No building

Cards Breakdown

Giant (Win Condition 1): It is pretty hard to have a Giant Beatdown deck without a Giant (lol?). He is a great tank and really does well at smacking down towers. You can throw him in front of a counter-push or start up a big push in the back around him.

Sparky (Win Condition 2): Sparky is a big part of the defense. He is amazing at blasting away any win condition in the game (Except Lava Hound). Sparky can also be a very stressful card to deal with on defense and offence. He is an amazing card and is a cool off meta option. The only viable replacement is Executioner though than you would have to take Tornado over Log.

Mega Minion (The Runner): The Mega Minion is an amazing card. Is a great addition to any deck and is an all around great card. You are never disappointed to use Mega Minion!

Skeletons (Versatile Response): Skeletons are an all around great troop and an amazing distraction! Just ask Zigge or DarthJarJar!

Barbarians (Main Defense): These mean men are your defense MVP’s. They are great for removing almost any ground troop in the game! They can also kill both overleveled RG’s and Elite Barbs (2 popular ladder options) very effectively! I won’t be surprised it they sneak into the meta any time soon. They can shred any Electro Wizard ruining your push. (The best Sparky counter)

Minions (Defensive Support): Minions are a great card and are used in 27% of decks in Arena 11. They are a great all around card and a good threat with their massive DPS. Ignored Giant Minions can take a tower! They are also very versatile.

Poison (Win Condition Support): Poison is your medium support spell! Protect your push from Goblin Gang, Minion Horde and Skarmy with this great card! KIll medium health defence units like Musketeer, E-Wiz and Barbarians!

Log (Spell): It’s just The Log. Do I even need to explain? If you don’t have it, use Zap.

General Gameplan:

At the start of the game, you can do one of 2 things.

  1. One option is to start up a small Sparky/Giant push.
  2. If you don’t have the right cards for that you can also split cards behind your kings tower (Minions and Skeletons)

You will want to test the waters with a push as soon as you can. Try to figure out what deck they are playing and what cards they have to counter you.

Make sure not to fall behind in elixir! Make positive trades and defend well.

With 2 minutes left on the clock you should know what deck your opponent is playing. Try to set up your cycle so that your cards are in rotation to counter your opponents. (Eg: Their Hog in the same cycle as your Barbarians.). Just keep making positive elixir trades and gain elixir advantages. Mix in some pushes and counter pushes as well.

By double Elixir, you should have a good Elixir lead.

Begin building up you’re deathball push. Make sure you are playing in the same lane as your opponent. This way, your opponent can’t push in the most damaged lane or else he has to attack into a Sparky. Keep throwing out Giants, Sparkys, Mega Minions and Minions.

WARNING! Make sure to spread out your push as if you don’t, one Rocket could be devastating.

Once you take a tower, you have to defend with all your life. Keep the pressure on by putting a threat like Giant Minions in the other lane.

Match Ups:

Elite Barbs: Elite Barbs + Zap combo has nothing on you! Barbarians are the perfect counter. Make sure he Zaps your Minions or uses his Elite Barbs before you go on offence!

Royal Giant: Royal Giant is easy peezy! Barbarians + Mega MInion = Dead Royal Giant. Proceed to deadly counter push.

Any Heavy Tank Deck (Golem, Giant, PEKKA Giant Skeleton): Sparky same lane + Barbarians on the support troops will destroy the push and give you a powerful counter push.

Hog Rider: You have Barbarians, Skeletons and Mega Minion. You will always have a counter in cycle.

Graveyard: First, pressure the other lane with Giant. Use Mega Minion to kill the tank. Than proceed to use Minions/Barbs/Log on the GY.

LavaLoon: First, hardcore pressure the other lane with Giant+Sparky/Barbs/Skeletons. Make sure your opponent cannot support the Hound. If he decides to 3-Crown race, you will win due to the low damage of the Lava Hound. Use Mega Minion and regular Minions to defend.

3 Musketeers: Kill the PUMP!!!! Poison the pump so your opponent is always behind on elixir. You can fight the Musketeers at the bridge with Barbs and Minions on the solo Musketeer.

Miner Poison: If you know your opponent has enough for Poison, use Mega Minion. If not, use Skeletons. Distract the Inferno Tower with Minions.

Spell Bait: Save the Log for Goblin Barrel. Pre-plant Poison to kill Skarmy/Princess/Horde and Gang. Defend offensive Princess/Gob Gang/Skarmy with Minions or Skeletons. Use Barbs for Hog and Minions for the Inferno Tower.

The strategy behind the Sparky Goison deck is both straightforward and devastatingly effective. The Giant serves as the primary tank, absorbing damage while marching towards enemy towers. Meanwhile, Sparky lurks behind, charging up its devastating blast. As the Giant nears the enemy territory, the Sparky unleashes its powerful shot, obliterating any defenses in its path. And just when opponents think they have a chance to counter, the poison spell is deployed, weakening their troops and ensuring the Giant and Sparky can continue their onslaught unhindered.

