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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

Cheap Defensive Combos = ZERO Damage Done!


Hey guys, in this guide I want to show you some great defensive combos which require tiny Elixir to deal with certain troops and get zero damage done on your Tower.

The gifs below were taken from Mighty’s video. You should take a look at his video at the bottom to see more details!

cheap defensive combos

A few things to note

  • In these situations, the Arena Tower is helping take out the enemy troops.
  • The incoming troop is a lone, or not supported by any troop.
  • Everything is at Tournament standard.
  • These matchups were taken after the balance change in June.


Ice Spirit + Goblins combo can completely shut down the Giant. Positive Elixir trade!

Skeleton Army

Ice Spirit completely shuts down Skeleton Army. 1 Elixir for 3 Elixir.


With only 2 Elixir, Ice Golem can easily shut down Valkyrie when played correctly.

Minion Horde

Not many players knew this but you can shut down Minion Horde by using Spear Goblins.

Baby Dragon

Once again, Ice Golem comes in handy. 2 Elixir for 4 Elixir!

Mini P.E.K.K.A

Sorry Mini P.E.K.K.A. Skeletons do not like pancakes.


Skeletons and Ice Spirit can easily get the job done. Positive Elixir trade!


Skeletons and Goblins will help you deal with the Prince with ease.

Witch/Electro Wizard

No worries. Goblins again!


Goblins shuts down the Executioner. (It’s a sign… Get them in your deck now!)


Bats or Minions. Your choice!

Elite Barbarians

Goblins + Skeletons combo can shut them down easily.


I believe that Inferno Tower is the cheapest solution for you in this case.

Giant Skeleton

Skeleton Army is the best choice here! 3 Elixir for 6 Elixir!

Hog Rider

Skeleton Army gets the job done. 3 Elixir for 4 Elixir. You can’t find any better deal!

Lumberjack and Miner

Goblins again. Shuts down the Lumberjack for a positive Elixir trade.


Skeletons! 1 Elixir for 4 Elixir. I believe that you can’t shut down Musketeer with less than 1 Elixir xD


Tombstone is the best choice here. With only 3 Elixir, say goodbye to P.E.K.K.A!

3 Musketeers

Both Fireball and Skeleton Army can do this. However, using Fireball requires more skills tho.


Poor Sparky. There are only 3 of them…

Ice Wizard

Skeletons shuts down Ice Wizard. 1 Elixir for 3 Elixir!


Goblins again boyssss.

More details here:

Don’t hesitate to comment If you know any other matchups!

Is Elite Hog Rider Making A Comeback?


Hey Guys, Godzilla here (Hog Rider FTW), and I am bringing to you the most OP Hog NW Elite Barbs deck for Elite Players like meJ.

This is the deck that got me to my Personal Best of 4704, with Level 11 Elite Barbarians so they don’t need to be over leveled to be good.

This deck does have two legendries (Night Witch and Electro Wizard), so they can be replaced with Executioner and Tornado instead, if you don’t have them. If you have one of the Legendries, but not the other, then I still recommend using Executioner and Tornado instead.

Anyways, here is the deck!

hog elite

Elite Hog Rider

Clash Royale Hog RiderClash Royale Elite BarbariansClash Royale Night WitchClash Royale Electro Wizard
Clash Royale fireballClash Royale ZapClash Royale Goblin GangClash Royale Ice Golem

trifecta analytics

Clash Royale Hog RiderHog Rider: This card is your primary win condition, so you have to spam Hog whenever you have the chance.

Best times to push are when the opponent puts something expensive at the back, or just used a lot of elixir on an offensive push.

If he puts down an Elixir Collector, make him regret it, if you can’t, then Fireball it.

Also use it to bait Elite Barb counters, such as regular Barbs, Knight, Ice Spirit, etc.

Clash Royale Elite BarbariansElite Barbarians: Use this card to brutally punish every mistake your opponent makes, or make him regret putting down a Pump.

This card is also great on defense; they shut down 10+ Elixir pushes, and make your opponent Rage.

If they have around ½ health left, then drop a Hog or Ice Golem in front to tank for a counter push. If they reach the Tower, it’s GG.

Also, remember to NEVER rush with them if Zap isn’t in rotation. It is heart breaking to watch them get wrecked by Skeleton Army.

Clash Royale Night WitchNight Witch: The most OP card since the Elite Barb Meta (the best one imo). She is your main defense, so do not push with her offensively, unless it is a counter push.

Beware of Executioner, Lightning, and Zap.

Clash Royale Electro WizardElectro Wizard: He is your anti-trashcanonwheels, so use him wisely if you are facing one.

His stun is also very helpful on defense, especially since he resets the charge of Battle Ram.

Executioner/Tornado (replacements): They also serve the same purpose as Night Witch and E Wiz, they are mainly for defense. The Exenado combo can shut down entire pushes.

Clash Royale ZapZap: No explanation needed. Use with Elite Barbarians. Use to clear swarms.



Clash Royale Goblin GangGoblin Gang: Your swarm troop. Their DPS is second to only E Barbarians in this deck.

Use to kill lone tanks and point damage troops such as Musketeer, P.E.K.K.A, etc.


Clash Royale fireballFireball: Use to clear support troops such as Wizard, Musketeer, etc.

Save it for Three Musketeers if you are facing them.


Clash Royale Ice GolemIce Golem: Use as a mini tank on defense, or to tank for Hog/E Barbarians on offense.


Match Ups

Clash Royale P.E.K.K.AP.E.K.K.A: This is an annoying one, use clear support with Fireball, and use Ice Golem/Goblin Gang to dis tract while E wiz takes it out.


Clash Royale GolemGolem NW:  Use NW/E Barbarians to kill Golem while you tank/clear support with Ice Golem and Fireball. Kill the support first. Can make insane counter pushes.  Push when he puts down Golem, but don’t overcommit.


Clash Royale Battle RamBridge Spam: If you lose to this, then shame on you. They usually don’t have that many counters to e Barbarians unless they have P.E.K.K.A, in which case; refer to the P.E.K.K.A section above. If they don’t have P.E.K.K.A, then rush Hog to bait out NW, Bandit, Ice Spirit, etc. Then rush e Barbarians, they usually get a couple shots each time.

Clash Royale Royal GiantRoyal Giant: E Barbarians and Night Witch cut through it like butter, and sets you up for a counter push.


Clash Royale Elite BarbariansElite Barbarians: Do not defend their E Barbarians with yours, use Ice Golem and Night Witch or E wiz.


Clash Royale Three MusketeersThree Musketeers: Do not Fireball Pump, Fireball Zap the two Musketeers (when the split) in case they have Heal. Simply, rush Hog or e Barbarians if they put down Pump. E Barbarians can also kill the Musketeers, if you screw up and Fireball Pump. E wiz’s spawn Zap + Regular Zap can kill Minion Horde, leaving a full health E wiz for a counter push.

Clash Royale Hog RiderHog Cycle: Defend Hog with Night Witch, e wiz, or Goblin Gang, and then counter push. Tornado the Hog to the king Tower if you are using the Exenado version.

Spell Bait: VERY ANNOYING, luckily, I only see them once in 20 matches. Save Zap to rush with E Barbarians, use Fireball/anything you have on Goblin Barrel. Exenado makes it a lot easier. Usually you lose due to the amount of swarms. I rarely see this, so it isn’t a big deal.

Clash Royale Goblin GangLava Hound: Start with Night Witch to accumulate Bats and use e wiz. Exenado makes it a lot easier. Again I only see this deck 1 in 15 matches, so it’s okay.


Common Mistakes:

  1. When you send in a lone Hog and the counter with Inferno Tower, don’t Zap it. It will still counter Hog, unless it is level 1, so it’s a waste of 2 elixirs.
  2. Rushing E Barbarians when you don’t have Zap in rotation.
  3. Overcommitting on pushes, you won’t have Elixir for a defense, especially against Golem decks, where they will 3 crown you if you don’t have Elixir of a defense.
  4. Fireballing the Elixir Pump against a Three Musketeers deck.
  5. Not BMing. Remember to BM at the end! After all, you are using Elite Barbarians. Lol.

Anyway, that’s it for this guide.  Go ahead and enjoy this deck, it even works in challenges, I’ve gotten 12 wins in classic challenges 3 times, I haven’t tried it in Grand Challenges though.

The History of the Hog Rider

Before delving into the Elite variant, it’s important to understand the original Hog Rider’s legacy. The Hog Rider has long been a staple in many decks due to its fast movement speed and direct path to enemy towers. Its ability to quickly chip away at an opponent’s defenses has made it a favorite among players at all levels.

The Introduction of the Elite Hog Rider

The Elite Hog Rider, introduced as a more formidable version of the classic card, boasts increased hit points and damage. However, its higher elixir cost initially made it a less attractive option for many players who preferred the original Hog Rider’s lower cost and quicker cycle.

Recent Buffs and Meta Shifts

So, what has changed? Recent balance updates have significantly buffed the Elite Hog Rider, enhancing its viability in the current meta. These updates have made it tankier and more capable of surviving against defensive structures and counter-attacks, addressing one of its primary weaknesses.

Additionally, the meta has seen a shift towards more defensive and control-oriented decks. The Elite Hog Rider’s increased durability makes it a perfect fit for breaking through these tougher defenses. Its ability to withstand hits from high-damage units and buildings has made it a valuable asset for players looking to deal consistent damage to enemy towers.

Pro Players Leading the Charge

One of the most telling signs of the Elite Hog Rider’s resurgence is its adoption by professional players. In recent tournaments, several top-tier players have incorporated the Elite Hog Rider into their decks, showcasing its potential in high-stakes matches. This endorsement from the pros has undoubtedly influenced the wider player base, leading to an increase in its usage across all arenas.

Effective Deck Combinations

The Elite Hog Rider shines in decks that can support its aggressive playstyle while providing ample defense. Popular combinations include pairing it with cards like the Electro Wizard for stunning support, the Inferno Dragon for melting tanks, and the Log for clearing out swarm units. These synergies help maximize the Elite Hog Rider’s impact on the battlefield.

Community Reception

The Clash Royale community has had mixed reactions to the Elite Hog Rider’s comeback. Some players appreciate the card’s renewed relevance and the strategic depth it adds to the game. Others, however, are concerned about the potential for it to dominate the meta, leading to less diversity in viable deck options. Supercell, the developer of Clash Royale, will need to keep a close eye on the card’s performance to ensure a balanced and enjoyable experience for all players.

Feel free to comment, or even hate, if you want to. Make sure to BM at the end.

