Home Blog

Clash Royale Clan Wars Guide – The Ultimate Guide


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


  • 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


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


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.


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.


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.


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.


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


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


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


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



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


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


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

Clash Royale June Update Recap – Extra Deck Slots, New Cards, Hidden Changes

clash royale update

This is the mega thread of the upcoming huge update in Clash Royale this June.

Everything related to the update (sneak peeks, leaks,…) will be listed here! (So don’t forget to bookmark the page ;))

clash royale update

Clash Royale June Update Recap

Balance Changes

Okay guys so as expected, the Night Witch is going to be nerfed in the upcoming Clash Royale Balance Chance this June 12th! Also, this time, there is a huge change in using spells! Let’s take a look!

clash royale june balance change

Night Witch: Now spawns only 3 Bats upon death (instead of 4); Bat spawn speed reduced from 5s to 6s; The initial Bats now spawn slower (she no longer spawns 2 Bats immediately when deployed).

Tornado, Poison, Heal: Multiple of same spell will stack. For example, when you use 2 Poison at the same time (by using Mirror), they will deal 75 + 83 = 158 DPS throughout the 8s spell duration (at Tournament Standards).

Tornado: Duration to decreased from 3s to 2.5s. Thus, its damage also get reduced from 174 to 145 (not able to kill Goblins)

The Log: Spell range decreased form 11.6 tiles to 11.1 tiles

Goblin Gang: Spear Goblin count decreased from 3 to 2

Witch: HP increased by 5%, Area damage radius  increased 10%, spawn speed decreased from 7.5s to to 7s, initial Skeletons now spawn slower… Is this enough to make a comeback?

Skeletons: Skeleton count to 3 (from 4). Well. We have to say good bye to Ledoot again… It’s because you are way too OP! Thus, DPS decreased from 268 to 201.

Bandit: HP increased by 4%, Dash initiates quicker (Be aware guys!)

Inferno Dragon: HP +7% (now higher than Baby Dragon HP), re-targets 0.2sec quicker

Clone: Faster cloning effect, better surprises.

Battle Ram: The damage that destroys the Ram no longer affects Barbarians. Hopefully we will see this interesting card a lot more in the Arena!

Bats: Bat count decreased from 5 to 4. Wow this card get nerf even before the release...

Sneak Peek #1 – Extra Deck Slots and New Friends List

2 extra deck slots at level 8! So there will be 5 deck slots in total. This is such a good news for hardcore players. We no longer need to change our decks 100 times every day.

more deck slots

New Friends List System

Another life changing update!

From now on, players will be able to invite friends via LINE, Facebook Messenger, Facebook, Twitter or anywhere by using a given link.


Not only that, players will be able to invite people to the Clan directly. Invited people will be asked to leave the Clans they are already joined.

invite to clan


Read more about the first Sneak Speek at here!

Sneak Peek #2 – Four New Cards

clash royale new cards

Four new cards will be added into the Arena guys! Each will come with a Special Challenge! They are Mega Knight (Legendary), Cannon Cart (Epic), Flying Machine (Rare) and Skeleton Barrel (Common).

  • Mega Knight: The heavy tank which has 3300 HP, slightly more than a Lava Hound. He deals damage when spawned (like the Electro Wizard) and has a dash (jump) ability, giving him x2 damage.
  • Cannon Cart: A moving Cannon which has a shield (similar to Guards and Dark Prince). Once the shield is broken, it will not be able to move anymore!
  • Flying Machine: A flying troop which has pretty fast attack speed (1s) and very nice attack range (6 tiles).
  • Skeleton Barrel: The new building-targeting unit which spawns 8 Skeletons once reached the target.

Leaked gameplay

To read more about these cards, please take a look at here.

Sneak Peek #3 – New 2v2 Modes

In this update, we are getting some new stunning 2v2 Modes

You now can create a 2v2 Draft Challenges to play with your Clan mates.
New 2v2 Challenge appears on the homescreen. This event will starts from Monday June 12th to the next Monday. You can invite your friends or your Clanmates to play with you. No trophy count! However, you can join this event to farm crowns for your Clan Chest/Crown Chest.

If this event runs well, Supercell will make bring the button back for the entirety of July.
More about the new 2v2 modes at here.

Bonus Stuffs

smaller league badge

The League badge is smaller now!

New animation for Legendary Cards

Clan Chat profanity filter! Finally! Turn it on/off via your Clan Settings!

Players now can report offensive language/username via Clan Chat.

Card Shop now cycles through all available cards. Never miss any card again!

Below are some data mined via the game files by Asdamp!

New Shop Special Offers

Name Cost Contains Notes
Starter Pack Arena 1 0.99$ Magic chest arena 1 and 80 gems Disabled at the moment
Starter Pack Arena 2 0.99$ Magic chest arena 2 and 80 gems


  • Hint to a new Legendary Building called the bat nest
  • Hint to a new Common Building called NOTINUSE21. No idea on what it is.
  • References to the card “AntiBuilders”, “Hunter” and “Gift Pony”
  • New stun effect in the game (?)
  • 3 New Legendary cards are being tested.