But why revisit a deck that some might consider outdated in the fast-paced meta of Clash Royale? The answer lies in its unexpected potency and the element of surprise it brings to the battlefield. In a meta dominated by fast-paced cycle decks and relentless pressure, the slow and methodical approach of the Sparky Goison deck catches many opponents off guard.


 

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Well, that’s it for this guide, I hoped you enjoyed!

Blasting Away,
SparkyIsLife….

Striking Royal Giant Deck (That Counters Night Witch)

217
royal giant deck

Hey guys. Lolman here with a new guide for you guys, a guide about my new devastating Royal Giant deck.

Now I’m currently pushing my main deck on ladder with a very similar deck, but it’s slightly cheaper with a few different cards and the win condition being a Hog Rider instead as well.

The basic principle is the same however and this deck is played different to other Royal Giant decks you might see in ladder.

royal giant deck

Striking Royal Giant Deck for Challenges

Clash Royale Royal GiantClash Royale LightningClash Royale ValkyrieClash Royale Executioner
Clash Royale The LogClash Royale SkeletonClash Royale Ice SpiritClash Royale Tornado

royal giant analytics

Cards Breakdown

Royal GG- This card is rather underwhelming in challenges because of its measly HP but all the same it dishes out a reasonable amount of damage to the Tower without actually reaching it.

You almost never play Royal Giant at the bridge unless you know your opponent is low on Elixir, or it’s double Elixir when you have enough Elixir for Inferno Tower.

It’s all about cycling and having enough Elixir to counter your opponent’s counters. Costing an average of 3.4 Elixir the deck is not too expensive either so you can send wave after wave of Royal giants.

Valkyrie- Most of the time, you will want to use her on defense. Also, she is mainly for dealing with Graveyard and swarms.

I find it her versatile than Knight in this deck, where you can place her in front of your Royal Giant.

I played with Valk and Knight and found Valk works better in the deck.

Executioner- Main defensive air targeting unit in this deck.

You need to protect him at all costs and try to avoid cycling an Executioner in the back unless you have to. It’s not as punishing because you have Tornado to pull things towards the Executioner but starting with him at the back is not a good move until you figure out what your opponent is playing.

Tornado- Should be saved for Hog if you are facing Hog. Similarly if you face beatdown, try and save it for defense. Of course you can use Tornado on offence as well.

In the case your Executioner is behind your Royal Giant and you want to clump up the opponent’s defending troops, use Tornado!

Skeletons- Cycle card, can be used vs Hog if Log is out of cycle. Skeles+ Ice Spirit with king active actually shut down Hog if the Hog is frozen in range of king Tower. Also great at kiting units.

Tornado + Ice Spirit + Skeletons is my favorite combo to deal with Elite Barbarians while using this deck.

Ice Spirit– Similar principle. Utilize the Freeze! Doing chip damage with Ice Spirit is great as well because sometimes you will likely want to finish the game by chipping with Log, Ice Spirit and getting value while using Lightning.

Lightning- Your main anti Inferno card. It’s also advisable to use it on troops like Wizard, Musketeer etc to get the positive Elixir trade (when you know that opponent cannot punish you with 3 muskets or a pump of course). However, try to avoid this because unlike other cycle decks, this deck does not cycle as fast. That being said, try to get value on your Lightning.

Log- Most self explanatory card! In the deck, you need it to gain value by destroying swarms. Get value with it as well as chip but don’t get greedy. For instant, avoid playing late Log missing Goblins because you want the Tower.

Also know when you need to save The Log, especially when you play vs Goblin Barrel. That being said, you can risk it for the biscuit and play it offensively if you know that you will end up doing more damage than a Goblin Barrel would.

General Gameplan

Early game

Starting off, there are a few plays you can make with this.

I do prefer to slow roll your Royal Giant. Now your pushes will be heavy despite this being a cycle deck. Dropping Royal Giant in the back will allow you to save up Elixir for Executioner and Lightning in order to deal with defending buildings/troops in a way that give you value.

Don’t expect to do massive amounts of damage early on. I would consider 3-4 hits off your Royal Giant a success as that’s ~600 damage on a Tower.

Final game in challenge. Royal Giant in the back allowed me to play Executioner to take care of the Minions and have enough Elixir to Lightning for insane value on the opponent’s Wizard and Executioner. 6 for 10 Elixir and my Executioner chipped his Executioner, enough to get rid of it. The opponent’s Tower HP was down by almost 1000 damage.

royal giant at the back

Royal Giant at the back -> Lightning -> Insane value.

So you typically want to get whatever chip you can in this time. Also getting value Lightnings works fine too. You will start off defensive. Try to defend. Then counterpush with an Royal Giant if possible. Keeping it in your pocket and a secret. Only time Royal Giant in the back is a bad idea is vs siege so if playing it in the back, be prepared for a Mortar or X-Bow on other lane if opponent plays siege.

