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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

20+ Best Battling Tips for New Players

5

Hey guys! Its Blaze back with another guide for you all!

If you may remember, I had done a post a few weeks back on ‘Best Tips for New Players’. Surprisingly, that guide was featured by Supercell in News Royale as well as some other medias! Happy with this response, I decided to do a post on ‘Best In-Battle Tips for New Players’ today!

Before I start, I would like to thank Rohan Reigns (One of the top contributors of Clash.World) who helped me in writing this guide by sharing some of his tips as well.

Now, without further ado let’s start!!

tips

Best Battling Tips for New Players

Battle Deck Tips

Usually, when you think of battles, the first thought that comes to your mind is the Battle Deck. So, I will start with Battle decks.

The battle decks are no doubt the most important part of the battle. Without a good battle deck, you don’t really have a chance of winning. Building and selecting a good deck are very crucial.

Decks are classified as two types:

The main things that differentiate them are Tournament caps and Longer Overtime.

On ladder, even a weak card can be over levelled to be threatening while in Tournaments, all cards show their potential in a balanced environment.

Before building any deck, you should think of which format you are creating the deck for.

Aside from this, you need to select your archetype! This is the deck type which suites you. For knowing your archetype, see Norbysweg’s quiz. After this you have to select a win-condition you are most comfortable to play with and then finally start building your deck.

Deck building may be a small process, but building the best deck for you is a very long process.

Elixir Management

Elixir is the currency in the Battle and just as in real life, you need to manage your money properly.

You have to understand when you should spend elixir, how to spend it properly and keeping track of elixir. Once you understand this, then only you will fully be able to master your battling skills.

tradeElixir Trades

This is probably the most basic thing in elixir management.

How much elixir do you spend to counter opponent’s card(s)? This is the basic question.

Even though this is pretty basic, it has a HUGE impact on the outcome of the battle.

There are three types of trades:

  • Positive Elixir trade: You spend less elixir than your opponent and therefore you have more elixir with you. E.g. Countering Hog Rider (4) with Cannon (3) i.e. +1 net difference.
  • Negative Elixir Trade: You spend more elixir than your opponent and therefore you have less elixir with you. E.g. Countering Hog Rider (4) with Inferno Tower (5) i.e. -1 net difference.
  • Neutral Elixir trade.: You spend the same amount of elixir as your opponent and therefore you have the same elixir as your opponent has. E.g. Countering Hog Rider (4) with Tesla (4) i.e. 0 net difference.

elixir advantageElixir Advantage and Disadvantage:

Once you understand elixir trades, it’s time to understand elixir advantage and elixir disadvantage.

In the above part, we saw one on one trades which gave very less profit and loss, but as you know, the battles are full of card combos being used which will also give high profit and loss. So, we also have to look at card combos used on both sides.

Positive elixir trades give rise to Elixir advantage. Negative elixir trades give rise to Elixir Disadvantage.

Let’s consider a battle scenario in a lower level arena. You and your opponent both have max elixir bar i.e. 10 elixir with you. Your opponent decides to push with Hog Rider (4) + Minion Horde (5), a heavy 9push leaving him with 1 elixir. You defend it with Arrows (3) + Cannon (3) i.e. with 6 performing a +3 positive trade.

So now you have 4 while opponent has only 1. This means you have an elixir advantage while your opponent has an elixir disadvantage.

Now, you can use this advantage right away by sending a Hog Rider (4) and the opponent has elixir only enough to deploy Skeletons (1) elixir. The Skeletons will kill the Hog Rider, but not before he deals a good amount of damage.

OR you can just stay still and keep on doing positive elixir trades such that at one point you have a big elixir advantage and then you punish your opponent by destroying a tower completely and not just taking a chunk of HP off the tower.

OR you can invest elixir.

Elixir Banking

I said above, that you can also invest elixir…

What does this mean? You will understand everything about this in Elixir Banking i.e. here!

Clash Royale elixir collectorIf elixir is In-Battle Money, then there should also be an Elixir Bank. And that bank is the Elixir Collector. Elixir Collector cost 6 but in its complete duration it returns 8.

Now, it doesn’t seem quite a lot but it is a very strategic play as the one elixir that it produces will help you strengthen your pushes.

As such, every deck doesn’t uses Elixir Collector, but you can also invest elixir by placing Passive Buildings like Tombstone, Furnace, Goblin Hut and Barbarian Hut. These buildings don’t give you more elixir directly, but give you elixir indirectly in form of troops. These buildings give a lot of value for their cost which in simpler words mean, for less elixir you get more amount of troops by using these buildings (which also act as distraction) than you would get if you used the actually Troop card to spawn the same amount of troops.

overcommitOver-committing

Over-committing is spending too much of elixir than needed, putting yourself in a tough situation.

For example, your opponent places down a Hog Rider towards your Tower and you use Bowler + Ice Wizard to stop it, which puts you at 1 Elixir. Your opponent could simply place a Battle Ram on the other lane to make a sneaky push while you don’t have enough Elixir left to defend. Of course he still have Elixir left to deal with your Bowler + Ice Wizard combo properly.

Elixir Leaking

You know that the max elixir we can hold is 10 and we get 1 Elixir every 2.8 seconds in 1x elixir and 1 Elixir every 1.4 seconds in 2x elixir.

If you stay at 10 elixir for more than this time period, you will not gain that extra elixir. This is called Elixir leaking.

If the opponent drops cards when you are sitting at 10 elixir, then your opponent has an Elixir Advantage.

So, it is recommended to keep on spending little elixir when you have about 9 elixir rather than not doing anything.

j2yJ3B

Elixir Tracking

This is a very advanced technique which is used by Clash Royale pros.

They literally keep track (or rather count) of the elixir they have as well as the elixir their opponent has!

This is next-level stuff, which I admit even I haven’t mastered myself. But if you just start practicing right now, from the lower level arenas, where the battles aren’t that complex, you might master this technique eventually once you are high enough.

This actually gives a whole new level to your battle skills.

For more advanced tips on this, you should take a look at here!

towerTower – A Powerful Resource:

This is a very important point to keep in mind during the battle.

Your Crown Towers are literally your greatest resource in game. You have a high amount HP, good range as well as damage for free… without spending even 1 elixir.

Utilizing them can change a lot of things mainly due to the amount of elixir you spend on defense.

Sometimes, you should just let the opponent hit your Tower If it’s still high HP.

  • If your a low-medium damage troop is heading down to your Tower, sometimes it’s better to just ignore them. For example: Bats, Ice Spirit, Spear Goblins, Archers, Fire Spirits etc.
  • If your opponent’s Hog Rider is running towards to your Tower and Bats are the cheapest counter you have in your hand, use them and let the Hog hit your Tower once.

Somehow, you just traded Tower HP to Elixir 😀 and now you have more Elixir for better moves.

If your Tower is at very low HP, which could be destroyed by a medium spell (or combo) like Poison or Fireball. If your opponent uses anything costly to take it off and you just can’t make a positive Elixir trade from that, ignore the Tower. He always can take it out tho.

Just remember however, that don’t completely ignore the opponent’s troop send to destroy your 1st tower, it may end up dealing lot of damage sneakily to your King’s Tower. So, just prevent that you don’t end up getting 3 crowned.

Advanced Tactics

In this part, I am explaining some advanced tactics used by high level players. They are very good and strong tactics that once you mastered them, you will gain a huge amount of success as well as giving you an edge over others.

Pulling

Pulling is the simplest tactic. It means placing a troop to pull the opponents troop towards it.

All troops of the game have a thing called Sight. This unmentioned stat is very important mechanic of troops.

Most troops have a Sight that enables them to see troops placed in middle (or even further).

Generally, the pulling troop is placed in the Cross-fire area. The cross-fire area is the area where the range of your Princess Towers coincides. So, the pulled troop will receive double the damage and thus will die quickly.

Best troops for this are ranged troops like Musketeer as they can keep on damaging the opponent’s troops while they are being pulled.

Kiting

Kiting is the advanced pulling technique, which can actually be damn annoying for your opponents.

Have you ever seen a P.E.K.K.A. being distracted by and Ice Golem towards the other lane while the opponent is watching that helplessly?

Now, say instead of a ranged troop, you place a building-targeting troop like Ice Golem on the middle tile towards the opposite lane. The opponent’s troop will be pulled by it. Since your troop targets only buildings, it will move towards the other lane and the opponents troop being pulled will also be pulled towards the other lane.

snipeSniping

Sniping is basically killing the support and then moving on towards the tank.

Why you may ask? Because the support is usually the one dealing more damage, not the tank.

This is also applicable to small scale pushes with Mini-Tanks.

Consider Knight + Archers basic push coming. Use a Mini P.E.K.K.A. to kill the Archers first and then he (yes Mini P.E.K.K.A. is a male… Rohan Reigns told me so) goes onto the lone Knight. If he was first deployed to kill the Knight, he would have survived with less HP but due to Sniping he has more HP.

swarmSwarming

Swarming is basically surrounding opponent’s troops with multi-unit cards.

This tactic can even kill so many Splash (Area) damaging troops. Many splash troops can only target troops in one direction (Sparky, Witch, Wizard etc). Even if the swarm dies without killing the troop, the crown tower will actually end up killing it.

Only thing to keep in mind are timing and placement. You have to learn it by experience. Slowly, but surely you will be able to master this tactic.

divideDivide and Conquer

This age-old tactic used by imperialists is also viable in battles.

If many cards are difficult to counter together, then single cards are easier to counter. So, what you basically do is divide the opponents troop and kill them individually rather than trying to kill them together.

Consider opponent sending a strong Giant + Witch + Minions Push. Defending together will be a difficult. But if you actually target troops individually, this push is nothing. Distract the Giant by placing Inferno Tower in the middle for example. Place a Knight behind the Witch and then place a Musketeer so that she can target the Minions. Musketeer can easily kill the Minions and help in killing the Witch and her skeletons while the Knight is tanking and damaging. Thus, you easily stopped opponent’s push.

tank sprankTank and Spank

As funny as it sounds, this tactic will help you kill most threats with ease…especially the annoying Elite Barbarians.

What do we do here?

Use a Mini Tank to distract and absorb damage from the threat cards and then place cheap, low HP, High DPS troops behind the threat to kill it.

Seems like not effective tactic?

Consider a scenario where your favourite Elite Barbs are quickly coming to take down your tower. Use a knight to pull and tank and then use Skeletons to spank. You will easily take care of them. Pretty cool, eh?

double laneDual Lane Pushing

Imagine yourself sending two threatening pushes towards the opponent, one push on each lane. How happy moment it is!

Imagine doing it every time and mastering this. You will be super strong. But how exactly do you do it?

Forming a Dual Lane Push (also known as Split Push) is a slow job and is mostly for 2x elixir period. The exact way to this is different for different cards.

  • Pure Dual Lane Push: This push is done with two win-condition pushes each having different sent simultaneously on both lane. These need to be formed slowly and carefully. For e.g. with a Giant + Hog Rider combo, a dual push shall be formed by forming a Giant + other card Push by placing a Giant behind the king and placing support behind him. Once Giant reaches the bridge, do a quick, strong push with Hog Rider + other cards on the other lane.
  • Split Push: Here, you actually Split your troops behind the king and form two pushes simultaneously by placing one card here and next card there unlike the Pure Dual lane push. For e.g. You can Split 3 Musketeers behind your king tower and then Knight + Battle Ram with 1 Musketeer and Ice Golem + Bandit with 2 Musketeers. Each push is deadly and is built simultaneously and not 1 by 1.

counter pushingCounter-Pushing

A thing which everyone does in the battle: Defend and then push with survived troops.

This is tactic all decks can use. Some decks specifically rely on this tactic for dealing damage.

Consider the ‘Divide and Conquer’ scenario I mentioned above. If Knight and Musketeer survive with good health and you have enough elixir, you can place a Hog Rider behind the Knight for a Hog Rider + Knight + Musketeer push which is in fact pretty strong. You may end up dealing loads of damage.

However, few points to note here are that Counter-pushing isn’t viable every time.

You have to take in account the surviving troops’ health, elixir advantage you have and amount of elixir your opponent has. If not taken these into consideration, your counter-push may become an over-commitment and the little elixir advantage you have will surely disappear, and even may convert into an Elixir disadvantage.


That’s all folks! Hope you guys enjoyed this 3112 words guide (my longest till now 😉). Ask me about anything in the comment section below or on Clash.World Discord.

Sayonara!

By Blaze Stone.

Tips By X-bow, Graveyard, Balloon FTW

Tips on Building Decks

It’s important to have a solid working deck, although this is not the most important thing in clash royale. Here are a few categories decks should meet:

No more than 2 tanks!

First, I’ll define a “tank”. I think a tank should have at least 2000 hitpoints at tournament standard. Here are the troops I define as tanks:

Clash Royale GiantClash Royale Royal GiantClash Royale GolemClash Royale P.E.K.K.AClash Royale Lava Hound

There should not be more than 2 of these in your deck. Also, 2 tanks can work with the proper skill.

For example, there used to be this Giant-Lava Hound deck that worked very well on ladder for a time.

Now, I’m not saying that no tanks are bad. The Princess-Rocket Barrel deck has no tanks at all and it is still working extremely well.

But just keep in mind, using triple Giant is not a great idea.

Synergy

Good decks have cards that go well together.

For example, just because P.E.K.K.A and Royal Giant are good cards, this doesn’t mean they’re good together.

The best examples of synergy are Executioner-Tornado or Goblin Barrel-Rocket. The Executioner shreds troops while the Tornado clumps them together. In Rocket-Barrel, the Rocket smoke hides the Goblin Barrel while the Rocket prevents the opponent from placing troops near the Tower to kill the Goblins if the Barrel is seen. I’m going to list and explain a few more good synergies so you understand.

Hog-Night Witch: You may not have heard of this before, but doing a pig push with a Night Witch is actually much more effective than Valkyrie. The Night Witch tanks for the Hog while the Hog destroys buildings. Most likely, the Night Witch will die. And in Clash Royale, troops and buildings will target the Hog instead of the newly-spawned Bats. These Bats will kill any defending troops, including the dreaded Army of doots and will attack the Tower if given the chance.

Golem-Graveyard: This doesn’t necessarily have to be Golem as any other tank works fine. This is a little obvious. Golem tanks for doots and doots kill the Tower. GG.

Miner-Poison: The Miner hits the Tower or troop, and Poison damages them. If the opponent does not use a troop of over 1000 hitpoints to tank and kill the Miner, then the weak troop, e.g. Musketeer or Goblin Gang will die. This 7 Elixir mini-push guarantees hundreds of damage.

For more details about synergy, I strongly recommend you take a look at here!

Offensive-Defensive Capability:

A Deck needs to be able to both defend well and attack well.

If a deck has Hog, Giant, RG, Goblin Barrel, Graveyard, then this Deck will be very poor at defending. and therefore not be good at offense either.

