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Legendary Chip Cycle Tournament Deck

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Hey guys what is going on, it’s RSivak back with an absolutely amazing Tournament deck I’ve been playing with. It has been an absolute terror in tournaments and even helped me push to a new trophy high!

Let’s get into it.

Legendary Chip Cycle Tournament Deck

Clash Royale The LogClash Royale PrincessClash Royale MinerClash Royale Electro Wizard
Clash Royale ZapClash Royale BarbariansClash Royale MinionsClash Royale Goblin Gang

Legendary Chip Cycle Tournament Deck

Cards Breakdown

Princess: Siege card, the Princess is great at sieging down towers and forcing a response. She is also a great bait for The Log, Arrows and Fireball, which are all the biggest counters to some of your damage cards below.

She is perfect for finishing off a tower at the end, dealing 140 damage and when you play her, all those shots will add up to hundreds of damage.

The Log: Goblin Barrel counter and overall one of the best and most overused legendaries right now due to it’s cheap cost and versatility.

The Log is a perfect card to kill Princesses, Goblins, Fire Spirits, Guards (kill their shields) all for an equal or positive elixir trade.

Miner: My all time favorite Legendary and your tank for squishy troops. He can dip anywhere in the arena to kill Elixir Pumps and finish off Princesses. He is perfect for chipping away at an enemy tower and dealing massive damage combined with Goblin Gang, Minions, or Barbarians.

Ice Wizard/Electro Wizard: The original deck I noticed had Ice Wizard, and since I didn’t have it I substituted the Electro Wizard in and he does a good job. The main job of this slot is a defensive mage that can slow down pushes while dealing some damage, and since I find Ice Wizard to have such a low damage output I think Electro Wizard is a better substitute. Whichever one you use, they should be used for defense, and halting enemy pushes.

Zap: Still a great spell card as The Log cannot hit air troops, Zap spell is great for weakening Minion Horde, and killing Skeleton Armies in a pinch. Not much else to say, still one of the most useful cards in the game.

Minions: Minions are amazing at air defense and offensive, they can usually target a lot of troops without taking damage and they have a very high DPS.

Combined with a Miner at the tower, even if the opponent Zaps it won’t kill the Minions allowing you to deal hefty damage or elicit a stronger response from your opponent.

Barbarians: Your defense card, Barbarians will shred through any of the pushes they send, taking down Hog Riders, Giants, Golems, Giant Skeletons, and of course Elite Barbarians.

They are best reserved for defense, but once they are done defending you can pop up a Miner at their tower and if they don’t have a strong defense or they overcommitted then they might take some heavy damage.

A lot of games can be won when you play your Wizard in the back to start the defense and they Fireball it, leaving you open to defend with Barbarians and then counter push.

Goblin Gang: I didn’t use this card that much when it came out, but I find it to be an amazing card.

It is super versatile and deals heavy damage by itself, but when paired with the Miner it can completely bring a tower done, even if only the Spear Goblins survive, I’ve seen Towers go down to half health from a Miner and the 3 Spear Goblins left from the Gang.

It is just as amazing as Barbarians on defense, they have such a high DPS for such a cheap cost, but The Log can completely take them out and if you play overleveled opponents then their Zap might even kill the Stab Goblins.

General Gameplan:

A great start is a Princess in the back and seeing how they respond, if they Log her then I go Miner Goblin Gang if I have it, if they Arrows her then I try a Miner Minions push.

If they are wasting their spell cards on your Princess then it gives you the chance to send out a nice little Miner Minions, or Goblin Gang push.

If they drop a Golem or P.E.K.K.A in the back then you can rush the other and force a response or take a tower.

The key is to play this deck like a chip deck with strong defensive capabilities.

Barbarians will end up being the brunt of your defense. Tanky, and good damage they will chop thru most tanks and supports. If their Tank is being supported by a Wizard, Bomber, Witch, or some other splash damage card, then just drop Barbarians on the support, making sure to completely surround them to maximize damage taken. The Barbarians will then turn around and chop up the tank and you could have a strong push with Miner if they can’t respond well.

You want to keep changing Miner placements and keep sending out small pushes often, make sure you keep your Barbarians for Royal Giant, Elite Barbarians as they will be your best counter.

Always have enough elixir to defend anything, it will be the best way to win if you can keep up your elixir and make sure you don’t overextend or clump all your troops allowing one Fireball to decimate them.

Once you have dealt some decent damage to a tower, you can start dropping the Princess off at the bridge to get some chip damage in and force them to keep spending elixir on defense and not allow them to build any pushes.