Mid game

I usually play Royal Giant at the bridge during this time.

Defending your opponents push, you want to play Royal Giant in front of your Executioner or behind your Valk (with or without Lightning ready). Only do this if the opponent is also low on Elixir or doesn’t have Inferno because without enough Elixir for Lightning you will end up down Elixir.

So around now you will ideally make predictive plays and counterpush more often as well as add support troops for your Royal Giant.

Late game

As soon as 2x Elixir hits, Lightning everything 3+ Elixir that dies to Lightning if placed within range of Tower (if your opponent doesn’t have Inferno but you can simply spell cycle at this point if you played properly).

You will do most your damage during the early/ mid game with your Royal Giant anyway. So after chipping away the Tower, you will want to start cycling somewhat value Lightnings around when the Tower’s HP is in the low 1000’s. Remember that at tournament standard, Lightning does 346 crown Tower damage. That being said, this is only if your opponent does not have cards like 3 muskets etc.

You can also keep dropping Royal Giant at the bridge because you can build up enough Elixir for a Lightning or even a Executioner right behind your Royal Giant. Every shot counts at this point.

If you are a Tower up, you will want to drop your Royal Giant at this position

royal giant 1 tower up

The Royal Giant is out of range of both towers at this spawn and it will move towards the crown Tower, shooting out of range of king Tower.

Match-ups

Lavaloon – Ah yes, the infamous Lavaloon!

With the Executioner and Tornado in your deck, there really isn’t a huge deal. Plus, Royal Giant fares well vs Lavaloon because you can simply pressure opposite lane with him.

Something Lavaloon players tend to do is to play Balloon + Minions on the opposite lane so if you use Executioner to deal with Lava Hound, you can Ice Spirit+ Lightning that side to get rid of that pesky push for a +1 trade while Executioner gets a +3 trade putting you 4 Elixir up.

These decks are weak to Valk in front of Royal Giant as well because if they drop Goblin Gang on Tombstone the Valk will melt the Skeles/Goblins apart.

Splashyard- Really easy match-up!

Just Lightning on offense, try to have an Executioner behind your Royal Giant and then Tornado the troops together. This leaves no counterpush 9/10 times.

If rushed, put Executioner safely away from Tornado range to distract the tanking troop while Valk is dealing with the Graveyard.

This deck you get insane Lightning value because unlike the traditional Hog deck, which runs a similar set-up to this deck, Royal Giant is not weak to Tornado.

getting value lightning tornado

Getting Lightning value on Bowler and Baby Dragon. Tornado cleaned up everything.

Golem- Similar to Lavahound. Executioner Tornado must be saved on defense. Don’t give the opponent’s Lightning value.

Try and bait out Log away from Executioner because Lightning alone won’t kill Executioner (this can be done with Skeletons on a Golem).

Just Lightning their pumps and Royal Giant can be used to rush or counterpush depending on if you are up or down Elixir.

Hog- Utilize Tornado well! Vs Hog Lightning, one thing you need to know is if you don’t have Tornado in cycle, place troops out of Lightning range.

Log bait is an easy match-up! Only real threat is Hog Lightning.

3 Musketeers

A play I like to do is pull Muskets and Ram close to each other with Valk in center. I use Executioner to handle the 2 Muskets. Having one lock onto the Tower and Executioner in a spot where he hits both. I minimize the damage suffered by the Tower for a +1 trade.

In 2x Elixir, Lightning the 3 Musketeers. To avoid Tower damage, the opponent will try to split them in the middle. Just hit all 3 Muskets for a +3 trade and you will be set. No matter if they pump up, you will still be ahead as pumping up in 2x Elixir isn’t that advantageous!

Siege- ….. you’re playing Royal Giant. Just place Royal Giant down and win.

Well then guys. I think I covered most of necessary stuffs.

This deck is rather strong and fits in well with the meta as Executioner and Tornado counter most other decks you will end up facing. With that in mind give this deck a try!

It’s stronger in tournament play as it’s a bit epic heavy and leveling Epics up to pair at trophy standards is a pain.

Hope you guys have the best of luck playing it. Lolman out.

How to Get 12 Wins in Night Witch Draft Challenge

274
night witch challenge

Guys, the Night Witch Draft Challenge is coming to Clash Royale from May 26th to 29th! Get started with our best tips on getting 12 wins in this challenge, give yourself a chance to unlock this new Legendary card before everyone else!

night witch challenge

Night Witch Draft Challenge

Basic Information:

  • The first entry is free.
  • As this is the Draft Challenge, pick 4 cards for you and 4 cards for your opponent at the starting.
  • Only one of you will have to choose to play with or against the Night Witch.
  • The first one-time rewards unlocked at 2 wins.
  • Night Witch is unlocked at 12 wins.