In  order to not get 3 crowned, you have to defend. And if your only defense is say a Goblin Barrel, you’ll not only get 3 crowned, but you won’t even take their Tower because of a lack of Elixir.

Having a bunch of building is also a bad idea. 2 buildings, one defensive and one Pump is enough.

As for spells, the amount doesn’t matter as long as not too many are the same type. E.g. Fireball, Lightning, and Rocket or Rage, Freeze, and Heal.

In Battle

Clash Royale is not all about decks and high level cards. A fair amount of skill is also needed to win duels and not Rage quit.

Reactions:

A very important skill to have in Clash Royale is fast reactions. For example, if the opponent rushes you with Ebarbs and Hog on the other lane, in order to counter them you’ll need to

  1. Know your deck cycle well so you can use the appropriate counters.
  2. DON’T PANIC!!! Breathe and don’t spam everything you have.
  3. Keep the card you’re going to use clicked on so at one touch the spell goes and kills whatever the opponent has.
  4. If the opponent rush on two lanes, try to combine his/her pushes into one.

For example, In the Hog-Ebarbs example stated above, use your building in the middle but leaning towards the Hog, use a mini-tank (Ice Golem, Knight, Mini P.E.K.K.A, Miner, etc) near the building. The Hog, unless supported by spells, (unlikely) will die to your building . Also, behind your building, it’s better to have a ranged troop so your building doesn’t die. Once the mini tank dies to the Ebarbs, they will attack and destroy the building. After this they will try to attack your ranged troop(s). By this point, at least one Ebarb should have died to your mini-tank and ranged troops. If the ranged troops die, the towers should be plenty to get rid of the last one which would not have much health left.

Don’t depend on countering with only one card:

counter hog riderIf a Hog is rushing down your lane, don’t just depend on your Skeleton Army. If you place it and sit back and relax, the opponent could simply Zap your Skellies into an Elixir puddle. A better idea would be to support with at least an Ice Spirit or unzappable card.

This also applies to countering other win conditions such as Balloon, Graveyard, Ebarbs, and even Goblin Barrel.

Many skilled players who actually learn from their mistakes learn how to predict doots or other swarm with Zap, Log, Arrows, or Fireball.

Keep this in mind when playing a building as well.

For example, when using a Inferno against a super overlevelled Royal Giant, use a Ice Spirit, Mega Minion or swarm because the opponent could Zap your Inferno and you will lose a lot of Tower hitpoints. Baiting out their spell with swarm is a very good idea because unless they either have a super fast cycle or mentally deranged, they won’t both Zap your Inferno and use a spell on your swarm.

Know when to keep pushing or stop:

Let’s say by some miracle you took the opponent’s Arena Tower. If you have troops left, do you keep pushing, or do you defend?

This decision should be made on three things:

  • What troops and how much of their hitpoints are left?
  • What troops do you have in your hand?
  • How much Elixir do you have?

Let’s say you took their Tower with a Golem push and the Golemites and a full-health Wizard are left. What do you do? If your hand is a Executioner, Zap, Goblin Gang, and Graveyard for example, and you have three Elixir, what do you do?

There are three obvious choices here: Graveyard the towers, Goblin Gang to attack the King, and Goblin Gang on the other side. The worst move here actually is the second one. Once you place that Goblin Gang, the opponent could Fireball the Wizard, Golemites, AND the Goblin Gang for a positive Elixir trade. The best move would be to use the Goblin Gang on the other lane. This will accomplish a few different things. It can bait out a spell, severely damage the Tower, and/or prevent the opponent from ignoring your troops and rushing you. If you have five or more Elixir, the best play would be to Graveyard the king Tower.

Card Placements

air pushAir

Always place air troops, with the exception of Minions and Bats, leaning as far as possible towards the edge of the arena.

This prevents troops from being distracted by a building not leaning towards your troops.

Lava Hound users should always place their hound in the corner instead of sending it straight towards the Inferno.

If the opponent has an Inferno set up, put Bats or Minions as close as possible towards the Inferno.

siege pushSiege

There are only two good placements for these.

  • One space from the bridge but as close as possible towards the edge as to still be in range. This puts your siege leaning and therefor much easier to defend.
  • The other placement is directly in the middle at the river. This is a little harder to defend as ranged and air can easily counter it but melee troops stand no chance.

 

graveyardGraveyard

I’m sure you guys know OJ’s placement so I won’t explain that. I’m going to be explaining my own placement that I found out by experimenting.

In this example we will use the left Arena Tower as our victim. There are three different ways to place my placement.

You can place it right on the bottom left corner, one space up from that, or one space right from that. This Graveyard placement guarantees Tower damage and can spawn doots from all sides of the Tower, but primarily on the bottom and left sides.

This placement does not activate the king Tower and in my opinion, is the best. Graveyard users should try using this placement.

 

 

Thank you for reading this article and hopefully, I will be able to bring you more.

 

Devastating 3.3 Three Musketeers Cycle! – 23-0 Streak!

23

What’s up guys! Norbysweg here, back with another extremely successful deck for you guys! Let me introduce you how I made this deck, and what I found out about.

Half a year ago, one of my mates suddenly left the clan. I followed him into another clan, and asked him what happened. He said that there is a Clash Royale app named Gamebattles, where you could battle players in in-app ladders, and win money. You had to enter an app-made clan, where you would battle the selected player, submit the score, and get to the top. At the time I wasn’t very good at the game, hovering around 2000-2500 trophies, but I really thought about that a lot, that someday I would win that thing.

So here I am! After completing the 20 Win challenge, I got very self-confident about my gameplay, and wanted to advance.

Guess what, I entered this league, and managed to get a 32-2 score, and a 23-0 streak in the first day! All of that was made using one deck (rarely switching to Log bait if I lost the first game).

Today I’m gonna talk about my own Three Musky cycle deck, and how I managed to get that lovely score in just a day!

three musketeers cycle deck

Devastating Three Musketeers Cycle Deck

Clash Royale KnightClash Royale Ice GolemClash Royale Three MusketeersClash Royale The Log
Clash Royale SkeletonClash Royale Ice SpiritClash Royale BatsClash Royale elixir collector

trifecta analytics

 Pros Cons
  • Extremely fast, annoying
  • Counters many Popular decks, including Pekka Hog and Three Musk bait
  • Extremely good in bracket play: it’s an unexpected, fast cycling deck
  • Dominating in ladder : 3 rares, 4 commons, 1 legendary/common
  • Counters Mega Knight!
  • Very weak against Poison
  • Weak against Rocket
  • Not best in Grand Challenges, can easily matchup with weaknesses above
  • Hard to get chip damage in

General Gameplan

As you’ve probably seen already, this deck is both a cycle, and a Pump deck.

Come on, it’s hecking 3,3.

Generally I place my pump first. At this point, if they use a spell on it, you cycle Skeletons, Ice Spirit, Bats, Ice Golem, and place another one. If they attack and spell at the same time, you almost won the entire game. Along the fact that you can defend with cheap cards, you cycled back your pump at the same time.

If you don’t have the pump in cycle, the best move is to wait your opponent out, so you can defend and cycle at the same time. Cycling Ice Spirit and Skeletons is okay, but rolling through your cards like they were nothing, and leaving yourself with no elixir but a pump isn’t really the optimal move. They can push and spell, so you lose both the tower and pump.

Three Musketeers should only be played at the start if your opponent pushes his soul out. A Mega Knight should be obviously tanked with Knight or Ice Golem, while bats or Skeletons are chipping away at it. If he pushes with something like Giant NW, you should place the Three Musketeers on one side, closer to the middle (of you don’t have a pump there).

Middle Game

When playing against a P.E.K.K.A Lightning deck, you will obviously outcycle them, and have 2-3 pumps until Double Elixir.

However, if you play against something like Log Bait (also 3.3 Elixir as well), a pump down is a luxury. You can cycle faster than them, and have all the chances to getting one down. However, only one fits in the middle, so don’t overextend, because you will be giving your opponent a good rocket opportunity.

7 out of 10 matches, I got a crying face when I pumped up the second time. You can easily guess that they’re down a lot of elixir.

In middle game, you can easily split Three Musketeers, to get a good chunk of damage on both towers. I generally support depending on my cycle, but knight for the one, and ice golem for the two is perfect.

Generally, when the Musketeers are almost at the bridge, your opponent will drop a counter, because they can’t stay at 10 elixir.

Usually, you want to keep their counters in mind, and hard spam the side they haven’t countered.

Bats easily take out an Ice Spirit, other Bats, and lots of little counters.

If you know they counter the 2 Musketeers with P.E.K.k.A, hard push the opposite lane with Skeletons, Ice Spirit, Bats, and everything you have.

If you’re in the very lead, you might even get to place another 3Musks too!

Overtime

In this part, it’s all about the chip damage.

Always split your Musketeers, unless they don’t have a counter spell in their deck.

In overtime, I usually split them right in the front of the King Tower, so you get the needed amount of elixir to support both lanes, and also cycle back easily.

If you just can’t get past their defenses, there are two moves you can do.

  • First, you are averagely close at tower health, you want to trick them into defending the unsupported side of your push, and push the other hard like Jesus Christ.
  • Of you did it right, you should be able to place another 3Musks the side they didn’t defend. When they add up to your remaining support, it is devastating.

If you are in lead of Tower Damage, you should just sit back and Log cycle.

Matchups

Since the meta is too diverse right now, I will only consider the medium-damage spells, which counter the Musketeers.

Clash Royale fireballFireball

Pretty ok matchup, if you can get many pumps down, you just need to bait out their fireball and you won the whole game.

It’s very important to split your Musketeers, and preferably not close to the Tower.

Clash Royale PoisonPoison

The hardest counter to this deck! Poison has bigger Tower damage, larger radius, can entirely kill Three Musks, Bats, Skeletons, Ice Spirit.

The damage over time fact also kills some of your cycle cards no matter what, like stated above.

The optimal situation is having 2-3 pumps down, medium tower damage, and splitting Three Musks.

An important tip – against Poison, never play your cycle cards to support your 2 Musketeers. They will die instantly from Poison.

Clash Royale LightningLightning

Easiest matchup!

Get lots of pumps down, and when placing the Three Musketeers (In one lane if possible), put the Knight/Ice Golem/Both of them, to tank the Lightning. This way, they will be hit by the Lightning, keeping the Musketeers alive.

Clash Royale RocketRocket

Pretty hard, but not impossible.

Pumps are the key to victory, so outcycle your opponent with your very cheap cards.

Split Musketeers, and not close to the tower if possible.

If they have the habit of Rocketting the musks, a good move is to predictively support, and all-in push the one Musketeer lane, while keeping the one with two musks unprotected.

Ending word 

This deck is relatively easy to play, and one of my favorite parts is, the BM (laughing, crying emotes, etc.) couple very well with it! When having multiple pumps, the BM is the only thing you still need to mentally breakdown your opponent.

This deck got me many, many, many good results, and I hope you can use it consistently! It’s very good against many decks in the Meta, and shines especially in bracket play, competitive play.

That was it guys! I hope you got a deep understanding on this special deck, and hope to see you use this deck with skill and, most importantly, nerves!

Norbysweg out!

2v2 Battle Mega Guide – Best 2v2 Decks and Tips (Updated)

1

Clan Battle 2v2 mode is the new Clash Royale game mode comes up with the huge March update! During the Clan Battle, you will get paired with a Clan mate, fighting against an enemy Clan.

2v2 battle clash royale

New 2v2 Mode and Clan Battle in Clash Royale!

Table of Contents

  1. Basic Information
  2. Everything You Need To Know About 2v2 Mode
    1. General
    2. Common Mistakes
    3. Deck Building
    4. Exploring the new 2v2 Meta
  3. Stupidly-Simply Deck Building Guide for 2v2
    1. Key Points
    2. Building a Clan Battle Deck
    3. Best Decks for Clan Battle
    4. Bonus Deck
  4. Avoid Awkwardness When Doing Clan Battles With Unknown Clanmates

 

Everything You Need To Know About 2v2 Mode

By Epoxy9

General

2v2 matches are quite different than 1v1 matches. This means the required techniques as well as deck building are different than normal matches.

The first and most important thing to remember for winning a 2v2 match is that teamwork is vital! You aren’t just playing 2 1v1 matches on the same field. This is a mistake I see often – people playing their deck exactly like they would in a 1v1 match. Don’t do this! Supporting your teammate is the key to successfully winning.

In order to profitably support your teammate, keep track of their elixir and what cards are in their hand.

If you hold down on their name you can see their current hand as well as relative elixir values to the cost of those cards. This is my default rest position; if I’m not playing a card or in an intense volley, I’m always looking at my partner’s hand. I believe this is the single most important thing you can do to drastically improve your 2v2 win rate.

see partner cards

Another way of instigating good teamwork is by letting your partner know what you plan to play before you play it. As you’ve probably noticed, you can see the location of where your partner is about to place a card.

Before playing a card, hold the screen for a few seconds so as to avoid over defending or both playing arrows/log/etc. ‘A few seconds’ should be relative to the current pace of the game. Hold for longer at the beginning of the game, or when the field is relatively empty.

When the field is full, you might not have time to do this and thats okay. But if you have 2 seconds before the Goblin Gang comes to your side of the field, let them know you plan on sending a Log out. This slight delay might even be enough time for you to take back your move if they hastily respond.

This can help prevent playing the same spell as your teammate. If you keep playing Log/Zap at the same time, try to make it so you don’t both have that card in your hand at the same time.

sZgMMZW

In 2v2 matches, the King’s tower has two turrets and takes up more space. This impacts the game in two ways.

  1. An activated King’s tower has better attack than in 1v1 matches, so don’t accidentally activate it!
  2. Some placements of AOE spells that work in 1v1 matches can activate the king tower in 2v2.

I bet many people reading this are groaning as this is such a noob skill, but it is quite a common mistake in 2v2 matches (even at the 4300-4600 trophy range where I am!)

Compare the pictures below for some spells. Graveyard can be tricky since the towers are so close to each other, and the Skeletons spawn in random locations each time. A successful placement might be okay on time, but Activate the king’s tower a different time.

v4rQAys

13BqFVV

Opening moves can be really tough in a 2v2 match.

Quite often even playing a 4 elixir card on one side can be enough of an elixir advantage for your opponents to push the opposite lane and take the whole tower. I’ve had this happen a good amount of times, though it is in no way a majority of the matches played.

On the other hand, I’ve played Golem as a starting move and had some successful initial pushes.

Filobel wrote a great guide on opening moves for 1v1 matches, which I suggest reading. It’s a bit different for 2v2 matches, but the main point still holds true – it’s better to let your opponent play and respond to it than make the first move.

There are two main points I want to add to that.

  • First, initial tower rushes over 4 elixir cost are NOT good moves to make. A single Hog is okay, but not a Hog + Goblin Gang. A Battering Ram is okay, but not a Battering Ram + Bandit. Elite Barbarians is a horrible opening move, as is a Royal Giant in the back.
  • Second, if your teammate plays a card behind the king’s tower, DON’T play a card in the back on the same side. This is an easy target for a Fireball or Rocket to hit both units and a tower.

