The Log is definitely one of most useful cards in the vast majority of any Clash Royale Meta.
The reason for this isn’t due to its damage or ability to take down enemy towers from far away but rather due to its utility and flexibility as arguably one of the most multifaceted cards in the game.
What do I mean by this exactly? Well not only does the Log have the ability to crush all low health units such as Skeletons and Goblins in their various forms, but it can do so with ease, not requiring much precision as illustrated in the below video against Goblin Barrels.
In contrast with the Zap, you don’t have to be precise with positioning at all.
When played, The Log rolls through the Arena, dealing splash damage and kick back all troops on the ground.
Target
Width
Distance
Cost
Type
Rarity
Ground
3.9
11.6
2
Spell
Legendary
Level
Area Damage
Tower Damage
1
240
96
2
264
106
3
290
116
4
319
128
5
350
140
Changelogs
24/8/2016: Cast time decreased by 66%; travel speed increased by 20%.
19/9/2016: The Log now kicks back ALL ground troops.
20/10/2016: The Log now rolls faster and longer; Damage increased by 9%.
23/1/2017: Damage decreased by 4%.
First, let’s take a look at the The Log vs Arrows vs Zap comparision:
Card
Damage
Tower Damage
Damage/Elixir
Zap
159
64
79.5
Arrows
243
98
81
The Log
240
96
120
Poison*
600**
240
150**
I added Poison into the chart since lots of players asked for it. Please note that Poison damages over time. It depends on how long the targeted cards stand in the spell AoE. You don’t always get that full 600 damage while using Poison.
The Log has a larger radius than both Arrows and Zap. It has nearly double the radius of Arrows and triple the radius of Zap.
The Log has better damage/Elixir than both Arrows and Zap while hitting the largest arena of units. Also, it’s almost guaranteed that you could do chip damage with The Log.
The Log provides better trade opportunities
Goblin Gang – Log offers you a +1 elixir trade, Zap doesn’t kill them all, Arrows give an even trade.
Skeleton Army – Although all 3 spells kill can remove the whole Skeleton Army, using The Log is a lot easier. Also, using The Log offers some chip damage on the Tower as bonus.
Moreover, The Log has the ‘special ‘ ability which resets attack animations of many cards (P.E.K.K.A for example) and knocks back cards (including resetting Prince’s charge), resetting their targets. Meanwhile, Zap has the ability of being able to reset charges (Sparky, Inferno Tower, Princes etc).
The Log is also excellent at dealing with cards like Musketeers, Wizard, Electro Wizard etc on defense. Simply toss your Log right once they entered the Tower’s attack range, pushing them back a bit while dealing 240 damage.
When swarms like Elite Barbarians or Barbarians are dropped, The Log can do good damage to them, knock them away from your defensive cards.
The Log can easily deny space for your opponent’s counters
You can throw The Log behind troops like Hog Rider to help them reach the Tower and prevent the opponent from using defensive ground troops on the lane properly.
See OJ’s GIF below for more details:
Meanwhile, with 4 Elixir, you can pretty archives the same area of denial.
The Log can’t do much to help either of these cases. However, it offers just too much value when you want to carry other cards that will do the job well (Electro Wizard, Archers etc).
Also, Arrows and Zap are better at dealing with Night Witch, one of the most threatening cards at the moment.
How to use The Log Properly
Dealing with 1 Elixir Cards
Ice Spirit: Occasionally, you can use The Log to deal with Ice Spirit for an ‘okay’ negative Elixir trade, If you are trying to profect a defensive stand or offensive push.
For example, use The Log to prevent Ice Spirit from freezing your Inferno Tower.
Skeletons: Skeletons is one of the most versatile cards in Clash Royale alongside with The Log. In this case, it almost requires you to get more value than simply rolling it over the Skeletons.
For example, use The Log on the defending Skeletons which, giving your Hog 1 more hit on the Tower.