Rewards

Number of Wins Total Prize One-time Rewards
Gold Cards
0 700 10
1 950 15
2 1,250 25 Gold Chest
3 1,600 43
4 2,000 65
5 2,500 93 8,000 Gold
6 3,100 125
7 3,800 165
8 4,650 210 Magical Chest
9 5,750 265
10 7,100 335 25,000 Gold
11 8,750 430
12 11,000 550 Night Witch x 1

*Chests are based on your current Arena.
** Once you unlocked the Night Witch, you will have the chance unlocking her from any chest even before the official release.

night witch unlocked

Basic Stats

Cost Hit Speed Speed Deploy Time Spawn Speed Range Target Transport
4 1.5 sec Medium (60) 1 sec 5 sec Melee Ground Ground
Level HP Damage DPS Bat Level Bat HP Bat Damage Bat DPS
1 750 285 190 9 67 67 67
2 825 313 208 10 74 74 74
3 907 344 229 11 81 81 81
4 997 379 252 12 89 89 89
5 1,095 416 277 13 98 98 98

Best Tips on Getting 12 Wins in Night Witch Draft Challenge

Pick the Night Witch If possible! No worries If you haven’t played her yet. Nor does your opponent.

Just a heads-up, she is a great support card, she spawns 2 Bats every 5 secs and upon death she spawns 4 more Bats. As she is brand new in the Arena, it is not easy to deal with her at all and getting the positive Elixir trade against her is extremely hard in draft challenge.

You should take a look at here for more details about her.

Pair up your Night Witch with these cards (If possible): Miner, Lava Hound and Giant are probably the best cards to play with the Night Witch I can think of at the moment.

When paired up with Miner, you can use her on defense to deal with ground troops and then transform it into a counterpush with the Miner. If she dies, you will have 6+ Bats, forcing your opponent to use spell or a ‘specific card‘ to deal with them. Countering Bats usually leads to a negative Elixir trade (find out why at here).

With Lava Hound, she helps deal with Electro Wizard/Musketeer on the ground meanwhile her Bats can support the Lava very well. If your opponent doesn’t have a specific card to deal with the Bats hiding behind the Lava, it would be GG.

Don’t forget to pick at least 1 win condition! Sounds obvious but so many players forget doing this during the draft challenges. It will be very  hard to win the game If you do not get yourself a win condition. Using win condition + support cards is a lot easier to take out the tower than using glass cannons.

Pick one of these cards (If possible). All of these cards work extremely well in draft challenge as it’s hard to stop them with the specific counters. For example, it’s hard to stop Goblin Barrel without Zap/Log/Arrows/Electro Wizard/Skeleton Army etc. If you can draft out some spell bait cards, your opponent is done!

best draft challenge cards

Pick a direct damage spell (If possible). What If you can’t get any win condition? Or what If your opponent has a hard-counter to your win condition? Use spell then! Also, using Spells is an easy way to get positive Elixir trades. Using them during the x2 Elixir time to finish off the Tower is also so delicious.

In addition, Lightning is a viable counter to Night Witch. Pick her out with two other cards for positive Elixir trade!

direct damage spells

Keep your deck cheap. Better safe than sorry. If you keep picking 4-5 Elixir cards for yourself and your opponent also gives you some heavy cards, you are very done!

Choose the card which can counter multiple cards! For example, Fire Spirits vs Goblins? Fire Spirits! Fire Spirits are great against swarms and Goblin Barrel. Also, at least Fire Spirits can counter Goblins...

Pick a pocket card! Pocket card is the surprising card which your opponent would never think of. This card gives you the opportunity to get massive value at the right moment. For example, Freeze, Three Musketeers, Graveyard etc are the great pocket cards!

Some other tips:

  • Do not ignore the Night Witch. She can solo kill your Tower!
  • Archers and Ice Golem are probably the best counters to Night Witch at the moment.
  • Zap one-shots Bats.
  • Heavier tank = better. In draft challenge, there are 2 sometimes or even more buildings on the opponent’s side. Using Golem, Lava Hound etc is easier to get to the Tower. Not only that, If somehow you get the Night Witch, he doesn’t work really well with fast card like Hog Rider on offense.
  • Get Executioner, Baby Dragon, Bowler If you have a chance because of their durability of being ranged and surviving heavy spells.
  • Try to avoid cards you don’t like.
  • Always pray before the battles.
  • Updating…

Good luck guys! See you in the Night Witch Draft Challenge!

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How To Build Deck: The Definitive Guide (That Rocks)

3

Hello fellow Clashers! I’m KairosTime and today I’m bringing you Part IV to the “Strategy Guide to Clash Royale” with the Ultimate Guide to How to Build the Best Decks in Clash Royale.

This is a guide for new and experienced players alike and will complete your understanding of deck building.

making deck cr

To quote /u/MWolverine63, a distinguished member of the Reddit community who has provided numerous strategy guides, “I would argue that skill is the most important factor in a match, and your deck gives you the tools to beat your opponent.” Having the right deck makes it possible for you to overcome your opponent, which is why good Deck Building is so essential!