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Avoid These Common Mistakes

Don’t respond to everything!

This is another common mistake I see people do – frantically responding to every card the opposing team plays. Remember, there is someone else on your team who can help defend.

This is a great example of why constantly looking at your partner’s hand is helpful.

If they have a better counter to an incoming push, let them play that card. On the other hand, if they don’t have a good counter, or are trying to build elixir to play a high cost card (e.g. Golem, 3 Musketeers), then play more defensively.

Play your win condition!

I’ve played many games where my teammate doesn’t ever play their win condition, or waits till the last 30 seconds.

This most often goes in conjunction with the previous mistake. They respond to everything and so never get the elixir saved up for their win condition.

To my frustration, I’ve seen a number of players have the elixir, but for some reason not play the important card.

So if you have a Golem, play the Golem. If you have a Royal Giant, play the Royal Giant. If Elite Barbarians are your win condition, don’t play them, instead read the section below on Deck Building.

Support your teammate’s push!

Stop pointlessly splitting lanes! This is the main thing I was thinking about when I mentioned how many people play 2v2 like they would a 1v1 match.

If your teammate plays a tank, play your support cards behind that tank. DON’T play your own tank on the opposite side and only support your tank. This almost always results in two ineffective pushes and a strong counter push coming back towards you. DON’T play Hog or Elite Barbarians in the opposite lane (More on those cards in Deck Building section). It is way too easy to defend against both pushes by placing a building in the center.

Be careful to not overflow the bridge with troops giving your opponents the change for an effective Fireball.

On splitting lanes.

Splitting lanes is not always a bad play, but it takes quite a bit more skill to pull off.

You have to have an accurate idea of how much elixir both opponents have as well as what cards are likely in their hands. Both of which are pretty hard to do in a 2v2 match

I generally say avoid splitting lanes because of all the matches I’ve played, splitting lanes much more often is unsuccessful.

The more successful lane splits that I’ve seen are – double Golem, Bandit + Battering Ram, and Electric Wizard to counter a Inferno Tower. Also, sending a hog through the center to take down a building can be a good move, though not really a lane split.

Be extra careful with unit placement

Your units can sometimes get in the way of your teammate’s play.

If your teammate is using a Tornado to try to activate your king’s tower, sometimes your units can block that move.

A good habit to practice avoiding this is to place your unit just a little bit to the outside when you’re dropping them in front of your tower.

Don’t kite a unit next to your teammate’s Elixir Collector, or away from their splash damage. (So no spawning buildings in front of a Collector! This gives so much value to a Fireball/Rocket!)

This one happens much less often, but placing a unit on top of another unit might bump them away and because them to retarget. I see this happen most often when an Executioner gets bumped.

STOP Zapping Minions offensively!

This is probably my biggest pet peeve when playing 2v2 (besides the completely horrendous moves, such as zapping a Bowler with full health.) I see people do this all the time, and it is a bad move even in 1v1 games.

If you do this, stop.

Now let me explain why.

When you zap Minions they don’t die, so they still continue to counter your attack. Now on your opponent’s counter push, they might play something like Skarmy or Goblin Gang. But you no longer have your Zap to deal with it.

It’s a much better play on defense. (Or you might have a splash damage unit to defend and not even need to play the Zap.)

Another reason why it’s a bad play, is because your opponent has Arrows and is going to use it, so you just wasted your Zap.

“But what about tower damage,” you might be asking. First of all, most of the time I see people Zapping Minions offensively, they aren’t hitting the tower. On top of that, the tiny chip damage is probably not as valuable as the Zap being used elsewhere.

There are only a few times when Zap should be used offensively – resetting an Inferno beam, killing Bats/Skarmy/Goblins, or killing defensive units with slivers of remaining health. You can also use it if that tiny delay will help your Balloon make contact or Hog get an extra hit in, but this is often a gamble.

Play the correct response card!

I feel pretty pompous in writing this next section, yet even playing in the 4300-4600 trophy range I see players make the most noob mistakes.

If you want to do good in 2v2 matches, learn to play Clash Royale. Learn what are good counters to certain cards, and which are not.

Where I’m from we have a game called Rock Paper Scissors. Rock beats Scissors. Scissors beats Paper. Paper beats Rock. I think this is an easy game to understand the rules.

Even though Clash Royale has more than three things to pick from, there is a general relationship that is just like Rock Paper Scissors. Swarms beat Heavy Hitters. Heavy Hitters beat Splash Units. Splash Units beat Swarms.

Stop using swarms to beat Splash units. No matter how many times you try, placing Minions in front of a Wizard is always going to result in the Minions loosing. Placing a Skeleton Army around a Valkyrie will always result in the Skeletons loosing.

uKDtIBR

Deck Building/Card Selection

When building a 2v2 deck, the important thing to keep in mind is that there are twice as many units on the field. This means units that deal splash damage and AOE spells are extra helpful.

I think it’s important to have at least one tank. It might not be your playing style, but it’s better to have the option and not use it. With so much damage flying around the field, decks based around tanks do much better than swarm dominate and cycle decks. Having a couple mid-tanks (e.g. Valkyrie, Executioner) is an alternative to having a tank.

Spells

I suggest having 2-3 spells in your deck.

My favorite 2v2 deck has 4 spells in it and I’ve often won being paired with someone who has 3-4 spells themselves. This does not mean more spells is necessarily better, don’t overdo it!

Make sure you select the appropriate spells for the deck type you have, just as you would in a normal deck.

Clash Royale RocketClash Royale Lightning

I strongly suggest having Lightning or Rocket in your deck.

There have been so many games I’ve played that have been won in overtime because both my teammate and I have one of those cards and together they can take a huge chunk out of the tower’s remaining health.

Clash Royale RageClash Royale Tornado

The two spells that I think are extra helpful in 2v2 matches are Tornado and Rage.

Tornado has a number of sweet uses. First it can be used in combination with splash units, or even before a Fireball/Rocket. As mentioned earlier, 2v2 matches have more troops on the field, so this is more valuable than in would be normally. Tornado is also helpful for activating your king’s tower. Since there are two turrets, this is also more helpful in a 2v2 match.

Rage is one of those cards that is too good for its cost, but isn’t quite worth using in an 8 card deck. Since you have a ’16 card deck‘ in a 2v2 match, this card suddenly becomes viable. It’s great because it only cost 2 elixir and there are more troops for it to affect. I think Rage more than any other card has helped me turn around and win matches when I’ve been paired with some truly horrendous players.

Buildings

Clash Royale Inferno TowerClash Royale FurnaceClash Royale Bomb Tower

Don’t use Mortar or X-Bow!

Besides those two, I don’t think buildings are much better or worse in 2v2. Bomb Tower gains utility because of the splash damage. Just like in 1v1 matches, Inferno Tower and Furnace are probably the best buildings to have.

Swarm Units & Spirits

In general, because of the prevalence of AOE spells and splash damage in 2v2 matches, swarm units should not be used as much.

This does not mean that they aren’t useful, but I wouldn’t put more than 2 in your deck.

The lower cost ones, as well as the Spirits, are nice because of their ability to cycle. But as I’ve mentioned a couple times already, cycle decks are sub-par in 2v2, so don’t use that many.

3-4 Elixir Support Units

Clash Royale ArchersClash Royale KnightClash Royale Ice WizardClash Royale Mega MinionClash Royale ValkyrieClash Royale Mega MinionClash Royale Miner

Archers, Knight, Ice Wiz, Mega Minion, Valkyrie, Miner, etc. These cards are just as relevant in 2v2 matches.

Pick the ones you normally would that make a well rounded deck. You should have 1-3 of these in your deck. I personally only use Baby Dragon. Dark Prince is still the worst card in the game, so don’t use him.

Tanks

Clash Royale GolemClash Royale Giant SkeletonClash Royale Giant

As I mentioned above, I think Beatdown decks are the best for 2v2 matches.

I have yet to loose a match when I’ve played a Golem deck and been matched with a Golem deck. (Since I started writing this, I’ve actually lost 2 games, but one was against 2 Golem decks!) Even if you don’t play a Beatdown style, tanks are fantastic for kiting/distracting incoming units (except the building target-ers, obviously).

One of those cards that sucks in 1v1 but shines in 2v2 matches is Giant Skeleton. It isn’t necessary to even get to the tower, he can work magic on defense. Though I haven’t played him at all myself, I’ve lost to him many times. He can distract an incoming push and then on death, combined with a well placed Tornado, evaporate the remaining assailants leaving an empty field for a strong counter-push.

If you haven’t used Beatdown decks, look some up to practice using. Since the are the few 1v1 decks that work well in 2v2, you might not even have to modify it.

Hog

Clash Royale Hog Rider

Yeah, he gets his own section since he’s unique and commonly used.

A traditional 1v1 Hog deck is NOT good for 2v2. With twice as many cards to counter it, it’s tough to get value out of him. Even if he gets 3 swings on a tower, the counter push is probably too strong for your deck to handle.

This does not mean Hog is a bad card, you just need to craft special 2v2 decks for him.

A Hog push as an opening move or as a desperate lane split is ineffective and will most likely result in you loosing.

The most effective way I’ve seen Hog used is to take down buildings before an incoming Tank push. He also works well coming in behind a push, or in combination with Lumberjack/Rage.

If you still like Hog and want to use him, try a Hog + Rage + Balloon deck.

Elite Barbarians

Clash Royale Elite Barbarians

They also get their own section but because they suck. STOP USING ELITE BARBARIANS!

Besides Dark Prince, they are the WORST troop card to bring to a 2v2 match.

When a match starts and I get a view of my teammate’s hand, if it contains E-Barbs I know we are most likely going to loose. This is not based on bais, but purely the very small percentage of matches that have previously been won.

Some E-Barb readers might be arguing right now, “But I win 2v2 with E-Barbs all the time!”

I would first question you players – Do you win more matches than you loose? Of that matches you do win, let me explain why you win them. It’s either because you were playing against someone who also has E-Barbs, or because you were lucky. The reason I hate that card (and Super Cell for making it), is because it is a card that capitalizes on your opponents connection issues. You didn’t win with your E-Barbs because you were good, you won because they lagged. So again, stop using Elite Barbarians.

They are extremely easy to counter, especially in 2v2, and the vast majority of the time they are countered while giving your opponent an elixir advantage and/or high-health troops for a counter-push.

Remember at the top where I wrote that “these are in no way ‘no exception’ rules, but leave exceptions for the pros.” Don’t try to be that exception. The pros don’t use E-barbs, they know better.

(For you stubborn few who still want to use them, I will say that the most effective E-Barb players only use them 1-2 times a game, if at all.)

Legendary Cards

Clash Royale The LogClash Royale PrincessClash Royale MinerClash Royale Ice WizardClash Royale BanditClash Royale Electro WizardClash Royale Night WitchClash Royale LumberjackClash Royale Inferno DragonClash Royale GraveyardClash Royale SparkyClash Royale Lava HoundClash Royale Mega Knight

They are all good 2v2 cards if you use them effectively, though a few need specific thoughts.

I find Graveyard is less effective in 2v2 since the King’s Tower has an extra turret, and there are more cards that can respond to it.

Sparky is my absolute favorite! Like Giant Skeleton, you don’t even need him to get to a tower. He’s great on defense and combos fantastically with Tornado.

Like I mentioned in in the 1v1 deck section, if you play a Lava Hound deck, you need to be prepared to not use that card and still be a good support player.

The Lumberjack is great because Rage is extra good in 2v2.

Exploring The New 2v2 Meta

Shared by GetRektS0n a.k.a Iwillwreckyou from Phonekittens

Recently 2v2 has came back and will be here forever as of what we know now. Here I will tell you what to use with either a stranger or your friend (preferably a friend of yours) that can earn you free chests and gold!

First of all, in 2v2, as the elixir count you can put into pushes are doubled, beatdown is the archetype you should be looking at! Other reasons why beatdown is the best for 2v2 is because it beats the newly buffed siege archetype easily, cycle decks aren’t really going to be effective as both players should have light spells to deal with zap bait units and lots of answers to things like the Hog Rider, making it not as effective as in 1v1. So, for the rest of the guide, I will only be talking about tips to dominate with beatdown.

2v2 is all about counterpushing. I’ll tell you that. But what tank should you use?

Here is my personal ranking of tanks from best to worst:

  1. Golem
  2. P.E.K.K.A
  3. Lava Hound (non-LavaLoon)
  4. Giant Skeleton
  5. Giant
  6. LavaLoon.

Clash Royale Lava HoundClash Royale BalloonLavaLoon

Let’s start from the worst, the LavaLoon strategy. This strategy used to dominate the higher arenas a couple months ago when people did not know how to counter it.

Well, same as the Goison meta, people now know how to counter it and it’s not that viable anymore. It’s BIGGEST, BIGGEST weakness is that neither the Hound or the Balloon can attack enemy troops, leaving you very vulnerable against a huge counterpush. I’ll show why.

vs lavaloon

Here the opponent initiated the LavaLoon combo. I placed a Golem beside the princess tower so that it wouldn’t take as long for it to walk to the bridge. And we countered the push easily as usual. While our defending units are still alive, there is already a full-health Golem in front of those troops.

At last, place counterpush units and crush. There’s that.

Clash Royale GiantGiant

And then the second worst, the Giant. It’s just not beefy enough to withstand all that doubled incoming firepower and will melt away in seconds. He also cannot do anything else like defending.

Clash Royale Giant SkeletonGiant Skeleton

And then comes the Giant Skeleton.

I would say that it is actually a good card in 2v2, but rather defensively instead of offensively. You can shutdown 40 elixir pushes with him paired with a tornado, but his offensive capabilities are rather lacking due to the small radius of the bomb. Unless you can utilize his bomb very well with the tornado and kill all defending troops.

Clash Royale Lava HoundLava Hound

Then there’s the classic Lava Hound.

Because mainly you’re gonna be using your miner to tank for the pups and supporting troops, who only has one third of a Giant’s health, it’s very hard to pull off a big push especially if they have splash area control troops like the Executioner and the Wizard.

But, unlike the LavaLoon, you most likely won’t need to worry about a 30 elixir counterpush.

Clash Royale P.E.K.K.AP.E.K.K.A

Moving on to the better ones. The PEKKA.

She is incredibly versatile, can take on huge tanks, medium health support units then turn around for a counterpush.

She Has massive amounts of HP and synergizes well with a huge variety of troops such as bridge rushing troops. The deploy time buff and the rise of the bridge spam meta really made her usage and win rates night and day.

Clash Royale GolemGolem

Aaaaand at last…… (drum roll) is the Golem!

I just could not stress how good this beast is.

It has the highest hitpoint of everything in the game, even higher than the king tower, and even if you manage to defeat it, it explodes dealing a decent area damage, often finishing off defending troops! After all that, you still got 2 Golemites, which is basically 2 Miners, tanking! At that point, your opponents will have most likely ran out of elixir and what does that mean? Victory!