  • A special challenge with skin pack for cards.
  • Gold Rush Challenge’, where you can win the Princess Gold skin.
  • 2v2 Challenge


  • Skins are available from level 3.
  • Skins for King’s Tower and Princess Tower.
  • Skins can be bought with Gems.
  • Some skin names: Barbarian Tower, Bone Tower, Ice Tower, Hog Mountain Tower, Legendary Tower, Jungle Tower, P.E.K.K.A Tower, Spell Tower, Royal Tower, Workshop Tower, Training Tower, Gold Tower, Pony Love Tower.

golden skin princess tower

‘Leaked’ screenshot shared by FenixBurns on Reddit. Seems legit.

New Quest System

  • Daily Quests, Challenge Quests, Friendly Quests, Ladder Quests, Puzzle Quests.
  • Examples: Win x ladder battles; Win x challenge battles; Collect x Chests; hit anything with card X etc.


  • Puzzles and bosses
  • In PvE/TvE you can face multiple waves of enemies like tower defending.


  • The game now runs better on low-end devices.
  • Improved Draft Challenges.

A new game mode was leaked today by Opegit. Seems like a WIP

What do you think about these change guys?

Push with your Night Witch now! Before too late…

Night Witch Miner Poison (Rules The Meta)

miner night witch deck

Hey guys! Its Blaze and this is my 10th Clash.World GUIDE! I am so happy and I had to celebrate this by writing a guide on my favourite combo in the Entire Game : Miner Poison and also a new card which is steadily becoming my favourite: The Night Witch.

miner night witch deck

Night Witch Miner Poison Control

Clash Royale MinerClash Royale Night WitchClash Royale PoisonClash Royale The Log
Clash Royale SkeletonClash Royale Ice SpiritClash Royale Electro WizardClash Royale Inferno Tower

miner poison nighwitch analytics

Now, this is basically the 2.9 Miner Poison Cycle with Night Witch instead of the Knight. You can read the guide on it by Lolman at here .However, this one change changes the game play a bit which I will be discussing later on.

Cards Breakdown

MinerMiner: My first legendary card and also one of my favorites.

Miner is very good in the current meta. He offers an ability to deal direct tower damage which is extremely good for 3 elixir. He can deal few hundreds of damage each push and when coupled with Poison you can get 700+ damage.

Kill Princess and destroys pumps with this card.

Now, main thing to remember is that to change the Miner’s Position every time. I have seen many first time users placing the miner in the same position which is easily predictable. So be creative and innovative.

NightWitchCardNight Witch: Though, I didn’t win her from the Night Witch Draft Challenge, luckily she appeared in my shop on the first day of Double Elixir Draft.

Now, I know that she is is already be nerfed, however it will just tone her down and not make her a bad card like the #trashcanonwheels  She will still have high damage and only her bat spawn will be nerfed which is OK. Night Witch can be used to kill support troops behind tanks and then go on counter-push with miner as she must have spawned a lot of bats unless it was a splash support.

Now, the main differences you should see between Night Witch and Knight in this deck are:

  1. Knight is more tankier but has less damage. On the other hand, Night Witch is less tankier but deals more damage.
  2. Night Witch dies to Lightning while Knight doesn’t so Knight better on defense in some cases where opponent is a lightning user.
  3. Night Witch spawns bats which the Knight doesn’t.
  4. The bats increase the air defense of the deck and coupled with Miner, NW’s high damage and death spawn, the offensive potential is greatly increase as you don’t depend solely on Miner Poison.

PoisonPoison: My all-time favourite card, Poison is extremely good at the moment.

It synergises well with Miner as it clears out all cheap-low HP distractions or defenses easily which are used to counter Miner. It has a lot of uses on defense too making it great.

IMO Poison is a card in the game which gives immense value so only use Poison if you get value out of it and not just for the sake of the deck being Miner Poison. Some interactions you should know (At tournaments standards/ equivalent levels):

  • Skeletons and Bats die in 1 tick.
  • Spear Goblins and Fire Spirits die in 2 ticks.
  • Goblins, Ice Spirit, Minions, Princess and Dart Goblin die in 3 ticks.
  • Archers die in 4 ticks.
  • Bomber dies in 5 ticks.
  • Musketeer, Wizard, Electro Wizard die in 8 ticks or the whole duration of Poison.
  • Ice Wizard, Witch, Night Witch, Barbarians don’t die but are severely damaged by Poison so that they can be taken down in 1 hit from Crown Towers.

LogThe Log: It is the Log. What should I say more? Use it to kill troops who die to it and and to recent the charge of Princes, Battle Ram and Dash of Bandit if timed right (Extremely hard not recommended). Can be substituted for Zap or Arrows. Tornado not recommended as no splash troop for major effect.

Take a look at this guide for the best uses of The Log.