Dealing with 2 Elixir Cards
Spear Goblins, Goblins, Fire Spirits: People usually use these cards to rush for chip damage, or to defend a push of swarm. Because of that, they are not usually alone. Sending The Log after them generally provides a great trade, like this:
Dealing with 3+ Elixir Cards – Positive Elixir Trade!!!
Bandit: Don’t use your Log on the Bandit when she is about to dash. While dashing, she can dash through The Log:
Archers: Using Log on Archers when they are about to cross the river into Tower’s range helps avoid damage. Your Tower will hit the first Archer and clear the second one when she crosses back to the Tower’s range.
Ice Wizard, Bomber, Musketeer, Executioner, Witch, Electro Wizard, Wizard: Similarly, use The Log on these ones to minimize their damage.
Goblin Gang: The Log crushes the entire Gang. However, don’t place it too soon. Wait until they are about to cross the bridge so you could pick some additional troops behind.
Goblin Barrel: Not really an easy matchup. You should practice your timing to minimize the damage. Try to toss The Log right before the Barrel lands so Goblins can’t do any damage on your Tower.
Smart Goblin Barrel usually diversify the placements. Learn to watch their shadows and guess where you should place your Log.
Guards: Don’t ignore these Skeletons. They will poke your Tower really really bad! Toss The Log when they are crossing the river to split them into 2 parts, helping the Tower deal with them a lot easier.
Dart Goblin, Princess: Wait until they are almost at the bridge. You could get more value If your opponent drops Ice Spirit/Skeletons to support them.
Battle Ram, Dark Prince, Prince: Use The Log to reset their charges to minimize the damage when you distract them with other cards.
Valkyrie: Maybe you don’t know this. The Log can be use to counter Valkyrie as the following gif:
Barbarians: The Log can take out 1/3 of their HP. Do the timing well and you can split them apart, helping the Tower deal with them more effectively.
Elite Barbarians: The Log takes out only 25% of their HP but you can use it to reset their attack animation, giving your other cards more time to deal with them.
Miner: If your opponent plays Miner on your Elixir Collector at the middle, use The Log to protect your investment and pushing towards the Tower, forcing him to re-target.
Royal Giant: The Log works well at killing/damaging support troops while pushing the Royal Giant back a bit. While he is walking back to the previous position, you can place any building down to deal with the push (If you were late doing this before).
With large troops like Giant, Golem Royal Giant, use your Log to hit them with the side of The Log, pushing them towards the middle If you have planted an Inferno Tower (so they will not be out of Inferno’s range).
Sparky: The Log doesn’t reset her charge but it could help you kill her before it’s too late.
Tombstone: One of the best uses is here! The Log totally destroy the weakened Tombstones and all of the spawning Skeletons. This helps your Hog Rider/Giant/Golem gets to the Tower a lot easier.
Inspired by /u/edihau, this chart indicates whether a spell/combo could kill the unit. The number represents the remaining HP of the unit after getting hit by the spell/comobo.
For Poison, let’s assume that the unit is damaged by the Poison for the full 8s.
So finally the Night Witch is available in the Clash Royale Arena! It’s time to test out the best decks with her!
Clash Royale Night Witch
The Night Witch is unlocked from Arena 8 (or Frozen Peak).
She is a single-target melee troop. Pretty similar to Witch, she summons 2 Bats (instead of Skeletons) every 5 seconds.
Upon death, she spawns 4 Bats (similar to Golem or Lava Hound).
Cost
Hit Speed
Speed
Deploy Time
Spawn Speed
Range
Target
Transport
4
1.5 sec
Medium (60)
1 sec
5 sec
Melee
Ground
Ground
Level
HP
Damage
DPS
Bat Level
Bat HP
Bat Damage
Bat DPS
1
750
260
173
9
67
67
67
2
825
286
190
10
74
74
74
3
907
314
209
11
81
81
81
4
997
345
230
12
89
89
89
5
1,095
379
252
13
98
98
98
Changelogs
12/6/17, decreased the Night Witch’s Bats spawned upon death by 1 (to 3 from 4), increased Bat spawn speed by 1 sec (to 6 seconds from 5 seconds), and initial Bats spawn slower.