There are 2 methods to build a solid deck.

The 1st is to use your previous experience and quickly throw something together and make changes after every few matches until you have something that works. This is what most people do most of the time, and it can be a very frustrating process, especially if you can’t find something that works very quickly. I do this when I want a quick deck to play around with.

When I’m serious about making an amazing deck, I follow the 2nd method to build a deck, which is to analyze the meta and make a deck that counters that meta. This Anti-Meta Deck Building Method takes time, especially the first 2-3 times you do it, but is the ultimate method in crafting the Best Decks!

In this guide, we will cover these key points

  1. Understanding the Different Metas
  2. Dissecting the Meta
  3. Building the Best Deck
  4. Testing and Refining your Deck

Note: This Strategy Guide is heavily inspired by guides written by /u/MWolverine63 and /u/edihau.

giphy

Woogoo let’s begin!

Understanding the Different Metas

Before we can get into Dissecting the Meta and actual Deck Building, it’s important to first understand key differences between the different metas. I will be covering the different metas in order of what percentage of the active player base have access to them.

Non-Maxed Ladder

This is the meta that the vast majority of active players are in.

That being said, the meta in non-maxed ladder can fluctuate significantly depending on the Arena or League that you are in. I’ve even seen very different metas with a trophy difference of only 100 trophies.

Because it is easier to level up Commons and Rares than Epics and Legendaries, you can usually count on seeing Elite Barbarians, Royal Giants, Mortars, Giants, and Hog Riders as common Win Conditions in this meta. Other Commons and Rares are more likely to fluctuate so it’s important to use the correct tools to understand this meta.

Classic Challenges & Small Tournaments

This is probably the most diverse meta as long as the game is fairly balanced. Even when the game isn’t balanced very well, this will still be the most diverse meta because a lot of players in the meta have the resources to use the majority of the cards in the game.

This is where a lot of people will test out their decks and this creates an extremely fun and diverse meta.

Still, there is still some competitiveness in this meta, but not as much as in Grand Challenges.

Grand Challenges & Competitive Gameplay

Most people will only do a Grand Challenge if they think they have the deck and skill to do well.

This means that you will face players with the highest skill in Grand Challenges more than in Classic Challenges. This makes the Grand Challenge meta the most competitive meta that the majority of players have access to.

Because it is so competitive, this meta can change very quickly and a deck that wins a Grand Challenge one day may not even get 3 wins another day. This is because the meta will shift to counter yesterday’s meta

If you are serious about playing competitively, and you have the gems, this is a good place to test different decks before joining a competitive tournament.

Maxed Ladder

This is the meta that the fewest number of players have access to but it has a high level of influence on all of the other metas because everyone in the world can see which decks are being used here.

It’s important to realize that the top of the ladder has a different meta than anywhere else in the ladder because of card caps. It’s also a different meta than in Challenges because of the additional overtime and because of the max ladder decks are made to climb while tournament decks are made to win. Still, people copy max ladder decks all the time so it’s important to be aware of this meta.

Dissecting the Meta

If you’re serious about making a deck that really stands out, I would recommend pulling out a piece of paper and listing the most commonly used cards in the current meta under 4 different categories: Win Conditions, Support Troops, Defenses, and Spells. You can put 1 card in more than one category if it fits more than 1. For example, the PEKKA is a Win Condition, but can also be excellent on Defense.

If you include too few cards, it’ll be difficult for you to determine if your deck will actually do well. But if you include too many cards, you’ll get a headache trying to put a deck together that counters everything. I recommend including only the most common card and going from there.

Start filling up your paper with the most common cards that you can think of. You can also just make a mental note, but you’ll probably have more success if you take the time to write the cards down.

Here’s an example of what your initial list may look like based off of what’s on the top of your mind:

dissecting the meta clash royale

While looking at the most commonly used cards, you’ll want to also be aware of the Deck Archetypes and Deck Speeds that will be prominent in the Meta. I recommend selecting the ones that are the most common so you can build a deck with those common deck types in mind.

For more information on Deck Archetypes, Deck Speeds, and how to counter them, you can check my recent guide on Countering Every Deck – The Two Triangle Theory

Fast Siege Medium Siege Slow Siege
Fast Beatdown Medium Beatdown Slow Beatdown
Fast Control Medium Control Slow Control

If you’d like the best list, you can be thorough by taking a look at the following resources:

  • Your Battle Log: Out of all of the resources you could use, this is the best place to start because you know that it is accurate for whichever meta you are playing in. This is especially helpful if the last 25 matches were in the meta that you are building your deck to counter.
  • Top of the Ladder Battle Decks: As I said earlier, even though people would be better off making a deck for their own meta, it’s easy to copy top ladder decks and so a lot of people will do this. If you really want to be thorough, you could look through all of them, but I’m sure /u/woody123 will write you an excellent writeup on reddit at the end of each season detailing everything you need to know about the top of the ladder.
  • Deckshop.pro: Pavelfi from Orange Juice is doing an excellent job keeping this up to date, and as long as he continues, this is an excellent resource to use when it comes to knowing which decks are doing really well in the Ladder, as well as decks that are doing really well in challenges.
  • Statsroyale.com: This is an incredible resource that can be used to determine which cards are being used the most in any arena, as well as cards that are being used the most in challenges. It’s top Deck stats will even show win rates for each of the most popular decks.