SkelliesSkeletons: Now, I also know, that these are also nerfed. But the thing is that the Skeletons have a major role of cycling in this deck. So reducing the Skeles won’t reduce their cycling effect however their DPS will be reduced by 67 at tourney level which will reduce their defensive capability however it will be manageable.

If you still don’t wanna use them, use Guards or Goblins instead.

IceSpiritIce Spirit: After the skeles nerf, this card will take over the 1 elixir card slot in most decks.

Its major role is cycling however his stun/freeze effect is extremely valuable on defense (especially against air). Also, it is the only cards in the game where you can’t gain elixir advantage 1 to 1.

Skeles can be ignored by you if they send them alone to the tower as it will simply kill them giving you one elixir advantage. However, Ice Spirit can tank hits as well as damage so you can’t gain advantage.

eWizElectro Wizard: This guy will be your main air defense card. So save him if you faced a lot of air troops or you will be really punished hard. Make sure to use his Spawn damage to its full potential however, his range comes handy in other cases.

Most of the time it won’t reach the Tower, but if you manage to make him reach, make sure you utilize the opportunity fully.

Substitute with Musketeer for Range and High Damage.

InfernoInferno Tower: The best defensive building at the moment as it counters most offensive units with eases.

However, the current meta is dominated by Lightning and Electro Wizard, so make sure it is protected from Electro Wizard and pressure them enough so that they don’t have Elixir for Lightning.

night witch miner poison logs

General Gameplan:


Your best starting moves may be cycling Skeletons and Ice Spirit. However if you don’t have them then wait for some time if opponent places a building like Furnace or Pump and if he does destroy them with Miner and/or Poison.

If he places a passive support, use your E-wiz. Save your Night Witch for defense and only use her if you the opponent places a tank so that you can pressure on other lane.

Basically, you have to scout your opponent’s deck, cycle cards and get a few hits from your Miner.


Now, your opponent will be getting aggressive and/or preparing himself for Double Elixir.

Start becoming offensive with Miner+Ice Spirit or Miner+Skeletons.

Cycle, maintain a steady defense and if your Night Witch/ Ewiz survives, do a counter push with Miner using spells only if necessary and can enable you to deal lots of damage.

1:00 – 0:00

It’s double Elixir time and here you have to get aggressive!

You can cycle very fast and constantly pressure your opponent with Miner.

Use Poison nearly every time as the opponent will most likely defend giving you value. If he does not well, he will be punished.

Night Witch should also be used offensively. Place her at the back so that you get lot of Bats by the time she reaches the Bridge. Then use Miner+Poison to kill any card the opponent places to counter her. If she reaches the Tower, it is GG for your opponent. However always have enough Elixir for defense.


As I have said in my earlier guides, Miner really shines in this period.

This is because the players generally become defensive and go to Spell-Cycle Mode. This extremely strong in Challenges as you have a 3-minute Extra time, making it easy to destroy weakened towers with spell cycling and strong defense.

However, Miner can damage the Tower as it can be spawned anywhere and you do not have to worry about the buildings. The troops will be not much a threat if you change the position and support with Poison and The Log.

Match Ups:

GolemGolem Beatdown: This is a hard match-up for you if you aren’t able to pressure enough cause your defenses will don’t stand a chance against the strong offense.

Keep on destroying their pumps and when they place their Golem, pressure with Night Witch and Miner and cycling cards. A player might ignore a Miner and let him do damage but no one can ignore a Night Witch as she can solo a Tower!

Use your Inferno to counter the lone Golem and use Ewiz if and only if opponent places a support (place outside of Lightning range) and if he has already used Lightning.

LavaLavaloon: Similar to Golem, pressure them continuously. However, you need to have Poison and Electro Wizard and Ice Spirit if you want to successfully handle a Push.

Night Witch Bats can be used but most of the time Balloon may get a hit and you also give chance of value Lightning! Place your cards properly and make sure they don’t have Elixir for Lightning by successful pressuring.

GobGangSpell bait: This is a easy match-up most of the time.

The Miner is mostly countered by Goblin Gang or Skeleton Army so Poison comes in handy.

Save your Log for Goblin Barrels unless you are confident that you will be able to cycle back.

Miner+Poison their Princess. Why two cards? I will explain below.

These generally have Hog Rider, Knight or Miner as a tank. You can counter Hog with Inferno and Miner and Knight with Skeletons+Ice Spirit.

Use Electro Wizard spawn damage to kill Goblin Gang which they will uses offensively along with their tank.

Don’t place Night Witch, Ewiz near the Tower or they will Rocket it. Rather place them in front of your King.

Prices pulled from the Amazon Product Advertising API on:


HogHog Cycle: You have 3 good counters to Hog in this Deck: Inferno Tower which counter completely and Night Witch, Ewiz which allow only 1 hit. However, all 3 are weak to Lightning so you have to pressure them as they will pressure you.

It will be annoying match-up but you can deal with it if you practice well against your clan mates.

MinerMiner Poison Cycle: This is also annoying cause both the players follow same tactic so they can predict what the other will do.

So the whole game comes down to 2 things: Better Cycling and Skill.

