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Clash Royale Clan Wars Guide – The Ultimate Guide

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clash royale clan wars battle

What is Clash Royale Clan Wars?

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

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

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

What you need to do right now:

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

clash royale clan wars map

Clan Wars Day #1: Collection Day

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

What is Clan Cards?

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

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

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

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

Clan Cards Tips

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

 

What is Collection Day?

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

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

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

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

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

Tips for the Collection Day

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

clash royale clan cards

clash royale war deck

Clan Wars Day #2: War Day

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

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

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

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

Tips for the War Day

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

clash royale war day

Rewards!

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

Clan League

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

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

War Chest

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

Gold = 7 x Total Cards

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

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

Instant Guide to Building Clan War Decks

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

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

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

  • Beatdown
  • Siege
  • Control
  • Hybrid

Beatdown

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

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

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

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

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

Siege

Clash Royale X-BowClash Royale Mortar

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

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

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

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

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

Control

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

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

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

Typically cheap to mid-range average elixir decks.

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

Fast cycle.

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

Hybrid

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

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

 

 

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

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

Building Deck Around The Win Condition!

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

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

Beatdown

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

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

Slot #1: Win condition

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

Slot #2: Heavy spell

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

Clash Royale fireballClash Royale PoisonClash Royale Lightning

Slot #3: Light Spell

For clearing swarms.

Clash Royale ArrowsClash Royale ZapClash Royale The Log

Slot #4: Main Support Card

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

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

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

Slot #5: Ranged attacker

Typically would be able to deal damage from far away!

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

Slot #6: Glass Cannon/Tank Killer!

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

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

Slot #7: Ground Swarm+ Cycle

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

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

Clash Royale GuardsClash Royale GoblinClash Royale Skeleton ArmyClash Royale Goblin Gang

Slot #6: Air Swarm or Cycle Card

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

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

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

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

Examples

14pt;”>Deck 1 – Giant Beatdown

 

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

14pt;”>Deck 2 – Giant Classic Beatdown

 

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

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

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

Siege

Slot #1: Win Condition

Clash Royale X-BowClash Royale Mortar

Slot #2: Heavy Spell

Secondary win condition

Clash Royale RocketClash Royale fireball

Slot #3: Light Spell

For clearing swams

Clash Royale The LogClash Royale ZapClash Royale Arrows

Slot #4: Mini Tank

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

Clash Royale Ice GolemClash Royale KnightClash Royale Valkyrie

Slot #5: Defensive Building or Tank Killer

Mainly for dealing with tanks in beatdown decks

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

Slot #6: Ranged defensive troop

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

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

Slot #7: DPS Troop / Cycle Card

This isn’t the same as your defensive building.

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

Clash Royale ArchersClash Royale Mega MinionClash Royale Minions

Slot #8: Cycle Card

Mainly to just cycle while giving defensive utility.

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

Examples

3.3 X-Bowler Cycle

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

Standard 2.9 Mortar

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

3.0 Mortar Cycle

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

Control

Slot #1: Win Condition

The main damage dealer.

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

Slot #2: Heavy Spell

Clash Royale fireballClash Royale PoisonClash Royale LightningClash Royale Rocket

Slot #3: Light Spell

Clash Royale ZapClash Royale The LogClash Royale Arrows

Slot #4: Mini Tank

Clash Royale KnightClash Royale LumberjackClash Royale Ice GolemClash Royale Battle Ram

Slot #5: 2nd Mini Tank/Ranged Attacked

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

Slot #6: Tank Killer

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

Slot #7: Ground Swarm

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

Slot #8: Cycle Card

Clash Royale Ice SpiritClash Royale SkeletonClash Royale Bats

Examples

 

Graveyard Poison Cycle

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

Hog 3.0

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

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

 

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

Hybrid

Slot #1: Main Win Condition

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

Slot #2: Win Condition #2

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

Slot #3: Heavy Spell

Clash Royale fireballClash Royale PoisonClash Royale RocketClash Royale Lightning

Slot #4: Light Spell

Clash Royale The LogClash Royale ZapClash Royale Arrows

Slot #5: Support

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

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

Slot #6: Ranged Troop/Cycle Card

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

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

Slot #7: Ground Swarm

Clash Royale GuardsClash Royale Goblin GangClash Royale Skeleton ArmyClash Royale Goblin

Slot #8: Air Troop

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

Clash Royale Baby DragonClash Royale MinionsClash Royale BatsClash Royale Mega Minion

Examples

Mortar Bait

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

Giant Miner Hybrid

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

Mortar Miner

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

Give it a test run!

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

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

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

Trial and error before you finalize a deck!

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

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

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

With the help from darchangels13 and lolman

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

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

Is this real life? Yes!

clash royale new cards

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

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

Each card will come into the Arena with special Challenges.

Mega Knight

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

mega knight clash royale

mega knight clash royale

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

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

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

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

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

Cannon Cart

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

cannon cart

cannon cart clash royale

This one is super interesting!

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

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

Flying Machine

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

Clash Royale Flying Machine

flying machine clash royale

Air defense, is that you??

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

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

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

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

Air Defense

Skeleton Barrel

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

skeleton barrel

skeleton barrel clash royale

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

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

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

Leaked gameplay

Bonus:

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

Thanks OJ for the super informative video as always!

