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Clash Royale Clan Wars Guide – The Ultimate Guide


clash royale clan wars battle

What is Clash Royale Clan Wars?

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

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

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

What you need to do right now:

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

clash royale clan wars map

Clan Wars Day #1: Collection Day

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

What is Clan Cards?

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

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

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

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

Clan Cards Tips

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


What is Collection Day?

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

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

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

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

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

Tips for the Collection Day

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

clash royale clan cards

clash royale war deck

Clan Wars Day #2: War Day

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

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

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

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

Tips for the War Day

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

clash royale war day


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

Clan League

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

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

War Chest

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

Gold = 7 x Total Cards

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

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

Instant Guide to Building Clan War Decks

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

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

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

  • Beatdown
  • Siege
  • Control
  • Hybrid


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

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

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

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

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


Clash Royale X-BowClash Royale Mortar

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

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

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

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

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


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

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

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

Typically cheap to mid-range average elixir decks.

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

Fast cycle.

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


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

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



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

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

Building Deck Around The Win Condition!

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

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


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

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

Slot #1: Win condition

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

Slot #2: Heavy spell

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

Clash Royale fireballClash Royale PoisonClash Royale Lightning

Slot #3: Light Spell

For clearing swarms.

Clash Royale ArrowsClash Royale ZapClash Royale The Log

Slot #4: Main Support Card

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

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

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

Slot #5: Ranged attacker

Typically would be able to deal damage from far away!

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

Slot #6: Glass Cannon/Tank Killer!

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

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

Slot #7: Ground Swarm+ Cycle

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

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

Clash Royale GuardsClash Royale GoblinClash Royale Skeleton ArmyClash Royale Goblin Gang

Slot #6: Air Swarm or Cycle Card

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

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

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

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


14pt;”>Deck 1 – Giant Beatdown


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

14pt;”>Deck 2 – Giant Classic Beatdown


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

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

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


Slot #1: Win Condition

Clash Royale X-BowClash Royale Mortar

Slot #2: Heavy Spell

Secondary win condition

Clash Royale RocketClash Royale fireball

Slot #3: Light Spell

For clearing swams

Clash Royale The LogClash Royale ZapClash Royale Arrows

Slot #4: Mini Tank

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

Clash Royale Ice GolemClash Royale KnightClash Royale Valkyrie

Slot #5: Defensive Building or Tank Killer

Mainly for dealing with tanks in beatdown decks

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

Slot #6: Ranged defensive troop

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

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

Slot #7: DPS Troop / Cycle Card

This isn’t the same as your defensive building.

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

Clash Royale ArchersClash Royale Mega MinionClash Royale Minions

Slot #8: Cycle Card

Mainly to just cycle while giving defensive utility.

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


3.3 X-Bowler Cycle

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

Standard 2.9 Mortar

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

3.0 Mortar Cycle

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


Slot #1: Win Condition

The main damage dealer.

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

Slot #2: Heavy Spell

Clash Royale fireballClash Royale PoisonClash Royale LightningClash Royale Rocket

Slot #3: Light Spell

Clash Royale ZapClash Royale The LogClash Royale Arrows

Slot #4: Mini Tank

Clash Royale KnightClash Royale LumberjackClash Royale Ice GolemClash Royale Battle Ram

Slot #5: 2nd Mini Tank/Ranged Attacked

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

Slot #6: Tank Killer

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

Slot #7: Ground Swarm

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

Slot #8: Cycle Card

Clash Royale Ice SpiritClash Royale SkeletonClash Royale Bats



Graveyard Poison Cycle

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

Hog 3.0

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

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


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


Slot #1: Main Win Condition

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

Slot #2: Win Condition #2

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

Slot #3: Heavy Spell

Clash Royale fireballClash Royale PoisonClash Royale RocketClash Royale Lightning

Slot #4: Light Spell

Clash Royale The LogClash Royale ZapClash Royale Arrows

Slot #5: Support

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

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

Slot #6: Ranged Troop/Cycle Card

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

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

Slot #7: Ground Swarm

Clash Royale GuardsClash Royale Goblin GangClash Royale Skeleton ArmyClash Royale Goblin

Slot #8: Air Troop

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

Clash Royale Baby DragonClash Royale MinionsClash Royale BatsClash Royale Mega Minion


Mortar Bait

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

Giant Miner Hybrid

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

Mortar Miner

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

Give it a test run!

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

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

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

Trial and error before you finalize a deck!

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

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

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

With the help from darchangels13 and lolman

Old School Sparky Goison Deck (That Works!)

sparky goison

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

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

So let’s get into the cards!

sparky goison

Sparky Goison Deck for Arena 7+

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

sparky goison analytics

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

Cards Breakdown

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

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

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

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

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

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

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

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

General Gameplan:

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

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

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

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

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

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

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

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

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

Match Ups:

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

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

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

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

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

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

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

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

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

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

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


Prices pulled from the Amazon Product Advertising API on:


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

Blasting Away,

Striking Royal Giant Deck (That Counters Night Witch)

royal giant deck

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

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

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

royal giant deck

Striking Royal Giant Deck for Challenges

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

royal giant analytics

Cards Breakdown

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

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

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

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

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

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

Executioner- Main defensive air targeting unit in this deck.

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

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

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

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

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

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

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

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

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

General Gameplan

Early game

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

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

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

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

royal giant at the back

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

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

Mid game

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

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

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

Late game

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

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

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

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

royal giant 1 tower up

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


Lavaloon – Ah yes, the infamous Lavaloon!

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

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

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

Splashyard- Really easy match-up!

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

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

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

getting value lightning tornado

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

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

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

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

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

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

3 Musketeers

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

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

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

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

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

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

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

How to Get 12 Wins in Night Witch Draft Challenge

night witch challenge

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

night witch challenge

Night Witch Draft Challenge

Basic Information:

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


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

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

night witch unlocked

Basic Stats

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

Best Tips on Getting 12 Wins in Night Witch Draft Challenge

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

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

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

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

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

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

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

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

best draft challenge cards

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

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

direct damage spells

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

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

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

Some other tips:

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

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

Prices pulled from the Amazon Product Advertising API on:

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


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

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

making deck cr

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

There are 2 methods to build a solid deck.

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

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

In this guide, we will cover these key points

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

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


Woogoo let’s begin!