Have a great time! Cya

Balloon Double-Witch Deck for Trophy Pushing (Cool Deck!)

balloon witches

Nice to see ya guys, Cosmincreato here once again with a powerful 3.6 Balloon Deck running the 2 Witches which caught my attention, tested on 2v2,on ladder and I’m pretty proud of the results.

balloon witches

Balloon Double-Witch Deck

Clash Royale BalloonClash Royale WitchClash Royale Night WitchClash Royale Knight
Clash Royale fireballClash Royale ZapClash Royale Ice SpiritClash Royale Inferno Tower

hog sparky analytics

Pros Cons
Strong defense Struggle with splash troops
Strong counterpushes Not good vs Princess
Unvulnerable to The Log

Card Breakdown:

Clash Royale BalloonBalloon: Your win condition. Keep it safe until the mid-to-late game.

Never send it alone until you are 100% sure he has NO counter to it and you need to get that tower down really fast.

There is really not a lot to say about it since its only role is to destroy the enemy towers, and the main push has been said above.

Clash Royale WitchWitch: Main support of your deck and a great defensive tool for its Splash Ability and the Skeletons used for distraction and chip damage.

The Witch was a pretty powerful card a long time ago, until cards like Bowler and Executioner have faded her, but I think she is, well I cannot say underrated, but not used that much anymore, when there are lots of Decks that need the Witch to explore.

Anyway, back to her role in the deck, she is a  great counter against charge/dash effect cards due to her Skeletons while Inferno Tower is doing what it is supposed to do.

Clash Royale Night WitchNight Witch: She is totally incredibile. Main defensive troop in the Deck.

I said earlier that this deck may not be that good against Splash Troops, but she is pretty decent against Ground-Only Splash Troops since her Bats will kill the troop.

Can be used on attack as well since the tower will be most likely done if they can’t kill the Balloon and the NW in time.

Clash Royale KnightKnight: The Knight, the ol’ good card that everyone used to play in Arena 1 is actually one of the greatest cards in the entire game, its stats are totally crazy for a 3 Elixir-cost card, attacking really fast and being a great Mini-Tank.

It’s also very good at distracting troops, I actually think it’s a Top 3 card at the moment.

If I were you, I’d check out this great in-depth guide about the Knight: click!

Clash Royale fireballFireball: I’ve always seen the Fireball as a Meta Card because you can totally destroy pushes when zapping the Glass Cannons after the Fireball to destroy them (if they’re not destroyed by an overleveled Fireball), leaving the Tank alone. From there you can use the Inferno Tower to stop their whole attack.

Also better than Poison in 3M Heal Bridge Spam Matchups.

Clash Royale ZapZap: Cheap, Low-Damage, Stun-Effect card for an easier Card Cycle.

Pretty important for reseting Inferno Towers/Dragons, Trash Cans etc.

Clash Royale Inferno TowerInferno Tower: Tank destroyer. Just be sure to not let troops attack it, you’ve got Ice Spirit and Knight for distraction.

Also, while troops are frozen by the Spirit, Inferno will deal lots of damage, maybe even shutting the Tank down, so that’s a pretty nice combo.

Clash Royale Ice SpiritIce Spirit: This little dude is insanely good for 1 Elixir. He freezes and destroys Minion Hordes with the help from Arena Tower. He also retargets troops and resets their abilities.

He’s incredibly versatile, just like the other 1 Elixir card.

Deck Gameplan and Strategy:

So basically, this deck consists in a powerful defense.

Inferno Tower is for Tanks and Mini-Tanks. Ice Spirit helps your troops to deal lots of damage by freezing the enemy push.

Knight is a perfect card for distraction, which can also turn into a Mini-Tank for the Balloon and the two Witches who finish stabilizing your defense.

After that, you can start your main push with the Knight as a front line, the Balloon behind him and the two Witches as the supports.

The shortest cycle in your deck is 10 Elixir: Ice Spirit, Zap, Knight and Fireball/NW.

Alright, now let’s apply this!

Early game:

Defend, defend, defend, do not show your Balloon yet, let your opponent play his anti-Air Cards in his pushes without giving him any sign that you play a Balloon deck.

You can attack once in a while in the Early Game, but don’t force yourself too much, do small attacks with Knight, Witch(es) and Ice Spirit to see how he responds, because you won’t have all the time to analyze his defensive moves and change your counters later on.

Don’t need to stress about the Positive Elixir Trades by now since you’ll mainly defend, but at least you gotta try to make some.

Try to deal damage to Pumps whenever you can, Fireball works but don’t forget about your opponent’s Glass Cannons and when he will play ’em.

Mid Game:

Keep on defending, now you will mainly know what’s gonna be your opponent’s next move and how to counter it.

You may now know his cards and you can start more powerful pushes.

Always start your first Balloon push right after your opponent plays his main Aerial Defense (e.g. Minions, Executioner, Mega Minion etc.) He will be forced to cycle, not too easy for all the decks.

Late Game:

Now you’ve got enough Elixir to build fast, powerful pushes at 10 Elixir.Knight in the front, Balloon behind him and the Witch behind the Balloon, having Ice Spirit, Zap, NW or Fireball ready for what you know he’ll play. Mega Minion?Bring the NW.Minion Horde? Zap+Ice Spirit, if Ice Spirit won’t hit them all Witch will clear it up, and so on. Beside that, you’ll have enough time to respond since the Knight is tanking.

Best Starting Hand:

Clash Royale Inferno TowerClash Royale KnightClash Royale WitchClash Royale Night Witch

In a whole, defend, start understanding your opponent’s deck, wait for him to use his aerial defense, then start attacking.


Clash Royale Hog RiderTrifecta: Trifecta isn’t seen that much anymore, but I’ll still talk about it.

Its defense against Air is kinda crappy and you can counter their attacks with Knight Tanking and Inferno killing the Hog.

Clash Royale Hog RiderHog Cycle: NW as main defense against Hog. Have a Knight in the front as well so Ice Spirit can freeze it. From there on, start a counterpush.


Clash Royale Lava HoundLavaloon: The problem isn’t countering the Lavaloon itself, but attacking while their deck is full of Air Troops.

You’re still favorite in this matchup since your deck is made to stop Air.

Clash Royale GolemGolem NW: The NW is kinda annoying since she won’t die to Fireball, but you can do it.

Once again, Knight to distract, eventually freeze ’em all and Fireball them all together. Let the Inferno kill the Golem.

Clash Royale Inferno DragonVietnam’s Bridge Spam: Their Poison is gonna be powerful against your NW. Expect their Poison and protect your NW.

Their main defense against Air are NW’s Bats and the Inferno Dragon. You should concentrate into killing the Inferno while the Knight takes Bats’ hits.

Read more about Vietnam’s Bridge Spam here: click!

Clash Royale Three Musketeers3M Heal Bridge Spam: This is somehow easier than No-Heal Bridge Spam since not all the 3M Heal Decks run Inferno Dragon who can be annoying.

A fast Fireball+Zap to kill their Musks is also really great. Don’t use your Fireballs on anything else or you may be surprised with 3M spawned in front of your tower.

Clash Royale Goblin GangLog-Bait: Zap, Witch, Fireball and most of the time NW and Knight.You can do it.


Clash Royale X-BowSiege: Keep the Knight as a distraction.Try to attack Mortars and X-Bows with the NW and eventually finish them with a Fireball.


Clash Royale Knightekf9WOpClash Royale Ice Golem

Clash Royale Witchekf9WOpClash Royale Executioner

Clash Royale fireballekf9WOpClash Royale PoisonClash Royale Lightning

Clash Royale Zapekf9WOpClash Royale Tornado

That’s all for today guys!I wanna hear your opinions! What do you think about this deck and how are you doing with it?

Cosmincreat out.

Best Deck Combos for 2v2 Battles


Hey clashers, this time I’m gonna talk about some of the best synergies among decks for 2v2.

I’ve splitted this guide into two parts to make it easier to read and write as well. So let’s get into it!

2v2 clash royale

Best Deck Combos for 2v2 Battles

For more detailed tips on 2v2, take a look at this in-depth guide!

The Dual-Synergy:

Okay, before getting into the main subject, let me tell you about dual-synergy.

Just like two cards synergize with each other in a duel, two decks also synergize with each other during a 2v2 battle. Although you can possibly win tons of battles without actually caring about synergy (that’s what we do in a Quick Match), having two decks with synergistic combo between them greatly increases your chances of winning.

There are many deck combos that work better together. The list below covers some useful combos that I believe can help you in 2v2 matches ahead!

Note: This list is incomplete. Feel free to add more combos if you know, in the comment section below. I’ll update the post with your ideas!

Giant Beatdown + Graveyard Cycle

I guess all of us are aware of the infamous Tank+GY synergy.

This dual-synergy is based on the same principle. While there is a beatdown going on, a GY added in the mix, is devastating especially if it’s a GY poison cycle.

Beatdown decks normally lack the ‘cycling’ feature. That’s what the GY cycle is for! They can easily cycle to their defenses while the beatdown players can focus on their pushes.

Moreover, due to RNG feature of GY, just a simple Giant + GY combo is threatening if the opponent is not prepared. The cycling ability of the GY deck, allows to magnify even a small beat down push.

Here’s an example of this combo:

Deck #1

Clash Royale GiantClash Royale Night WitchClash Royale Electro WizardClash Royale Goblin Gang
Clash Royale The LogClash Royale fireballClash Royale ExecutionerClash Royale Tornado

Deck #2

Clash Royale GraveyardClash Royale KnightClash Royale Mega MinionClash Royale Tombstone
Clash Royale The LogClash Royale ArchersClash Royale ZapClash Royale Ice Spirit


Let’s assume Player #1 is using Giant Beatdown and Player #2 is using GY cycle.

During the start of the match, it’s better to cycle cards at the back and not go for a push. But if the opponent places a big tank at the back, feel free to Giant+GY them.

During the middle phase, push whenever you can after a successful defense by plopping a Giant in front of the alive troops and placing the Graveyard once the Giant crosses the river.

In 2v2 matches, Beatdown pushes can get easily defended, especially if it’s Giant Beatdown.

So the mindset while playing this dual-combo will be to cause as much damage as possible through GY+Spell combo and not letting them counterpush. Player #1 should save their defensive troops since Player #2 doesn’t have decent defense.

The Push: Giant+Splash Troop+GY+Spells should be a decent push in my opinion.

Bridge Spam+Spell-Bait

The bridge spam deck is really useful to bait opponent’s Log or Zap since it has battle ram. 9/10 times your opponent will use his Log on Battle Ram if he has it in hand. That’s where the spell bait deck shines.

Moreover, the ultimate defense of spell bait decks is useful to counter the opponent’s counterpush after a bridge spam push. The key is to not use ‘Log-able’ or Zappable troops together such as Battle Ram + GobGang.

Use Goblin Barrel as your win condition. If the opponent uses Skarmy/Minions/Gobgang to counter Goblin Barrel, then Poison comes handy, providing an awesome elixir advantage and an area denial for both your Battle Ram and the Goblin Barrel.