Step 0 – Choose your Deck Type

If you made a mental list of popular cards and deck types, great! If you’ve taken the time to write down an actual list, even better!

The more effort you put into preparing yourself to counter these popular cards and deck types, the better your finished product will most likely be.

Now it’s time to choose a frame for your deck, or your Deck Type.

  • If you are a Specialist (someone who only plays 1-2 types of decks), and you already know that you want to play a specific Deck Type, you can move on.
  • If you are a Generalist (Someone who likes to play all types of decks) you’ll want to pull out the Two Triangle Cheat Sheet and look at the most popular Archetypes and Speeds

2 triangle theory

Are there 1 or 2 deck types that have a large or slight counter against the popular deck types? If there is, it may be a good idea to run with it, especially if it’s a deck type that you’re familiar with. If the choice isn’t obvious, do your best to find the best option based off of the meta, and your experience.

Now that you’ve selected your Deck Type, the next step is deciding which Utility Deck you want to build (Balance or Unity).

  • A Balance Deck uses cards of different types in their deck to be able to defend against a lot of decks. Because they are balanced, they tend to have a fair matchup against most decks.
  • A Unity Deck uses cards of a similar type to gain an advantage. Because they have multiple cards of the same type in their deck, they will be strong against some decks and weak against other decks. Two examples of Unity Decks are Lavaloon, and Spell Bait decks.

For more information on Balance and Unity decks, see my guide on Deck Building Fundamentals.

Now that you know which Archetype, Speed, and Utility you want to use as a framework for your deck, it’s time to finally start building your deck!

Deck Type > Deck Utility

Building the Best Deck

I am going to go through a step by step process of how to build the best decks.

Most of the time, I will follow this order, but it is completely acceptable to switch the order depending on your preference, or based off of an obvious meta.

Note: If you are building a ladder deck, it is important that you are aware of which cards are weak when underleveled, which cards are good even if they’re a little underleveled (level independent), and which cards are strong when overleveled. Keeping card rarity in mind is also a good idea as well. You may want to refer to these sites while choosing which cards to include in your deck but it’s important to recognize that card combinations and meta cards may play a bigger role in a good deck since every level is important in the game.

Step 1 – Win Condition

Even though you know which Archetype you plan on using, that does not make this an easy decision. The card you select for your Primary Win Condition will influence the rest of the choices you’ll make while completing your deck.

I recommend taking a good look at your list of commonly used cards, and doing your best to select a Win Condition that will not be easily countered by commonly used Defenses, Support Troops, or Spells.

For example, if cheap defensive buildings like the Cannon or Tombstone are popular, it might be better to use the Miner instead of the Hog Rider. However, if cheap defensive buildings are not popular, it might be better to go with the Hog Rider.

Here is a list of all of the current Win Conditions in the game:

clash royale win conditions

After selecting your primary Win Condition based off of the most popular cards, you’re ready to further support your Win Condition to help take down enemy towers.

Note: By using https://www.deckshop.pro/card/list you select a card and scroll down to see which cards that card counters, and which cards counter it. If a card is in full color, it is a hard counter. If a card is faded, it is a soft counter. If you’re looking for counters to popular cards, this is an excellent resource. It’s also a great resource to help you think of counters that aren’t very popular, thus helping you create an anti-meta deck that isn’t also a meta deck.

Step 2 – Support your Win Condition

Even though you have selected a Win Condition based on countering the current cards, people will be familiar with countering almost all Win Conditions and so it’s likely that you’ll still have difficulty making your Win Condition successful.

You’ll now want to select 1 or 2 cards that will help overcome your opponent’s defenses so you can damage the enemy tower.

  • Beatdown Decks –  You will want to select 1-2 cards that will be able to deal significant damage to the enemy tower if they are successfully protected by your Win Condition. These cards should also do a good job at countering popular defenses to your Win Condition, since once your tank is gone, there may be little you can do to protect your support troops.
    For example, the Electro Wizard does a great job at stunning Inferno Towers so they won’t clear your tank.
  • Control Decks – You will want to select 1-2 cards that will help your main Win Condition reach the tower and deal damage. This could be a spell, or a support troop that does a good job at countering the majority of the meta threats to your Win Condition.
    For example, The Log could be used to help get a Hog Rider to the tower by clearing a defensive Goblin Gang.
  • Siege Decks – You will want to select 1-2 cards that will do a good job at protecting your Win Condition from common threats in the meta so that your Win Condition can lock onto the tower. This could be a spell, troop, or even another defensive building.
    For example, Fire Spirits do a great job at clearing a lot of troops very quickly so your Siege card can lock onto the tower.

support win condition

Step 2.5

If you want to build a Fast Deck and you selected some cards that are more expensive, you may want to consider cheaper cards.