On 11/8/17, decreased the Night Witch’s damage by 9%, her range by 11% (to 1.65 from 1.85), her Bat spawn speed by 1 second (to 7 seconds from 6 seconds) and the number of Bats spawned on death by 1 (to 2 from 3).
On 24/1/2018, made the Night Witch’s initial Bats spawn faster but also decreased her Bats’ hit speed to 1.1 seconds (from 1 second).
Since the Night Witch is single-target melee troop summoning flying units, you just can’t simply use her instead of the regular Witch in most cases.
Comparing to the Witch, at Tournament standard, she has pretty similar stats for 1 less Elixir. She is better on offense but worse on defense. She can’t deal with most ground troops which you could counter with the Witch. She can’t use the Bats to distract ground-targeting units.
The Night Witch can solo kill a Tower. Yes! She can kill the entire tower before she dies. She would spawn up to 12 Bats before she dies.
Dealing with Night Witch
Night Witch’s hard counter would be Lightning, Rocket, Poison and Fireball. Be ready to deal with the bats once she is killed because they would deal a ton of damage If protected.
Archers are very good against her because they can one shot Bats and then take her out easily.
In order to deal with a Giant Night Witch push, you need to kill the bat spawner first.
Ice Golem is great at dealing with Night Witch as his death damage is enough to kill the Bats at Tournament Standard.
Electro Wizard, Executioner and Tornado are also great at dealing with her on defense.
As Night Witch has become rather popular in beatdown decks, Executioner + Tornado has received an indirect buff as the Executioner can splash behind the tank and kill the Night Witch. This combo also keeps the Golem from reaching your tower for a bit longer thus mitigating the damage done.
Using Night Witch
Due to the movement speed, the bats always fly in front of her and will die easily, making her easy to counter. You should think about this while using her.
You can use Night Witch in Miner Control Deck! First use her on defense to deal with ground troop. She will act as a meatshield while the Bats are doing damage. Once died, she spawns 6 more Bats, giving you a great opportunity to counterpush with Miner. If your opponent decides to deal with the Bats first, it would be great for you as countering Bats is usually negative Elixir trade.
Night Witch is also pretty good in Graveyard decks. She really does shine in control decks despite beatdown seeming like her archetype. Which is not really the case because of just how effective Executioner Tornado is. Executioner Tornado already is a deadly combo in the popular Hog Lightning deck and this can completely shut down a push in its tracks, allowing your opponent to simply Hog in front of the counter and perhaps even take a tower.
Here was able to take the tower after Hogging in front of the Executioner rather easily. I got a +3 trade off that exchange.
She is a great counter-attack card. If she dies, your opponent will have to deal with the Bats. If she doesn’t die, she will spawn loads of Bats. Also popular defensive cards like The Log, Knight, Valkyrie etc won’t have a good time stopping the Night Witch because after killing the Night Witch with a tank being focused by the tower, your Bats will kill the Knight and then move onto attack the tower.
She fits naturally very well in Beatdown decks either fast or slow. Lumberjack could synergies with the Night Witch very well because his Rage ability would give her Bats a ton of extra damage. Also in decks like Golem beatdown, she can fit into the Lumberjacks slot. Her high DPS actually works better than an LJ because she can shut down a Hog before it gets more than 1 swing off the tower and also her counterpush potential is great. She moves slower as well allowing you time to put something in front of her as well, also because of the Bats she’s more spell resistant. Your opponent would have to Lightning + Zap or Arrows to get rid of the pesky Bats as well for an example.
She could work with Lava Hound very well! Her Bats would support the Lava in the air meanwhile her melee attack could help take out Electro Wizard, Musketeer, Executioner etc. Placing her beneath the Lava Hound at the bridge would be a great move If your opponent has Inferno Tower. Because the Bats can act as distractions for the Inferno Tower, similar to Minions, or if you run something like Miner + Lavahound with Night Witch, which has more of a control feel to it, you can simply let the Lavahound and Night Witch die and Miner to tank for them because you want her to die to get the Bats DPS on the tower.