Recommended Decks:

Deck #1

Clash Royale Night WitchClash Royale BanditClash Royale Battle RamClash Royale Inferno Dragon
Clash Royale PoisonClash Royale Ice GolemClash Royale ZapClash Royale Goblin

Deck #2

Clash Royale KnightClash Royale Ice SpiritClash Royale Inferno TowerClash Royale Princess
Clash Royale RocketClash Royale Goblin GangClash Royale Goblin BarrelClash Royale The Log


While playing with this combo, Player #1 must apply enough pressure to force their Log.

As starting hand, GobGang at the bridge or Princess or Knight at the back is preferred for Player #2.

Always remember to place the Princess in the opposite lane to force out their cards. Once the opponent uses his spell, feel free to toss Goblin Barrel. Poison if needed. Player #1 should play as usual. Read more about Vietnam’s Bridge Spam here.

The Push: Basically, Goblin Barrel and the spells does all the damage. Battle Ram+Goblin Barrel+Poison +Bandit is a decent push.

Hog Cycle + Hog Cycle

This one’s my favorite!

The reason why two Hog Cycle decks work amazingly is the same reason why Hog Cycle decks are popular; the ability to out cycle their counters and apply constant pressure.

Since both of the decks have cards that are meant to support the Hog push, the two players can do constant Hog pushes and can counter their counters easily. The players can also Dual lane pressure the opponent to baffle them up.

Read more about Hog Cycle here!

Example Decks:

Deck #1

Clash Royale Hog RiderClash Royale ExecutionerClash Royale TornadoClash Royale Goblin
Clash Royale KnightClash Royale LightningClash Royale Ice SpiritClash Royale The Log

Deck #2

Clash Royale Hog RiderClash Royale MusketeerClash Royale fireballClash Royale Ice Golem
Clash Royale CannonClash Royale Ice SpiritClash Royale SkeletonClash Royale The Log

Gameplan: I don’t think this needs much explanation. Just play normally as you would being a Hog Rider player.

The key to not letting them counterpush and apply uniform pressure in both lanes if possible. Use your spells to let the Hogs pierce through.

NEVER play two Hogs at once, push with each Hog periodically so as to bait their counters to Hog.

The Push: The small Hog pushes are your damage dealer. There’s no specific push to be honest. Spells can be also used to take down their tower during Sudden Death when everything’s is rapid.

However, counterpushing with remaining defense troops (like the Musketeer and Executioner) is your best push possible.

3M + Spammer

This one is interesting! And effective too!

I actually tried this combo with my friend and it worked wonderfully great! The reason why it works is because there are a lot of units that forces your opponent to use their medium/heavy spell, such as The Barbarian Hut, Goblin Hut, Elixir Collector, Furnace.

Once your opponent uses his Fireball, you know the next. 3M!

The spammer cards, being spell-bait, are also useful to apply dual lane pressure, which 3M decks aim to!

You can simply split your 3M with the lone Musketeer supported by the spawned Barbs and the other two by Battle Ram. And it becomes a pretty devastating push.

Example of this combo:

Deck #1

Clash Royale Three MusketeersClash Royale KnightClash Royale Minion HordeClash Royale Zap
Clash Royale elixir collectorClash Royale Ice SpiritClash Royale Battle RamClash Royale Goblin Gang

Deck #2

Clash Royale Barbarian HutClash Royale Goblin HutClash Royale FurnaceClash Royale The Log
Clash Royale BowlerClash Royale ExecutionerClash Royale TornadoClash Royale Ice Spirit


As you might have figured out, both of the decks are heavy. So play defensively at first, pumping as much as possible.

Here are more possibilities decks:

1. Double Spawner Decks

Key Cards:

Strategy: Spawner decks can overwhelm opponents by continuously spawning troops that chip away at towers and distract enemies. In 2v2, the constant pressure from spawners forces opponents to split their attention and resources. Pairing this with defensive cards like Electro Wizard and Mega Minion ensures you can counter your opponents’ pushes effectively.

2. Golem + Support Deck

Key Cards:

Strategy: The Golem deck is a classic for a reason. Its high health and destructive potential make it a formidable win condition. In 2v2, having a partner who can support the Golem with additional troops or spells can create unstoppable pushes. The Night Witch provides excellent support with her bat spawning ability, while the Lumberjack can add a rage boost to the mix. Use Tornado and Baby Dragon for effective defense and counter-push potential.

3. Hog Cycle + Control Deck

Key Cards:

  • Hog Rider
  • Ice Spirit
  • Skeletons
  • Cannon
  • Musketeer
  • Fireball
  • Log
  • Knight

Strategy: Hog Cycle decks focus on fast, relentless pressure. The Hog Rider is quick and can deal significant damage if left unchecked. Pair this with a control deck that focuses on solid defense and counter-attacks. The cycle aspect allows for frequent Hog Rider pushes, keeping the pressure on opponents while your partner supports with heavier defensive or offensive cards.

4. LavaLoon + Miner Poison Deck

Key Cards:

Strategy: The LavaLoon combo is devastating when executed correctly. The Lava Hound serves as a tank while the Balloon deals massive damage to towers. In 2v2, coordinating with your partner to protect the Balloon and Lava Pups can lead to explosive damage. The Miner and Poison combo is excellent for taking out defending troops and chipping away at towers.

5. Royal Giant + Sparky Deck

Key Cards:

  • Royal Giant
  • Sparky
  • Electro Wizard
  • Minions
  • Fireball
  • Zap
  • Furnace
  • Guards

Strategy: Royal Giant’s range allows it to chip away at towers from a distance, making it a solid win condition. When paired with Sparky, you create a high-risk, high-reward scenario. Sparky’s splash damage can annihilate defending troops, paving the way for the Royal Giant. Support these heavy hitters with defensive cards and spells to protect them and maximize their potential.

Tips for 2v2 Success

  • Communication is Key: Whether you’re playing with a friend or a random ally, communication can make or break your strategy. Use the in-game emotes and chat to coordinate attacks and defenses.
  • Complementary Decks: Ensure that your decks complement each other. If one player uses a heavy deck, the other should consider a lighter, faster deck to balance out the elixir cost.
  • Adapt to Your Opponents: Be ready to adjust your strategy based on what your opponents are playing. Flexibility is crucial in 2v2 battles.
  • Elixir Management: With two players, elixir management becomes even more critical. Coordinate to ensure you’re not both low on elixir at crucial moments.

The Bowler and Executioner are great cards to generate Elixir Advantage.

If both opponents use their Fireball on something else other than 3M, split the 3M  and slowly ramp up the push from the back.

You’re not gonna rush because of the ‘high risk, high reward’ property of this dual-synergy.

The Push: Two Muskies+Barb in one lane, 1 Musketeer + Other troops in the other lane. Keep your spells ready in case they counter with swarms.


So here’s the end of the Part I of this guide! Hope it proved useful to you.

Provide your feedbacks, complaints and ideas in the comment section below! I’ll be posting the Part II very soon.

Till then stay tuned and clash on!

Best Tips for 2v2 Double Elixir Draft Challenge


It’s awesome to hear that we are going to have the next huge 2v2 special Challenge, the 2v2 Double Elixir Draft Challenge. Here, I am going to give you the best tips for this challenge and hopefully we all can get that Legendary Chest!

So far, this is the most unique Challenge we have had!

2v2 battle clash royale

General Information

  • As normal, the first entry is free. The next ones cost 10 Gems each.
  • You will be paired up with a random teammate.
  • Pick 4 cards and receive 4 cards from your opponents.
  • The first one-time rewards unlocked at 3 wins. Top prize is the Legendary Chest!


Number of Wins Total Prize One-time Rewards
Gold Cards
0 130 2
1 180 3
2 240 5
3 310 8 30 Common Cards
4 390 12
5 480 17 10 Rare Cards
6 590 23
7 720 30 2 Epic Cards
8 880 38
9 1,010 50 1 Legendary Chest

Best Tips for Winning 2v2 Double Elixir Draft Challenge

By EBarbsFTW

General Tips

Always pick at least one win condition!

This is probably the most fundamental thing you must do while playing Draft Challenge. It is extremely hard to win the game without a win condition. You just can’t pray for the victory. Win condition + supports are always better than glass cannons only.

Clash Royale GolemClash Royale GiantClash Royale BalloonClash Royale Hog RiderClash Royale Goblin BarrelClash Royale GraveyardClash Royale Lava Hound

Pick one of these cards If possible.

All of them work very well in any Draft Challenge as they require specific counters. If your opponents do not have one of those counters, they will find it very difficult to deal with these cards.

Clash Royale BalloonClash Royale Inferno TowerClash Royale Skeleton ArmyClash Royale Goblin BarrelClash Royale SparkyClash Royale GraveyardClash Royale Inferno DragonClash Royale Princess

Pick a direct damage spell.

Sometimes, you are not lucky enough to get for your own win condition. You will need a direct damage spell then to take out the Tower. This challenge is “Double Elixir” so you will cycle back to your spell very fast. Also, since the Elixir regeneration rate is very fast, your opponent will probably drop multiple troops at once, giving you chances to get positive Elixir trades.

Moreover, spell cycle is very strong in Double Elixir Challenges. Once the enemy Tower is below 2xRocket threshold, you win the game.

Clash Royale fireballClash Royale PoisonClash Royale RocketClash Royale Lightning

Keep your deck cheap but not too cheap otherwise you will need to play with 10 fingers.

In draft challenge, normally the choices will be pretty similar (for example Minions vs Minion Horde). Choose the cheaper cards! It’s best to keep your deck cheaper. We never know what the opponents give us.

If you pick too many expensive cards, you will give the opponents good opportunities to get positive Elixir trades with heavy spells (above).

However, because this is 2v2 Double Elixir battle, don’t hesitate to pick heavy tanks and aim for huge pushes.


Make sure most of your cards are well rounded.

Choose the cards which can counter a variety of cards!

For example, Zap, Fireball, Skeleton Army, Goblin Gang, Knight etc can deal with various cards; they are also relatively cheap, making them great choices.

Like mentioned at the second tip, maybe your opponent got some specific cards which are hard to deal with with specific counters, it’s better to get versatile cards.

Don’t forget pocket card!

This is the card which your opponent would never think of, giving you the opportunity to play it at the right moment.

It is ideal to have at least 1 pocket card. It could be Freeze, Balloon, Graveyard, Three Musketeers etc.

It is often good to have at most 1 pocket card in your deck. This is a card that your opponent least expects for you to play at the opportune moment.

Pick cards based on your teammate’s picks

Don’t forget that this challenge is based on teamwork a lot. So, don’t forget to look at your teammate’s picks. If your teammate picks Graveyard, pick Poison instead of Rocket. Etc.

These cards are so good in 2v2!

Pick them If you can!

Clash Royale RocketClash Royale TornadoClash Royale ExecutionerClash Royale BowlerClash Royale MinerClash Royale PrincessClash Royale The LogClash Royale PoisonClash Royale fireball

These cards don’t work very well in 2v2 as they do in 1v1 battles. This is because you can gain value from spell easier in 2v2.