GraveyardGraveyard: Don’t let them form a big support or you will be in problem. Pressure them as much as you can.

Lone support will die to Inferno and as for GY, you can use Poison, Night Witch ( she is not effective against Poison though), Skeletons+Ice Spirit+The Log or Ewiz+The Log.

3MThree Musketeers: You should destroy pumps and use your Poison offensively. You can easily cycle back t o Poison and get more value out of it rather than Tower damage. Always Poison the side with 2M. The tank is not a threat with Inferno, Night Witch and Ewiz.

MortarSiege: I haven’t really faced siege but with my experience with 2.9 Elixir cycle Deck against X-Bow FTW (Dreemurr) with enough pressuring you can not let them put troops along with the building and use Inferno to counter it.

However, they can turtle-up and Rocket cycle so you should really become aggressive.

Useful Tips:

  1. First of all this is a Fast Control Deck so you should read my guide about them at here.
  2. You have heard this word lot of time but it is extremely important “PRESSURE your opponent continuously.”
  3. Use Poison only if you have value unless if it Double Elixir or OT. Also, in some cases, its better to go for value rather than Tower damage.
  4. Against Pumps and spawners, instead of using Miner or Poison alone, use them together. Send your Miner to the Crown Tower and Poison the building and Tower together. Send you Poison a split second late though. Opponent will most likely place the counter near the building but your Miner will be at the Tower and by the time it reaches towards the Miner, it will be either weakened/ killed and Miner will get many hits off and you get decent Poison value.
  5. I said above in Match-ups that Miner+Poison the Princess. This is similar to the above technique except that Princess take the role of the building. 95% of the time the opponent will place Skeleton Army/ Goblin Gang besides the Princess but your Miner will be actually at the Tower and Poison will take care of the opponents troops giving you decent Poison value again.
  6. If you can’t handle the opponents pushes without Poison. You should go defensive and only deal chip damage with Miner+Cyling Cards. You have 6 minutes in all in Challenges so use it to your benefit by taking time and taking chunk by chunk of Tower HP and having strong defense.

Thats all folks! Hope you guys liked my 10th guide and I will continue writing guides in the future as well. Ask me about anything in comments section or by messaging me on Discord (though I may not be that active on it.)


By Blaze Stone

Royal Giant Rocket Deck – Cancerous Deck That Works

rg rọcket

Hey, what’s up yo people! It’s Salty Ladder (RG) FTW with my third guide, and I’m going to show you my awesome ladder-based RG Rocket deck!


Royal Giant Rocket Deck

Clash Royale Royal GiantClash Royale BarbariansClash Royale Minion HordeClash Royale Ice Wizard
Clash Royale ArchersClash Royale The LogClash Royale ZapClash Royale Rocket

rg rocket analytics

This deck has got me from 3200 all the way to 3500+ trophies with 9/7/1 cards! (Except my lvl 2 log and lvl 12 RG.) Ok, I know 300+ trophies may not be much, but seriously, pushing trophies in Hog Mountain and Legendary Arena is VERY hard with underleveled cards.

This deck also got me many wins against level 11s (who have like EXTRA OVERPOWERED CARDS) and it also got me clutch wins.

I don’t really know what archetype (ex. Siege, Beatdown, etc.) his deck is, so let me know in the comments what you think it is.

I will let you guys know if I get to Legendary Arena with this deck. Enough talking, let’s get into the cards!

Cards Breakdown

RGRoyal Giant – The win condition.

I don’t really need to say much about him, I’m pretty sure you guys already know what to do with him. He’s the “No Skill Cancerous Tank”, why do I have to explain?!

I’m just going to give you two tips:

  1. ALWAYS plop him at the bridge. There’s no point if you put him in the back while using this deck, and after all, you are supposed to go aggressive with RG! Duh!
  2. Overlevel him. He’s too weak if he’s level 10 or under. This will result in your other cards being underleveled, but it’s OK. I have RG level 12 and sucky cards, and I still win a lot.

HordeMinion Horde – Now, THIS card is one of the cards that I rarely used before now.

I was against and losing to a lot of Minion Hordes lately, and I was wondering why everyone was using it. And then, when I put it in this RG deck, I finally figured out its true potential…

It’s SOOOO good at offense, and it requires a reaction. It shines on defense too, but I only use these bad boys on defense if the opponent used his Arrows. (Or Zap, if your Minion Horde is underleveled like mine. Mine’s level 9, which can be killed by a level 11 Zap or higher. Uh-oh!)

Minion Horde also makes a spectacular distraction for Inferno Towers. Just make sure you place it in the front center, behind the RG so this successfully happens.

IceWizIce Wizard – This is the support defense for your Minion Horde or Barbarians.

He slows everything down, making life a lot easier. He has the capability to kill a Giant Skeleton, Minion Horde, Baby Dragon, etc. all by himself. He survives a Fireball. He does some nice chip damage to the tower.

Ok, to make things short, he is a great card overall.