Understanding the Different Metas

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

Non-Maxed Ladder

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

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

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

Classic Challenges & Small Tournaments

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

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

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

Grand Challenges & Competitive Gameplay

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

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

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

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

Maxed Ladder

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

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

Dissecting the Meta

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

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

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

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

dissecting the meta clash royale

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

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

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

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

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

Step 0 – Choose your Deck Type

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

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

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

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

2 triangle theory

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

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

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

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

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

Deck Type > Deck Utility

Building the Best Deck

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

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

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

Step 1 – Win Condition

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

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

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

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

clash royale win conditions

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

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

Step 2 – Support your Win Condition

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

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

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

support win condition

Step 2.5

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

Step 3 – Create an Anti-Meta Defense

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

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

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

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

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

Step 3.5

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

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

Step 4 – Fill the Holes

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

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

deck building checklist cr

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Testing and Refining your Deck

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

Play in the Right Meta

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

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

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

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

Make Calculated Changes

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

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

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

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



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

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

Want to be a part of a community who love Clash Royale as much as you do? We probably have what you’re looking for in the Kairos Kingdom Community Reddit! Join Today!

Ticking By,


4 Essential Tips That New Players Should Keep In Mind

clash royale tips

What’s up guys? It’s me Megasweep and Today I’m going to tell beginner players the best and essential tips for reaching Builder’s Workshop – and if they continue to use this skills, they can reach Legendary Arena. Sit back and enjoy!

clash royale tips

Best Tips For New Players

Table of Contents

  1. Using Elixir Correctly
  2. Synergies
  3. Understanding the Meta
  4. Making a good deck

Tip 1: Using Elixir Correctly

In Clash Royale, it’s SUPER important to spend your Elixir wisely. If you don’t, your opponent will have a huge advantage over you. So it’s important to spend your Elixir wisely.

The first thing you need to know about spending Elixir is not to invest too much Elixir in a push or on defense.

A push is an attack formed by multiple troops deployed, so if you invest too much Elixir starting a push or defending one, your opponent will have a huge Elixir advantage (having more Elixir in their bar to spend) over you.

They can easily use this Elixir advantage to start their own push on the other lane, dealing massive damage to your Crown Tower while you just sit and watch, waiting for your Elixir bar to fill up.

Of course, in the lower arenas players won’t really know this but someone else may read this guide too…so yeah. You get the point. Don’t waste Elixir.

Now don’t get me wrong, it’s okay to do a heavy push, but in Arena 4 and 5 it can be extremely risky if your opponent has an Elixir advantage over you…

So you may be asking, WHEN is it okay to invest Elixir in a heavy push? The answer is, when your opponent has low Elixir.

You know you can’t really keep track of your opponent’s Elixir bar. But suppose your opponent deploys a P.E.K.K.A in the back. They just invested 7 Elixir. On the other lane, it would be smart to place a Hog Rider+Ice Golem (depending on what arena you are in, you may be using other cards, because Ice Golem unlocks at Arena 8) so that you can deal damage to a Crown Tower, chipping it or possibly even destroying it. Once that slow P.E.K.K.A reaches the bridge, you will likely have enough Elixir to defend the P.E.K.K.A. Note that this is an example, it may not always happen.

It’s actually a better idea to spend more Elixir on defense, because if you choose the right cards (only if you choose the right cards) to defend, it can translate into a really nice counterpush (which is basically a counter attack, using the surviving units from your defense and supporting them with some offensive/support troops so they can deal damage to your opponent’s tower).

positive elixir trade

Is this positive Elixir trade?

Another tip for Elixir are what are called positive Elixir trades.

If you are in Frozen Peak or higher, you have most likely heard this term before. Well it’s extremely important. Of course, in the lower arenas you have limited options since you don’t have as many cards, but basically what a positive Elixir trade is- using a spell with the same or lower Elixir cost to destroy a unit or many units.

So, would you Fireball a skeleton Army? No!

Fireball costs 4 Elixir, and Skeleton Army costs only 3. Meaning, you gave your opponent an Elixir advantage. Try to avoid this unless you are sure you have a big Elixir advantage over your opponent. However, in the lower arenas you don’t have that many options, unless you are using Arrows in your deck.

It’s better to Arrows or Zap a Skeleton Army (Zap for players in Arena 5 or above. If you are in Arena 5 or above, USE ZAP. Trust me, it’s amazing with it’s stun ability). If you Zap a Skeleton Army, or if you are even lucky enough to use The Log on it (one of the extremely rare cards in the game), you will gain a minor Elixir advantage over your opponent.

If you can use Fireball to kill Three Musketeers (unlocks at Arena 7), then you have gained a MASSIVE Elixir advantage.

It’s important to know the Elixir cost for each card so you use a spell with the same or lower Elixir cost to destroy that card.

hat’s what positive Elixir trades are all about. Hope you understand, it applies to pretty much all cards.

So for beginner players, you have learned most of what’s so important about Elixir. But there is a lot more to playing Clash Royale!

Tip 2: Synergies

Wow, this is going to be a looooooooong guide. Synergies are one of the most important thing to understand in Clash Royale.

What is a synergy?

Well, generally a synergy means two things that work well or closely with each other.

For example, two soccer players, probably strikers or forwards, may have really good synergy with each other. They would know each other’s playing style and use that to score goals (I should know. I love soccer).

Similarly in Clash Royale, two or three or maybe even more cards may work really well with each other.

For example, Hog Rider works really well with Ice Golem. Giant works great with Sparky as Giant guards the Sparky from dying. Bowler can tank for a Graveyard and that could be enough to take a tower (I apologize if you don’t recognize some of these cards if you are in the lower arenas). But, you understand how synergies work.

However, it’s not enough to make a deck with just one card synergy. Mostly, the entire deck has to work well together. Unfortunately, in the lower arenas your card collection is small, so synergies won’t be as great.

Having a great deck synergy will really be great, and in Legendary Arena it’s especially important and much easier because you have most of the cards.

hog valkyrie

Hog Valkyrie is always a great combo in low Arenas.

Another important thing when making a good deck is having a balance between defense and offense.

Having too much offense means you just crush your opponent by placing troops, but your opponent can defend and counter attack that push. Having too much defense just annoys your opponent, not allowing your opponent to do anything, but you can’t attack because you have only defensive units, and it’s really hard to win.

For more advanced tips on synergies, please read this in-depth guide.

Tip 3: Understanding the Meta

Probably the most important in Clash Royale is the meta.

The meta is a little bit complicated concept. It’s basically the current state of the game. No, I’m not talking about updates and stuff. I mean what are the most popular cards? What are the most popular combos and decks? This current state of the game is called the meta.

So why is the meta so important?