The Bats really makes Night Witch deadly! Assuming that your opponent drops the Night Witch at the back and then the Giant right in front of her when she is about to reach the bridge. You could easily use Knight or Mini P.E.K.K.A to kill her but you will need to deal with 8+ Bats right after that. Using Arrows would give you a negative Elixir trade and using Zap is not a positive Elixir trade.
For example, If you’re using something like Golem beatdown that’s easy picking for a Night Witch user because only having the Baby Dragon as a counter card for her Bats.
So a few decks that will do well against any and all Night Witch decks will be listed below.
Similar to Splashyard you want to keep the Executioner for the Night Witch pushes and Tornado always in cycle as well. Executioner Tornado will deny the Night Witch along with support. What I like to do is, Tornado and Ice spirit together to freeze them together allowing the Executioner longer to splash the clump. Also you need to get a good Executioner placement as well. A good spot is right in front of tower or center if your opponent tends to split push and you want Executioner just in case to be able to reach the other side as well.
Also specifically Splashyard. On defense, you want to save your Baby Dragon for a tank + Night Witch push. Vs a lone Night Witch you can easily use a Knight for a +1 trade. Usually Night Witch beatdown has Pumps. If not behind the tower ALWAYS Poison it, if behind the tower then place the Knight a little ways from the bridge, allowing you to build up a few elixir then Graveyard and you will have enough for a Poison. Wait on the Poison, try and always get value rather than simply placing it smack on the elixir collector.
You have Princess to splash troops and Inferno Tower, try and get anti Lightning placement. Goblin Barrel can be used to draw out Log, if not you can Skeleton Army to do so. Save your Goblin Gang because it is the only one that has air attacking troops to clean up the bats. Honestly the Princess splash is AMAZING vs these decks, just protect her from miners because if you lose her that can be devastating. Never let your opponent pump up and make good trades in order to make sure your opponent never gets too far ahead in Elixir.
Also if you are running the somewhat old Miner, Minion Horde or Mirror Furnace version. Minion Horde does work as well. Mirror is something not many anticipate so make sure your opponent plays to your rotation as you should while playing control decks.
You’ve got 2 answers to Pumps and Poison as shown above is just amazing on defense. You have Skeles and Ice Spirit which can kill a night Witch, Knight works well too. Try not to use E-Wiz 1v1 because night Witch does a LOT of damage. Place E-Wiz far from the night Witch similar to how you should place it vs a Battle Ram. Rather than on top and have your E-Wiz die to the barbs. Or this case night Witch. You also have Inferno just in case your opponent runs a beatdown Night Witch deck. Making good Poison plays is how you win this. Because it’s very cheap you can cycle back to Poison REALLY fast.
Using these decks you will rather easily be able to deal with the night Witch. That being said later on different decks may emerge as the meta evolves as it usually does to adapt to new cards. You will be able to use these strategies and decks to deal with decks with her later on.
What do you think about our new Legendary guys? Please share your opinions!
Hey everyone, its me Fizzle AKA Siege FTW with the new meta “Night Witch Mirror Clone” deck.
After the recent release of the Night Witch (for those of us lucky enough to win it) my trusted leader and classmate, Anivium, started messing around with this powerful card and ended up creating this monster.
Now I know what your thinking: “Fizzle, do you honestly think that if all I do is Mirror and Clone a card it will win me battles?” The answer? Of course not! You also want to Rage the Night Witch 😀
I personally have made it to a new personal best of over 4400 trophies with card levels at a mere 10/no rares/3/2 (as well as a level 5 Mirror.) Far below average compared to the majority of level 12 commons and so on.
But enough bragging about the deck, lets talk strategy!
Cards Breakdown
Night Witch- Win condition, support troop, tank, and just about everything else in this one card. Basically, the goal is to set up a cycle to where you can spawn a Night Witch, and immediately Mirror and Clone it.
Now I know this seems as though one Fireball would destroy your entire push but your forgetting one major detail: Bats.