BarbsBarbarians – The ultimate defense. My Barbs are level 9, which can be killed by a level 9 Fireball. You won’t see level 9 Fireballs that often, but sometimes you will run into those. You can avoid this by baiting out the Fireball with Minion Horde or Ice Wizard.

Hog Riders have no chance against Barbarians. OK, some of you guys may think countering Hogs with Barbarians is a negative elixir trade, but it’s actually not because Barbarians require a reaction.

For example: the opponent puts a Hog Rider. You put Barbarians to defend him. Success. Then, they go rushing towards the opponent’s tower. The opponent Fireballs them. Hog + Fireball = 8 elixir while Barbarians = 5 elixir. See, you just gained a 3 elixir advantage!

RGs, Giants, Golems, etc. all go down if you defend with Barbs.

For offense, squeeze them in FRONT of your RG for Inferno distraction and any Mini P.E.K.K.A., Elite Barbarians trying to defend the RG will end up being toast.

All in all, Barbarians are awesome and they can even be game-savers. I won MANY games because of them.

ArchersArchers – These feisty hot ladies (they really are!) do the job of killing most air troops. They can even kill a lot of glass cannons such as Mini P.E.K.K.A., Musketeer, Night Witch, etc. for a positive elixir trade. OK, Archers make LOTS of positive elixir trades. If the opponent Fireballs your Archers, it’s a positive elixir trade for you. Same with Lightning, Rocket, and Poison.

Archers make a great starting play. Split them in the back, so the opponent doesn’t know which lane you are going to commit to. This also makes a great starting defense.

Level really doesn’t matter. Whatever level, as long as they aren’t super-low level, they will do the same job as always.



LogThe Log – Another awesome spell that you guys don’t really need an explanation for. Just use it wisely.


RocketRocket – The secondary win condition.

This deck has THREE SPELLS. I think it is necessary because they all have their own purpose for this deck. Rocket does a great job of finishing towers that have 493 health or less; a tower with just a little more health than 493 can be finished off with Rocket + The Log/Zap.

If a group of Rocketable troops such as Musketeer, Wizard, or Witch are all clumped together in one area, Rocket them all for insane value.

If the opponent is playing Elixir Collector, always have your Rocket ready for it. DO NOT fall for the opponent’s baits. For example: If the opponent puts a Musketeer to try to bait your Rocket so he can put his Elixir Collector, DON’T Rocket the Musketeer. Counter here with something else, and then Rocket his Elixir Collector when he puts it down.

I recommend using a Rocket at least level 5. Any Rocket below that won’t even kill a 400 health tower. I have a Rocket level 7, and it works very well even though it is pretty underleveled for Hog Mountain.





General Gameplan

Here are some great starting plays at the beginning of the battle:

  1. Royal Giant at the bridge with Zap/The Log ready
  2. Archers split in the back
  3. Barbarians split in the back
  4. Minion Horde split in the back
  5. Ice Wizard in the back on the lane you want to commit to

Keep being aggressive, but not too aggressive or else you will keep draining elixir. Be sure to defend also, because this deck isn’t too good at making comebacks. Therefore, it is important to take a tower early.

Zap any Skarmys, Skeletons, or Bats (coming soon!) defending your RG. Inferno Towers also go down by just Zapping it if your RG’s level is above the Inferno Tower. This is one of the main reasons why you should overlevel him. My RG is level 12, so only level 10 Inferno Towers and over can survive a Zap and still melt my RG.

Use The Log on Goblin Gangs or Goblins trying to defend your RG.

Putting RG in the pocket after you take one tower is beneficial in many ways:

  1. It scares the opponent and forces him to defend for dear life.
  2. The opponent is most likely not prepared for your incoming RG-in-the-pocket.
  3. Your RG will turn right away and start shooting the tower it’s going for.

In Double Elixir time, you can go SUPER aggressive. Keep putting RG at the bridge with support and have your cheap spells ready. If the score is 2-2 by then (which is very rare), go all in for the opponent’s King Tower and forget about defending your OWN King Tower.

If the tower is within Rocket range, just keep defending until the last ten seconds of the battle, then Rocket the tower FTW.

What I’m saying is, just defend well enough so the opponent can’t take your tower before you kill theirs, and go aggressive on offense. It’s simple!

Deck Matchups

LavaLavaloon: This is one of the most insane matchups you will ever see. If you make the mistake of letting him complete his push, use Rocket and Minion Horde to defend the push. If the opponent Arrows your Minion Horde, Well, too bad then! Use Ice Wizard to at least slow the push down (it probably will be tower down anyway) and go aggressive on the other lane with RG.

Ok, to avoid doing all that, don’t even let the opponent make his complete push. Then you will be fine. Rocket his Elixir Collectors so he won’t build up his push easily, and consistently rush him with RG pushes. Then you will be fine.

HogHog/Miner Control: Use Barbs to defend his Hog/Miner, and Zap or Log any squishy troops that he pairs up with his Hog/Miner. You should be fine against these decks, as long as you don’t screw up the battle.