Step 3 – Create an Anti-Meta Defense

Now that you have 2-3 cards in your deck that make up your Anti-Meta Offense, it’s time to select 2-3 cards that make up your Anti-Meta Defense.

You will want to start by making sure that you have counters to each of the popular Win Conditions on your list of meta cards.

While you don’t necessarily need a Hard Counter to every Win Condition, you will want a reliable way to deal with each popular Win Condition so that you can face a variety of decks. You will also want a reliable way to deal with popular Support Cards on your list of meta cards.

For your 2-3 cards for your Anti-Meta Defense, do your best to pick cards that will counter as many different popular cards as possible.

Note: As the meta adapts, these are usually the cards that I will switch up in my deck. If the meta changes to make my Win Condition unfavorable, I’ll usually start from scratch and build an entirely new deck.

Step 3.5

Now that you’ve selected 2-3 cards for your Anti-Meta Defense, go through your list of cards and make sure that your cards aren’t easily countered by the meta.

For example, the Inferno Tower does a great job at stopping a lot of Win Conditions, but if Electro Wizard, Zap, and Lightning are all popular, it would be better to use something else to defend.

Step 4 – Fill the Holes

At this point, you have anywhere between 4-6 cards in your deck and the deck will have some weaknesses that you will want to cover.

It’s now time that you ask yourself a bunch of questions to try and make sure that you select the best cards to fill those last slots. As you ask these questions, you can put different cards into these last 2-4 spots and move them around until you’ve found a deck that should be favorable for you each match.

deck building checklist cr

Meta Response – Do you have a response to all of the meta Win Conditions?

The best decks have a way to deal with all of the popular Win Conditions, so if your answer is no, you’ll want to make changes to your deck so that you do have a response before moving on. While it’s good to have hard counters to everything, this is fairly unreasonable. You at least want to make sure you have soft counters and a plan on how to deal with every meta Win Condition though.

Offense vs Defense – Do you have enough offense to take out an enemy tower? Do you have enough defense to defend a push?

The amount of offense and defense you’ll want in your deck is going to depend on the type of deck you build as some decks focus more on offensive gameplay and other decks focus on defensive gameplay. Regardless of the deck, if you don’t have enough offense or defense it’ll be difficult to win every match.

Average Elixir – In order to build the deck type you wanted to build, do you have to increase or decrease your average elixir.

While you may not care too much about your Average Elixir cost, the speed of your deck is going to influence how you should play your deck so it’s important to at least be aware of this.

Elixir Collector – Would your deck benefit from adding an Elixir Collector in it or would it be better to fill a slot with another card?

Some heavy decks do really well with an Elixir Collector while others would do better with some more support, or even with a cycle card.

Synergy – Would some of your cards work even better in your deck if they had another card to synergize with it?

There are some successful decks that have very little synergy between cards because their cards are all very good by themselves. However, most of the time you want some cards to work well together. (Examples: Executioner with Tornado. Elite Barbarians with Fire Spirits)

Unity – Would adding a card that is similar to a current card make it difficult for my opponent to deal with both cards?

By selecting multiple cards that have similar characteristics, it can make it difficult for your opponent if they only have 1 response to the two cards in your deck. (Examples: Skeleton Army and Goblin Gang. 3 Musketeers and Elixir Collector)

Surprise Card – Do you have a surprise card that is unpopular but that would be good to use?

I highly recommend using at least 1 card in your deck that people aren’t used to countering. This gives you the element of surprise, and also encourages your opponent to make poor moves against this surprise card. The surprise card you select should add something to your deck that you need in addition to the element of surprise. Don’t just pick a card because it’s unpopular. (Examples: Freeze, Giant Skeleton, Bomber)

Anti-Surprise – Do you have a way to deal with a situation where your opponent catches you off guard?

In the heat of battle, you never know if your opponent is going to do something that you simply couldn’t expect. It’s a good idea to have a way to deal with surprise cards like Freeze or Rage. Versatile response cards of low cost like Goblins or Ice Spirits are good at fitting into this role.

Spells – Do you have at least 1 direct damage spell?

Do you have too many spells in your deck? Do you have the best spell for your deck? You will want at least 1 spell in your deck, and you will want to make sure that you don’t have too many in your deck. While the sweet spot is usually 1 or 2 spells, some decks with 3 Spells can do well too. I also recommend asking if you chose the right spell for your deck. (Examples: Zap, or log. Arrows or Tornado. Rocket or Lightning)

Finish the Tower – Do you have some way to finish off a tower without building up a push?