Well, for example, let’s suppose at the moment, Lightning is very popular in the meta. Well, then it wouldn’t be a great idea to use Sparky or Three Musketeers because they can be countered easily by Lightning. If Goblin Barrel is very popular in the meta, it would be a good idea to carry Arrows or The Log in your deck (because they can counter Goblin Barrel for a good Elixir trade).

These popular cards in the meta are usually called meta cards.

Cards not popular in the meta, such as Sparky or Giant Skeleton are called off-meta cards (at least that’s what I call them, but I’m pretty sure everyone else calls them that too, LOL).

Off-meta cards are off-meta because, for example, Giant Skeleton, too many players carry Skeleton Army or Goblin Gang (a common card that unlocks at Arena 9) in their deck. Graveyard, on the other hand, is a great meta card because with the right combinations, it can take a tower.

So if you use a deck full of off-meta cards such as Giant Skeleton or Bomb Tower, it wouldn’t be a good idea because the meta cards can easily counter them. However, if you’re bored and tired of playing the same old meta cards over and over, you can make an off-meta deck and use it! It’s not a crime! It’s just that it’s a lot easier to play with meta cards.

Hog Freeze Deck

The Hog Freeze Meta was awesome!

How can the meta be influenced?

Meta is usually influenced by balance changes.

For example, Elite Barbarians were a super popular meta card just a month ago, but ever since the recent nerf (making a card weaker so it isn’t overpowered) they actually are a lot easier to deal with, not making them terrible, but they aren’t as commonly seen in the meta.

I would like to see a buff in the Rage spell, in my opinion it isn’t that great right now and it’s completely off-meta, working well with very few cards. I hope the rage boost is increased to 60%. That would make it a really popular spell, because I have 12/4 Rage spells right now and I’m just waiting for the right time to upgrade it.

Famous YouTubers such as Molt, nickatnyte, Chief Pat, Clash With Ash (and others!) can also influence the meta.

For example, they may find a new deck with off meta card such as Goblin Hut. The video could be titled “Amazing new 12-win Goblin Hut deck for Challenges!” This would make the Goblin Hut more popular and it would find its way into the meta.

Tip 4: Making the right deck

Earlier, I told you about needing good offense, defense and synergies for a good deck. Well, here are the basics to making a good deck:

Those are the basics to building a simple Clash Royale deck for lower-arena players. For more details on building decks, you can take a look at here!

Okie-dokie! There are so many other tips to being a good Clash Royale player, but those are just the basics for beginners!

I really hope you enjoyed this article and for all Bone Pit players can use these strategies to their advantage to reach Spell Valley.

Thank you, and stay tuned for more guides and decks from me in the future!

Win Clan Battles with Heavy Spells


Using heavy spells in normal battle and in Clan Battles are totally different. For example, in Clan Battles, when you use your heavy spells, regardless of your remaining Elixir, you almost always have the backup from your clanmate. The precise placement and timing of heavy spells can totally overturn a battle.

Below, I will be showing you the best ways of using them to chip away opponent’s Tower and to defend.

Heavy Spells

Win Clan Battles with Heavy Spells

First, I strongly recommend you bring at least 2 spells in your Clan Battle Deck. Preferably 1 cheap spell and 1 medium/heavy spell. This means, together with your friend, you should have 4 spells on your side, 2 medium/heavy spells and 2 cheap spells.

This is the list of spells which can use used on both defense and offense:

Heavy Spells

  • Rocket: 1,232 Arena Damage, 493 Tower damage.
  • Lightning: 864 Arena Damage, 346 Tower damage.

Medium Spells:

  • Fireball: 229 Tower damage.
  • Poison: 8 ticks, 240 damage to Tower in total.

Small Spell

  • Zap: 64 Tower damage.
  • The Log: 96 Tower damage.
  • Arrows: 98 Tower damage.

Assuming that you already known the usage of medium spells and cheap spells by now. They are good at dealing with cheap troops and weakening medium HP troops/buildings. Get as much value from them as you can by using tanks, Miner or Hog Rider to bait out troops.

Ok now let’s get back to our heavy spells!

Clash Royale RocketRocket

Rocket has literally the highest damage among all spells in Clash Royale.

However, its radius is not ideal at all (only 2 tiles). Thus, you need to make the most of it by group troops then blast them with the Rocket.

You can get great trade with Rocket by blasting these troops and the Crown Tower nearby

Clash Royale BarbariansClash Royale WitchClash Royale BowlerClash Royale WizardClash Royale SparkyClash Royale Executioner

On defense, use Rocket to deal with:

Clash Royale Elite BarbariansClash Royale BalloonClash Royale X-BowClash Royale Mortar

*Mortar + support troops

Try to avoid using Rocket on these troops because you will get negative Elixir trade. Find other ways/spells to deal with them:

Clash Royale Hog RiderClash Royale LumberjackClash Royale Mini P.E.K.K.AClash Royale ValkyrieClash Royale Dark PrinceClash Royale PrincessClash Royale Ice Wizard

  • Lumberjack/Hog Rider/Mini P.E.K.K.A: Too fast. Even If you can touch him, still -2 Elixir trade.
  • Valkyrie: Can’t kill her. Negative Elixir trade.
  • Dark PrinceYou can’t break his shield even with 99999 damage. Negative Elixir trade.
  • Knight: Can’t finish him. Negative Elixir trade.
  • Ice Wizard: Ok you can kill him but you will get -3 Elixir trade. His damage is not good also.
  • Princess: Not worth it. Better use other spells to finish her off like Poison, Log, Arrows, Fireball etc.

To be honest, Musketeer and Electro Wizard are quite situational. They are very threatening If your opponent builds up a heavy push. You will want to blast them together before the opponent places a tank down. Anyway, you still have Lightning, Poison, Lightning etc to deal with them.

Clash Royale LightningLightning

Lightning targets 3 highest HP units. Always wait until you can target 3 units.

For example, If your opponent usually places medium HP troop at the back and his partner will definitely place something else down to avoid Elixir leakage, obtain the value by using Lightning on those two and the Crown Tower nearby.

Although Lightning troops + Tower is tempting but truly you should avoid doing that to gain more positive Elixir trades. Just let your opponents place down several troops down and then kill them all!

This is the list of troops/buildings you should use your Lightning on:

Clash Royale MusketeerClash Royale Electro WizardClash Royale Ice WizardClash Royale WitchClash Royale Mega MinionClash Royale FurnaceClash Royale Goblin HutClash Royale Barbarian HutClash Royale WizardClash Royale elixir collectorClash Royale MortarClash Royale X-BowClash Royale SparkyClash Royale Three Musketeers

On offense, you may want to use Lightning to deal with Inferno Tower/Sparky/Inferno Dragon, allowing your tank to hit the Tower easier.