So lets say you just got your 4 Night Witches on the map when all of a sudden your opponent, seeing a golden opportunity, Fireballs all four, killing 2 and leaving 2 with a sliver of health. This means that assuming he didn’t quite get all of the 10 or so Bats already spawned (they hardly ever do) as well as the 8 bats with spawned after your Night Witches death damage, AND your 2 remaining Night Witches let out one final pair of Bats each, this leaves you with roughly 15 Bats and 2 Night Witches even after a Fireball.
Even if they Zap afterwards, 8 more Bats will come out of nowhere at which point you send your Miner to the Tower, Rage everything, and laugh as you watch your opponent struggle to defend against the Horde of Bats shredding through their towers.
Mirror: The Mirror is used hardly any in the current meta, meaning it is easier to request and level up, meaning more powerful Night Witches, meaning ULTIMATE POWER!
Strategy wise, however, you almost never, unless in an emergency (when I say emergency I don’t mean in order to protect a Tower, I mean only Mirror something other than Night Witch if its the only way to keep from getting 3 crowned) want to Clone something other than Night Witch, as you will then have to restart in building a cycle back to it.
Clone: The Clone spell, so much hate when it came out and everyone thought it would be absolutely overpowered but turned out to be nothing more than a free positive Elixir trade by the opposing player. Until now.
With 4 Night Witches, the massive waves of Bats will eat up any troop standing in the way, and keep coming even after Fireballs and Zap spells try in vain to cut down the numbers, its no surprise 3 crowns often come in the first push.
Same as the Mirror, try not to Clone anything but Night Witches and build it into a cycle to use after Mirror.
The Log: A powerful spell for only 2 Elixir, The Log is a staple in most decks and this is one is no exception.
If possible, use The Log as wisely as possible and make as many positive Elixir trades as possible (obviously) Can be replaced with Zap or Fireball (not recommended)
Rage: The Rage spell is another rarely seen card in the meta but still has the power when combined with your mass amounts of Bats to overpower the enemy in seconds.
I usually won’t Rage the Night Witches in the first push unless I think I can 3c rown them or have an excess in Elixir, and will instead use it as a surprise speed boost for the Bats often putting the enemy into panic mode.
I have won a number of battles where I had swarms of Bats and after raging them my opponent dropped a Valkyrie and, forgetting Bats can fly, was swiftly defeated.
If the opponent has a large amount of spells to deal with your bats as well as splash troops, I will occasionally simply try to Miner Mirror Rage my way to victory (this is extremely hard to do successfully and is more of a last attempt if you don’t stand a chance with your Night Witches)
Skeletons: Great cycle card, decent DPS, and an extremely low cost, not much more you could ask for in a card.
I will normally split Skeletons in the back as often as possible, using them as the counter counter for Hog. Taking some Hog damage is fine with this deck and if I think I can build a big enough push, I will occasionally ignore the Hog completely.
If your still building a cycle, you can pair them with Miner for some chip damage.
I don’t recommend replacing these guys with Ice Spirit as he is more offensively focused and Skeletons help more with kiting and overall defense.
A lot of the time I will send Miner in to attack a splash damage dealing troop such as Wizard or Executioner to distract them long enough for my Bat Horde to devour them.
Unfortunately, this card is irreplaceable but if your desperate you could try Knight or Ice Golem.
Arrows: The second spell in this deck, Arrows provide great defense against pesky Minion Hordes and princesses out of range of The Log.
I don’t recommend using Zap or Fireball due to the fact that Zap can’t take out Minions, Fireball is much too expensive to waste (which must be done early game to build a cycle) and both have a smaller range radius.
As long as you get at least 3 elixirs worth out of it, you should be good.
EXCEPTION: Early game when your Elixir bar is full and you have a bad hand you may need to Arrows the opponents Tower+anything else to cycle.
General Gameplan
Early game
This is the time to build a cycle of the following cards in this order: Night Witch, Mirror, Clone, Rage/Miner (either one).
This takes practice but after a few matches of trial and error you will get the hang of it.
Remember when building a cycle, try not to play the first few cards in the cycle and wait until the next cards you need get lined up.