Clash Royale elixir collectorClash Royale Three MusketeersClash Royale Barbarian HutClash Royale Goblin Hut

Always hover your cards for a few seconds!

This is a super-important tip. Players are tons of Elixir every day because of not doing this.

Hover your cards so your teammate will have a decent amount of time to do the right things.

You guys are a team!

^ this.

Sometimes, when I place my Golem down, my teammate decides to play his Giant Graveyard push on the opposite lane (wute?).

Support each other!

If you get a bad teammate, try the best!

There is nothing we can do her.

Top 8 Winning Strategies 

1. Coordinate with Your Teammate

Communication is key in any 2v2 mode. If possible, use an external chat or voice communication app to discuss strategy with your teammate. Talk about your preferred playstyles, card choices, and potential counters. During the match, communicate about elixir levels and card rotations to ensure seamless synergy.

2. Draft Wisely

The draft phase is crucial. Here are some tips for making smart picks:

  • Balance Your Decks: Aim for a mix of offensive and defensive cards. Ensure you have counters for various threats, like swarms, tanks, and air units.
  • Elixir Management: Be mindful of elixir costs. Draft a mix of low, medium, and high-cost cards to avoid getting stuck with an overly expensive deck.
  • Synergy: Look for cards that complement each other. For example, pairing a tank like a Giant with a support unit like a Musketeer can create strong pushes.

3. Double Elixir Advantage

With double elixir, the pace of the game is much faster. Here’s how to leverage this:

  • Aggressive Pushes: Don’t be afraid to mount aggressive pushes, as elixir regenerates quickly. Coordinate with your teammate to launch synchronized attacks.
  • Defend Efficiently: Use your elixir advantage to quickly cycle to your defensive cards. Don’t overcommit on defense, as you’ll need to counter-push immediately.

4. Card Placement and Timing

Card placement is even more critical in 2v2. Proper positioning can make the difference between a successful defense and a tower loss.

  • Defensive Positioning: Place defensive buildings and units strategically to maximize their effectiveness. For example, place Tornado and Splash units like Baby Dragon or Executioner to maximize damage against grouped enemies.
  • Offensive Timing: Time your offensive plays to coincide with your teammate’s pushes. This can overwhelm your opponents and create unstoppable pushes.

5. Spell Management

Spells play a pivotal role in 2v2 Double Elixir Draft Challenge:

  • Offensive Spells: Coordinate the use of spells like Fireball, Poison, and Lightning to eliminate key defensive units or support your pushes.
  • Defensive Spells: Use spells like Tornado, Log, and Zap to counter swarms and reset targeting. Communicate with your teammate to avoid wasting spells on the same targets.

6. Adapt and React

Flexibility is vital in the draft challenge. Be prepared to adapt your strategy based on the cards you and your opponents draft. If your initial plan isn’t working, communicate with your teammate and adjust your approach.

7. Focus on One Tower

In 2v2 matches, splitting your focus can lead to inefficient elixir use. Unless you have a significant advantage, it’s often better to concentrate your attacks on one tower. Coordinate with your teammate to apply consistent pressure on one side, making it harder for your opponents to defend.

8. Watch and Learn

Finally, take the time to watch replays and learn from your matches. Analyze your wins and losses to identify areas for improvement. Pay attention to successful strategies used by top players and adapt them to your playstyle.

By following these tips, you can enhance your performance in the 2v2 Double Elixir Draft Challenge and increase your chances of victory. Remember, communication and synergy with your teammate are just as important as individual skill. Good luck, and may your towers stand strong!

Don’t leave the game If your teammate Logs Minions or Fireballs Golem. Try your best to help him/her out.

I got coupled with a bad teammate once. I did the best to cover him on defense and all he could do was to place his Graveyard when I play my Golem. We won that one.

For more tips on 2v2, take a look at this in-depth guide.

Ash’s All Card Rankings


Hey guys it’s Ash and today I’m going to give you guys my rankings of all the cards in Clash Royale, from the best cards in the game to the worst cards.

best clash royale cards

Ash’s All Card Rankings

Rankings of these cards are based off of the following factors:

  • How successful and popularly used these cards are among top players on the Ladder, Tournaments, and Challenges.
  • How versatile these cards are. Meaning that they can be used successfully in many decks, not just one or two.
  • The potential of these cards in the current meta and the meta that would be divulging within the next couple of weeks.

Criteria for Ranking

  1. Success and Popularity: How successful and popularly used these cards are among top players on the Ladder, in Tournaments, and in Challenges.
  2. Versatility: How versatile these cards are, meaning that they can be used successfully in many decks, not just one or two.
  3. Meta Potential: The potential of these cards in the current meta and the meta that is expected to evolve in the coming weeks.

Let’s start with the top 5 cards, which are the main utility cards that will almost always give you an Elixir advantage in a battle. These 5 cards are the most popularly used cards among top players.

If you scroll through all the decks the top 200 global players are using right now, you’re going to see that their decks are filled with these cards.

Clash Royale The Log#1 – The Log

The Log is the most used card among top players. It provides incredible value against all ground units, kills Goblin Barrel, Dart Goblin, Princess, Skeleton Army, and Goblin Gang for a positive Elixir trade.

Success and Popularity: The Log remains one of the most used and successful spells in the game, providing cheap and effective crowd control. It is prevalent in all forms of competitive play.

Versatility: The Log can be included in almost any deck, providing utility against swarms, resetting charges, and offering chip damage.

Meta Potential: Given the frequent use of swarm cards, The Log’s efficiency in dealing with these threats ensures its place in the meta.

Clash Royale Zap#2 – Zap

Zap is also a super versatile card that can instantly kill threats such as Skeletons and Bats, as well as stun and reset the target of units, as well as reset the charge of units such as Inferno Tower, Inferno Dragon, Battle Ram, and so on. All for just 2 Elixir.

Clash Royale Ice Spirit#3 – Ice Spirit

Ice Spirit is another super versatile and useful card. Only 1 Elixir allows you to Freeze and reset your target, as well as deal splash damage, can 1 shot Bats and Skeletons, and is an excellent card for cycling and keeping your Average Elixir Cost low.

Success and Popularity: Ice Spirit’s low cost and utility make it a popular choice for cycle and control decks. It is commonly used by top players in all competitive formats.

Versatility: Ice Spirit can fit into almost any deck, providing a freeze effect that can disrupt enemy pushes and support your own.

Meta Potential: With the emphasis on quick cycle and control strategies, Ice Spirit’s low cost and utility keep it relevant in the current and upcoming meta.

Clash Royale Knight#4 – Knight

Knight is the best support distractor and mini-tank in the game. He has very great HP for only a 3 Elixir card, while also has a fast attack rate and can deal a lot of damage if left alone.

Clash Royale elixir collector#5 – Elixir Collector

The Elixir Collector is at the top of being one of the deadliest cards in the game. It gives beatdown decks their identity. With it you can form insane pushes with Golem, Giant, Three Musketeers, Battle Ram, and so on. Almost all powerful beatdown decks by top players carry this card.

Next, we have the 4 most powerful offensive threats in the entire game. These cards can absolutely devastate your opponent with a high return value with low risk.

Clash Royale Night Witch#6 Night Witch

Even after her recent nerf, she’s still one of the most deadliest offensive threats in the game. It’s just insanely scary when she’s behind a tank such as Giant or Golem or even a 2 Elixir Ice Golem. She poses way too much pressure, as you not only have to worry about her behind a tank, but also her Bats that she continually spawns.

Clash Royale Battle Ram#7 Battle Ram

Battle Ram is a super dangerous card. It can get a charge going fast, and if its charge lands on your Arena Tower, it does massive damage. You not only have to worry about its charge, but also the two Barbarians, which together can deal much more damage if left alone.

Clash Royale Graveyard#8 Graveyard

Although there are plenty of ways to stop the Graveyard Skeletons, there are very few ways to stop it when it’s used in combination with a spell card such as Poison, and when your Arena Tower is distracted. And damage racks up incredibly fast if you don’t have a good answer for it.

Clash Royale Three Musketeers#9 Three Musketeers

Three Musketeers have never been as strong as they are now. Thanks to Battle Ram and Heal Spell making Three Musketeers even better, the Three Musketeer Battle Ram deck is one of the most used decks by top players, and it’s incredibly difficult to stop it when they’ve safely placed down an Elixir Collector.

Next are the four big spells of Clash Royale. One of these spells is almost imperative for carrying in most decks.

Clash Royale Poison#10 – Poison

Poison is one of the best counters to Graveyard, as it can kill Skeletons in one tick. Its large radius is also super beneficial on both offense and defense. It’s also very useful against Night Witch.

Clash Royale fireball#11 – Fireball

Fireball is becoming a very important card to carry right now as opposed to Poison because the Heal Spell card completely cancels out Poison’s damage.

Success and Popularity: Fireball is a highly effective spell that offers high damage and versatility, commonly seen in top-tier decks across all competitive modes.

Versatility: Fireball’s ability to deal significant damage to troops and buildings makes it a versatile choice in various deck archetypes, including control and beatdown.

Meta Potential: As a reliable answer to many high-damage threats and defensive structures, Fireball’s place in the meta is secure.

Clash Royale Tornado#12 – Tornado

Tornado is a super powerful defensive card. It not only makes it very difficult to commit too long in a single lane, but it also makes it very difficult to play certain cards early due to Tornado’s ability to pull those units towards the King’s Tower and activate it.

Clash Royale Heal#13 = Heal

The new Heal Spell card has quickly become one of the deadliest cards right now in the meta. The bigger the combination of troops, the more powerful Heal is, meaning if you allow your opponent play something heavy such as Three Musketeers and Battle Ram, then you’re going to have a really hard time stopping that when Heal can make your spell cards quite useless.

Then we have more of the best cards that offer a lot of utility:

Clash Royale Ice Golem#14 – Ice Golem

Ice Golem doesn’t attack units like a Knight would, but the Ice Golem is cheaper and his death splash damage and slow down is super useful against big threats. Not only that, you can use him to kite away threats such as a P.E.K.K.A.

Clash Royale Goblin#15 – Goblins

Now that Goblins can survive against a Zap Spell and since the 1 Elixir Skeletons card got nerfed to only 3 Skeletons, the 2 Elixir Goblins card has taken its place in most decks. Even though Goblins die to The Log, this can actually be a good thing as this will allow you to bait The Log and use certain defensive cards such as Tombstone safely.

Clash Royale Princess#16 – Princess

Princess is currently a pretty underrated card, and probably should see more usage in non-bait decks. Although she’s super good in Log bait decks, she’s also super useful in other decks with her long range splash allowing her to safely sprinkle Arrows around from a distance or the other lane.

Clash Royale Mega Minion#17 – Mega Minion

Mega Minion is still a super versatile card for only 3 Elixir. Can survive a Fireball, does a lot of damage, and of course it flies and targets flying units. Mega Minion is a very useful card right now because of all the Night Witches flying around.