Not only that, the Golem itself deals a hefty amount of damage to buildings and has a long deploy time that allows you to build up even more elixir!

The death of the Golem, which is the Inferno Tower, can easily be countered by stun cards such as lightning and zap, or even cheap distraction units like bats or minions.

Most importantly, you never have to worry about a counterpush. What else could you ask for!?

Well, after all, there still are decks out there using Tornado Rocket Executioner to shutdown everything and Goblin Barrel to chip away at you, but apart from that the Golem is basically unstoppable!

Here’s some final tips

  • You could also pack a heal spell if Executioner becomes meta again.
  • Also, the Rage spell – yes, the Rage spell, works surprisingly well in 2v2 and can often crush your enemy off-guard. If you’re not sure about the Rage spell then you definitely have to try it out!

Spoonfed Tips for Clash Royale Clan Battle and 2v2 Battle

Shared by MWolverine63

Key Points:

  • Cycle decks and Siege decks shouldn’t be used because there will be a lot of buildings and troops used to distract.
  • Spell Cycle is more viable a lot since you have more Elixir to spend on heavy Spells like Rocket or Lightning. Also, there will be a lot of troops around so you can easily make the most of spells. Take a look at this guide for more details: How to win Clan Battles with heavy spells!
  • Since you have more net Elixir, heavy tanks like Lava Hound, Golem etc. become easier to play. You can play the heavy tank at the bridge and your opponent can do the backup while you are low on Elixir.
  • Controlling lanes with splash troops (Bowler, Valkyrie etc) will be critical to winning.
  • Team coordination is a must. Specifically, by having team coordination, you will not over-committing on both offense and defense. Try to chat with your partner by using Skype or any teamspeak.

Building a Clash Royale Clan Battle Deck

The most important point: You should identify your partner before starting the battle.

The best decks in Clan Battle have the synergy with the partner’s deck and within the deck itself.

You want both to have ground/air win conditions. It is not great at all to mix a Lava Hound deck with a Golem Deck because it’s hard to support each other.

Also, you should look for the variety between the decks. You and your partner should have cards that fulfill similar functions but in different ways (for example, Fireball and Poison). You can make your decks a lot stronger by using multiple ways to respond to the similar threats.

Best Clash Battle Deck Combination

Shield Deck:

  • Win Condition: Lighter Tank (Giant, Miner, etc.)
  • Win Condition 2: Glass Cannon (Electro Wizard, Musketeer, etc.)
  • Main Defensive Building: Spawner or Defense (Barbarian Hut, Furnace, Tombstone, etc.)
  • Main Defensive Troop: Tank Shredder (Inferno Tower, Mini Pekka, Inferno Dragon, etc.)
  • Defensive Support: Cheap Defensive Options (Minions, Skeletons Ice Spirit, Ice Golem)
  • Crowd Controller: Splash Defense (Executioner, Bowler, Furnace, Valkyrie, etc.)
  • Heavy Spell: AoE or High Damage (Rocket, Lightning, Fireball, Poison, etc.)
  • Spell: (Tornado, Zap, Log, etc)

 

Hammer Deck:

  • Win Condition: Heavy Tank (Golem, Lava Hound, P.E.K.K.A)
  • Win Condition 2: Glass Cannon (Electro Wizard, Musketeer, etc.)
  • Counter Push Leader: Mini-tank (Knight, Lumberjack, Ice Golem, Miner)
  • Main Defense: Spawner or Defense (Barbarian Hut, Furnace, Tombstone, etc.)
  • Crowd Controller: Splash Defense (Executioner, Bowler, Furnace, Valkyrie, etc.)
  • Versatile Response Card: Cheap Support (Ice Spirit, Skeletons, Archers, Minions, Dart Goblin)
  • Heavy Spell: AoE or High Damage (Rocket, Lightning, Fireball, Poison, etc.)
  • Spell: (Tornado, Zap, Log, etc)

The Shield Deck is built with the focus on defense. It uses only one win condition, the Giant. You can use this deck offensively but its main focus is defense.

The Hammer Deck is a lot more offensive. Although It is built with the focus on defense, it still has some offensive options.

Examples:

Clash Royale Clan Battle Decks

The idea behind these decks is each has great offensive and defensive options but they become even a lot more potent when combined together.

One focuses more on defense and the other focuses more on offense. Using these deck archetype allow roles to be more clearly defined. It decreases the possibility of over-committing. This strategy makes it clear who between two is responsible for what. It ensures all gaps in your opponent’s moves are exploited and not missed.

Because both overlap in some arenas (Glass Canon, Heavy Spell and Crowd Controller), It’s great to pick different cards in these places, making the decks a lot more versatile. For example, If one picks Bowler, the other should pick Executioner.

How to Avoid Awkwardness When Doing Clan Battles With Unknown Clanmates

Hey guys, Eater of Hope is back with a guide on clan battling. Often times when I clan battle, I do it with my brother, but when I’m clan battling with an unknown clanmate, sometimes things can go wrong.

Here are a few tips on how to avoid awkwardness when teamed up with an anonymous clanmate.

Offense

When doing a clan battle with someone in the same room as you, offense isn’t hard. You can just say, “Alright, let’s do Ram and then P.E.K.K.A, and I’ll put a prediction Log,” or something like that.

With a person who could be halfway across the globe, you can’t really tell them what you’re going to play.

A good strategy is instead of tapping on your cards and then tapping on a spot in the arena, you drag your cards out. This way, your clanmate has some time to absorb what you’re doing, and then play something along with your card.

Defense

One of the main complications in clan battles is defense. As I said before, when you’re playing with someone in the same room, you can just say, “I’ve got an Inferno Tower for that Golem.” This way, your friend/sibling knows not to play anything else on the golem, and that means that you guys won’t be wasting elixir.

But when playing with a clanmate you don’t know, you could both play a card to counter the same thing, therefore (probably) receiving a negative elixir trade. The thing to do is drag your defensive card out early, to show your teammate that you’ve got the push under control. If your clanmate has already quickly dragged out and placed something to counter the push, then dragging your card out slowly will give you time to process this fact, and you can always drag your defender back.

clan battle

Screenshot hared by LePlague

Best Decks To Play When You Don’t Even Know Who The Hell Is Your Opponent

In clan battles, there are certain decks when used by both players become either extremely annoying or extremely hard to deal with. I’ll be listing a few of those decks below.

  • Siege decks: If you’re clan battling with a teammate you know, it can be good to correspond your decks. Siege decks in clan battles are very hard to counter, especially if there are two or more siege weapons aimed at each tower. Just make sure not to place your siege weapon too close to your clanmate’s, or they could both easily disappear to an enemy rocket.
  • Spawner decks: Spawner huts. Every clashers worst nightmare. Dealing with double the spawner huts in a clan battle can be even more annoying than facing a double Siege deck. But I would caution you with the same advice as above:Ddon’t place your huts close together, or 1 Fireball = bye bye.
  • Goblin Barrel Mirror Clone: One Goblin Barrel, two Goblin Barrels, three Goblin Barrels, four goblin barrels, what the heck!! They’re killing my king tower!!! Let your opponents take one of your towers before double Elixir, and when the clock ticks down to 1:00, unleash your Barrels on their king tower. Make sure you send in 3 and 4 a while after the first two, so your opponents arrows the first ones and is killed by the next ones. Throwing in a Miner, a heal spell or a rage spell with this push also works extremely well, and don’t forget to save some elixir for a clone spell.
  • P.E.K.K.A Ram: P.E.K.K.A Ram is a great deck on its own, but now imagine it times 2! A P.E.K.K.A with a battle ram pushing it and a prediction Log bouncing after it on each tower is enough to make your opponents to cry themselves to sleep at night, but even better is double P.E.K.K.A double Ram double prediction spell on one tower. This deck is awesome when used correctly in clan battles.
  • Golem: A single Golem beatdown deck can be a pain in the a$$ to deal with if you don’t run inferno tower. Now imagine doubling that pain, and now you know what it’s like for all the players you’ve destroyed with your clanmate using Golem beatdown. (Important note: Graveyard can be added to one or both of your decks for more rage quit potential from your opponents😉)

I could go on and on all day about the annoying decks in clan battles, but for your sake, I won’t. If there was a “Top 10 Annoying Decks to Face in Clan Battles”, I’m pretty sure these five would make the cut.

Tips

  • If you lose, don’t be mad at me. Losing a clan battles doesn’t affect your trophies or gold in any way. If something I recommended in my guide doesn’t work out for you, try something new. After all, this is a guide, not a rule book.
  • The goblin barrel mirror clone deck I mentioned above was used by my cousin and his friend quite a bit, and they had about a 50% success rate. If you are pressured to win as many clan battles as you can in a short period of time, this deck can end matches very quickly, either with you or your opponents ending up three crowned.
  • The main idea when playing with an unknown clanmate is to drag your cards out slowly to let him know what and when you’re playing. If this strategy annoys you or seems incompetent for some reason, try and do clan battles with only people you know, it can be really annoying to battle with a clanmate who plays things quickly and impulsively.

The new Clan Battle Mode is a brand new game mode, not special game challenge and It will be staying in the game!

Clan Battle Basic Information:

  • Clan Battle event happens every other weekend, after the Clan Chest event.
  • In Clan Battle, all cards are set to Tournament Standards.
  • To find a new battle with this mode, simply go to the Clan page, press the button and your Clan members will see the invitation pop up. When one accepts it, you will get matched against an enemy Clan.
  • You will be able to see your partner’s deck in a few seconds at the beginning of the battle. You can’t see it during th battle.
  • The Arena map has been slightly extended behind the King’s Tower.
  • Both players have different Elixir Bar with 10 Elixir. (20 Elixir total).
  • Elixir Collector is not shared, only player who deploys the Elixir Collector can gain Elixir from it.
  • Buffers like Rage, Clone etc are shared
  • You can see where your opponent drags their cards.
  • The King’s towers are connected and have doubled firepower.
  • Elixir replenishes 85% as fast.
  • Overtime Elixir replenishes 70% as fast.
  • The bridges are a bit wider.
  • To see the cards which are available in your partner’s hand, hold your finger on his name for a few seconds. The cards which aren’t grey are ready to use.

So this is what it looks like when a Clan member wants to start a Clan Battle! The Join Battle button will show up and anyone can join the battle!

Clan Battle Invitation

And you can see your partner’s deck for a few seconds at the beginning and see which card is being hovered/selected:

For every win, you will award a win to the Clan Battle Chest. The Clan Battle Chest is similar to the Clan Chest (the tiers have the same rewards), except it is based on Clan Battle wins instead of crowns.

Watch more in these videos from Yarn!

Some basic tips for you:

  1. You are right, I’m left: This is one of the simplest (but most effective) strategy to play in Clan Battles, which must be agreed beforehand. Discuss with your clanmate before the battle. Once you have chosen the sides, each should work on the designated side (on both offense and defense).
  2. Complementary Offense/Defense: This strategy requires a lot more planning. For example, when you start a big push, you should have your clanmate complement/support it. You should take a look at the deck building section on this page for more details about it.

Want more details? Keep scrolling!

Do you like the new 2v2 Clan Battle Team Mode guys? What decks are you going to use?

Payfecta – New Powerful Meta Deck (!?)

1

Hey guys Lolman here with another deck guide!

Today I will be talking about the old-school payfecta deck which was VERY strong in the past but started being rather bad with the fall of Miner.

With the recent Ice Wizard and Mini P.E.K.K.A buffs, this deck in my opinion has become far stronger than it was a few months ago. I’ve had a lot of success playing this deck.

It’s counters quite a lot of other decks with relative ease!

Now enough blabbing and onto the actual deck!

payfecta

Payfecta Is Back!

Clash Royale MinerClash Royale PrincessClash Royale Ice WizardClash Royale Mini P.E.K.K.A
Clash Royale PoisonClash Royale Inferno TowerClash Royale GoblinClash Royale The Log

zap bait analytics

Cards Breakdown

Clash Royale MinerMiner

Main win condition of this deck! You will want to chip the Tower down with Miner.

Use Miner on Pump and Princesses if you get the chance. However you can trick them by sending the Miner to the Tower and simply Poison what your opponent is likely to protect + Tower getting value, preventing a counter push most the time and killing the Princess, Pump etc.

Clash Royale PoisonPoison

Spell that usually will be paired up with your Miner. Don’t hesitate to use this on defense if the situation calls for it. For example, if your opponent rushes with Giant + Horde, you can use Inferno Tower + Poison to counter that push for a +1 trade.

using poison

Here in this situation, I used a defensive Poison because I knew the Pups will tank for Balloon from Tower and Ice Wiz as well, along with the Inferno Tower. So I use Poison in order to kill them and damage the Balloon, allowing Ice Wizard to slow it down, preventing over 1500 damage from my Tower!

Clash Royale Ice WizardIce Wizard

With the recently buff, this card in my opinion is currently one of the top 3 Legendaries in the game because of its ability to hard counter Graveyard Poison.

1v1, he prevents a Balloon from getting any hits on the Tower. Using him to counter Minions and Horde is very effectively for 3 Elixir due to the damage buff.

Ice Wizard in this current meta is a beast. Also, the slow effect when paired up with high DPS cards like Mini P.E.K.K.A or Goblins synergizes really well in mitigating damage done to your Tower.

Clash Royale PrincessPrincess

Mainly for instant chip damage. You will do 140 damage to opponents Tower and Log will end up doing 96 damage to your Tower.

Ideally you want her down in the back, opposite lane of a beatdown push! That way they cannot deal with her with the push and must commit Elixir down on other lane to counter her. Otherwise she will do quite a bit of work to your opponents push.

Try to protect her if possible as long as you don’t overcommit doing so.

Clash Royale Mini P.E.K.K.AMini P.E.K.K.A

One of your main tank killers in this deck. This card not only can be used on offense but also on defense too.

Because you have the Inferno Tower, I’m not afraid to use him on offense to either tank for my Miner or vice versa and whenever I want to apply a lot of pressure on say the other lane of my opponent. Vs beatdown decks especially!

Ice Wizard + Mini P.E.K.K.A can also shut down a Golem quickly, allowing for a deadly counterpush after the +1 trade.

using mini pekka

Here I’m using the Mini P.E.K.K.A to do some damage and exert pressure. I was able to identify all of the opponent’s cards. When he Logging my Princess, I realized that he didn’t have any distraction for my mini P.E.K.K.A so I rushed with Goblins+ Mini P.E.K.K.A and was successful in doing a LOT of damage.

Clash Royale Inferno TowerInferno Tower/ Minions

Having the Inferno Tower lets you have the freedom to use your Mini P.E.K.K.A on offense.

Initially, I tried this deck with Minions instead of the Inferno Tower. You can use both versions of the deck. Depending on if you prefer the faster cycle but higher chance splash can destroy your defenses. Or if you want a slower cycle but with more solid defenses.