Also, beware of Lightning rod like Barbarians, Knight, Battle Ram, Ice Golem, Dark Prince and Valkyrie. If your opponents know you bring Lightning, they will most likely clump up their pushes with these troops. Save the Lightning as your trump card to gain huge Elixir advantage. Luckily you always have your clanmate by your side.

Finish Off Weakened Tower

Clan battle is truly very fun but to be honest, we rely on spells a lot during the last 2 minutes.

During this time, heavy spells can to their job very well.

Combined with your friend’s spells, you can easily deal 1000+ damage to the opponent’s Tower in just 1 cycle. But beware because you will be very low on Elixir to defend.

To sump up:

  • Heavy spell shines in Clan Battles.
  • You can rely on your clanmate for defense If you need 6+ Elixir to get positive Elixir trade.
  • There are more troops on the ground than normal battle.
  • Heavy spells + medium/cheap spells = capable to clear troops.
  • During over time, you and your clan mate can easily finish off a weakened Tower with building.
  • Hold your spell on the spot a few seconds before using it so your clanmate can notify that.
  • Poison damage doesn’t stack so don’t try to use 2 at once.

Shared by venyong

Fast Beatdown Cycle Deck Guide! Gotta Go Fast!

beatdown cycle

Wassup guys! It’s B-Yatch’CH (aka DabMaster2) back at it again with another deck guide for you guys. Today I’ll be explaining cycle decks or fast beatdown decks.

Cycle decks use 1 main win condition and continuously cycle through the deck to be able to play that same win condition very quickly. These cycle decks can take advantage of other decks not being able to keep up to the quick pace.

Let’s get into it!

beatdown cycle

Complete Guide on Using Beatdown Cycle

Pros and Cons


  • Out cycle your opponent’s counters
  • Continually pressure your opponent
  • Very versatile
  • Strong advantage against Slow Siege
  • Chip away at the enemy tower


  • Strong disadvantage against Medium Control
  • Sometimes can be weak to heavy beatdown decks if they can get a large push going
  • Sometimes can be difficult to get through many hard counters to your win condition
  • It may be hard to deal massive damage on a tower at one time

How to Make a Cycle Deck

Step 1: Win Condition

The win condition is the most important part of the cycle deck.

Being able to cycle quickly through to this card is crucial. This card generally cannot be too expensive so it can be played easily.

Here’s a list of cards which can be used:

Clash Royale Hog RiderClash Royale MinerClash Royale X-BowClash Royale Mortar
Clash Royale GiantClash Royale GraveyardClash Royale BalloonClash Royale Elite Barbarians

Step 2: High-Damage Troop

The main weakness against cycle decks are big and heavy tanks. You will need to use a dedicated and versatile support troop which has the capability to dish out high DPS and take out many troops. Examples:

Clash Royale MusketeerClash Royale Electro WizardClash Royale ArchersClash Royale Mega MinionClash Royale WizardClash Royale Executioner

Step 3: Defense

Almost any building can work in a cycle deck, though not all cycle decks need a building. The best buildings to use are cannon and inferno tower. The cannon allows you to have a cheap and powerful defense. Having an inferno tower gives you a better chance against heavy beatdown decks. Furnace can be used to give the deck more control of the battle.

Another aspect of the defense is a tank or a high-health troop which can absorb damage. Knight or Ice Golem is most commonly used.

Step 4: Cycle Cards

Cycle cards are what makes up the aspect of a cycle deck.

Most cycle decks only use 2-3 cycle cards. The most common cycle cards are Skeletons, Ice Spirit, and Ice Golem. Anything 3 elixir or below can be considered a cycle card, though at least one of your cycle cards must be 1 elixir to ensure a faster cycle.

Cycle cards include:

Clash Royale SkeletonClash Royale Ice SpiritClash Royale Ice GolemClash Royale GoblinClash Royale Spear GoblinsClash Royale Fire SpiritsClash Royale Goblin Gang

Step 5: Spells

Cycle decks must use synergizing spells. Spell synergy allows for easier fixes and fast gameplay.

The best spells to use are Fireball, Poison, Tornado, Zap, and Log. Rocket and Lightning can also sometimes be use.

Cycle decks will normally use 2-3 spells.

Real Fast Beatdown Cycle Deck Analysis

2.6 Hog Cycle Deck

Clash Royale Hog RiderClash Royale MusketeerClash Royale Ice GolemClash Royale Cannon
Clash Royale SkeletonClash Royale Skeleton ArmyClash Royale ZapClash Royale fireball

Hog – Win Condition: The Hog is a powerful tower killer with good health and good damage. It’s cheap cost of 4 elixir allows easy cycle and fast attacks.

Musketeer – High Damage Troop: The Musketeer is used to provide high DPS and ranged support on defense and offense.

Cannon and Ice golem – Defense: The cannon is a cheap and solid defense. The Ice Golem is used on defense to tank damage or offense to soak up damage for the Hog Rider.

Skellies and Ice Spirit – Cycle Cards: These are versatile cards which can be used in many situations. They help to cycle through your deck to give you a better hand.

Fireball and Zap – Spells:  These two spells synergize very well. They can be used offensively or defensively.

You can take a look at here to read more about this deck!

X-Bow Cycle Deck

Clash Royale X-BowClash Royale Electro WizardClash Royale KnightClash Royale Inferno Tower
Clash Royale SkeletonClash Royale Ice SpiritClash Royale The LogClash Royale fireball

X-Bow – Win Condition: The main goal of this deck is to play as many X-bows as possible and whittle down the enemy tower by cycling through your cards. The X-bow must be protected by all your troops while it devastates the enemy tower.

Electro Wizard – High Damage Troop: Electro Wizard provides strong ranged support and can zap upon placement. His stun ability help to stall troops and protect the X-bow.

Inferno Tower and Knight – Defense: Inferno tower kills pesky tanks for a solid defense. The Knight can soak up lots of damage to protect the X-bow and provide decent DPS.

Skeletons and Ice Spirit – Cycle Cards: These cycle cards can be used to be able to cycle to another X-bow. They can also protect the X-bow well as a distraction.

Fireball and Log – Spells: Fireball and Log work very well to protect the X-bow. Fireball can kill many troops and The Log can push back anything in its path.

Clash Royale Arena shared this deck a few days ago. You should take a look at here for more details about it!