GolemGiant/Golem/P.E.K.K.A. Beatdown: When the opponent puts his tank, go aggressive on the other lane with RG so you can force him to split up his push.

Once it’s time to defend the tank, you have two tank killers (Barbarians OR Minion Horde) to defend it. They are both vulnerable to Fireball though, so here is the strategy: Depending on what tank the opponent is using, bait out his Fireball by using the tank killer that you think will do WORSE against his tank. For example: a Golem is coming you way. You use Minion Horde to bait his Fireball since it does worse against Golem than Barbarians. He Fireballs. Then you put Barbarians to defend the Golem. Success.

Use Ice Wizard or Archers for support defense.

For supports, use whatever you need to defend it, Rocket if needed

RGRoyal Giant: The battle will be harsh for both players. Probably, whoever has the higher level RG will end up winning the game.


GraveyardGraveyard: Archers. If the opponent uses Poison with the Graveyard, use Ice Wizard and The Log. For the troop that is tanking for the Graveyard, use Minion Horde.

XBowX-Bow/Mortar Siege: Royal Giant, Royal Giant, Royal Giant. Unless the opponent is SUPER DUPER smart, you are going to win 99%.

Three Musketeers: Use Rocket for the two Musketeers and Ice Wizard for the one. If he has Battle Ram to add to his 3M push, use The Log + Archers to deal with it. You only have a 50% chance of winning against these decks, because 3Ms is a very powerful card that has the amazing capability to push on both lanes.


That’s all for my fairly long guide, guys! I hope you can try out this deck, because it has only two legendaries and it’s not that hard to master it. Like I said in the beginning, it is a ladder-based deck, but if you want to train with it in challenges, go ahead!

You will receive a lot of angry emotes from the opponent. 😛

See you guys in my next guide!

4 New Cards: Mega Knight, Cannon Cart, Flying Machine, Skeleton Barrel


Super good new here guys! We are going to get 4 new cards in the upcoming Clash Royale June update: Mega Knight, Cannon Cart, Flying Machine and Skeleton Barrel.

Is this real life? Yes!

clash royale new cards

Clash Royale June Update with 4 New Cards!
Mega Knight, Cannon Cart, Flying Machine, Skeleton Barrel

As you can easily see in the image above, Mega Man is the new Legendary card, Cannon Cart is the new Epic, Flying Machine is the new Rare and the new Common is Skeleton Barrel!

Each card will come into the Arena with special Challenges.

Mega Knight

He lands with the force of 1,000 mustaches, then jumps from one foe to the next dealing huge area damage. Stand inside!

mega knight clash royale

mega knight clash royale

Basically he has slightly more HP than the Lava Hound (wut wut?) and costs 7 Elixir.

His movement speed is medium and his attack speed is exactly like the P.E.K.K.A.

When summoned, he makes a ground jump, dealing 480 damage. Paired up with The Log, you can use him to deal with Electro Wizard, Musketeers, Wizards, Barbarians, Witch etc.

Similar to Dark Prince, he deals frontal splash damage and targets ground only.

His jump ability is pretty similar to the Bandit, giving him x2 damage, except he leaps in the air. Also, his charge time is vary.

Cannon Cart

A Cannon on wheels?! Bet they won’t see that coming! Once you break its shield, it becomes a Cannon not on wheels.

cannon cart

cannon cart clash royale

This one is super interesting!

It costs 5 Elixir and it is not a building (until its shield falls off). It has 696 Shield HP and 696 HP, both will survive a Fireball.

It targets ground units only and has the same attack range as the Ice Wizard. It cannot one shot Goblin, Archer or Princess.

Flying Machine

The Master Build has sent this first contraption to the Arena! It’s a fast and fun flying machine but fragile!

Clash Royale Flying Machine

flying machine clash royale

Air defense, is that you??

Flying Machine dies to Fireball so it’s ok If you want to take it off.

With the attack speed and movement speed, it’s pretty okay on building counterpushes.

With the attack range of 6 tiles, it will be able to assist your Giant and snipe the Inferno Tower from far away safely.

Its damage is very similar to Baby Dragon, which is not enough to kill Goblins but Spear Goblins.

Air Defense

Skeleton Barrel

It’s a Skeleton party in the sky, until all the balloons pop… then it’s a Skeleton party on the ground.

skeleton barrel

skeleton barrel clash royale

The Skeleton Barrel is kinda a Battle Ram! Battle Ram spawns Barbarians and Skeleton Barrel spawns Skeletons.

It targets buildings only. Once it hit the Tower, it will release 8 Skeletons.

Skeleton Barrel survives Poison. Its movement speed is as fast as the Balloon. So it doesn’t require an immediate attention.

Leaked gameplay


  • New Challenges: “Sudden Death”, “Ramp Up” and “Triple Elixir
  • Keep an eye out for the golden notification on the Tournaments tab!

Thanks OJ for the super informative video as always!

Bonus: New Effect for Legendary Card Opening

So, what is your favorite card? Mega Knight, Cannon Cart, Flying Machine or Skeleton Barrel?