Be aware of your opponents spells. Don’t give Fireball, Lightning value with your Inferno Tower for an example.

Clash Royale GoblinGoblins

These bad boys are usually what you pair up with your Miner.

In this deck, I avoid using lone Miner pushes. Adding Goblins if you know opponents Log is out of cycle. Goblins have massive DPS if they get to the opponents Tower.

You can also counterpush. Say opponent uses Hog and you have full HP on towers? I would use gobs or Mini P.E.K.K.A then Miner on the counterpush with my finger on the Log, using Miner to tank for the counterpush.

Clash Royale The LogThe Log

Self explanatory, one of the most versatile spells in the game.

Can be changed out for Zap, it’s up to your preference.

General Gameplay

Early game (Start -> 2 minutes left)

This deck is more of an aggressive deck than anything.

That being said, don’t start off with a Miner, Mini P.E.K.K.A, Gobs and Poison push. You will want to save your Miner or Poison in case they got a Collector or 3 Musketeers.

I’m not against using a Miner at the start. Sending it to the non Tornado-able spot because getting the King’s Tower activated can be quite bad for you.

Though if you keep placing your Miner here and your opponent keeps predicting it then switch it up because more than likely it’d be a false prediction by your opponent. Be aware enough to switch up your Miner placements each time.

So early on, learn your opponent’s deck, learn what cards you need to keep in cycle with your opponent’s cards.

You will be cycling faster than them most of the time so it won’t be an issue. Ie- Log for Barrel, ice wiz for hound, Mini P.E.K.K.A, gobs or Inferno for Hog. Poison for 3 Musketeers. Cycling will be rather easy with this deck, that being said don’t cycle the cards you need unless you got no other option.

Mid Game­ (2 – mins till x2 Elixir)

Around now is where predictions come to play.

Your opponent Skarmies your Miner? You can place Miner directly in front of your opponents Tower and then Log about a second later. It would clear away the Skeleton Army, allowing your Miner to chip and do the chip from the Log as well!

Prediction Poisons are great too provided you are ahead of Elixir. Poison on Skeletons on defense or a Knight? That’d not something I’d advice. So depending on what your opponent defends with, it’s okay to prediction Poison sometimes.

Try to get some damage down. Outcycling your opponents counters. Destroying pumps, defending and counterpushing.

Late game (2x Elixir till the end).

Here you will cycle cycle cycle. You will want to cycle Miner Poisons of course.

Princess at the bridge is a move I’d do if the opponent’s Tower is below about 1200 HP. Other than that I’d always Princess in the back in order to draw out a Log or something.

If your opponent puts a tank? Princess opposite lane in the back.

So by continually chipping away at your opponents towers you want to get that 1-0 victory.

This deck is very good at preventing damage. Combined with the DPS of the Goblins, Inferno Tower and Mini P.E.K.K.A along with the Ice Wizards slow make it a very solid defense.

Just keep cycling Miner + Poisons. Princess at the bridge to chip till you whittle the opponents Tower down to 0.

Match-ups

Here I will organize the matchups from the hardest one to the easiest one.

Clash Royale Lava HoundLavaloon– Inferno Tower and Ice Wizard offer quite a lot of Lightning value to your opponent. If they run Fireball, then you are more than likely to be able to easily beat them, but if Lightning is there, you have to be aware of it.

Try to place Inferno so that it locks onto their Balloon rather than Hound if you can afford to wait, then Ice Wizard the Minions or Log the Gang.

Use Princess on the opposite lane so they cannot Arrows the same lane they’re pushing.

If you have a lot of troubles with this, you can change Inferno Tower to Minions or Minion Horde even as Arrow bait. Where they have to decide to either Arrows your Princess or Minions. However this change will make your deck far more vulnerable to splash.

Clash Royale GolemGolem Lightning – Similar to the previous one. Vs this deck make sure you apply pressure opposite lane.

Take down your opponent’s pumps and don’t be afraid to Poison defensively in order to keep your towers safe!

I usually like to take out pumps with Miner to Tower then Poison on Pump. Make sure you Princess opposite lane of Golem and do NOT offer Lightning value with your Inferno Tower + Ice Wizard. That’s definitely a *no no*.

You can also alternate between using the Mini P.E.K.K.A on the Golem or Inferno on Golem and Mini P.E.K.K.A on support for an example.

Clash Royale X-BowSiege- Siege is really tricky, especially X-Bow

Ideally you want to Inferno Tower on top of the X-Bow. This will probably work the first time or second as well but afterwards it’s not a realizable way to counter your opponents X-Bow.

So you can simply Miner the Tower, Poison + Log X-Bow and Tower. This mitigates X-Bow damage, doing 840 damage. As well as have it’s timer shorten by aiming at the Miner.

You can also use maybe your Ice Wizard or Mini P.E.K.K.A on whatever they send your way and also tank for the X-Bow.

You deal with X-Bow for 6 Elixir. Opponent can either react or defend Miner and you will also deal with say the Ice Golem, Mega etc coming your way. Or even a Mini P.E.K.K.A depending on which variant they are running.

Also don’t give Fireball or Rocket value.

Clash Royale Three Musketeers3 Musketeers- Not a hard match-up!

Get rid of the pumps, hold onto Princess for Horde and 3m.

If they 3m in back? Princess bridge of 2m lane and Log. This takes off a LOT of the 2m’s HP before they even pass the Tower. You can deal with the lone musket with just Goblins overall a +2 trade assuming you’re fine tanking 1-2 musket shots on Tower.

Just don’t let them build an Elixir advantage.

With the Heal nerf, 3M Heal is all but dead so you don’t need to worry about that either!

Inferno Tower, Goblins and Mini P.E.K.K.A are all good Ram answers!

Clash Royale BalloonBalloon cycles

You NEED Inferno Tower or Ice Wizard for the Balloon so be aware of opponents cycle. Princess other lane, etc.

This match-up can be easy if you play well. 1v1 lone Ice Wizard vs Balloon. Balloon only gets death damage onto the Tower.

Clash Royale Goblin GangLog bait- Log bait is seeing a little rise! It’s not really an issue for this deck.

You will most likely cycle faster than them. Switch up Miner placements and continue Miner poisoning and avoiding their Miner (Knight) prediction and you will be fine.

Try and catch their Princesses in your poisons.

miner princess

Taking out a Princess with a Miner Poison push. Miner (3) for Princess (3), drew out an Ice Spirt and a Knight so thus the Poison was essentially an even trade!

Clash Royale Hog RiderHog cycles – Very easy match-up!

Goblins, Ice Wiz, Inferno Tower, Mini P.E.K.K.A. All solid answers to a Hog.

Avoid Lightning and Fireball value and you will be golden. This match-up shouldn’t pose much of an issue to you at all if any.


So that’s it. My take on payfecta.

With the recent buff to Ice Wizard and Mini P.E.K.K.A, I think this deck is very solid and a good enough bet to take with you to the 20 win challenge if you get practice with it.

You do need to learn how to play this deck because it has a bit of a skill cap but when you do learn how to play with it, you can consistently defeat quite a lot of other decks with relative ease.

So that’s it for this guy. Cheers.

Elite Spell Bait (a.k.a Cancer Bait)

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elite zap bait

Hey guys it’s Regeneration with my second deck in response to the upcoming spell bait meta! This deck has only 1 legendary that can be arguably replaced with a better card, and there are no epics so it can be leveled up easily!

What is the Elite Spell Bait Deck?

The Elite Spell Bait deck revolves around the concept of baiting your opponent’s spells while maintaining constant pressure with a combination of cheap, high-damage troops and a relentless cycle. The core cards of the deck usually include:

  • Goblin Barrel: A versatile card for dealing chip damage when the opponent’s Log or other small spells are out of rotation.
  • Princess: Provides long-range splash damage and forces your opponent to commit spells or troops to remove her.
  • Goblin Gang / Skeleton Army: A swarm card that pressures the opponent and baits out small spells like Log or Zap.
  • Inferno Tower: A defensive powerhouse against tanks, forcing the opponent to deal with it using spells or distractions.
  • Rocket: Used to take down glass cannon troops or for direct tower damage in the late game.
  • Log / Tornado: To counter enemy swarm units and reset pushes.

The deck thrives on constantly forcing your opponent to use their spells inefficiently, making room for your key win conditions like Goblin Barrel or Princess to deal damage over time.

Why is it Called “Cancer Bait”?

The term “Cancer Bait” is used by the community due to the deck’s capacity to provoke frustration. It can feel nearly impossible to break through the constant cycle of swarms, defensive buildings, and indirect damage spells. When played correctly, the deck can seem like a never-ending barrage of annoyances that slowly chip away at your towers, making it feel oppressive and “cancerous” in its relentlessness.

How to Play the Elite Spell Bait Deck

  1. Identify Opponent’s Counters: Start by using low-risk bait cards like Goblin Barrel or Princess to identify what spells your opponent is carrying. Once you know their cycle, you can better predict and bait their spells.
  2. Cycle Efficiently: The strength of this deck lies in its fast cycle. Use your cheap cards to keep the pressure on, ensuring your key cards like Goblin Barrel are always available.
  3. Defensive Patience: Use Inferno Tower wisely and support it with swarms to deal with tanks. The deck’s defensive prowess is strong, but it relies on not overcommitting.
  4. Rocket Value: Don’t be afraid to use Rocket on value targets, especially in double Elixir when the pace quickens. Look for opportunities to hit both troops and the opponent’s tower to maximize damage.
  5. Keep the Pressure: The goal is to wear down your opponent’s counters and chip away at their towers. Constant pressure will force them to make mistakes, which you can capitalize on.

How to Counter Elite Spell Bait

  1. Keep Track of Cycle: Always be aware of what cards your opponent has in hand. If you know they have Goblin Barrel but no Log, be prepared with your own low-cost counters like Zap or Tornado.
  2. Efficient Spell Use: Don’t overcommit with your spells. Only use them when you can get maximum value, and save your crucial spells for key bait cards.
  3. Predictive Plays: Since the deck relies on baiting your spells, predictive plays can turn the tide. Anticipate where the opponent might place a Princess or Goblin Barrel and preemptively place your counter.
  4. Aggressive Pushes: Overwhelm them before they can set up their cycle. Quick, aggressive pushes with a mix of spells can throw off their rhythm and leave them struggling to keep up.
  5. Building Placement: Use defensive buildings wisely to deal with the endless stream of bait units. Cards like Tornado paired with splash damage troops can also clear swarms effectively.

elite zap bait

Clash Royale Elite BarbariansClash Royale BatsClash Royale Goblin GangClash Royale Ice Spirit
Clash Royale PrincessClash Royale TombstoneClash Royale fireballClash Royale Zap

hog freeze analytics

Pros Cons

  • Counters the meta
  • Keeps your opponent on their toes
  • One mistake can win you the game
  • Very synergized
  • Easy to level up

  • Weak to exe-nado, Baby Dragons(a bit), and Valkyrie
  • Weak in tournaments and challenges
  • Smart Lavaloon players will destroy you
  • One mistake can cost you the game

Card Roles:

Clash Royale Elite BarbariansElite Barbarians: I hate them. I really do. And I originally had Hog Rider in this slot as the win condition (modeling the Hog Log spell bait), but the defense was really weak.

I mean every time I put down a Hog, it would get countered either with swarm troops (which I zapped and got a couple of hits off), Inferno Tower, or troop combinations which led to a counter push that I couldn’t stop because my swarm troops would get wiped away in 2 seconds. The swarm option was alright in getting Tower damage, but for about 500 damage I would be down 3 Elixir. That doesn’t seem like much, but over time those -3 Elixir trades add up.

Long story short, a building targeting troop would fall to one Giant push. I needed a tank killer that can take out a Tower if left alone. Elite Barbarians fills all those roles. On top of that, they can be over leveled because they are a common.

Feel free to experiment with other win conditions including P.E.K.K.A, Giant Skeleton, Inferno Dragon, Bandit, and Lumberjack.

Clash Royale BatsBats: Before they came out, I was hyped for them, and I actually won them from their challenge. But then they got nerfed, and they got destroyed.

With the latest update bringing them back to 5 Bats instead of 4, my hype for them pre-nerf came back, and I started searching and experimenting with “Bat decks”.

I always found that people Zap them so the best use for them is in spell bait decks as they are a beast on defense, and with the buff they now land a hit off the Tower if ignored.

Use them as bait and/or defense(as an emergency) against ground based decks, and sole defense against air based decks like Lavaloon (always take out the Balloon).

They are excellent mini tank killers, can counter Graveyard with Tower help allowing 1-2 hits, can take out a Giant with only a couple of hits off(left alone of course), and a Hog with only one hit off.

Again, they are commons so you can over level them.

Feel free to replace them with Minions, Archers, or any anti air card. Just be warned that Bats are better Elixir trades if spelled away as they are 2 Elixir.

Clash Royale Goblin GangGoblin Gang: Second bait card and are pretty self-explanatory.

Anti-ground troop swarms that do significant damage if ignored.

At equal level, the Goblins survive Zap with a tad bit of health left. They also have 2 Spear Goblins that can help deal with air a bit.

Use them as bait for Logs, Zaps, and Arrows. Save them against aggro troops by baiting out spells with Bats.

Don’t worry if both Bats and Goblin Gang get spelled away as you have other counters.

Another common that can be over leveled. You can replace them with Skeleton Army(best option), Goblins, Skeletons, Fire Spirits, and Spear Goblins(worst option).

Clash Royale PrincessPrincess: Third bait card. She’s in this slot due to her anti-air ability and long range splash.

Against big pushes, put her behind the king Tower and let her take out the swarms while your E-Barbarians take out the tank.

She is the best defense against Minion Hordes, and if placed at the bridge, she is a great Log and Arrows bait(or better yet, an important support troops or counter to your deck).

Since she is the only legendary in this deck, you won’t have to replace too many other cards with her.

The best replacement is of course Dart Goblin, with his fast chip damage, and bait ability that cause people to panic, he is great when paired with the Zap, however you lose the splash and range. The other replacements are other ranged supports that act as Fireball bait.

Clash Royale Ice SpiritIce Spirit: Best 1 Elixir card (as Skeletons is the other) used to cycle, buy time with the 1.5 second Freeze, and paired with Zap, take out swarms like Minion Hordes.

Level these up to the Tower level of your opponents as you can cycle them at the bridge over time to deal 475 damage for 5 Elixir at tournament level. And guess what? It’s a common so you can over level it

Replace this with Fire Spirits if you want, or even Mirror if you want to experiment (I haven’t tried it so I don’t know how it works).

Clash Royale TombstoneTombstone: The best counter to the bridge spam meta, 3 Elixir shuts down Bandits, Battle Rams, Hogs, Elite Barbarians, and without support, P.E.K.K.A.

Tombstone can be used as a Log and Fireball bait (Fireball typically in some Hog decks).