Miner Poison Cycle

Clash Royale MinerClash Royale Electro WizardClash Royale Inferno TowerClash Royale Knight
Clash Royale SkeletonClash Royale Ice SpiritClash Royale The LogClash Royale Poison

Miner – Win Condition: Miner is used to slowly chip away at the enemy Tower. He can also be used as a counter push to tank for remaining injured troops

Electro Wiz – High Damage Troop: He provides so much value as a ranged support card. He helps support the defense to stop almost any push.

Inferno Tower and Knight – Defense: To tank can get past while the Inferno Tower and Knight clean things up!

Skeleton and Ice Spirit – Cycle Cards: These cycle cards can be used on defense but their main purpose is to help cycle through to another Miner.

Poison and Log – Spells: Miner and Poison will slowly but surely whittle down the enemy Tower. The Log is used for clearing out small troops.

Take a look at here for more details about this deck!


The main playstyle is to send Mini pushes at your opponent, and conserve enough Elixir to defend against a counter push. Using too much Elixir may let your opponent deal massive damage to your Tower on a counter push.

Remember, you are no trying to deal heavy damage to a Tower and cripple down in one push. Cycle decks rely on fast cycling to be able to chip away at the enemy Tower. You need to keep constant pressure so your opponent doesn’t have the time to create a massive push.

Patience is key! Don’t expect to take down a full Tower in one push. Be patient and let your troops slowly chip away at the enemy Tower. I see many amateur cycle players who invest too much Elixir on a push expecting for it to take down a Tower, be instead gets countered easily.

Out Cycling

What makes a cycle deck a cycle deck is its fast card rotation. There are two separate ways to out cycle your opponent.

Attack Bombardment – Attack bombardment is when you bombard your opponent with attack after attack after attack. For example, a Hog cycle deck attacks with Hog + Musketeer + Ice Golem, but once the attack is over, the Hog cycle player places down Musketeer, Ice Spirit, Skeletons, Ice Golem, and is already able to play another Hog rush. Once an attack is over you can cycle through to another attack mere moments after.

Bait Cycle – Bait out your opponent’s hard counter to your win condition then strike hard. This can’t always be pulled off. It can only work if you have cards which need to be countered by a single card. For example, if you are using a Graveyard cycle deck and you see your opponent place their Graveyard counter(s), attack hard to punish them.

Noticing Mistakes

Sometimes, it can be hard to get your win condition to kill the Tower. You will need to notice these most common mistakes and capitalize on it to cripple your opponent.

Over-committing – Over-committing is a very deadly mistake of your opponent. If you have noticed your opponent has invested too much Elixir on a push, immediately counter-push and deal massive damage. When your opponent is out of Elixir, all they can do is watch as you deal heavy damage to their Tower.

Over-Defending – Like over-committing, over defending is when your opponent uses too much defense. Since cycle decks have cheap attacks which can be cycle to continuously. If your opponent over-defends, you can take advantage of the Elixir advantage and attack swiftly.

Focusing on Only 1 Lane – Good cycle deck players will attack both lanes to keep your opponent off balance. The only exception is Miner Poison because it relies on Miner and Poison to slowly chip one Tower. If your opponent is always expecting you to attack one lane, juke them out and attack the other side.

Countering Tanks

TheRumHam wrote an important article about the Doomsday Machine theory which ties into how to counter tanks with using a cycle deck.

Imagine there is a 10-Elixir legendary building called the Doomsday Machine. It has a lifespan of 90 seconds but if your opponent can place down two of these, it’s an automatic win.

This card would be a strategy which can be used by players.

Would you play passively? No, since you are going to lose if your opponent can place down a second Doomsday Machine.

Investing 10 Elixir on the machine leaves your opponent vulnerable to a large attack.

This card doesn’t exist, but the concept exists in decks.

Think about it this way: A Golem player investing Elixir on a large push is already creating his own “Doomsday Machine”. A Lavaloon player stacking up all his troops behind his Lavahound is also creating a Doomsday Machine. If the push is uninterrupted, the Doomsday Machine is unstoppable and can lead to a win for your opponent.

When playing a cycle deck and your opponent uses a heavy beadown deck, they are the one possessing the Doomsday Machine and it is up to you to disrupt it. You must pressure your opponent and attack the other lane so your opponent doesn’t have the chance to build up the Doomsday Machine.

Let’s say you are using the 2.6 Hog cycle deck and your opponent is using Giant beatdown. Giant + Bowler + Mega Minion + Poison is too much for only Musketeer and Cannon to hold off. The Hog player must disrupt their buildup and attack Hog the other lane.

That’s it for now, any questions, comments, or insults, post them in the comments below. Have a Clashtastic Day!

Clash Royale Princess – Advanced Guide, Strategies and Tips (Updated)


You just got the Princess and you want to know the best ways to use her?

Or you just lost the last match just because of the opponent’s Princess and you really want to counter this annoying girl now?

No worries! You will find everything you need to know about her in this guide!

clash royale princess

Clash Royale Princess

Clash Royale PrincessI don’t tell you my opinion; I’m telling you the facts.

In case you don’t know, Princess was very famous in many decks before Zap bait deck is coming out. You will see the sight of Princess and Ice Wizard together in Golem, Giant, Royal Giant, Hog Rider, almost any decks in Clash Royale.

From then on, Legendaries mean everything to us. Craving for legendary cards so badly, we are always hoping someday we will get either one as the legendary drop rate is incredibly low.

Legendary cards have always held a special allure. They symbolize power, prestige, and the potential to turn the tide of battle with their unique abilities. For many players, obtaining these elusive cards has been a long-standing goal, often pursued with fervor and anticipation.

Yet, as the game evolves and balance changes come into play, the significance of legendary cards has undergone a transformation. What was once a relentless pursuit for these rare gems has shifted towards a more strategic approach, where the utility and versatility of cards take precedence over rarity alone.

Take, for instance, the iconic Princess. Once revered for her ability to rain arrows from afar, she now finds herself overshadowed by the changing meta. With her slow hit speed, she struggles to fend off threats like the Elite Barbarian, even with support from spells like Freeze or Tornado. In this new landscape, players are turning to more adaptable cards that offer both defensive capabilities and support for offensive pushes.

Enter the Dart Goblin. Sharing similar health points with the Princess, this agile attacker has emerged as a formidable alternative. Specializing in chip damage, the Dart Goblin excels in creating Chip cycle decks, which capitalize on wearing down opponents over time. This strategic shift not only introduces a fresh playstyle but also opens up opportunities for innovative tactics, such as Arrow Bait decks, leveraging the expected increase in Arrow usage following the Zap nerf.