While you can put all of your efforts into building up a massive push that can’t be stopped, there will always be situations where the difference between winning and losing is whether you have a way to easily damage the enemy tower. It’s a good idea to at least have 1 way that you can quickly deal 200-400 damage to an enemy tower. This could be a spell, or even an unpredictable strategy to take your opponent off guard. (Examples: Miner, Fireball, etc.)

Defensive Building – Would your deck benefit from a defensive building?

Buildings are typically really good on defense but can make it difficult to build up an offensive push. They also slow down the tempo of the match which may be a good thing or a bad thing depending on the way you want to play your deck.

Counters to Counters – Do you have counters to the cards that counter your cards?

If you’re using a heavy tank, you should plan on having an answer to Inferno Towers. If you’re using the Graveyard, you should have some way to get rid of swarm troops. If you don’t have counters to your counters, your offensive options will get stopped more times than not.

Splash, Glass Cannons, Swarms, Tanks,  Ground, & Air – Do you have ways to deal with decks that have a lot of Splash troops, Glass Cannons, Tanks, Ground threats, or decks that have a lot of Air troops?

These are the most common Unity Decks found in the game and you want to make sure you at least have a way to deal with each Unity Deck. This could mean having a specific strategy in mind, or having cards that counter each of them.

Deck Type – Did you create the deck type that you originally decided to make?

If you did, that’s awesome! If you didn’t, you can either stick with what you made, or make some changes in order to make what you want to make. What’s important is that you know what you made so you can play it the right way.

Counter Card Exception – Do you have a way to deal with deck types that have an Advantage over you according to the Two Triangle Theory?

Even though your deck may have cards that do a good job at responding to a lot of popular cards, it’s important to be aware of the types of decks that your deck will have a disadvantage to because of its Archetype and Speed.

The Final Check – Check your deck on deckshop.pro’s Deck Checker.

Do you have a Mediocre or Bad rating in any category? Are there any problems with your deck that need to be fixed? Are there any cards that could give you trouble?

This is an incredible resource at helping you think of anything else that you might have missed. Because the site can’t count for every troop interaction or troop combination, it may suggest an issue with your deck that isn’t accurate. The best thing to do is use your intuition to make all final calls.

When I ask myself these questions, I will switch multiple cards in and out of my deck until I feel confident that I have a solid deck. After I’ve gone through these questions once, I’ll go through the process again until I don’t make any more changes. This takes some time but it’s helpful in 2 ways. 1st, it’ll help you create a solid deck to counter the meta as well as other anti-meta decks. 2nd, it’ll give you an idea of how you want to play your deck before you find yourself in difficult situations.

Testing and Refining your Deck

Now that you’ve invested some good time into making this deck, it’s time to finally go and test the deck so that you can refine the deck into its final product! Here are some tips and suggestions to do so.

Play in the Right Meta

If you made a deck to counter the Ladder meta, test the deck in the Ladder. If you’re like most players, you’ll likely drop some trophies as you get used to your new deck, but that’s ok.

The meta where you’re at in the Ladder is probably very different than the meta in Classic Challenges so you’ll be doing yourself a disservice by making changes to your deck according to cards in the Classic Challenge Meta.

If you want some practice before jumping into the ladder, I recommend asking your clan mates to play against you with their ladder deck.

If you want to make a Tournament deck to rock it in the Competitive scene of Clash Royale, I recommend testing your deck in Classic Challenges first, and then testing your deck in Grand Challenges. If your deck does well in both metas, you’ve got a good deck that does well in the competitive meta (Grand Challenges), but can also handle unique situations that are found in a fluid meta (Classic Challenges).

Make Calculated Changes

As you begin to get a feel for your new deck, you’ll be tempted to make a change after every loss. Just because you lose once or twice doesn’t mean the deck is bad. You may still need more practice with the deck, and the matchups may have been more unfavorable for you.

In my experience, if you want to make a change to your deck, it’s a good idea to play 5-10 matches in the right meta before doing so.

As you decide to make changes, you’ll have the most success as you watch your replays for those moments where you felt like you couldn’t do anything. Pause the replay and look for something you could have done with your current cards. Ask yourself if you could have fixed the problem by playing differently, or if switching out one of your cards for another would have been helpful. You may have also lost because of a bad card rotation, so look for that as well.

Then try to make changes that will add to your deck without taking too much away.

giphy

Conclusion

Now that you have a firm understanding of how to analyze the meta and make a deck that will succeed in it, you now have the tools to create the best decks in Clash Royale. As you go through this process more and more, it’ll take less time and effort while still providing great results.

Thanks so much for reading this guide! If you’re interested in learning more, make sure to subscribe to my YouTube Channel so you can be the first to see my guides. If you have any questions, feel free to leave them as comments on my video and I’ll get back to you as soon as I can!

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