It can be replaced with any other defensive building and spawners (although Barbarian Hut isn’t recommended, and spawners change the play style a bit).

Out of all the other cards, level doesn’t matter as much(just as long as it isn’t level 3 in arena 9, etc).

Clash Royale fireballFireball: On the contrary, this 4 Elixir rare card should be 1 level higher than the support troops you face (level 8 Fireball against level 7 Wizards, and against E-wiz it should still be 7 levels higher) and is level dependent.

Use it against 3M’s, support troops, Pumps, Furnaces etc. Even if the Fireball is a bit under leveled, you still have the Zap to finish them off.

However you lose the swarm clearing spell, and you spent 6 Elixir on 4-5 Elixir troops which may or may not be worth it. IMO I think it isn’t, but up to you.

Against big pushes when the supports are clumped up, Fireball them (except Executioner and Bowler) and Zap if necessary.

After awhile in overtime if your E-Barbarians can’t reach the Tower, just Fireballing the opponent to death.

If you don’t like Fireball you can replace it with Poison, which synergizes better with E-Barbarians, can deal with Night Witch better, or if your Fireball is too under leveled with your Zap, but you lose that defense ability and last second Tower killing speed, troops can escape the Poison, and Heal is a strong counter (luckily most people don’t use Heal).

Clash Royale ZapZap: I think it’s pretty obvious why Zap is here but I’ll explain anyway! I tried Log but Minion Hordes constantly destroyed me even though I had the 2 Elixir.

For 2 Elixir, Zap synergizes very well with Princess, Fireball, Ice Spirit, and Elite Barbarians.

Get rid of swarms, Goblin Barrels, and with Ice Spirit, Minion Hordes.

You won’t be using Zap to reset Infernos because you have so many other counters, but you can use Zap to reset attack animations, and buy time, but only if you can cycle back to it before the opponent uses a swarm.

Make sure to over level Zap as it is a common; 1 level higher for Goblins, and an optional 2 levels higher against Minion Hordes.

For 1 Elixir more, Arrows will take out princesses and Minion Hordes for 3 Elixir, however you lose the synergy with Ice Spirit, it’s slower than Zap, and you lose the positive Elixir trade. You can also replace Zap with Log if your Zap is under leveled, but the downsides are the same except you are even weaker to air, but you don’t lose the Elixir trades. Fire Spirits is a third option, just keep them leveled up like the Ice Spirit so they reach the Tower on their own.

 

General Gameplan

Overall:

This is a spell bait deck, but a bit different game plan.

The goal is to get the opponents to not only use their spells on your bait troops, but also get them to use their swarms as a response to your swarms so that you make equal trades there, and then use Elite Barbarians to punish them with horrible counters to those E-Barbarians and gain an Elixir advantage along with some chip damage (and hopefully a Tower!).

Long story short, use your swarms to out cycle your opponent’s E-Barb counters.

A good rule of thumb is to play with 7 Elixir, and only pressure on low Elixir if you know they can’t counter it properly.

Your big final push is E-Barbarians, Ice Spirit, Princess near the bridge, Zap in your hand and an optional Goblin Gang/Fireball.

Memorize your opponents counter, and make sure to bait spells with the right troops (Don’t bait Zap with Bats if your opponent runs Lavaloon, for example).

Opening Move-1 minute in (3:00-2:00)

Your opening moves are:

  • Bats at the Bridge
  • Princess at the Bridge
  • Goblin Gang at the Bridge
  • Tombstone in the middle
  • Ice Spirit at the bridge(If equal level with opponent)
  • Quick E-Barb Zap push

Wait until 10 Elixir before starting!

If the opponent starts a tank in the back:

Clash Royale Lava HoundLava Hound: Rush with E-Barbarians Zap/Ice Spirit on other lane, Goblin Gang, or Tombstone in the middle. Bait out Zap/Arrows with Goblin Gang(Princess if they use Arrows). Defend with Bats on Lava Hound and drag the Lava Hound with a Tombstone if possible. Once the Lava Hound pops, Zap the lavapups(a level 11 Zap will take out level 1 Lava pups, level 12 on level 2, and max level on level 3). You can also use Princess behind the king Tower if you have enough Elixir.

Clash Royale BalloonLavaloon: Same as above except Bats on the Balloon.

 

Clash Royale GolemGolem: Rush with E-Barbarians Zap/Ice Spirit on the opposite lane and bait Zap with either Bats or Goblin Gang(preferably Bats). Don’t force the push, Zap only swarms, and if they defend with valk, take her out with Bats. Then defend with Tombstone and later on Goblin Gang(if spell is used on Tombstone). You can also use Princess behind the king Tower if you have enough Elixir.

Clash Royale GiantGiant: Rush the other lane with Goblin Gang and/or Bats and bait out the spells along with some chip damage. Once the Giant crosses the bridge, take out any supports behind the Giant with E-Barbarians first and then the Giant. Make sure to counter push by adding Ice Spirit, and keep Zap in hand.

Clash Royale P.E.K.K.AP.E.K.K.A, Giant Skeleton: Same as Golem.

 

Clash Royale Hog RiderHog Rider: E-Barbarians on any possible support units first, then let them take out the hogs. Counter push adding Ice Spirit and Zap in hand. You can also have them focus on the Hog first, if you know the E-Barbarians will survive.

If the opponent rushes with their win condition:

Clash Royale MinerBurning Miner AKA Miner Poison AKA Moison: Ignore it and rush the other lane with E-Barbarians Zap/Ice Spirit. If E-Barbarians aren’t in hand Princess at the bridge in the same lane, and Ice Spirit on Miner.

Clash Royale Hog RiderHog Rider: E-barbs or Goblin Gang. Bats and/or Ice Spirit if necessary.

 

Clash Royale Elite BarbariansElite Barbarians: Tombstone or Goblin Gang. Use Bats and/or Ice Spirit if necessary.

 

Clash Royale BalloonBalloon: Bait Zap with Goblin Gang on the other side. Bats on Balloon and Tombstone if necessary.

 

Clash Royale Three Musketeers3M: Fireball. If no Fireball use swarm troops and Zap.

 

Clash Royale Battle RamBattle Ram: Tombstone. If no Tombstone swarm troops.

 

Figure out your counters, and don’t overcommit. Not much to say.

2:00-1:00

More E-Barb pushes, don’t worry if you have a Tower down. As long as you can get some chip damage in and you’re playing correctly, you will be fine.

Counter your opponent’s counters, and start to use Fireball a bit.

0:59-Overtime (2x Elixir)

At this point if you can’t get the E-Barbarians to the Tower, just keep defending and fireballing their Tower. At that point whoever has the better spell cycling skill wins. If the opponent rockets/lightnings, then rush immediately with E-Barbarians as that’s 6 less Elixir they have to defend. In ladder if you have too far to take the Tower just go for the draw.

Matchups

Clash Royale Battle RamBridge Spam: Easiest matchup. You have too many swarms and they probably have 1 swarm clearing spell so it’s more embarrassing to lose at that point.

 

Clash Royale P.E.K.K.AGiant Skeleton/P.E.K.K.A/Single target troops: Use your swarms and Tombstone. Ice Spirit and E-Barbarians as last second emergencies. Easy-medium matchup.

 

Clash Royale MinerMoison(Miner Poison): Always rush the other lane. The chip damage is very annoying so only use E-Barbarians on Miner as a last second defense. Medium matchup

 

Clash Royale GiantGiant decks: You have the swarms, Tombstone, and E-Barbarians. Too many counters. Easy matchup.

 

Clash Royale GiantGoison(Giant Poison): E-Barbarians. Poison just eliminates the swarms and Tombstone. If they pre Poison use the Tombstone out of the Poison but in range to still drag Giant. Shouldn’t be too hard. Easy-medium matchup

Clash Royale GolemGolem decks: Same as Giant decks except the opponent has less Elixir to defend.

 

Clash Royale GolemGolem Lightning: Only deadly if they get the anti-swarm troop with Golem and Lightning takes out E-Barbarians. The anti-swarm troop must lock on before swarming it and Golem. Golem will get hits off the Tower unfortunately. The longer you go in overtime, the more likely it is they will Lightning cycle you to death. Hard matchup.

Clash Royale Hog RiderHog decks/Cycle decks: You can at least keep up. Tombstone for Hog, swarms and E-Barbarians as emergencies. Your E-Barbarians will probably be stopped via multiple swarms, so just Fireball them to death. Medium-hard matchup.

Clash Royale Goblin HutSpawners: Everytime the Barbarian Hut is deployed, rush the other lane with E-Barbarians. They’ll probably use Valk or Witch. Defend Barbarian Hut with Bats, Fireball Furnace or Goblin Hut with your E-Barb pushes. Valk might be the only problem. Medium matchup.

Clash Royale Goblin GangSpell bait: Zap the Barrel, Princess on swarms. Same mindset as cycle decks above. Medium-hard matchup.

 

Clash Royale X-BowSiege: Very annoying. Distract with Tombstone, then Fireball the clumped defensive troops. Take out siege weapon with any remaining troops and punish them with constant E-Barb pushes. Chances are they will use troops like knights to defend, which will stop E-Barbarians, but you can now get to the siege weapon easier. Medium-hard matchup.

Clash Royale Lava HoundLava Hound: Hard matchup. Bats on the Lava Hound, and rush the other lane with E-Barbarians Zap. Princess on Lava Hound/lavapups as well if you have the Elixir.

 

Clash Royale Lava HoundLavaloon: Hardest matchup. Bats on Balloon, distract Lavaloon with Tombstone, and never let them build up the 12 Elixir necessary. If they ignore the E-Barbarians, race them to 3 crown.

Conclusion

All in all this is a new deck that takes advantage of spell bait to counter the upcoming(spell bait) and dying meta(bridge spam). This got me 8 wins in a row in arena 10(now 3659 trophies as I’m writing this), but this deck is still experimental. Feel free to mess around with this deck and let me know of anyone questions and/or suggestion you have.

Until then, have a clashtastic day!

Dank Ram Spam Deck

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Herro everyone! My names herro and this is my second guide on Clash.World. Remember the 2.9 Battle Ram Cycle guide? That was mine!

So a couple days ago I got a Night Witch (yes lucky me) and I really wanted it to use it in a bridge spam deck. But I don’t have Bandit or Inferno Dragon so I decided to just create my own deck. I also incorporate the Dark Prince, a highly underrated card. I tested this deck in 3 classics and 1 grand challenge. In all 3 classics I got 12 wins and in the grand challenge I got 9 win (because I’m bad at this game). So let’s get to the deck!

dank bridge

sparky heal analysis

Rank Ram Spam Deck

Clash Royale Battle RamBattle Ram: Main win condition.

The Battle Ram is just so good paired with the Dark Prince. No swarm unit can stop it and with its fast speed, the opponent must react to it quickly.

Clash Royale Dark PrinceDark Prince: This guy has been out of the Meta ever since P.E.K.K.A double Prince fell out.

He’s kind of an awkward card with not enough HP to make him a tank, but not enough damage to make him a win condition.

He is a great support card with his splash damage and his 360 degree splash charge damage. The Dark Prince is a good support card paired with the Battle Ram, making sure that any swarm troops will be gone in an instant.

The Dark Prince is also great at stopping Barbarians which is a very good counter to the Ram.

Clash Royale Ice GolemIce Golem: The Ice Golem is a very good mini tank for the cost of only 2 Elixir.

Pair the Ice Golem with Zap and you can instantly kill Minion Hordes.

 

Clash Royale Ice SpiritIce Spirit: Self-explanatory.

Paired with Zap, you can one shot Minion Hordes (at tournament standards of course)

 

Clash Royale Night WitchNight Witch: One of the most overpowered cards in the meta at the moment. She is just so strong on offense and defense.

In this deck you mainly want to use her on defense and then counter push. She will most likely get a nerf next patch so abuse this card for trophies while you can.

Clash Royale Electro WizardElectro Wizard: A very strong defensive card.

Paired with the Night Witch, you can stop pushes with ease. As with the Night Witch, you want to use this card on defense and then counter push.

Clash Royale ZapZap: Very self-explanatory card.

Zap is just so useful in so many ways. I prefer Zap over Log because this deck already has enough ground splash.

Clash Royale PoisonPoison: Your best friend on offense and defense.

Poison provides lane coverage like Log. When you Log a certain area, the opponent cannot drop anything there unless they want to suffer the Log damage and knockback.

With Poison, the opponent cannot drop any squishy troops or medium health units (like a Musketeer) without it suffering damage and turning into Elixir and profit for you.

A level 4 Poison will kill a level 7 Musketeer without the help of Zap. (level 7 Musketeer HP: 598. Level 4 Poison full damage: 600)

Strategy:

With this deck you MUST get positive Elixir trades. If you go behind in Elixir at any time, a big push will destroy you. Also don’t be afraid to be aggressive if the opponent puts down a Pump. Usually I would rush them with Ice Golem + Battle Ram + Poison on the Pump.

Always, always Poison the Pump even if they have 3 Musketeers. Almost all 3 Musketeer users have Heal and it will deny your Poison. You have to remember this saying. Always, always Poison the Pump.

Also if you know how to use bridge spam, you will be good to go with this deck also.

Matchups:

For matchups I have a 1 through 10 scale on how hard it is to win against that type of deck. Of course this is my opinion and if you disagree write in the comment below.

Clash Royale Lava HoundLava Hound: 3/10

Not used much anymore, but can be a problem if they have Lightning. You have to utilize the Battle Ram Lightning rod to help your Electro wiz and Night Witch survive. Of course there is another option and that is to rush the other side just like every bridge spam deck.

Clash Royale Goblin GangZap/Log bait: 3/10

Not very popular in the meta at the moment. You have enough splash to deal with all the cards.

Clash Royale GolemGolem: 4/10

Just play like a bridge spam deck. Poison the pumps and when the opponent drops a Golem, just rush the other side with bridge spam. You will get destroyed if you fall behind in Elixir.

Clash Royale Hog RiderHog: 5/10

This deck doesn’t have a defense to reliably drag the Hog, but with the Ice Spirit and Night Witch you can usually stop the Hog from getting a hit off. This is usually a skill matchup more than which deck is better.

Clash Royale Battle RamBridge spam: 5/10

Against bridge spam this deck can defend easily thanks to the nightwitch and Electro Wizard. On offense, the Poison helps a lot against the opponent’s defense and the Dark Prince does a hefty amount of damage in its charge strike. The person who wins this matchup is the person with the most Elixir.

Clash Royale P.E.K.K.AP.E.K.K.A: 6/10

P.E.K.K.A decks are hard to get through just because the P.E.K.K.A is tanky and has lots of damage. If you are ahead significantly in Elixir, your push will be able to get through the P.E.K.K.A. If not, it will most likely end in a draw.