Success and Popularity: The Mega Minion is frequently seen in top-tier decks due to its high damage output and reasonable elixir cost. Its presence is strong across all competitive play modes.

Versatility: Mega Minion fits into many deck archetypes, from beatdown to control, providing air defense and consistent damage.

Meta Potential: As a reliable air defender that can handle various threats, the Mega Minion is expected to remain crucial in the meta.

Clash Royale Bandit#18 – Bandit

Bandit is a very powerful card, costing only 3 Elixir while being able to instantly pressure an opponent with her speed and dash. If you don’t react quickly enough or have a proper counter in your hand, then she can do a lot of damage quickly.

Clash Royale Electro Wizard#19 – Electro Wizard

Electro Wizard is a very powerful card on defense and offense. He comes with a Zap, which can stun and reset his targets. He can survive a Fireball, making him pretty deadly behind a tank. He makes defending easier with his constant stun.

Clash Royale Baby Dragon#20 – Baby Dragon

Baby Dragon is like the all inclusive versatile card. Decent HP, damage, speed, everything is decent with the Baby Dragon. Can’t go wrong.

Success and Popularity: The Baby Dragon’s splash damage and moderate health make it a popular choice for handling swarms and supporting pushes. It is a common pick in competitive play.

Versatility: Baby Dragon works well in various deck types, including beatdown, control, and splashyard decks, adding to its utility.

Meta Potential: The Baby Dragon’s splash damage and synergy with Tornado keep it valuable in the current meta and likely in the near future.

Clash Royale Skeleton#21 – Skeletons

Skeletons used to be a top 5 card when there were 4 of them. Unfortunately, removing one of them took a big hit. Going from 4 to 3 is a 33% difference, and that’s huge. Still, Skeletons are a very useful card for cycling and keeping your Average Elixir Cost low.

Clash Royale Goblin Gang#22 – Goblin Gang

Although Goblin Gang now has one less Spear Goblin, it is still a very useful card and is excellent for baiting The Log and can deal a large amount of damage if left ignored.

Clash Royale Executioner#23 – Executioner

Executioner is one of the best defensive cards in the game. Couple him with Tornado and he can shut down huge pushes. Not only that, he’s the best counter to the Night Witch.

Clash Royale Goblin Barrel#24 – Goblin Barrel

Goblin Barrel is a very deadly card due to the fact that you can’t use Zap to kill the Goblins, so you have to mostly rely on using The Log, which can be baited pretty easily by cards such as Princess or Goblin Gang.

Clash Royale Hog Rider#25 – Hog Rider

Hog Rider is almost always among the most popularly used offensive cards in the game, ever since the start of the game. Fast, bulky, and does a lot of damage.

Clash Royale Giant#26 – Giant

For only 5 Elixir, the Giant has so much more HP than a Hog Rider, but is slow. Being slow is actually a good thing for him because you can build up really big pushes while using him as shield.

Clash Royale P.E.K.K.A#27 – P.E.K.K.A

P.E.K.K.A is currently seeing the most usage ever right now because of how well she’s able to counter common threats such as Battle Ram, Three Musketeers, Hog Rider, Giant, and Golem.

Clash Royale Golem#28 – Golem

Although Golem costs 8 Elixir, he can reward you big time if you make smart positive Elixir trades or carry the Elixir Collector. If you give your opponent the Elixir lead, it becomes an absolute nightmare to stop a Golem backed up by something like a Night Witch and Baby Dragon.

Clash Royale Miner#29 – Miner

Miner is quite an underrated card and is mostly seen in bait decks. But he’s very useful in other decks and is also a great counter to the Elixir Collector. Using him to shield Goblins, Skeletons, Bats, or Minions can allow you to deal a massive amount of damage to an Arena Tower.

Success and Popularity: The Miner continues to be a favorite among top players for its ability to target backline units and chip away at enemy towers. It is widely used in both Ladder and Tournament play.

Versatility: The Miner is extremely versatile, fitting into control, cycle, and even some beatdown decks, providing both offensive and defensive utility.

Meta Potential: With the meta favoring cycle and control decks, the Miner’s ability to provide consistent chip damage ensures its ongoing relevance.

Clash Royale X-Bow#30 – X-Bow

X-Bow is a super deadly card, as if you allow it to lock onto your Arena Tower, then prepare to lose a of HP as you helplessly try to take it down while your opponent continuously counters your counters.

Clash Royale Mortar#31 – Mortar

Similarly Mortar can be used the same way, less damage over time, but for the price of only 4 Elixir, allowing you to cycle quicker. The best X-Bow or Mortar siege players will play aggressively on defense when they’re leading, and then finish you off by cycling spell cards such as Rocket or Fireball at the end.

Clash Royale Rocket#32 – Rocket

Because of that, it’s very unsafe to take Tower damage against a Rocket user. If the player is losing, he can play aggressively on defense, while destroy your Arena Tower with Rocket and run away with a draw. Rocket also punishes heavy pushes. Just don’t miss.

Clash Royale Lightning#33 – Lightning

Lightning has a very big radius and can deal damage to three units with the highest HP. It’s biggest use is its ability to also stun and reset Inferno Towers. While it’s hindered by players who use Battle Ram, as the Battle Ram acts as three units, the Ram and the two Barbarians, so Lightning isn’t seeing as much usage as it should be.

Clash Royale Arrows#34 – Arrows

For decks that are very weak to Minion Horde, Arrows offers great value with its very large radius. Not often seen due to The Log, Zap, Fireball, Poison, and Tornado being more versatile. But with the rise in usage of Heal and Minion Horde, more players are using Arrows.

Clash Royale Minions#35 – Minions

Minions are a cheap 3 Elixir card that deal a lot of damage together, fly, and also are a great counter to big threats such as Night Witch and Graveyard. Oh and they can’t be killed by Log or Zap.

Clash Royale Minion Horde#36 – Minion Horde

Becoming much more deadlier with Heal and are also a great counter to Night Witch and Graveyard. They are very deadly with Three Musketeers as they can be used to also bait Fireball and Poison.

Clash Royale Bats#37 -Bats

Fast, cheap, great for cycling and great for baiting zap.

They are cute.

Clash Royale Archers#38 – Archers

Archers can be split into two lanes, have great range, deal a lot of damage, and do not die to Log or Zap. They are also great against Graveyard, and excellent on defense when used with a support distractor like Knight or Ice Golem.

Clash Royale Tombstone#39 – Tombstone

Tombstone is probably the best defensive building in the game right now because it’s the best defense against Battle Ram, while also costing only 3 Elixir, as opposed to a 5 Elixir Inferno Tower. Tombstone can effectively counter Hog Rider, P.E.K.K.A, Golem, Giant, and other big threats.

Clash Royale Inferno Tower#40 – Inferno Tower

Inferno Tower is still the best tank-killing defense. The best counter to Golem, Giant, P.E.K.K.A, Lava Hound, Balloon, and so on.

Clash Royale Dart Goblin#41 – Dart Goblin

Dart Goblin has one of the biggest ranges in the game. He can lock on an Arena Tower quick and deal quick damage before your opponent can usually react. He’s also an excellent bait for The Log.

Clash Royale Skeleton Army#42 – Skeleton Army

Although Skeleton Army isn’t as threatening as Goblin Gang on offense and dies to Zap, it does an immense amount of damage on defense quick. Just make sure you have another card that can bait Zap and Log.

Clash Royale Bowler#43 – Bowler

Bowler is one of the best defensive troops in the game. Killing and pushing back most troops. Unfortunately, his inability to target air troops is what sets him apart from the Executioner.

Clash Royale Balloon#44 – Balloon

Balloon is a super deadly offensive card when behind a tank such as Lava Hound. However, with Three Musketeers, Night Witch, Executioner and Tornado being everywhere in this meta, Lavaloon isn’t as intimidating as it once was.

Clash Royale Lava Hound#45 – Lava Hound

Lava Hound struggles in a meta where there’s so many Three Musketeers and Night Witch users. Night Witch can basically summon Bats to deal with Lava Hound, while focus on counterpushing you with a tank.

Clash Royale Musketeer#46 – Musketeer

Musketeer is a still a very useful long ranged attacker in many decks, but her inability to counter Graveyard as effectively as Archers is what sets her apart.

Clash Royale Valkyrie#47 – Valkyrie

Valkyrie is a very underrated card in this meta. She’s super useful against Graveyard Poison users, Battle Ram users, and also great against Three Musketeers. Just use another distractor like Ice Golem in front of her when countering a big Three Musketeers Battle Ram Push, and watch her quickly counter it.

Clash Royale Witch#48 – Witch

Witch is also one of the best counters to Graveyard, able to kill Skeletons in one hit, while also being able to survive Fireball and Poison. She can also be super powerful on offense. If you opponent has a counter such as Executioner or Bowler, just make sure to play Witch on the other lane.

Clash Royale Mini P.E.K.K.A#49 – Mini P.E.K.K.A

Mini P.E.K.K.A is also another very underrated card. He’s an excellent counter to Battle Ram, Bandit, Hog Rider, Giant, Golem, Royal Giant, and so on. You can even use Mini P.E.K.K.A with an Ice Spirit behind or Ice Golem in front to effectively counter Three Musketeers.

Clash Royale Lumberjack#50 Lumberjack

Although Lumberjack isn’t as tanky as Mini P.E.K.K.A, he can provide a very beneficial Rage after his death, and this can be very deadly in the right deck. Something like Giant, Night Witch, and Lumberjack can be very dangerous as Rage will also increase Night Witch’s spawn rate.

Clash Royale Ice Wizard#51 – Ice Wizard

Ice Wizard used to be one of the best cards in the game, and the best defensive card in the game, but unfortunately it has fallen a lot due to its inability to kill Skeletons and Bats in one hit. Ice Wizard is still one of the best cards in the lower Arenas, but at the top, it fails to find good homes.

Clash Royale Fire Spirits#52 – Fire Spirits

Fire Spirits are very underrated as well, being very useful taking out a Minion Horde on Heal quickly, dealing tons of damage to Battle Ram and Barbarians, can finish off a Night Witch and her Bats, and can also be used to quickly finish off 2 splitted Musketeers. They need to be used more.

Clash Royale Furnace#53 – Furnace

Furnace is decent, but fails to counter big tank threats such as Golem, P.E.K.K.A, and Giant. While also isn’t as effective against Battle Ram and Hog Rider as Tombstone is for less cost.

Clash Royale Cannon#54 – Cannon

Cannon has dropped a lot, as it just doesn’t provide the same defensive value as Tombstone. Tombstone can take a charge from Battle Ram and continue to defend against the Barbarians with Skeletons. Cannon can’t, but has the benefit of not being weak to The Log.

Clash Royale Inferno Dragon#55 – Inferno Dragon

Inferno Dragon is seeing a lot more use, especially in those bridge spam decks. However, it’s still a very easy card to counter, and Ice Spirit and Zap are everywhere in this meta.