If you already have a good hand in the beginning of a match, you can get straight into a push!
Mid Game
Start building up a push starting with your 4 Witches and adding Rage/Miner if necessary.
Try not to worry to much about your towers health and focus fully on getting the biggest swarm of Bats humanly possible.
A lot of times my opponent has waited until a good amount of Bats have spawned and built a little push on the other lane. They will then Fireball my push, expecting to take it out, and work on theirs, this is when I will Rage my push and completely obliterate their Tower before they have a chance to see what hit them.
Late Game
If you haven’t already 3 crowned them, or at least taken a Tower, then you might be in trouble.
Focus on getting as much chip damage with Miner and Skeletons as possible with Mirror Witch for defense, which can than turn into an offensive counter push.
Honestly I don’t often make it to overtime, and normally either 3 crown or get 3 crowned, unless its a really close match and I need to defend with everything I have and focus of Miner Mirror Rage for chip damage.
Conclusion
All in all I highly recommend you give this deck a try and DONT GIVE UP!
I myself was completely crushed by my opponents the first few matches. Although Anivium was just trolling me to get higher in trophies than me but to my surprise, I have skyrocketed over 100 trophies above my personal best and still climbing.
Again, I give full credit to IndoorBreathing88 (Leader of Apex Power) for coming up with this deck!
If you have any questions comments or concerns be sure to comment and Ill try to answer as many as I can 😀
Hey guys, G-MAN here today with a modification of the Golem Lumberjack deck with an addition of the Night Witch.
I decided to make this guide because after I managed to get 12 wins in the challenge, I realized there aren’t many Night Witch decks out there yet. This is my first guide so bear with me.
I’ve tested this deck out only in challenges and tournaments, (because my card levels are too low for Challenger II) and it fared well. The amount of three crowns I have gotten with this deck is crazy.
Golem Night Witch Beatdown
Cards Breakdown
Golem: Golem is the strongest tank in Clash Royale.
Because of its high cost, make sure you only play it when you have at least one Elixir Collector down or you are in double Elixir. I usually play a card before I play my Golem to help defend when the opponent rushes you.
You will want to build up a strong push by starting a Golem in the back so you have time to build up Elixir and support your Golem.
With this deck, the support units behind the Golem do tons of damage, making the Golem a perfect tank.
Night Witch: This new card is a beast on defense, and perfect for counter-pushing. Behind a Golem, it is an absolute beast.
The bats create a swarm and are perfect for chipping down troops, and your opponent will get punished if they leave the bats alone. They also can distract an Inferno Tower if you don’t have enough Elixir for your Lightning.
The Night Witch itself does good damage, and when it gets to the Tower, your opponent is screwed.
The Night Witch replaces the Lumberjack from the original deck. These two legendaries are kinda similar in my opinion. They both can’t be left alone, are great on defense, and have a death effect.
Mega Minion: This is your air defense and it is perfect for killing glass cannons. It is a great support troop, killing Minions one-shot and dealing tons of damage. It works very well behind a Golem.
Baby Dragon: This card pairs extremely well with the Golem. Its splash is vital to the success of this Golem deck due to the fact that the only other splash is Arrows. It is one of the best support troops and can be used on defense or offense.
Arrows: MAKE SURE YOU SAVE YOUR ARROWS FOR WHEN YOU REALLY NEED THEM!
Please don’t make the mistake of Arrowing Minions.
You should have enough support troops to take out swarms. Unless you can make a huge positive Elixir trade, save the splash for defense, when you don’t have your Baby Dragon.
Arrows are better than Zap, because they kill Minions and has larger range. Log doesn’t target air, and Fireball is more expensive and has less radius.
Skeletons: After the re-addition of the 4th skeleton, these bundle of bones are amazing value for one Elixir.
They can be used for cycling, swarming, distracting, killing glass cannons, and stopping tanks.
Elixir Collector: This is a must in such an expensive deck. Perfect for gaining Elixir leads and overwhelming your opponent.
Normally, I only need one Elixir Collector down to three crow in one push, but sometimes you can even do it without an Elixir Collector.