Clash Royale Three Musketeers3 Musketeers: 9/10

ALWAYS Poison the pumps. The person who wins this matchup is the person with the most Elixir. If they split their Musketeers, use Ice Golem + Dark Prince to deal with the 2 Musketeers, and use nightwitch or battleram (if the nw is not in your hand) to deal with the one. This will be enough to deal with their pushes unless you have less Elixir. If that’s the case, you are screwed.

 


So that’s the deck! If you have any questions, ask in the comments. I check Clash.World daily.

Email: is6heavy@gmail.com

 

Clash Royale August Balance Update – Bridge Spam Meta Is Over!

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clash royale update

Hello guys,

As always, Supercell is releasing the new Balance Change update on August 11th in order to make the game fine tuned and to keep the fun throughout the updates.

This time, Supercell is tuning down Night Witch, Battle Ram, Graveyard and boosting some underrated cards! Let’s take a closer look!

clash royale update

Clash Royale August Balance Update

Clash Royale Night WitchNight Witch:

Damage -9%, range -11%, Bat spawn speed to 7sec (from 6sec), spawns 2 Bats on death (from 3)

Clash Royale Battle RamBattle Ram:

Takes a bit longer to begin charging, Barbarians spawn slower

Clash Royale GraveyardGraveyard:

Duration to 9sec (from 10sec), spawns 15 Skeletons (from 17)

Clash Royale Electro WizardElectro Wizard:

Hitpoints -2%

Clash Royale HealHeal:

Duration to 2.5sec (from 3sec)

Clash Royale Mini P.E.K.K.AMini P.E.K.K.A:

Damage +4.6%

Clash Royale X-BowX-Bow:

Deploy time to 3.5sec (from 4sec)

Clash Royale MortarMortar:

Deploy time to 3.5sec (from 4sec)

Clash Royale Dark PrinceDark Prince:

Damage +6%, hit speed to 1.4sec (from 1.5sec)

Clash Royale Ice WizardIce Wizard:

Damage +10%, hit speed to 1.7sec (from 1.5sec)

Clash Royale BatsBats:

Bat count to 5 (from 4)

 

1. Battle Ram Nerf
The Battle Ram was at the heart of Bridge Spam strategies, rushing towards towers and dealing significant damage upon impact. In the August 2017 update, Supercell introduced a crucial change: the Battle Ram’s charge speed was reduced, making it easier for defenders to counter before it reached their towers. Additionally, the Barbarians that emerged upon breaking now had reduced hitpoints, making them less threatening and easier to handle with spells or defensive troops.

2. Bandit Adjustment
The Bandit’s dash ability was another key component of Bridge Spam decks, allowing her to quickly close gaps and deal hefty damage. In this update, the Bandit received a slight cooldown increase between her dashes, providing defenders with a better chance to react and counter her aggressive plays. This change helped slow down the relentless pressure that Bandit brought to Bridge Spam decks.

3. Night Witch Nerf
The Night Witch was a powerhouse in Bridge Spam decks, summoning bats that swarmed enemy defenses while dealing significant melee damage. The August 2017 update reduced her Bat spawn rate and hitpoints, making her less of a dominant force. This nerf meant she could no longer survive as long on the battlefield, reducing the overall potency of Bridge Spam pushes.

4. Electro Wizard Tweak
The Electro Wizard, known for his stunning entry and versatile control, was slightly reworked to reduce his impact on the battlefield. His spawn damage was decreased, making him less effective at instantly eliminating swarms and other low-health units. This adjustment allowed for more counterplay against the Bridge Spam’s immediate pressure tactics.

How the Meta Evolved

The August 2017 update didn’t just nerf Bridge Spam—it opened the door for new strategies and deck archetypes to rise. Here’s how the meta evolved in the aftermath of these changes:

  • Control Decks Gained Popularity: With Bridge Spam’s pace slowed, control decks that emphasized defense and counter-pushing became more viable. Players began experimenting with cards like Tornado, Executioner, and Ice Spirit to effectively manage and dismantle enemy pushes.
  • Beatdown Decks Made a Comeback: Beatdown decks, which focus on building a strong push behind a tank, benefited from the nerfs to Bridge Spam’s fast and reactive playstyle. Cards like Golem, P.E.K.K.A., and Lava Hound re-emerged as powerful options, providing players with a slower, but devastating approach to dismantling opponents’ defenses.
  • Increased Variety in Deck Building: With Bridge Spam no longer the dominant force, players felt freer to experiment with a wider variety of decks. This led to a more diverse meta, where creativity and adaptability were rewarded, and the same repetitive strategies were no longer the norm.

Adapting to the New Meta

As the dust settled from the August 2017 Balance Update, it became clear that success in Clash Royale now required adaptability and a willingness to explore new strategies. Here are some tips for thriving in the post-Bridge Spam meta:

  • Diversify Your Decks: Don’t rely on a single strategy. Explore different archetypes, from control to beatdown, and keep your opponents guessing.
  • Master Defense: With the speed of the game slightly reduced, there’s more room for defensive play. Practice with cards like Tornado, Inferno Tower, and defensive spells to keep your opponent’s pushes at bay.
  • Stay Updated with Meta Trends: As the meta evolves, keep an eye on popular decks and strategies used by top players. Watching replays and following the community can help you stay ahead of the curve.

What are your thoughts?

Splashyard v3.0 (Kinda, Modified)

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Hey guys Lolman here, today I want to share the ladder deck that I used this season to crack 5000 trophies in arguably one of the tougher Clash Royale seasons to date. Lots of people I know, that have broken 5000 trophies or higher, are finding it hard to crack 4900 trophies etc.

I’ve had a lot of success with this deck so I want to share it with you guys. It counters about every deck you might face on ladder VERY well. Also this deck guide is more ladder oriented, it may not perform as well in tourney cap.

Now enough blabbing and onto the actual deck.

splashyard

SplashYard v3.0

Clash Royale KnightClash Royale GraveyardClash Royale Night WitchClash Royale Poison
Clash Royale SkeletonClash Royale TornadoClash Royale ExecutionerClash Royale Minion Horde

splashyard analytics

Slight disclaimer. This deck is a bit legendary and epic heavy so keep that in mind. It’s just the deck that I’ve focussed on levelling up.

The Deck

Clash Royale KnightKnight –  The main tank for Graveyard.

It’s a common so can be overlevelled and is very solid vs a lot of cards like Graveyard, E-Barbarians, Miner etc. Has decent DPS but hardly a tank killer.

He’s your main rush card to be paired up with Graveyard, etc when you rush a Pump for an example. He’s only 3 Elixir so he’s far better to be used as the tank rather than say a Lumberjack, Mini P.E.K.K.A, Valkyrie, etc.

Clash Royale GraveyardGraveyard – You can’t have a Graveyard deck without a Graveyard. This card cannot be replaced.

Try to play passively at the beginning rather than starting off with a Knight Graveyard rush.

You will want to figure out opponent’s counters first. This deck shines at counter pushing. For example, If you defend with a Night Witch, play Knight in front of her then drop Graveyard and try to get the value of Poison.

graveyard placement

Typical Graveyard placement! This is my usual Graveyard placement because mostly in the 4700-5000 range people use ground troops like Knight, Barbarians etc to counter Graveyard. Even a Valk can be negated by this placement if RNG is on your side. I would start off with something like this, or if you prefer to play it safe, start with the corner and are getting countered easily then try switching your placements up.

Poison – This is a very important card because it’s what you will use to clear away Graveyard counters.

You won’t always need to use use Poison tho. For an example if a Valkyrie is used on your Graveyard, you’d find it easier to just Tornado her out of there rather than using Poison on her.

Poison kills the Goblin Gang, Archers, Minions or Minion Horde that are used to defend your Graveyard. Try and get value with your Poison.

poison placement 1Always try to get value from your Poisons!

Tornado (5) – Should be used wisely. Can be used on both offense and defense.

Can be used for pulling a Hog to the King’s Tower and also pulling a tank out of your Graveyard. You can even use it to group Barbarians and Minions so your Executioner can snipes all of them (while using Poison takes 4 Elixir and ages to kill those level 13 troops.

You can use Tornado to counter a Golem by pulling it to the King for a +5 trade. Or like said earlier to kill Barbarians and Minions for a + 5 trade. This is so because they still have to deal with say the Executioner that’s on the map.

tornado placement

Here the Executioner was able to kill the Musketeer, Barbarians and the Ewiz for only 3 extra Elixir! Drawing out a lot more Elixir from my opponent (Ps- This was my 5k game)

tornado placement 2

Here although a bit of an overcommitment and I am low on Elixir, I mitigated massive damage and have 9 Elixir on the board! Able to counterpush with a deadly Exe, NW, Graveyard push.

Night Witch – Now prior to Night Witch being released, my deck had issues dealing with Graveyard and had E-wiz at this slot.

You can change her into a Baby Dragon or E-wiz. Whichever you prefer. But I see her as far superior to those options right now in the meta because of just how insanely OP she is.

She helps a LOT at melting down tanks for me in order to clutch a victory in ladder. She’s also not that level dependent so that’s a plus for the ladder. Even if your Night Witch was level 2 I’d say it’s work just as well!

Skeletons-  Why Skeletons over Goblins?

This deck is actually a lot like Splashyard and rather an expensive one. I prefer a faster cycle over more defensive capabilities. Plus Gobs might still get zapped on ladder.

Executioner –  Main defense vs beatdown and Lava Hound decks. His splash is incredible. Especially when lining troops up for him to snipe out with the Tornado.

He synergies well with the Graveyard. Simple use Tornado to pull troops out of Graveyard, letting him to snipe troops+ tower.

He’s one of the most important cards in this deck. Not that level dependent just make sure his level is not more than 1 level below lightnings used by other players at your trophy range. So…. Level him up first.

Minion Horde! Plot twist. A Graveyard deck with Minion Horde? Well… yes, Horde offers for a surprise Horde behind Knight or any tank really attack if your opponent wastes spells like Fireball on your Night Witch.

Also if your opponent overcommits with a heavy ground attack, simply place Minion Horde on top and relax.

Now these are level dependent, Zap +2 levels higher 1 shots the Minions so make sure to level them up as well. Level 12 is the safe level because no Zap will 1 shot them other than well… mirrored Zaps.

Don’t rely too much on this card, it’s really more of a punish and surprise defensive card in this deck. Not so much a major damage dealer.

use minion horde

Fireball Zap on Night Witch? Punish him!

General Gameplay

Early game

Now on ladder, being the initial aggressor is not good unless your opponent opts to Pump or say Golem/Giant in the back. Try not to overcommit, even a simple Knight Graveyard push.

Never go with something like an Exe Graveyard push because Executioner is a defensive card. You always want him (like the Bowler) on the same lane as the tank that is coming your way!

Get a feel for your opponents deck and figure out your opponent’s counters.

This deck is rather expensive so you won’t be getting a LOT of damage early on unless you get a lucky push in early.

It really shines in 2x Elixir, when you will be able to cycle twice as fast as normal and will try and do most the damage you can.

Try to get as much Poison chip damage and bat chip damage.

That being said don’t overcommit on a Graveyard push with a Poison. Try and play with a certain amount of control.

Mid game

Now that you know what you’re playing against. Try to figure out what cards you need to save for the enemy pushes.

Now, you don’t always have to use a tank for the Graveyard. A lone Graveyard can potentially take a Tower depending on its level and the Tower level!

using graveyard

Here in this situation, the only counter I had for his Inferno Dragon was my Exe. I did not want to use him on that side so I just used a Graveyard so he’d most likely leave the Night Witch be in taking care of the Royal Giant.
I used the Horde because once the Bomber kills my Night Witch, he could Zap the Bats and that’d do massive damage to my Tower which would be bad. So the Horde was to draw out Zap. Either way that Tower was mine.

So in a nutshell, this is when you should try to do as much damage as you can.

You don’t want to be the aggressor most the time unless you are in a situation like above. Instead, you want to counter a push then counterpush with a Graveyard and Poison.

Late game

Now I am comfortable using a quick Knight + Graveyard push because I can cycle back to the card easily.

Especially if your opponent still plays passively with say a Giant in the back, etc. Play a bit aggressively.

Try not to use your Horde carelessly and ended up losing a Tower.

It isn’t that hard to do, try to kill your opponents counter push with Poison. Defend with Exe Nado then Graveyard on counter.

Rinse and repeat.

Match-ups

Clash Royale MortarMortar cycles

Now these decks are reasonably common on the ladder. Mortar decks in my opinion are far more annoying than Royal Giant.

Now for this, try to save your Executioner for the Mortar, because they do defend it with Archers, Skeletons etc. Place your Knight to tank for the Exe and then the Graveyard.

This match-up can be tough as they can rather easily counter your Graveyard by cycling back to Archers. They also have 2 spells to clear out the Skeletons.

Do NOT give Rocket value like placing Exe behind the Tower. Always try to save it for Mortar.

For the most part Horde is useless because they have Arrows. Try to only use it once that’s out of cycle.

Clash Royale GolemGiant/Golem beatdown

Executioner and Tornado. If possible you can also activate your King’s Tower early to help yourself. Keep in mind that the Golem can do significant damage to your King Tower.

Repeating this process can be deadly to you assuming the game somehow ends up in a 1-1 situation.

Vs Lightning your Exe level may matter depending on how high you are in trophies!

If you want to make a 5k push I do recommend at the very LEAST a level 5 Executioner. However quite a few players do have level 7 Lightnings around this trophy range.

Clash Royale Hog RiderHog

Very easy match-up.

Activate your King asap, afterwards you ideally want to use say a Night Witch for an example in order to counterpush.

If no good counters are in hand then Tornado + Skeletons prevent any hits on Tower for a neutral trade and you’d have cycled 2 cards. Though +1 trade is good, might as well prevent damage because you would most likely end up cycling the Skeletons anyway later on.

Clash Royale Goblin GangLog bait

Can be a little tough if they have Inferno Tower so try to get value of Poisons.

Tornado Barrel to King’s Tower and afterwards Skeletons in front of Tower should be able to mitigate the damage done.

In 2x Elixir you will have the advantage. So play warily at the start, defend properly. Poison out like the Princess etc and then attack. Never get into a spell cycling race and don’t give Rocket value.

Clash Royale Royal GiantRoyal Giant

Typically an easy match-up!

Executioner is important. Night Witch should be used on him. Kill the RG and counterpush.

Don’t overdefend because taking damage then using Graveyard on offense and doing massive damage are far more worth than mitigating as much damage as possible by overdefending.

Clash Royale Three Musketeers3 Musketeers

Vs this, you ideally want to play for a draw. Poison level matters a LOT and usually when 3M used on ladder are usually overelevelled.

Poison isn’t a great 3M counter to begin with! So try to get some early damage on Tower when they Pump up. Hopefully take a Tower but once they start cycling 3M defend for your life! Get value Exe Nados etc.