Clash Royale Guards#56 – Guards

Guards are another very underrated card, having the advantage of not being weak to The Log, like the Goblin Gang is. Guards are an excellent defense against Graveyard, Bandit, 2 Musketeers, and many other big threats.

Clash Royale Royal Giant#57 – Royal Giant

Royal Giant is a decent card. However, because it’s a Common card, it’s very easy to level it up, and so you have a lot of low level players with high level Royal Giants, and that can be annoying. When facing Royal Giants, make sure to plan out a counterpush before killing the Royal Giant. If you only focus on killing the Royal Giant, then you won’t win.

Clash Royale Elite Barbarians#58 – Elite Barbarians

Like Royal Giant, Elite Barbarians are also decent, but are a Common card. Overleveled Elite Barbarians can be quite annoying. Start working on your deployment reflexes or these guys are going to get to your Arena Tower.

Clash Royale Barbarians#59 – Barbarians

Barbarians are an excellent defensive card against many threats such as Elite Barbarians, Royal Giant, Battle Ram, Three Musketeers, Graveyard, and almost all tanks except P.E.K.K.A. Problem is, they’re very weak to spells such as Fireball and Poison and are too slow to pose much pressure on offense.

Clash Royale Freeze#60 – Freeze

Freeze can be a very deadly card if you can catch your opponent off guard. A well timed and placed Freeze Spell can easily win you the game.

Clash Royale Prince#61 – Prince

Unfortunately with The Log, Zap, Ice Spirit, which are three of the most used cards by top players being everywhere, it’s really hard to take advantage of the Prince’s charge. He’s 5 Elixir and easy distracted by low HP troops. However, with the right support he can be very deadly. He has very decent HP.

Clash Royale Barbarian Hut#62 – Barbarian Hut

Barbarian Hut is an excellent defense, but it’s the most expensive building in the game. It’s just too risky, regardless of where you place the Barbarian Hut, a Hog Rider or Battle Ram can bypass it and target your Arena Tower on the other lane.

Clash Royale Giant Skeleton#63 – Giant Skeleton

Giant Skeleton is an excellent defensive troop, with the ability to shut down big pushes like a Rocket. But the problem is, he’s too expensive and his death damage can go to waste easily. He doesn’t have that much HP to be a great tank like the Giant, and a smart player will always target the Giant Skeleton from behind to escape his death damage.

Clash Royale Wizard#64 – Wizard

Wizard isn’t bad, but he’s just so outclassed by the Executioner. Executioner can target multiple troops behind his target, survive Poison and Lightning unlike the Wizard. He also has a bigger splash radius and area of damage than the Wizard.

Clash Royale Sparky#65 – Sparky

Sparky is simply the worst Legendary card, being countered by like half the cards in the game. Sparky is very good in the lower Arenas, but struggles against smart players in higher Arenas.

Clash Royale Dark Prince#66 – Dark Prince

Dark Prince just can’t find a good place in this meta. He has that nice splash damage, but is easily surrounded and killed by something like Goblins. Valkyrie is just a better option and is so much more useful against Graveyard and Three Musketeers. Dark Prince does have that sweet charge, but again Log, Zap, and Ice Spirit are everywhere.

Clash Royale Bomber#67 – Bomber

Bomber does a lot of splash damage, but he only targets ground units and has very little HP, and his range isn’t that great. He’s just too easy to beat and doesn’t help against air troops.

Clash Royale mirror#68 – Mirror

Mirror is a pretty fun card, but isn’t the best for competitive play. It’s just not very safe to use the same card twice, unless you’re using a bait deck. But even then, paying 1 more Elixir to use the same card twice isn’t always rewarding. However, I’ve found Mirror to be a lot more effective in 2v2 mode where you can Mirror spells or Miner to continually deal damage to win.

Clash Royale Clone Spell#69 – Clone

Like Mirror, Clone is another very fun card, but just isn’t the best card for competitive play. Log, Zap, and Ice Spirit are everywhere and can kill clones quick.

Clash Royale Rage#70 – Rage

Rage is another fun card to play around with. Try out Rage with Witch and Night Witch, it not only speeds up their attack rate, but is also speeds up their Skeletons and Bats spawn rate.

Clash Royale Spear Goblins#71 – Spear Goblins

Spear Goblins are good for chip damage, but oftentimes it’s not worth wasting 2 Elixir for some small chip damage. These guys are just too weak and die to Zap. Goblins are a lot better and do a lot more damage and do not die to equal level Zap.

Clash Royale Tesla#72 – Tesla

Tesla just doesn’t fit right now. Inferno Tower is way better for killing tanks and Lavaloon. While Tombstone and Cannon offer much more value against ground threats for cheaper.

Clash Royale Goblin Hut#73 – Goblin Hut

The Spear Goblin Hut just isn’t intimidating, costing an expensive 5 Elixir to spawn Spear Goblins, the weakest troops in the game. You can simply just ignore the Goblin Hut and let the Spear Goblins deal chip damage and end up winning because you took advantage of your opponent spending 5 Elixir on this card.

Clash Royale Bomb Tower#74 – Bomb Tower

Bomb Tower is quite a powerful ground defense, but it’s a very expensive 5 Elixir that can’t touch air units. If you’re using Bomb Tower, then you better pray your opponent doesn’t use something like Lavaloon. Even then, this card isn’t that good against tanks either, like Giant or Golem or even Royal Giant who can outrange it.

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So I hope you guys liked my rankings of all the cards in Clash Royale.

The game is always evolving, so don’t expect these rankings to not change in the future.

Vietnam’s Bridge Spam Deck

vietnam deck

SuyogThePun here, bringing you my first ever guide on Clash.World, the Vietnam’s Bridge Spam Deck.

And what is the etter way to celebrate this than to review the new and cancerous archetype, Bridge Spam? That’s right. Without any further ado let’s get right into it.

vietnam deck

Vietnam’s Bridge Spam Deck

Clash Royale Battle RamClash Royale BanditClash Royale Night WitchClash Royale Inferno Dragon
Clash Royale Ice SpiritClash Royale Ice GolemClash Royale ZapClash Royale Poison

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Card Breakdown

Clash Royale Battle RamBattle Ram. Win condition.

The Barbarians it spawns can be useful on defense. Use it when you are sure that the opponent does not have buildings in his hand or when you know that they just used up a counter.

Never use it as your first card, wait for them to make a move, counter them and punish them hard. Deploy it at the bridge for the special moments when they most vulnerable. Battle Ram Ice Golem combo is a deadly combination.

Clash Royale BanditBandit. Support/secondary win condition.

After the recent buff with her charge time being reduced, she’s crawling her way back to the meta. She is now much more viable against enemies and efficient at chip damage.

Use her to distract troops, get enemies off your Tower and for chip damage. However, she will not be ignored like Spear Goblins would. So, get a Zap spell ready for their swarm troops.

Clash Royale Night WitchNight Witch. Support/Defense.

Night Witch is perhaps the most important one. She can 1v1 Knights, Mini P.E.K.K.A, Bandit, etc.

She doesn’t allow the Hog Rider to get more than one hit on the Tower (depends on the placement). Use her mainly to defend. Her Bats can build up and desecrate most pushes. She is the main troop killer in this Deck.

Pair her with the Bandit for a devastating combo.

Clash Royale Inferno DragonInferno Dragon. Tank defense/air defense.

It does what it’s supposed to do. It quickly melts any tank that gets in its way.

Use this in junction with Poison or Zap to clear about other troops and safely take out their tank. However, if the opponent runs decks suck as Hog cycle, the Inferno won’t be used most of the match.

Clash Royale Ice GolemIce Golem. Mini tank/defensive meat shield.

The Ice Golem has a very basic purpose. He is to guard your cards whether it be defensively or offensively that being said he is and incredibly valuable card and shouldnt be replaced.

Clash Royale Ice SpiritIce Spirit. Support/cycle.

What can I say about this card that hasn’t already been said. It freezes and distracts troops all for 1 Elixir.

Use it to Freeze troops for your cards to get more damage in. But make sure that it jumps before troops like Elite Barbarians get a shot on it, otherwise it’s just an Elixir wasted.

Clash Royale PoisonPoison. Support/main damage spell.

Long have the glory days of Goison gone but the Poison spell still retains an absolutely important characteristic for this Deck. Area Denial.

The most important thing to remember is, How will your opponent counter if there is no way to counter? What are regular counters to Battle Ram, Night Witch, Bandit and Inferno Dragon?

Swarm troops like Skeleton Army and GobGang. Poison denies placement area for them. This why I strongly believe this is the most important card in the Deck.

Clash Royale ZapZap. Support/cheap spell.

Zap is another great spell costing very little to reset/get rid of swarms. Pretty basic function that all of you know how to play. The only tip I have for you is to use it in the right situations.


Early game

Feel out your opponent. Let them make the first move and get the counter ready or cycle to it.

Hold off on playing the Inferno Dragon or the Night Witch as they are prime defenses for this Deck.

Never play the Night Witch in the back. She will be your primary counter to Hogs.

Make positive Elixir trades whenever possible and go on counter pushes immediately after.

Once the opponent uses their defense use Ice Golem and Battle Ram for a devastating blow to their Tower.

Primarily, get some chip damage and positive Elixir trades.

Punish the opponent when they place down a Pump or Poison the Pump itself. And DON’T let them build an Elixir advantage.

Mid game

Once you have made many positive Elixir trades, go on the attack and punish your opponent. Ice Golem, Battle Ram and Poison push primarily decimate towers.

Keep the Night Witch and Inferno Dragon for and tanks or for Elite Barbarians.

Keep using the Bandit to either fake push or take out a defensive building. But you should use the Battle Ram to take out Inferno Towers and Cannons because the Barbarians from the Ram will outlive the buildings and get a few shots on the Tower before they are taken out.

Late game

Now is when the real fun starts.

Like the nature of this Deck, bridge spam everything you have and keep cycling for more and more cards and throw down the Poison on the map for area denial. This Deck is surprisingly a three crown Deck.

If the opponent take out your Tower in the opposite lane. Don’t worry. Just defend enough so that they don’t take out your king Tower and keep attacking and you should, most of the times, get three crowns.


Clash Royale Hog RiderHog Cycle

Most Hog cycle pushes have the Hog and Ice Spirit. To take only 1 hit on your Tower, place an Ice Golem to absorb the Ice Spirit and place the Night Witch directly in front of the Hog and the Hog will only get one hit. To avoid any hits whatsoever, do everything I just stated but also include the Ice Spirit to Freeze the Hog. After you counter their play, get ready for a counter push with Battle Ram and Bandit and the defending Night Witch.

Clash Royale Goblin GangLog Bait

However strange it seems, don’t Zap the Goblin Barrel. Instead save it for the Skeleton Army and GobGang. Use your Bandit and Night Witch to defend against the barrels and get a heavy push going with the Ice Golem, Battle Ram and the remaining troops. Get the Poison spell in the mix if you have enough Elixir. Again, don’t worry if they place down and Inferno Tower. The Barbarians from the Ram and other troops will most likely clear it and heavily damage their towers.