What’s intriguing is that despite the potential of Dart Goblin and Princess decks, they remain largely unexplored territory. This presents an exciting opportunity for players to pioneer new strategies and carve out their niche in the ever-evolving Clash Royale meta.

The beauty of Clash Royale lies in its adaptability. As cards rise and fall in popularity, players are constantly challenged to rethink their strategies and embrace new possibilities. In this sense, the evolution of legendary cards mirrors the broader evolution of the game itself—a testament to its enduring appeal and capacity for innovation.

So, if you’ve ever found yourself yearning for that legendary drop, perhaps it’s time to shift your perspective. Instead of chasing rarity for its own sake, consider the strategic potential of lesser-known cards like the Dart Goblin. Who knows? You might just discover a winning formula that sets you apart on the battlefield.

However, by the way, that’s the past. Nowadays, Princess is losing her glitter due to her slow hit speed. She is unable to stop an Elite Barbarian, even with the help of Freeze or Tornado. Thus, people ends up choosing more versatile cards that can perform any defense yet assist in a push.

Dart Goblin shares the same health points with Princess. They are chip damage dealers and playing well in creating a Chip cycle deck which could potentially add hidden tactics, Arrow Bait – I expect a slight uptick in Arrow’s usage soon due to the Zap nerf.

None of these Dart Goblin or Princess decks have been created so far, and it might be your chance to start one.


  • You can unlock the Princess from Arena 7.
  • Princess has very low HP but insane attack range (9 tiles), allowing her to snipe the opponent’s Tower from the opposite side.
Hit Speed Speed Deploy Time Range Target Cost Count Rarity Type
3 sec Medium 1 sec 9 Air & Ground 3 x1 Legendary Troop
Level HP Damage DPS
1 216 140 46
2 237 154 51
3 261 169 56
4 287 186 62
5 315 204 68
  • 23/3/2016: HP decreased by 10%.
  • 24/8/2016: Arena Damage Radius decreased by 25%


Chip Damage without Engaging into a Battle

The outstanding stats that only Princess acquired in Clash Royale is her attack range. Range distance which could out-range the towers rendered this card an Overpowered Legendary. To balance the game, she dies in one shot by Arrow and Log.

Because of it, we often hide Princess at the back of the tower and far away from the battles to allow her to make her shots safely. This way could prevent the opposition to take her down along with your troops by just using a spell card.

Pulling her out of the fights annoyed the opponent is several ways: She is weak, so does her damage and yet her little damage could change the direction of any battles in the arena.

If the opponents don’t address to Princess, you may end up allowing Princess to do chip damage to your towers later on and even worse; another Princess is summoned on the other side. Remember that deploying double Princess at the same place is not a good idea, as separated Princess may force out at least 2 cards from your enemy.

In the fast-paced world of Clash Royale, every card placement can make or break a game. Among the vast array of troops and spells at your disposal, the Princess stands out as a delicate yet potent force on the battlefield. Understanding how to utilize her effectively can turn the tide of battle in your favor. One key strategy that seasoned players often employ is keeping the Princess safely tucked away at the back of the tower, away from the chaos of frontline combat.

The reasoning behind this tactic is simple yet strategic: by positioning the Princess behind your towers, you minimize the risk of her being taken out by enemy troops or spells prematurely. Unlike other units with higher hit points and defensive capabilities, the Princess is relatively fragile. However, her ranged attack allows her to target enemy troops and buildings from a safe distance, making her a valuable asset in controlling the battlefield.

By keeping the Princess out of direct combat, you deny your opponent the opportunity to easily counter her with a single spell card. Many Clash Royale players have experienced the frustration of watching their carefully deployed troops fall victim to a well-timed Fireball or Log, wiping out both the offensive push and the Princess in one fell swoop. Placing her behind your towers forces your opponent to commit more resources or make riskier plays to reach her, disrupting their strategy and potentially giving you the upper hand.

In short, the ultimate strategy of playing a Princess like Pro is screwing up the enemy’s summoning order. It’s not that difficult to do so as long as you learn when and where to place this 3 elixir Legendary card.

Consistently Pressuring

Same as most Chip Cycle decks, Princess is useful in taking chip damage thereby pressuring the opponent. Consistently play a Princess while the enemy is running out of elixir or cheap cards like Goblins (troop) and Arrow (spell) apply pressure to the opponents as it indirectly forces them to spend their elixir.

Sometimes, you may put down a pre-emptive Princess to lure out the opposing forces before making a terrifying push. By this way, the chance of tearing down the tower would be higher than not doing so. Consequently, other Princess could show up if your deck cycle is speedy.

Here is the cycle of how you play Princess all the time in the arena:

  1. Deploy Princess on the bridge, making one or two shots to the tower.
  2. When the enemy deploys troop and building up a push later, try to stop them with a real trade.
  3. If they are using a spell to eliminate Princess, push immediately as they don’t have that spell in the rotation to enforce their defense.
  4. Try to make a counter-push by taking advantage of their offense. By the time, Princess should probably be cycled back. Drop her outside the battle to assist your team.
  5. If the first Princess still survive after the fight and another Princess is ready, drop her on the other lane for chip tower damage.

For me, I would pair up Princess with beefy, tanky units like Giant, Golem, Royal Giant, and LavaHound-Aerial combo maybe.

These troops combination will last longer in the arena and allow Princess to assault from behind because the opponents need to deal with those tank combos since they are way more threatening than a lone Princess.

clash royale princess 2

Long Range is the Best Protection

Princess is like the Sniper of Clash Royale. Long hit range gives her advantage to attack and keep her safe at the same time.

Typically, we drop Princess at the other lane so she could attack the invading troops on the opposite side. The opponent would have to cast another spell specifically for taking down the Princess rather than assist their push.

However, the downside is Princess would not distract the opposing troops since she attacks from somewhere further. Hard hitters like Mini Pekka, and Elite Barbarian still able to rush to the tower and devastate the tower very quickly.

Another way to make use of her long hit range is hiding her behind the King’s Tower, making her invincible for a while. However, this technique only applies to the scenario where none of your towers had been taken down.

Take account of Princess’ long hit range whenever you build a deck is also a great idea.

Since we all agree that we have to take out the Princess, perhaps, the best way is by using either Log or Arrow, so adds Log-able and Arrow-able troops like Skeleton Army and Goblin Barrel may create secondary win condition for your deck.

Arrow, Log, Fireball Bait

Well, a popular strategy for deck building with Zap-able troops like Minion Horde, Goblin Barrel, and Skeleton Army, baiting out the opponent’s Zap and take benefits of the moment to strike is so called Zap Bait deck.