Core Components of the Splashyard Deck The Splashyard deck is centered around the Graveyard spell, known for its ability to summon a horde of Skeletons anywhere on the battlefield. However, the deck’s success heavily relies on a supporting cast of cards capable of dealing splash damage, hence the name “Splashyard.” Here’s a breakdown of the essential cards:

  1. Graveyard: The cornerstone of the deck, Graveyard is a win condition that can quickly overwhelm opponents if left unchecked. When combined with a tanky unit, it becomes a nightmare to defend against.
  2. Baby Dragon: A versatile card with flying capabilities, Baby Dragon deals splash damage and synergizes perfectly with the Graveyard. Its ability to clear out swarms makes it invaluable in both offense and defense.
  3. Ice Wizard: Slowing down enemy troops while dealing consistent splash damage, the Ice Wizard is a key defensive card. It pairs well with Tornado, another common inclusion in the Splashyard deck, to control and eliminate enemy pushes.
  4. Tornado: Tornado’s synergy with both Baby Dragon and Ice Wizard cannot be overstated. It pulls enemy troops together, allowing these splash damage dealers to maximize their effectiveness. Additionally, Tornado can be used to activate the King Tower early, giving you a significant defensive advantage.
  5. Knight/Bowler: A reliable tank is necessary to absorb damage while the Graveyard spawns Skeletons. Knight is a popular choice due to its low cost and decent health. Bowler, on the other hand, provides additional splash damage and is particularly effective against ground-based swarm units.
  6. Poison: Poison is often paired with Graveyard to deal with defending troops that try to counter the Skeletons. Its damage over time and area coverage make it a perfect fit for the Splashyard strategy.
  7. Tombstone: Serving as a cheap distraction, Tombstone can help control enemy troops and buy time for your other units. Its Skeleton spawns also synergize well with the defensive playstyle of the deck.
  8. Electro Wizard: The Electro Wizard can provide a valuable stun effect, disrupting enemy pushes and supporting your defensive and offensive maneuvers.

Strategy and Gameplay The key to mastering Splashyard lies in understanding its balance between offense and defense. Here’s how you can effectively use the deck:

  1. Early Game: Focus on defending and managing your Elixir. Use Tornado, Ice Wizard, and Baby Dragon to control the battlefield. If an opportunity arises, consider a Graveyard push with Knight or Baby Dragon, but don’t overcommit.
  2. Mid-Game: This is when you should start chipping away at your opponent’s tower with Graveyard pushes. Combine Graveyard with Poison or Baby Dragon to maximize damage while minimizing the opponent’s defensive options.
  3. Late Game: By now, you should have a solid understanding of your opponent’s deck. Use your knowledge to predict their moves and execute well-timed Graveyard pushes. Defend carefully, using Tornado and splash damage units to maintain control.
  4. Countering Splashyard: Be aware of counters to the Splashyard deck, such as decks with strong defensive capabilities like Valkyrie, Archers, or other splash damage units. Adapt your strategy by focusing on chip damage and waiting for the perfect moment to unleash your Graveyard.

I believe this covers all I got for you guys today. This deck has been working very well for me.

Hopefully you guys also have success using it.

This is more of a ladder deck. I’ve never really played any challenges with the deck so I am unsure if it works but it does seem rather solid. I just made it to counter most ladder decks.

t’s in a nutshell a modified splash yard deck. Give it a try.

Lolman out.

Advanced Guide to Bridge Spam

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bridge spam

Hey guys! Its Blaze back with another guide for you all! Today, I will be talking about Bridge Spam decks.

bridge spam

As you all know, the current meta is being dominated by a particular deck type known as Bridge Spam decks. Some consider Bridge Spam a different and new archetype while some consider it as a sub-archetype within the Control archetype.

Now, keeping this debate aside, I will be talking about :

  1. What is Bridge Spam?
  2. Origin of Bridge Spam.
  3. Why is Bridge Spam so strong?
  4. Best Cards to use in Bridge Spam decks.
  5. Top Bridge Spam decks.
  6. My view about Bridge Spam.

Without further ado, lets start!

What is Bridge Spam?

Bridge Spam is basically what it sounds like: Spamming troops at the bridge.

Now, this play style is used by players in lower arenas who basically place down all troops at the bridge in hope of dealing damage.

But extra-ordinarily people have found that certain cards like Battle Ram and Bandit actually become quite strong threatening when used in this manner and this resulted in altogether a different type of decks.

Origin of Bridge Spam

The Bridge Spam deck type was first used in the Clash Royale-Crown Championship-Global Series (CCGS) by Team Vietnam. That deck is now know as Vietnam’s Bridge Spam deck which I will be showing below.

Now, this what most people think about the origin of Bridge Spam.

Bridge Spam was first used a long time back, more than a year ago in the form of P.E.K.K.A. Dual Prince. Yes, thats right. You may be shocked, surprised and would be calling me crazy (ouch) but its true.

The reason I call it Bridge Spam is because of Prince and Dark Prince. These two cards have similar charge ability like Battle Ram then why shouldn’t they be considered Bridge Spam. (More explanation below).

So, what I want to say is Bridge Spam has been existing since a long time but only the current meta has favored this deck type.

Why is Bridge Spam so strong?

The Bridge Spam deck type is strong because the cards used in it like Battle Ram and Bandit become quite threatening and quite dangerous because you need to quickly counter these cards or they will charge/dash straight towards your tower very quickly dealing huge amounts of damage.

People ‘cultivated’ this simple and yet dangerous tactic by using it in a Cycle type deck for an insane amount of pressuring and using them with Cards which need a slow response like Night Witch, P.E.K.K.A. and Three Musketeers for a contrasting push which surprisingly is too strong to counter head-to-head.

The ability of these decks to follow a slow play style in the start to gain elixir advantage and then to play super aggressively in Double Elixir and Overtime has made them the most powerful deck in the Meta.

Other than this, the Bridge spam cards can be used quickly to deal lot of damage after the opponent places a high cost card because then the opponent doesn’t have enough elixir to defend. This restricts the opponents offense to such an extent which no deck has done earlier.

Placing down Golem, P.E.K.K.A., Lava Hound and even the Elixir Collector (which was considered as one of the best starting plays) has become a risky move.

Best Cards to use in Bridge Spam decks

The best cards to use in Bridge Spam decks are the ones which have the charge/dash mechanic. This ability makes them strong in such decks.

Clash Royale Battle RamBattle Ram: This card certainly has moved a lot. From being an under-rated, off-meta card it has transformed to a Super Strong Meta card.

At Tournament Standards it deals a good 492 damage while charging and the Barbarians that spawn can wreck the tower. A battle ram can actually take down an entire tower (or atleast 95% of its HP) alone for only 4 elixir.

This just explains why it is so strong and why it can’t be ignored.

The ram itself has a decent amount of HP while the Barbarian’s HP makes it equal to a Mini-Tank.

It is also a great Lightning Rod as it can absorb all 3 hits when used along with 3M.

Clash Royale BanditBandit: The Bandit buff that came along with the last update has finally transformed the Bandit to what she was meant to be when she was released.

For just 3 elixir, you get a fast troop which can deal a good amount of damage very quickly.

I haven’t mentioned her Dash ability yet! This ability makes her invulnerable and Super quick. Even a split-second delay in dropping a card results in tons of damage.

Along with the Battle Ram, she forms the core of the Bridge Spam deck type.

Clash Royale PrincePrince: Prince is not seen in these decks but believe me, he fits quite well in these decks.

He has high amount of health, he is a hard hitter and even one hit is quite a lot.

His main weakness is that he can be distracted easily but with right amount of support (like Dark Prince) he is a beast.

Clash Royale Dark PrinceDark Prince: Dark Prince is a good card but what he really needs in just an Area buff. Once it happens he will be strong.

I actually tried this card in a modification of Vietnam’s Bridge Spam and that surprisingly got me 9 wins in a Classic Challenge in the first try. This is just an example of how good he can be after a buff.

The Princes are good cards but what both of them needs is faster charge speed after all they ride horses. Their charge speed should be increased by 20% to make them good but not OP cards.

Threat cards:

These cards are seen in Bridge Spam decks but are not really Bridge Spam cards. The reason they are strong, as mentioned above, is that need to be countered slowly but when used with Bridge Spam cards that need fast counter you get a contrasting push with insane strength.

Clash Royale Night WitchNight Witch: The most OP card right. She is present in nearly every Bridge Spam deck even though she isn’t really a Bridge Spam card.

Not much to say, she just so strong and versatile that she somehow finds a spot in any deck. Along with Battle Ram and Bandit, she forms a strong combo while I like the call the ‘Phantom Combo.

Clash Royale P.E.K.K.AP.E.K.K.A.: She is a beast. Having high health, pretty high damage, she is the best threat card.

She acts as a great tank killer as well as a great tank.

Her main aim in Bridge Spam deck is not to reach the tower but pressure the opponent and force him/her to make mistakes.

Clash Royale Three MusketeersThree Musketeers: These three gals have never been so strong like this.

Battle Ram has just made them invincible (nearly). Battle ram’s ability to act as a lightning rod for these 3 gals have increased their popularity tremendously. Their ability to split push along with the addition of Bandit and Night Witch has become a super strong tactic.

Top Bridge Spam Decks:

Vietnam’s Bridge Spam deck

Clash Royale BanditClash Royale Night WitchClash Royale Inferno DragonClash Royale Battle Ram
Clash Royale Ice GolemClash Royale PoisonClash Royale ZapClash Royale Ice Spirit

This is the Cycle version of Bridge Spam. With 3.0 average elixir cost you can constantly pressure the opponent with Bandit and Battle Ram and even form big pushes because the deck is build as a 3-crown deck.

Night Witch completes the Phantom Combo and Inferno Dragon provides value on defense.

Read more about it at here.

3M Phantom Bridge Spam

Clash Royale Battle RamClash Royale BanditClash Royale Night WitchClash Royale Three Musketeers
Clash Royale Ice GolemClash Royale Ice SpiritClash Royale ZapClash Royale elixir collector

This deck focuses on playing slowly and pumping in the first 2 minutes with limited offensive play and then playing super aggressively with 3M Phantom Combo in Double Elixir.

You can cycle your cards pretty fast and split push for high amount of pressuring.

Read more about this deck at here.

P.E.K.K.A. Phantom Bridge Spam

Clash Royale P.E.K.K.AClash Royale Battle RamClash Royale BanditClash Royale Night Witch
Clash Royale Baby DragonClash Royale PoisonClash Royale ZapClash Royale elixir collector

This deck has a bit similar play style like the 3M deck: Slow play and pumping in first 2 minutes and aggressive play in Double Elixir. The difference is that P.E.K.K.A. acts as the MVP of the deck as Tank-killer, tank and threat card.

You mainly have to counter push in this deck after using P.E.K.K.A. and Baby Dragon on defense and then placing down the Phantom Combo behind it.

I have also has success with this deck by playing it as a Beat down deck in some cases i.e. placing P.E.K.K.A. in the back and forming a big push with it aiming for a 3 crown.

Core Bridge Spam Cards

1. Battle Ram

The Battle Ram is the quintessential Bridge Spam card. With its ability to charge towards the opponent’s tower, it can deal significant damage if left unchecked. The Barbarians that spawn upon impact can also provide additional pressure.

2. Bandit

The Bandit’s dash ability makes her a perfect fit for Bridge Spam. She’s quick, deals decent damage, and her dash allows her to dodge incoming attacks, making her a versatile card in both offense and defense.

3. Royal Ghost

The Royal Ghost is an excellent support card for Bridge Spam. His invisibility allows him to sneak past defenses and target key enemy troops or the tower directly. He’s also capable of dealing with swarms, adding another layer to your offensive push.

4. Electro Wizard

The Electro Wizard is crucial for countering heavy units and support troops. His spawn stun can interrupt enemy pushes, while his dual zap can control swarms and reset Inferno Towers or Dragons, which are often used to counter Bridge Spam strategies.

5. Magic Archer

The Magic Archer provides long-range support, capable of chipping away at enemy troops and towers from a safe distance. His ability to hit multiple units in a line makes him incredibly valuable during Bridge Spam pushes, especially when aligned correctly.

Essential Spells

1. Zap

Zap is a staple in most Bridge Spam decks due to its versatility. It can reset charging units like the Prince, eliminate swarms, and even allow your Battle Ram or Bandit to connect with the tower by removing small distractions.

2. Poison

Poison is perfect for clearing out defending troops that your opponent might deploy in response to your spam. It’s also great for chipping away at buildings and provides area denial, making it difficult for your opponent to effectively counter your pushes.

3. Log

The Log is another valuable spell, capable of clearing out ground swarms and pushing back enemy troops. It can also deal with defending cards like Goblin Gang or Skeleton Army, which are commonly used to counter Bridge Spam.

Strategic Tips for Mastering Bridge Spam

1. Maintain Constant Pressure

The key to a successful Bridge Spam strategy is relentless pressure. You want to force your opponent into a reactive state, where they are constantly spending elixir to defend. This often leads to inefficient trades on their part, allowing you to gain an elixir advantage over time.

2. Recognize Elixir Advantage

Bridge Spam thrives on exploiting elixir advantages. If you notice your opponent has just committed to a heavy elixir card, immediately launch a Bridge Spam push on the opposite lane. This will force them to defend with low elixir, often resulting in tower damage or even a tower take.

3. Split-Lane Pressure

One of the most effective tactics with Bridge Spam is to apply pressure in both lanes. By sending a Battle Ram or Bandit down one lane and supporting with a Royal Ghost or Electro Wizard in the other, you force your opponent to split their defense, increasing the likelihood that one of your pushes will break through.

4. Adapt to Your Opponent’s Deck

A key aspect of advanced Bridge Spam play is adaptability. Against swarm-heavy decks, focus on clearing the path with spells before deploying your main push. Against heavier decks, utilize your speed to chip away at their towers, making it difficult for them to build a strong push.

5. Defensive Bridge Spam

While Bridge Spam is inherently an offensive strategy, it can also be used defensively. Deploying a Bandit or Royal Ghost at the bridge can distract and eliminate incoming threats before they reach your side, buying you time to build up a counter-push.

My view on Bridge Spam

Now, I know my view doesn’t matter to you nor it fits in Ultimate guide to Bridge Spam. But I really want to share my thoughts. Firstly, Bridge Spam sucks.

This meta really needs to change. Bridge Spam is a strong tactic but it just reduces the amount of skill used.

What skill is in just placing down troops back to back at the bridge whenever you get the chance?

People need to play in such a manner where they can fully use their skills.

This tactic is nearly impossible to counter. Similarly, a big Golem Push is also impossible to counter. But the difference between the two is that Golem push needs to build carefully as the player needs to also focus on its defense on the opposite lane.

You need skill for that: defending as much as you can and still forming a big push. But in Bridge Spam, you just place down troops constantly and don’r worry about defense because the opponent would never attack.

And 90% of the time he/she won’t be able to defend.

This cannot be called ‘unfair’ exactly but you get the point: the next balanced changes should aim to put an end to the Bridge Spam Meta.


That’s all folks! Hope you guys liked the guide!  Ask me about anything in the comments section below or on Discord.

Sayonara!