Clash Royale GolemGolem/Giant Beatdown

Focus on taking out the support cards for the tank before taking out the tank itself. Ice Golem, Night Witch can take out most supports. Add a Poison spell if there are Minions. After that build up more cards to take out the Golem. Then go on a massive counter push with all of the built up troops.

Clash Royale Three MusketeersThree Muskies

Use Poison spell on pumps during the first minutes. Then save it for the muskies once 2X hits since most people play them during 2X. Once they start splitting the muskies, Poison the 2 Musketeers and use Bandit and Ice Golem(if needed) to take out the other musket,

Clash Royale GraveyardGraveyard

Even though it seems better to Poison the Graveyard itself, it’s better to save it for offense and instead use Ice Golem or Night Witch to take out the Graveyard itself. Use Bandit to take out light tanks like Ice Golem and Knight.

Clash Royale Lava HoundLavaloon

Place the Night Witch at the back once the Lava Hound is going to cross the bridge and then start cycling and getting more Bats to take out the Lava Hound and Balloon. Start a small push on the other side so that your opponent has to defend or lose the Tower. Save the Zap for pups but use it on the Balloon if it’s in critical condition and will make it to your Tower if left unattended.

Clash Royale Royal GiantRoyal Giant

Inferno Dragon and Ice Spirit. RIP

Clash Royale Elite BarbariansElite Barbarians

Defend but don’t waste Elixir on unnecessary stuff. Ice Golem Night Witch can take out Ebarbs (if they are not over leveled) and will set you up for a counter push.

Clash Royale MortarSiege

Use Ice Golem, Night Witch and Bandit to instantly take out all siege buildings.




Well that’s it for my guide. I hope all of you have great success with this deck and hopefully lots of 12 wins in Grand Challenges.

See you in my next guide. Bye!!!

LumberRam – The Frisky Off Meta Deck


Hey everyone, it’s Inaros here (Frisk Dreemurr in the comments) with my first deck guide, a Battle Ram cycle deck!

Now, I know that you must be thinking that you’ll get a typical meta deck, but this baby is VERY off meta. This deck came to be when I won the Battle Ram from it’s challenge. I was so enthusiastic to use it that I just threw together the cards you’re about to see and jumped right in! The rest was history… jumping from Frozen Peak all the way to the old Legendary Arena (now known as Hog Mountain), then to the new Legendary Arena! Prepare yourselves, for things are about to get REALLY Frisky!


Lumberjack Battle Ram

Clash Royale BowlerClash Royale Battle RamClash Royale Ice GolemClash Royale Lumberjack
Clash Royale The LogClash Royale Elite BarbariansClash Royale Ice SpiritClash Royale Arrows

double witch analytics

Cards Breakdown

Clash Royale BowlerBowler: This big blue (or purple?!) dude digs the simple things in life, and you’ll soon learn to dig him when you understand his true power in this deck!

The Bowler tosses a huge rock in a linear direction, hitting troops in it’s way for as long as the boulder lives.

He is a splash damage dealer against cards like Skarmy, but not against the likes of Minion Horde.

He also has the ability to knock back several non-tank cards, making him a life saver and a great push dissector (only exception is the dreaded Lavaloon, curse that push!!!!).

Clash Royale Battle RamBattle Ram: Two Barbarians holding a large log, dealing significant damage if they connect it with a building. The fun doesn’t stop there, though…two Barbarians pop in to deal even more damage!

You’ll find that most of your pushes will be founded on this card, as you have several threat cards in this deck that an opponent with common sense will not let damage the tower.

Get creative with your ram combos, and remember to mix it up a bit so the opponent doesn’t know what to expect.

Clash Royale Ice GolemIce Golem: For only two elixir, this guy offers insane value.

To see an extensive report on what this handsome devil can do, click here.

He’ll be an important figure in defense and push protection in this deck, and he’s a good cycle card when in a pinch.

Clash Royale LumberjackLumberjack: Chop chop! The Lumberjack is the best legendary in the game (of course in my opinion)!

For four elixir, you have an insanely fast, fast hitting speed, high damage dealer that can reduce a tower to about 20% of it’s HP!

As a bonus, a built in rage spell is dropped upon it’s death, making it a very great card when you just want a tower fast.

Clash Royale Elite BarbariansElite Barbarians: These two muscle beaches are like regular Barbarians, only faster, tougher, and stronger!

Not much to say about these except that they’re a huge threat and that they’re excellent on defense…

Clash Royale Ice SpiritIce Spirit: This cute little ball of snow may look harmless, but will guaranteed be a life saver in many occasions!

It will freeze any opposing troop for roughly 1.5 seconds.

The best part? It’s almost always guaranteed to make it to the tower, giving you some free chip damage that your opponent won’t bother to pay attention too.

For a common and being 1 elixir, it’s pretty tanky.

Another cycle card in this deck.

Clash Royale ArrowsArrows: Not much to say. Clears swarms and helps out a lot against the pesky Minion Horde that wants to end your push.


Clash Royale The LogThe Log: I mean, do I even have to explain this one?! IT’S THE LOG!!! Let this guide do the explaining.



Bowler: Wizard, Witch, Baby Dragon

Battle Ram: Hog Rider

Ice Spirit: Ice Wizard (not recommended)

Lumberjack: Mini P.E.K.K.A, Musketeer, Valkyrie

Elite Barbs: Barbarians, Skeleton Army(not recommended), Minion Horde (not recommended)

Ice Golem: Knight

Arrows: None really except Fireball.

The Log: Zap

Tips and Advice

  • It’s okay to let your Lumberjack die. It’s pretty squishy, so letting it die is worth the rage effect that will boost your defense or offense.
  • Always pre-Log the lane your Battle Ram is going down, so your opponent can’t properly use their counter.
  • Your Ice Golem is your best bet if you need to mitigate damage against the likes of Mega Minion or Inferno Dragon. Use him wisely!!
  • It’s okay to take damage with this deck. Just because it has some extremely powerful stopping cards doesn’t mean you over commit.
  • To block the annoying Hog Rider from ever reaching your tower: Place your Bowler directly in front of the tower, then when the Hog is about to make it, put the Ice Golem next to the Bowler. The Ice Golem sorta gets stuck in place, and the Hog Rider is stuck in pocket! The Bowler will just casually mow down the Hog along with help from the tower.
  • Always, ALWAYS support your Ram with at least an Ice Spirit to increase it’s chances of dealing that juicy charge damage on the enemy tower.

General Gameplan

Single Elixir

Start with a lone Lumberjack or Battle Ram at the bridge to bait any important Glass Cannons or swarms (support them if you’re feeling bold!). If neither are available, just wait until the opponent drops their tank/glass cannon in the back and drop your Bowler in the same lane.

Always have your Bowler ready, because you never know when that raged Hog Rider or Elite Barbarians charge down a lane! Have your Bowler ready in general, because you’ll need it if you wanna stop most tank pushes

Predictive Log/Arrows are key here, so wait at least two seconds after dropping your Battle Ram to ensure safe travels.

Double Elixir (Things are gonna get FRISKY here!)

This is where you can get as aggressive as you like! This deck is extremely quick at cycling, so you don’t have to worry too much about defense (you’ll have a second or third Bowler if you cycle quickly; try to include Bowler in every push come Double Elixir time).

Build the most monstrous pushes you can imagine!

I’m talking E barbs+Lumberjack+Ice Golem+ Ram+ Ice Spirit, Bowler+Lumberjack+E-barbs+Ice Spirit, Ice Golem+E barbs+Ram+ Bowler, or even ALL the cards in this deck into ONE. GINORMOUS. PUSH!!!!


Clash Royale Lava HoundLava Hound: To quote a certain robot from a sci-fi movie: “WE’RE DOOMED!!”


Clash Royale GolemGolem: Medium matchup.

You have E barbs and Lumberjack to shred through the big stone dude, Battle Ram to apply pressure, and Bowler to mow down the supports. Use Ice Golem and Ice Spirit to stall or even kite Inferno Dragon/Mega Minion. Watch out for Lightning.

Clash Royale Three Musketeers3M Pump: Semi-hard matchup.

Use Bowler for the single Musketeer and support, Ice Golem and Lumberjack for double Musketeers. You should be able to out cycle them.


Clash Royale Goblin GangBait: They’ll bow down to you if you use your Log/Arrows/Bowler correctly.


Clash Royale Hog RiderHog Rider: Easiest matchup. Watch out for E barbs, Lightning, or E wiz. Use the tactic mentioned in the tips.


Clash Royale X-BowSiege: They’ll COMPLETELY bow down to you, as their defense is garbage. Just try not to get out cycled.


Clash Royale GraveyardGraveyard: A medium matchup.

Try not, I repeat, TRY NOT to let their tank cross the bridge. You’ll have Lumberjack or E barbs to decimate it. You’ll need to save your Bowler a couple of times, though (see what I mean?), to deal with the skellies. Watch out for the Freeze Spell (though I haven’t seen it used with Graveyard in a while). Apply pressure so they have less time to use the Graveyard and even less to defend your push.

Deck Composition

The LumberRam deck is built around the synergy between the Lumberjack and the Battle Ram. Here’s the full deck composition:

  • Lumberjack: The core of the deck, providing both offensive pressure and a Rage spell upon death.
  • Battle Ram: The primary win condition, capable of delivering a devastating charge to enemy towers.
  • Bandit: Adds versatility with her dash ability, capable of taking out squishy targets and putting pressure on the opponent.
  • Electro Wizard: Provides crowd control and can reset Inferno Towers and Dragons, making it easier for your win conditions to connect.
  • Baby Dragon: Offers splash damage and synergizes well with Tornado.
  • Tornado: Used for grouping enemy troops, enabling Baby Dragon and Electro Wizard to maximize their damage output.
  • Poison: A reliable spell for controlling swarms and damaging buildings over time.
  • Ice Spirit: A cheap cycle card that can freeze enemy troops, giving your Lumberjack and Battle Ram more time to connect.

Strategy and Tips

Early Game

In the early game, focus on understanding your opponent’s deck and cycling your cards efficiently. Use Ice Spirit and Electro Wizard defensively to counter enemy pushes, and support your defensive units with Baby Dragon when necessary. Deploy the Lumberjack and Battle Ram combo to test your opponent’s defenses and apply pressure, but avoid overcommitting.

Mid Game

By the mid-game, you should have a good sense of your opponent’s deck. Start setting up for more significant pushes. Use Tornado to pull enemy troops into the range of your Baby Dragon and Electro Wizard, maximizing their splash damage. Deploy the Lumberjack to tank and provide a Rage boost for your Battle Ram and Bandit, increasing their damage output and speed.