That’s all from IndoorBreathing88

Prices pulled from the Amazon Product Advertising API on:

Extra Deck Slots and New Friends List (June Big Update)

more deck slots clash royale

Today Supercell has revealed the first sneak peek of the huge Clash Royale June Update.

First off, we are going to have more deck slots and a better friends list!

more deck slots clash royale

More Deck Slots! New Friends List!

We were asking for the extra deck slots a ton of times and finally Supercell have made a response!

Extra Deck Slots: A Game-Changer for Strategy

One of the most significant updates coming in the June Big Update is the introduction of extra deck slots. Currently, players are limited to three decks, which they must carefully curate to adapt to various opponents and game modes. With the addition of extra deck slots, players will now have the flexibility to create and save multiple decks, each tailored to specific strategies or playstyles.

This newfound versatility opens up a wealth of strategic possibilities. Players can experiment with different deck compositions without the need to constantly dismantle and rebuild existing decks. Whether fine-tuning a deck for a particular game mode or devising specialized strategies to counter specific opponents, the extra deck slots empower players to adapt dynamically to ever-changing battlefield conditions.

Moreover, the introduction of extra deck slots is expected to foster creativity within the Clash Royale community. Players can freely explore new card combinations and experiment with unconventional strategies, enriching the gameplay experience for both casual and competitive players alike.

Prices pulled from the Amazon Product Advertising API on:

Revamped Friends List: Forge Stronger Bonds

In addition to extra deck slots, the June Big Update brings a revamped friends list system designed to foster stronger connections among players. The updated friends list will feature enhanced social functionality, making it easier than ever for players to connect, communicate, and collaborate with friends within the Clash Royale community.

Among the key features of the revamped friends list is the ability to see friends’ online status and activity in real-time. This enables players to coordinate gameplay sessions more effectively, whether teaming up for 2v2 battles or joining forces in clan wars. Furthermore, players will have the option to send direct messages to friends, facilitating communication and strategy planning outside of matches.

The revamped friends list also introduces new social features aimed at promoting camaraderie and friendly competition. Players can engage in friendly duels with friends directly from the friends list interface, allowing for casual matches without the pressure of ladder rankings. Additionally, the update will introduce new social challenges and achievements, encouraging players to collaborate with friends to unlock exclusive rewards and recognition.

Looking Ahead: A Bright Future for Clash Royale

With the June Big Update on the horizon, Clash Royale fans have plenty to look forward to. The introduction of extra deck slots and the revamped friends list system represent significant strides toward enhancing strategic depth and fostering community engagement within the game.

Players will have 2 more deck slots at level 8, meaning we are going to have 5 deck slots in total. This is such a insanely good news for hardcore players, who usually need to change decks.

Also, we are going to have another quality of life improvement!

You now can add friends to your friends list by:

  • Using LINE (Yay to Japanese friends!).
  • Inviting them via a link through any messaging app such as Email, Facebook Messenger, Slack, Discord, Facebook, Twitter, Skype etc.
  • Another awesome change is that you now can invite any one to your Clan sending the invite link. If they are already in Clans, they will be asked to leave the Clan first. Recruiting members is a lot easier now!

invite to clan


  • Players at all levels can join Clans now. Which means even level 1 player can join a Clan immediately.
  • You can copy the deck in any replay (Clan Chat, TV Royale etc) directly.


In Galadon’s video, he has 78/78 cards. 4 new cards confirmed!

4 new cards leaked

Thanks OJ for the super informative video (as always!).

Let me know your thoughts about the first sneak peek guys!

What is Slow Control Deck? Best Tips for You!

slow control deck

Hey Guys! Its Blaze back with another guide for you all! This is my final guide of the series ‘Advance Control Decks.’

slow control deck

You can visit my other guides at:

  1. Control Deck 101
  2. Fast Control Decks
  3. Medium Control Decks

What is a Slow Control Deck?

A slow control deck is basically a control deck with the average elixir cost between 3.9 elixir to 4.5 elixir. Therefore, these decks have a slow speed.

These decks are slow in the sense that they take generally more time to deal damage to the tower and destroy it. So, they MAY BE considered as ‘Slow Burner Decks’.

What Principle/Tactic this deck follow?

These decks generally follow the tactic of defensive control!

Defensive Control means using strong troops and combos to counter most pushes easily and gain an elixir advantage. Then doing this 2-3 times until you think you are high on elixir than the opponent and then strike hard (not hard like beatdown decks mind you).

Example: Dealing with a Giant-Musk-Baby-Drag-Lightning Push with P.E.K.K.A. Exenado which gives you 4 elixir advantage. Do this twice you have 8 elixir advantage which you can use to play Miner+Poison which will deal 700 damage to the tower approx at tourney levels.

 Pros  Cons

  • Works well in the current meta.
  • Stronger in Challenges/ tournaments.
  • Have two ways generally to damage towers.
  • Strong advantage against Medium Beatdown.