After the Zap being nerfed, I suppose there would be Arrow-bait or Log-bait deck with Princess, Dart Goblin, Goblin Barrel, and others Log-able troops because Goblin Barrel is now immune to Zap.

Soon, we would have Goblin Gang joining the battle. This type of “Bait” cycle decks are going to grow within the arena, maybe even becoming the new Meta. I don’t think this is what Supercell want as it’ll boost the usage of Hog Rider to all time high.

Clash Royale’s Meta decks change over time, particularly when there is a balance change update. Apparently, we are heading to Arrow-Bait and Log-bait Meta decks, but gamers are creative. That means more innovative decks shall rise to balance the Bait cycle decks.

strategies and deck compositions constantly evolve with each balance change and introduction of new cards. One of the most intriguing developments in recent times has been the transition from Zap Bait decks to Arrow and Log Bait decks, reshaping the competitive landscape and challenging players to adapt to new tactics.

Zap Bait decks have long been a staple in Clash Royale, revolving around the use of cards like Minion Horde, Goblin Barrel, and Skeleton Army to bait out the opponent’s Zap spell, creating openings for devastating counter-attacks. However, with the nerf to Zap, players have begun exploring alternative strategies centered around baiting out Arrow or Log spells instead.

The rise of Arrow and Log Bait decks is characterized by the inclusion of cards such as Princess, Dart Goblin, and Goblin Gang, which are resilient to these spells and can punish opponents who rely too heavily on them for area denial. The recent immunity of Goblin Barrel to Zap further strengthens this archetype, making it a formidable force on the battlefield.

As players adapt to these new dynamics, the Clash Royale meta is undergoing a significant shift. Arrow and Log Bait decks are gaining popularity, offering a fresh take on the traditional bait strategy and forcing opponents to rethink their approach to deck building and gameplay.

However, with the emergence of these new decks comes the potential for unintended consequences. The increased usage of Arrow and Log Bait decks may inadvertently elevate the prominence of certain cards, such as the Hog Rider, which synergizes well with this archetype and can exploit openings created by baiting out opponent spells.

This evolving meta underscores the dynamic nature of Clash Royale, where innovation and adaptability are key to success. While Arrow and Log Bait decks may dominate the current landscape, players are constantly experimenting with new strategies and deck compositions, ensuring that the meta remains fluid and unpredictable.

I believe the innovative decks would have more splash units like Valkyrie, Wizards, Witch, and even Executioner. Splasher decks are completely immune to Bait decks as Bait cycle decks always build around with swarms.

Shared by Unstoppable

Complete Guide to Using Princess v2.0

Shared by IndoorBreathing88


Princess is the card that you should react to immediately otherwise you will take literally infinite damage. People usually use spells as the reliable counters because they can take her out almost immediately and also do some great damage to the Tower.

Clash Royale The LogClash Royale ArrowsClash Royale MinerClash Royale fireballClash Royale Poison

Best Counters to Princess:

  • The Log: Undoubtedly this is the best counter to Princess! However, because of this, many tanks will try to bait out The Log by using Princess so you just don’t rely on it too much!
  • Arrows: Another great counter. Same as above, watch out for spell bait cards!
  • Miner: This is a decent counter. He can take out the Princess decently and force your opponent to deploy another card to defend. Be careful with the placement by the way because your opponent could use Tornado on him.
  • Fireball: Because this is a negative Elixir trade so only use this If you can damage the Tower also.
  • PoisonIf the opponent defends your push with Princess on the same lane, don’t hesitate to Poison her, the Tower and troops nearby!

Other ‘okay’ counters to Princess

  • Mini Tanks such as Knight, Valkyrie, Lumberjack, Mega Minion, Bandit, Mini P.E.K.K.A… can effectively counter the Princess then transform into the counterpush.
  • Squishy Cards such as Skeletons, Fire Spirits, Spear Goblins: Wait until the Princess locks on something else otherwise the Princess will 1 shot them. However, these cards can be countered reactively.
  • Cheap Cards such as Goblins, Guards, Archers, Goblin Gang, Minions, Dart Goblin – These cards can take out Princess in just one tick but some can be easily taken out by The Log.
  • Other Spells such as Tornado, Lightning – Not the best but work very well.


Although Princess does little on her own, she is a very good card to support offensive push.

Some great uses of her on offense:

  • Doing Chip Damage – This is the most well-known use of the Princess. Simply drop her at the bridge to deal chip damage. This is probably one of the best opening moves.
  • Applying Pressure: Using Princess usually forces your opponent to do something to react.
  • Chipping troops or buildings -Place her on the other lane to defend or in the middle to chip away Furnace, Tombstone, Elixir Collector etc.

Behind a tank, she can successfully deal with Skeleton Army and brings Minions, Goblins, Archers HP etc down to Zapable.

Remember that you can’t do anything to stop your opponent from using spells on her. But you can use predict The Log to deal with Spear Goblins, Goblins, Skeletons, Fire Spirits etc.


Princess’s best use is on defense for sure.

I always try to place her on the opposite lane while defending to snipe away the opponent’s push. However, she doesn’t do a lot damage herself so you still want to couple her with something else.

Always use her from a distance unless you are desperate.

He is reliable at dealing with swarms and spawner decks. To prevent the opponent from using spells on her, place her near your King’s Tower on defense.

Princess can shutdown these cards effectively:

  • Goblin Gang, Spear Goblins, Goblins – She can take out Spear Goblins in just 1 shot and leaves Goblins at critical HP.
  • Minions, Minion Horde – Brings Minions to 1-shit-able HP.
  • Barbarians -By doing constant chip damage, she can take out Barbarians in just a few shots.
  • Skeleton Army – R.I.P
  • Fire Spirits – R.I.P
  • Clone: R.I.P
  • Guards – With the help from the Tower, Guards will not be a problem at all.
  • Mega Minion – Prevents Mega Minion from doing 516 damage at Tournament Standard.
  • Bomber: Unless you want to take that 271 damage at Tournament Standard.


  • Drop her at the bridge to do some chip damage at the beginning is always a great move. This forces your opponent to react immediately.
    On the other hand, If you are using a heavy deck, drop her at the back to force the opponent to make the move. Due to the long attack range, she can help you defend any push.
  • If your opponent keeps using cheap cards to counter her, consider making a predict with Zap/The Log.
  • When your Princess is alone and the opponent sends out a Miner, it’s like 99% the Miner will target your Princess. Use any small card to protect her!
  • When your opponent plays the Princess at the back, you can drop your Princess at the bridge and on the same lane. Your Princess will hit the Tower and the opponent Princess first and of course the opponent’s Princess will die first.
  • If your opponent doesn’t have any spell in his hand, use Princess behind the King’s Tower to defend. She will help your counterpush later.