Lightning: Just make huge positive Elixir trades and demolish buildings and tanky troops for a clean path to the Tower. I will tell you how to use it against other decks later in this guide.
Replacements
These don’t work as well, and some of the synergies are destroyed. Not recommended=*
Early Game: Place your Elixir Collector down, build up Elixir. Figure out your opponent’s deck, take some damage, but not too much. Start off slow, play defense mostly. You have the bigger tank, so if they play a tank at the back, you should play Golem at the back as well.
Mid Game: You can start creating pushes now, but only if you have a good Elixir advantage. Now you can start to sacrifice some Tower health to create huge pushes. Honestly, the synergies between all of the cards in this deck is amazing, so you can pretty much just spam troops behind your Golem and it will work well. Just make sure you know when your push has been broken up so that you don’t waste Elixir.
Late Game: This is when you go all in. Put an Elixir Collector down, and create an undestroyable push. Just get as many cards down as possible, Lightning buildings and troops for positive Elixir trades, and add even more troops. The counter-pushing capabilities of this deck are amazing, so utilize it.
Match-Ups
Note: The Night Witch is an absolute beast on defense, so use her wisely. Make unstoppable counter-pushes with her and make your opponent panic.
Lavaloon: In the original Lumberjack Golem, Lavaloon was a serious problem. It’s still a serious problem with this deck, but it is easier to defend because you have a bat-spawning machine instead of a Lumberjack. Just make sure to save your air-targeting troops. Chances are, you’ll lose a Tower, so make sure you create a few huge pushes to destroy your opponent. You also have the bigger tank, so utilize that.
Graveyard: Shouldn’t be too much of a problem if you play correctly and don’t panic. You have a Baby Dragon and skellies, so you should be mostly fine. Even if you do lose a Tower, you can easily destroy your opponent’s towers as well. Also, once they take on Tower, it’s harder for them to take another.
Golem: Just make sure you have the Elixir advantage and everything will work out.
Hog: You have many counters, and one huge push will destroy them, so this should be a fairly simple match-up if you can get a push going.
3 Musketeers: Save your Lightning for the 3 Muskets, make sure you take out only the muskies. Yep, you heard that right. Don’t Lightning the pump or the Tower, save it for the muskies. You should be able to deal with the Ram easily. Make sure you don’t get outcycled to the point where you don’t have your Lightning.
Zap/Log Bait: Here we run into trouble. We only have Arrows, no Log, no Zap. Save your Arrows for the Barrel, and use your Baby Dragon to take out Goblin Gangs and Skarmys. Save your Lightning for the Inferno Tower and beware of a Rocket. Try to not take much damage against Bait decks.
I think that’s all I have for this deck. I really hope you try it out even if this guide was horrible ¯\_(ツ)_/¯, because the deck is just so OP. This deck is good for challenges and tourneys because of the amount of epics.
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.
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.
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.
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.
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!
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.
Product prices and availability are accurate as of the date/time indicated and are subject to change. Any price and availability information displayed on [relevant Amazon Site(s), as applicable] at the time of purchase will apply to the purchase of this product.
Prices pulled from the Amazon Product Advertising API on:
Well, that’s it for this guide, I hoped you enjoyed!
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.
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.
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.
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 -> 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.
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.
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.
Match-ups
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.
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!
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 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.
*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.
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.
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!
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!
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 arevery 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.
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.
Product prices and availability are accurate as of the date/time indicated and are subject to change. Any price and availability information displayed on [relevant Amazon Site(s), as applicable] at the time of purchase will apply to the purchase of this product.
Prices pulled from the Amazon Product Advertising API on:
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.
To quote /user/IndoorBreathing88, 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!
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!
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 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:
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.
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 /user/IndoorBreathing88 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.
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
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.
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:
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.
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.
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.
Offensevs 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.
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.
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.
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.
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 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.
Conclusion
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!
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!
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).
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.
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.
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 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.
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.
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:
A few offensive and defensive troops
One win condition (a card that wins the game for you, good in taking enemy towers)