Bonus: New Effect for Legendary Card Opening

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

That’s all from IndoorBreathing88

Prices pulled from the Amazon Product Advertising API on:

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

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more deck slots clash royale

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

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

more deck slots clash royale

More Deck Slots! New Friends List!

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

Extra Deck Slots: A Game-Changer for Strategy

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

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

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

Prices pulled from the Amazon Product Advertising API on:

Revamped Friends List: Forge Stronger Bonds

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

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

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

Looking Ahead: A Bright Future for Clash Royale

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

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

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

You now can add friends to your friends list by:

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

invite to clan

Bonus:

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

Leaked?

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

4 new cards leaked

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

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

What is Slow Control Deck? Best Tips for You!

197
slow control deck

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

slow control deck

You can visit my other guides at:

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

What is a Slow Control Deck?

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

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

What Principle/Tactic this deck follow?

These decks generally follow the tactic of defensive control!

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

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

 Pros  Cons

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

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

General Gameplan

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

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

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

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

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

What win-conditions are generally used?

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

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

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

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

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

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

Examples Decks

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

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

Hog 3M Spell Bait Control

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

Night Mineyard Poison

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

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

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


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

Sayonara!

By Blaze Stone.

Hybrid Mineyard Deck for Challenges/Tournaments

271
miner graveyard deck

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

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

miner graveyard deck

Hybrid Mineyard Deck

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

miner graveyard analytics

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

Cards Breakdown

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

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

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

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

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

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

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

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

Deck Strategy & Battle Plan

3.00 – 2.30

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

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

2.30 – 1.00

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

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

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

1:00 – Finish

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

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

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

Deck Matchups

From best to worst

Remember that there are three playstyles for this deck.

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

Hog Bait – Winrate around 90%

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

Golem – Winrate 70%

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

Lavaloon – Winrate 70%

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

Night Witch Clone Rage – Winrate 65%

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

against night witch clone

Easy defend against cloned NW + Executioner

Giant Graveyard – Winrate 50%

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

Hog Executioner – Winrate 50%

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

vs hog

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

VyeYso7

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

Thanks for reading and Good Luck!

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

18
Clash Royale The Log

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

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

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

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

Clash Royale The Log

Clash Royale The Log

Summary

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

Strategy

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

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

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

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

The Log provides better trade opportunities

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

Examples:

The most satisfying The Log by /u/beniboy9

The most satisfying The Log by /u/bootinator3000

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

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

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

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

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

See OJ’s GIF below for more details:

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

Where it falls short

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

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

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

How to use The Log Properly

Dealing with 1 Elixir Cards

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

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

Dealing with 2 Elixir Cards

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

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

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

Gif shared by /u/5aeed

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

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

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

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

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

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

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

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

Gif shared by X3NOM

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

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

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

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

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

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

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

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

Ultimate Spell Comparison

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

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

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

Shared by crSean

Night Witch – Basic Information, Tips and Decks

1
clash royale night witch

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

clash royale night witch

Clash Royale Night Witch

Summary

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

Strategy

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

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

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

Dealing with Night Witch

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

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

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

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

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

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

Using Night Witch

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

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

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

executioner vs night witch

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

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

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

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

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

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

Great Decks Utilizing Night Witch

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

Night Witch Mirror Rage

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

Golem Night Witch

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

Night Witch Three Musketeers

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

Lava Night Witch

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

Decks countering Night Witch

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

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

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

Splashyard

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

Hog Lightning

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

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

Graveyard Poison in general (Splashyard included)

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

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

poison vs night witch

Poison’s value

defensive poison

Defensive Poison

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

splashyard vs night witch

Log Bait

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

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

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

Miner Poison

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

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

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


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

Edited by lolman

Night Witch Mirror Clone Deck (Free Crowns)

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

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

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

night witch mirror clone deck

Night Witch Mirror Clone Deck

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

night witch clone analytics

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

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

But enough bragging about the deck, lets talk strategy!

Cards Breakdown

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

night witch clone 2

General Gameplan

Early game

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

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

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

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

Mid Game

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

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

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

Late Game

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

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

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

Conclusion

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

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

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

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

Golem Night Witch Beatdown – New Meta Confirmed

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Golem Night Witch Deck

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

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

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

Golem Night Witch Deck

Golem Night Witch Beatdown

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

night golem analytics

Cards Breakdown

Golem: Golem is the strongest tank in Clash Royale.

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

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

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

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

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

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

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

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

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

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

Please don’t make the mistake of Arrowing Minions.

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

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

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

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

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

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

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

Replacements

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

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

night golem 2

General Gameplan

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

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

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

Match-Ups

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

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

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

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

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

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

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


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

Enjoy! ( ͡° ͜ʖ ͡°)

-G-MAN aka The Log FTW

Old School Sparky Goison Deck (That Works!)

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sparky goison

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

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

So let’s get into the cards!

sparky goison

Sparky Goison Deck for Arena 7+

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

sparky goison analytics

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

Cards Breakdown

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

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

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

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

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

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

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

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

General Gameplan:

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

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

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

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

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

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

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

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

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

Match Ups:

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

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

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

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

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

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

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

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

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

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

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


 

Prices pulled from the Amazon Product Advertising API on:

 

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

Blasting Away,
SparkyIsLife….