This is the list of some interesting card interactions for you:

  • Arrows 7 levels higher will kill a Princess.
  • Zap 12 levels higher will kill a Princess.
  • The Log 1 level lower will kill a Princess.
  • Minions 6 levels higher will survive a Princess shot. Shared by TheeNinjaa
  • Spear Goblins 11 levels higher will survive a Princess shot.


Princess works best in these decks:

  1. Spell Bait
  2. Chip Cycle
  3. Hog Cycle

Best Princess placements

Shared by IndoorBreathing88

princess defending on the opposite lane
Princess defending on the opposite lane
Princess defending behind the Tower
Princess defending behind the Tower
princess at the bridge
Princess at the bridge
princess snipe a building at the center
Princess snipe a building at the center
princess defending in front of King's Tower
Princess defending in front of King’s Tower


There are a ton of decks using Princess effectively just because of her awesomeness but I am just mentioning one in this guide, the deck I am using right now.

The one below is one of the most popular decks at the moment.

Clash Royale BanditClash Royale PrincessClash Royale The LogClash Royale Goblin Barrel
Clash Royale Goblin GangClash Royale fireballClash Royale Skeleton ArmyClash Royale Inferno Tower

This deck can easily counter Giant, Hog Rider, Golem and so many other meta win conditions. The only trouble you may find are fast cycle and Lava Hound decks.

I hoped you enjoyed this advanced princess guide on how to use her, as well as basic strategy.

Thanks for reading!

6 Best Opening Moves in Clash Royale

best opening moves in Clash Royale

In Clash Royale, it is actually biased in favor of the player who moves second. People usually choose not to move first in order to react properly… But there is always a guy who starts first, right?

best opening moves in Clash Royale

Best Opening Moves in Clash Royale

When you make the move second, although you lose Elixir (usually less than 1 Elixir If you can react fast), you still get a ton of information.

Player, who makes the first move, usually gives enough information regarding what kind of push it is and which lane he/she is going to push.

The player who reacts can freely decide to whether defend or attack on the other lane. Either, he/she will gain the advantage.

However, there are still numerous opening moves that gives you the huge advantage, or at least mitigate the downside.

The Neutral Opening Move

You can force your opponent to commit by playing an opening move which doesn’t commit you.

The most common play is to split Archers behind the King’s Tower. This one is completely neutral as it doesn’t commit to any lane. The Archers will either do some delicious chip damage or will help you deal with push on any lane. This move applies a pressure on your opponent, forcing him/her to commit. If he/she decides to do nothing, you will get 3 Elixir for free. If they do, you will be the reacting one.

A neutral move can also be done by using Skeleton Army, Minions, Goblin Gang although they are not 100% neutral as they device unequally. Moreover, with Skeleton Army and Minions, one side can be safely ignored so you will need to be able to support it later on.

Using Minion Horde is not recommended as it’s too much Elixir.

Also, playing Princess behind/in front of the King’s Tower is okay as she can defend both lanes and she is also slow.

starting with princess

Starting with Princess

The Cycle Move

If you have a very cheap troop like Ice Spirit or Skeletons, use this opportunity to cycle and shape your hand.

Although your opponent doesn’t have to react to Skeletons or Ice Spirit, you will get the advantage because you now have a better hand.

That’s great If your opponent does the react. If he/she doesn’t, you can make an initial push with your Skeletons/Ice Spirit. For example, you can couple the Ice Spirit/Skeletons with your Hog Rider/Mortar. Remember that you don’t have to do so. You can just keep waiting or make another move with other troops.

It is recommend to split Skeletons at starting because If your opponent decides to push, Skeletons will act as distraction regardless of either lane.

The Light Push

If you have cheap troops with the potential for chip damage, you can try to force your opponent to answer the light push.

For example, drop Spear Goblins or Fire Spirits at the bridge at the beginning. If your opponent chooses to not defend, you will get some nice chip damage and cycle your deck. If your opponent defends with spell, you just managed to get it out of the cycle; try to capitalize on that! If the opponent answers with a troop, you just forced them to commit on that lane, giving you the reactive seat.

2 Elixir troops are best for this move but you can absolutely do it with 3 Elixir troops. Using 3 Elixir troops is more risky. However, your opponent usually can’t afford to ignore them. Also, If he/she has a bad starting hand, you will get ahead.

For example, playing Goblin Gang at the bridge puts your opponent in an absolutely dangerous situation, forcing them to react immediately on that lane. If the opponent uses Log on the Gang, they will get +1 Elixir trade. However, If he/she reacts a little bit late, he/she will lose the Elixir advantage. In this case, basically, you spend 1 Elixir to get the reactive seat.

Goblin Barrel, Dart Goblin, Miner, Princess etc are other great examples for 3 Elixir troops which can’t be ignored.

starting with goblin barrel

Making a light push with Goblin Barrel

Spawner Opening

Starting the game with Furnace or Goblin Hut is great as this applies the pressure on your opponent immediately while still acting as defense.

Place them in the middle to protect both lanes, making it harder for the opponent to punish you. He/she also can’t ignore them.

Tombstone is another great opener, which can be used to support your push later.

Elixir Collector

Using Elixir Collector has been a well known opening move since 1990s.

This doesn’t commit you to any lane and gives you a huge Elixir advantage. However, make sure you have a good defensive hand ready because If your opponent doesn’t have Miner/Rocket/Barrel ready, he/she will try to punish you with a sneaky big push.

The Aggressive Push

Do you want to catch your opponent off-guard with an all-in push?

Truly this is a very risky play so make sure you have an extremely solid starting hand which is difficult to be countered and is great enough on defense If the push fails. To be honest, I don’t like this opening move very much but it’s kinda lacking to not include it here.

For example, use Hog Rider + Ice Spirit push or Miner + Minions push can do significant damage If your opponent doesn’t have a good starting hand. However, If your opponent can deal with the push properly, this can put you far behind.

If you are playing against a less experienced player, you can get the chance of catching someone who didn’t skip the battle’s intro screen.

Bonus: Source: Oh Long Johnson

In conclusion, there are a lot of great opening moves in Clash Royale.

Also, please note that I didn’t mention Siege decks in this guide as I am not good at using Siege…

Which one works best for your deck? Let you know what you think about it!

Of course you can start the battle by placing a tank behind the King’s Tower but it will definitely give your opponent the advantage.

Shared by Filobel