A lone Goblin Gang can be a strong card, it can deal hundreds of damage, so if your opponent used The Log on the Princess and you don’t have Miner in your hand you can just drop a lone Goblin Gang and they will have trouble countering for a positive elixir trade.

Make sure you Miner down their Elixir Pumps, if they drop a Elixir Pump in the center in front of their King Tower, I like to drop a Miner on the Pump and rush both lanes, one with Minions and the other with the Goblin Gang, its high risk but it can deal tons of damage on both tower if they react to slow.

Counters: High Risk to Low Risk Matchups

3 Musketeers: The killer in this deck is the lack of Fireball, and 3 Musketeers can become a problem, make sure to not let them keep pumping and if they split the Musketeers, then drop Barbarians or Goblin Gang on the two and Minions on the other one. Usually difficult to play against, but all you need to do is stop them from pumping up.

Chip/Control: Chip/Control is very similar to this deck, and as a result more often than not you will end up with draws, your weakness against a chip deck is your Barbarians, usually there is nothing worth using them for and they might not be used at all. Just keep your defense up and don’t let too much chip damage onto your tower.

Lava Hound: Lava Hound decks, specifically LavaLoon can be challenging when first playing but you have a lot of air control in this deck, and usually, Zap + Spawn Zap of Electro Wizard kills off Minions, and the Hound doesn’t do much damage itself. Just make sure you have enough on defense and maybe sideline Minions to a defensive role, and use Barbarians more offensively. Princess comes in real handy on the other lane they are pushing in.

Royal Giant: Not really a major problem, Barbarians cut thru him, if they have Furnace or Fire Spirits, then Zap them, supplement with Electro Wizard if you need more help.

Elite Barbarians: Barbarians, Goblin Gang, Electro Wizard, not a threat at all. Make sure you keep enough elixir in reserve for defense.

beatdown: This deck is going to beat on beatdown decks. You have such a strong rock solid defense oriented cards, and your speed and chip cycling allows you to usually out cycle and eventually out damage them.

Overall: Biggest problem I face is deck with 3-4 splash unit cards, they can be an absolute menace and you have to play carefully. But decks with 3-4 splash units is unusual so it’s not that big of a threat especially in Tournaments which this deck seems to be made for.

Tips:

  • Princess is your bait card, so if they take the bait capitalize!
  • Do not overextend, this deck is not usually going to be taking entire towers down in one go, chip away and that’s how you will win.
  • Keep Barbarians for defense, and then convert them into an offense by dropping a Miner at their tower.
  • Electro Wizard or Ice Wizard? I’d pick Electro Wizard for his greater damage, in Tournaments Ice Wizard just seems too weak.

Alright guys, hope you enjoyed this cool deck guide and I hope you get some great trophy pushing or Tournament wins this deck. Later!

Control Deck 101 – How to Build and Play Control Decks

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Hey, guys! My name is Blaze Stone and today I will be sharing with you how to play and build your own rocking Control Deck!

Control Deck Clash Royale

Control Deck 101

Table of Contents:

  1. What are deck archetypes? What are the differences between them?
  2. Pros and Cons of Control archetype.
  3. How to play using a Control Deck?
  4. Cards used in Control Decks.
  5. How to build your own Control Deck!
  6. Slot method for building P.E.K.K.A. Control Decks.

What are deck archetypes? What are the differences between them?

Deck archetype is basically the playstyle of your deck. It depends on how offensive or defensive you are, what technique you use to deal damage to the towers and what cards do you use.

There are 7 archetypes in my opinion:

  1. Beatdown: Use hard-hitting cards along with tanks to deal a lot of damage. More offense than defense.
  2. Control: Manipulate your opponent to negate as much damage as possible, gain elixir advantage and attack when you get the chance. More defense than offense.
  3. Siege: Use buildings (X-bow and Mortar) as Win-Conditions.
  4. Spell Bait: Use cheap cards which have a common weakness (to spells) in one deck. This is in order to bait out the spell by one or two cards and attack with the third.
  5. Cycle Decks: Use cheap cards along with a win-condition( Hog rider, Miner, and Rocket) to constantly and quite frequently attack the tower with it slowly and steadily so that finally opponent doesn’t have anything to counter.
  6. Hut Spam (Kinda Siege): Use huts (Goblin Hut and Barbarian Hut) to constantly pressure your opponent with waves of troops and slowly wear him/her down.
  7. Hybrid: This is a combination of two archetypes use together in one deck. These are hard to create, hard to play with and if used properly, hard to defend against.