  • Not good for ladder due to been not able to deal damage completely in short OT.
  • Wins end in 1-0 mostly so not for Crown Farming.
  • Fast decks may be annoying against it.
  • Strong disadvantage against Fast Siege.

General Gameplan

The general game plan is similar to the example I gave in the Principle/Tactic section above!

Start your game with passive plays like putting down a Furnace or Elixir Collector. Other than these you can cycle if you have cycling cards, send your win-condition alone after waiting for sometime or just play re-actively against your opponent.

Try to get elixir advantage every time but more importantly maintain the advantage. In the first 2 minutes your pushes should be cheaper and weaker and don’t use Medium/ High spell unless you get Value out of them. Mostly make yourself in a comfortable position in the double elixir time.

In Double elixir an OT, you should have a general elixir advantage all-the-time. After every push try to do a counter-push and slowly take the tower down.

However don’t counter push for the sake of it, but instead think whether you will still have advantage or is the counter push worth it, otherwise you make lose your advantage and go on a disadvantage which generally translates to losing in Double Elixir and OT.

What win-conditions are generally used?

PEKKAP.E.K.K.A.: She shines in slow control decks due to her strong defensive capability against all tanks and the deployment time being reduced to 1 sec. Generally, she won’t be able to reach the tower, so rather than focusing on her reaching the tower, focus and your other win-condition to reach the tower while the P.E.K.K.A. tanks and acts as a threat card. Due to this same reason, it is better to consider P.E.K.K.A. as a Defensive Card rather than a Win-Condition.

3M3 Musketeers: These three gals are popular in the meta even though lightning is popular. They provide an insane 2-lane pushing ability which makes them really strong. In these decks, you can’t get high advantage from defenses so you depend more on heavy pumping for your advantage. These are used generally with the other Control Win-conditions( Hog Rider, Miner, Battle Ram).

HogHog Rider: The all-mighty Hog ( Get it “all-mighty”? cause it works in ‘all’ types of control decks.) This boy is fast, bit tanky, cheap and high damage dealing. Which makes it good in punishing people. You all-know why hog is so strong so not much to say about it.

MinerMiner: The boss of Control, Miner is the ultimate counter pushing card. It synergizes with nearly any card and can deal 400-500 damage when left alone for 3 elixir. Can be used to kill pumps, spawners and princess. Can be used to tank for the 3M or can be used while P.E.K.K.A. is tanking.

RamBattle Ram: This card can be considered as the Punishing-troop cause if it reaches the tower, then along with the charge damage, the spawned barbarians will wreck the tower. It also offers a strong kiting ability.

GraveyardGraveyard: Where Battle Ram is considered as a punishing troop, this spell is the ultimate punishing card. With the ability to change the course of the entire battle in just one push, this is an extremely strong Meta Card. Use it with Knight or Ice Golem or with the above 3 win-conditions.

Examples Decks

P.E.K.K.A. Ram Exenado Control

Clash Royale Battle RamClash Royale P.E.K.K.AClash Royale PoisonClash Royale Tornado
Clash Royale ExecutionerClash Royale Electro WizardClash Royale SkeletonClash Royale Furnace

Hog 3M Spell Bait Control

Clash Royale Hog RiderClash Royale Three MusketeersClash Royale Minion HordeClash Royale Goblin Gang
Clash Royale KnightClash Royale Ice SpiritClash Royale ZapClash Royale elixir collector

Night Mineyard Poison

Clash Royale Night WitchClash Royale MinerClash Royale GraveyardClash Royale Electro Wizard
Clash Royale PoisonClash Royale ExecutionerClash Royale TornadoClash Royale Furnace

I don’t have the Night Witch but with the experience of playing it in the Challenge and then facing her later on in many battles, I feel this deck has the ability to be strong in the current Meta cause it has a lot of Meta cards which are not only strong but synergize well with each other.

A short guide on it: Furnace is for passive plays, distraction and chip damage offerer, Exenado will be your main source of elixir advantage. Miner Poison will be your main offensive tactic in first 2 min and Night Witch works good on defense as well as offense with Miner Poison. Electro Wizard makes any deck good and has strong synergy with miner, graveyard and executioner (aka the Electrocution combo). Graveyard will be your pocket/ punishing card which you use in Double elixir when you have elixir advantage which will catch any opponent off-guard. Also, this deck has  4 cards which can bait out Lightning ( you also have your Crown Tower as a 5th target) so rather than it being weak to Lightning you can use it to your advantage cause opponent won’t be able to kill all troops.

Thats it folks! This is the end of the series ‘Advance Control Decks. Hope you guys enjoyed reading my guides and you can ask your doubts down in the comments section. I will be really glad if someone would try out my Night Mineyard Poison deck and tell me how it works.


By Blaze Stone.

Hybrid Mineyard Deck for Challenges/Tournaments

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


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)

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


  • 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
  • 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%.


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.


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
Minions YES YES YES 190 31 YES YES
Minion Horde YES YES YES 190 31 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

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


  • 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
  • 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).


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.


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