Late Game

In the late game, double elixir time will allow you to execute more complex and powerful pushes. Use Poison to control swarms and chip away at buildings, creating opportunities for your win conditions to connect. Keep the pressure on with continuous Lumberjack and Battle Ram combos, supported by Electro Wizard and Baby Dragon. Be mindful of your opponent’s counter cards and cycle through your deck quickly to maintain pressure.


Against Beatdown Decks

Against beatdown decks, use Tornado and Baby Dragon to control large pushes. The Electro Wizard can reset Inferno Dragons and Inferno Towers, crucial for stopping heavy tanks. Deploy the Lumberjack defensively to take advantage of his Rage drop, and counter-push with Battle Ram and Bandit.

Against Control Decks

Control decks can be tricky, as they often have strong defensive capabilities. Focus on cycling through your cards to keep up constant pressure. Use Poison to chip away at defensive buildings and support troops, and look for opportunities to break through with Lumberjack and Battle Ram.

Against Siege Decks

Siege decks require careful management of your defensive resources. Use Tornado to pull siege units out of range, and rely on Electro Wizard and Baby Dragon to clear supporting troops. Once you have a defensive stop, quickly counter-push with Lumberjack and Battle Ram to punish your opponent.


Well, this is it, the end of my first guide!

The LumberRam deck offers a unique and effective alternative to the traditional meta decks in Clash Royale. Its combination of aggressive pushes and versatile defensive capabilities can catch opponents off guard and provide a refreshing change of pace. By mastering the synergies and strategies of this frisky off-meta deck, you’ll be well on your way to climbing the ranks and surprising your foes. Give the LumberRam deck a try, and enjoy the thrill of off-meta success!

I guarantee you that you’ll have the game raining trophies, plus lots of fun with this deck! If it doesn’t turn out for you, then that’s OK. You can go back to the meta (ugh).

This is Frisk Dreemurr saying STAY DETERMINED!

How To Deal With Losing Streaks

losing streak

Wassup fellas, RohanReigns here talking about perhaps an untalked topic but a significant one, losing streaks.

losing streak

While some may have an incredible win ratio, but it’s no doubt that every player out there faces losing streak at least once. I recently had a losing streak and lost around 300 trophies within few hours. It really sucked!

And then I started analyzing my mistakes and came up writing this guide for you all so that you can avoid losing streaks in the time ahead. So let’s right into it!

Losing streaks in Clash Royale can be incredibly frustrating, especially when you feel like you’re stuck in a cycle of defeat. However, it’s important to remember that losing streaks are a natural part of the game, and there are strategies to help you overcome them. Here are some tips to deal with losing streaks effectively:

1. Take a Break

Sometimes, the best way to break a losing streak is to step away from the game for a while. This can help clear your mind and reduce frustration, allowing you to return with a fresh perspective and renewed focus.

2. Analyze Your Deck

One common reason for losing streaks is an ineffective deck. Take some time to analyze your deck’s strengths and weaknesses. Ensure you have a balanced mix of offense and defense, and consider tweaking your deck to better counter the current meta.

3. Watch Replays

Reviewing your game replays can provide valuable insights into what went wrong. Look for patterns in your losses—are there specific cards or strategies that are consistently giving you trouble? Identifying these issues can help you adjust your gameplay accordingly.

4. Study Successful Players

Watching high-level gameplay from successful players can be incredibly beneficial. Platforms like YouTube and Twitch have plenty of content from top Clash Royale players. Pay attention to their strategies, card placements, and decision-making processes to learn and improve your own gameplay.

5. Practice in Challenges and Friendly Battles

Instead of jumping back into ladder matches, consider practicing in challenges or friendly battles. This allows you to test new strategies and refine your skills without the pressure of losing trophies. It’s a great way to regain confidence and improve your performance.

6. Focus on Card Levels

Sometimes, a losing streak can be attributed to being out-leveled by opponents. Focus on upgrading your key cards to stay competitive. Participate in events and complete daily quests to earn more cards and gold for upgrades.

7. Stay Positive and Patient

It’s easy to get discouraged during a losing streak, but maintaining a positive attitude is crucial. Remember that every player goes through tough times, and perseverance is key. Be patient with yourself and recognize that improvement takes time and effort.

8. Join a Clan

Being part of an active clan can provide support and encouragement. Clanmates can offer advice, share replays, and help you practice. Additionally, participating in clan wars and other clan activities can be a fun way to take a break from ladder matches.

9. Adjust Your Playstyle

If you’re consistently losing, it might be time to adjust your playstyle. Experiment with different strategies and approaches to find what works best for you. Sometimes, a small change in how you play can make a big difference.

10. Set Realistic Goals

Setting achievable goals can help you stay motivated and focused. Instead of aiming to gain a large number of trophies quickly, set smaller, more manageable goals. Celebrate your progress and use each victory as a stepping stone to further improvement.

Losing Streaks and Tilt

For those who don’t know, losing more than 4-5 times in a row is simply called losing streak.

Tilt on the other hand refers to a combined feeling of frustration and over-excitement that disables your ability to focus in a battle and you lose as a result. Ever had a day when you just keep losing regardless of whatever you do? That’s not rigged matchmaking, neither is your deck weak. That’s tilt, an altered psychology of your mind that forces you to play explicitly.

I know you didn’t understand the previous line right? Well actually there are two kinds of playing in Clash Royale:

Explicit Playing

When you use your newly learnt knowledge strictly into a battle, without missing anything that the guide/video you learnt from, says, then that’s explicit playing. Example includes timing your defensive building right when RG crosses the bridge. When you first do that, it might take some time and you’ll do mistakes. Newbies play explicitly and it’s nothing bad about that. Everyone plays explicitly first and improve gradually.

Implicit Playing:

When you master something that it becomes a “walk-in-the-park” for you, then that’s implicit playing. Example includes perfectly spliting your Skeletons to kite the entire minion squadron. As you slowly progress in the game, the skills that you once used explicitly becomes natural and somewhat easy to you. Being a fast-paced game where a mistake costs you a loss, implicit playing is crucial for winning. So that was just some extra stuff that I wanted to share with you all. Re-entering into the topic, now let’s know some few causes of losing streaks and tilt.

Bad Internet Connection

Self-descriptory I guess.

The worse your internet connection, the slower you’ll be able to respond to their pushes, resulting frequent losses (provided you’re still playing with that internet).

Physical and Mental Tiredness

Playing while tired makes you unable to focus in a battle and as I previously said, Clash Royale requires constant focus in order to win.

This is actually true for me because the last time I went on a losing streak, I was sick (had slight fever) and physically tired. I kept losing till I halted playing for a while.

Technical Difficulties

It’s no less than a miracle when you win a battle while playing in a phone with only half screen working.

Other than that technical difficulties includes your phone’s charge level, sudden phone calls/messages, overheating issues etc.

They in fact don’t lose you a game but they do increase your chances of losing, which can turn into a losing streak ultimately.

Winning Streaks

Might sound controversial, but when you win a lot in row and are close to reaching a new PB, League or Arena, your mind’s psychology transforms drastically due to heightened levels of excitement.

This forces you to play explicitly rather than implicitly.

You expect a win anyhow in that final battle and become either too defensive or aggressive. Your response time decreases as you start to play more carefully and consciously. But those delayed responses are what cause a loss.

Just one loss and you become tilted. You keep playing expecting wins time and again but guess what, you lose every time. That makes you feel it’s the end of world, literally.

Playing In A Wrong Environment

It’s a significant one.

Playing while standing in queue and expecting wins in that situation is called foolishness.

Having a right environment before playing greatly increases your chances of winning and the opposite is just as true.

Stable focus and prediction plays are possible only when you’ve got the right conditions and preparedness.


Arghh, emotes really hurt!

Crying or Laughing emote from your opponent after you lose sucks the positivity out of you. You begin to tilt. While some may have no effect of emotes, majority of players do have.

Be careful next time, don’t get winded by those emotes.

How to deal with Losing Streak?

Okay enough talking about the causes. Now let’s get into the useful part, what can you do to avoid tilt and losing streaks? To know, continue reading.

Stop playing when you lose 3 games in a row.

I think this tip should be the “tip of the century”!

Do exactly what it says, stop playing for a while once you’ve lost 3 battles in a row.

I don’t know if I should blame the matchmaking or something else, I’ve lost most of my games when I’ve continued playing even after 3 consecutive losses. I strongly suggest you guys to rest for a while. Get rid of that “king-with-a-moustache” icon and do something else. You have many things to do other than Clash Royale. And after all, it’s just a game.

Have a right environment before playing

Plug in your headphones if you have, make sure you have plenty of battery left and ensure that no one is gonna disturb you before tapping the Clash Royale icon.

I personally play Clash Royale when I am free or have no chores to do because that’s when I can focus well and have some smooth wins. Yes, you can play 2v2 , petty tournaments and friendly battles without having to prepare but it’s never a bad idea to not to play while having a meal (Did I confuse you?) or some thing like that.

By the way, you can actually play while sitting in your toilet but not for long xDD.

Mute your opponent if he BMs you.

Emotes are a great to blackmail your enemies.

Next time you play, go ahead and tap the mute emote icon after wishing a good luck. This way you can stay focused and un-influenced the whole match.

Muting emotes has actually improved my game play personally. I was actually a bad BMer before when I read this post. Read this post once and remember, behave well because “what you sow is what you reap”.

Don’t play when you’re sick

Because that might heat your phone faster (Jusk kidding :p).

Talking about my recent losing streak, it happened because I was sick actually. Then I noticed that playing while having a 102.8°F fever can degrade your in-game performance.

This applies to physical tiredness too. When your doctor says to rest while being sick, that’s true! Follow him and you can prevent losing streaks as mine.

And yeah, don’t battle right before you’re dozing off!

Don’t keep changing your playstyle or decks

There are various benefits of not changing your deck frequently.

  1. You can get used to the playstyle of your deck.
  2. You’ll play implicitly later on.
  3. You will discover new ways to countering something with your deck.
  4. You can upgrade your cards faster.

Just because you lost some matches doesn’t mean your deck is useless. So don’t change your deck completely instead you can analyze the weakness of your deck and replace one or two cards.

Watch your replays of lost battles

Rather than playing more matches, start watching replays more often because it does really help to point out the mistakes you did last time. And in the next games, you can avoid that error and win !

TL;DR version of this entire post: Have some rest for a while if you think you’re on a losing streak.

Thanks for reading guys!

Losing streaks in Clash Royale can be challenging, but they are also an opportunity to learn and grow as a player. By taking a break, analyzing your deck, studying successful players, and practicing in a supportive environment, you can overcome losing streaks and become a stronger, more resilient competitor. Stay positive, be patient, and remember that every loss is a chance to improve and refine your skills.

Don’t hesitate point out my mistakes in this post! I’ll keep updating this post for sure.

Have you faced any huge losing streak? Let me know in the comment section below, let’s see who has the record of losing the most trophies (😂).

And as always, take care, clash on!