There is also a guide on Clash Royale Arena talking about deck archetype. You can take a look at here for more details!

What is Control Archetype?

Control Archetype is a playstyle in which you manipulate the opponent. You defend against his/her pushes at the same time gaining elixir advantage and slowly wear him/her down by counter push and chip damage. And finally, when you have a big advantage, push and finish of the slowly weakened tower.

This is the most difficult archetype to play with IMO as it requires a lot of skills and knowledge about different cards.

Pros and Cons:

Every deck archetype has its Pros and Cons, so no deck archetype is perfect.

Pros:

  • Strong against beatdown decks as it has huge defensive potential.
  • Strong against spell bait decks and hut spam decks due to large amount of AOE cards in the deck.
  • These have the ability to be strong in any Meta.
  • Most strongest archetype in challenges and tournaments.

Cons:

  • Hard to learn and master.
  • A bit weak against Siege decks.
  • Not good for Crown Farming.
  • May result in draws many times.

battle ram poison 2

How to play Control Deck?  – General Gameplan

3:00-2:00

Control decks are filled with mostly reactive cards so you should wait for the opponent’s moves to act.

However, if you use Furnace you may want to start with it.

Otherwise, you may use cheap cards to deal chip damage or just see what your opponent uses to counter your win-condition by sending the alone.

2:00-1:00

Understand your opponents playstyle, defend against his/her pushes( gain elixir advantage) and perform weak counter pushes. Also, don’t forget to deal chip damage to the towers.

1:00 to Overtime

Shift to a more offensive mode now by performing stronger counter pushes. However, never let your defense be weak and focus on elixir advantage.

Overtime:

Be extremely careful on defense now and shift to the most offensive mode. Sometimes. Offense is the best defense. And use your spells mostly on towers and less on troops.

Yeah! We are more than halfway through the guide but the main thing isn’t started yet….so stay with me!

Best Cards for Control Decks

Win Conditions:

There are six good win conditions in Control Decks.

Clash Royale MinerClash Royale Hog RiderClash Royale GraveyardClash Royale Battle Ram

Miner: Miner is good in control decks as it constantly offers a good chip damage to towers and is one of the easiest cards( yet effective) to counter-push by placing it after a successful defense to tank for weakened troops.

Hog Rider: Hog Rider is a pretty versatile card as it used in nearly every archetype( nearly every cuz you can’t have it in siege decks. If you use it in it..it will become a Hybrid deck). Hog Rider is used for dealing huge bits of damage and a counter push when opponent is low will really punish them.

Battle Ram: This card is steadily becoming popular in many decks but I think it has the highest potential in control decks as it fits properly in the definition. It is good for chip damage even if it doesn’t connect as long as one barbarian hits the tower. When opponents low on elixir it really punishes them with charge damage and finish off with barbarians.

graveyard: Graveyard is good in control decks because a graveyard used when opponent is low on elixir and troops left on defense tanking, and you have spells in hand..well you are guaranteed a tower because graveyard is devastating if not counter properly.

P.E.K.K.A.: P.E.K.K.A. is also good in control decks as it is good on defense since it deployment time was changed to one second. It is also a good tank and win condition. The slot method of P.E.K.K.A. control is slightly different than other win-conditions so you can directly scroll down below if you wanna read only about P.E.K.K.A. as I made a different section for her.

Spell Cards which give you Control

These are spells which somehow give you the ability to manipulate your opponent.

Clash Royale TornadoClash Royale FreezeClash Royale Poison

Poison: Honestly, Poison doesn’t manipulate the opponent since its slow-down was removed. But it is the only card which deals medium damage in such a big radius. Because of it you can damage a lot of troops with considerable damage in a large area which really helps in controlling.

Freeze: What is better type controlling if you can just stop the opponents cards whenever you like. It is strong on defense if you really can’t afford damage, especially in the last 10 seconds before OT. Also, a surprise with hog or graveyard when opponent is low on elixir is pretty strong.

Tornado: Last but no the least is the tornado. Pull troops together wherever you wish. Activate your king tower if you need more damage to defending. It is so versatile!

Troops with ‘SPECIAL EFFECT’

This are basically cards with a sort of special ability or effect (sorry, I couldn’t come up with any other name for it). These cards really help in control and you will understand what I mean when you see them.

Clash Royale BowlerClash Royale ExecutionerClash Royale Ice WizardClash Royale Electro Wizard

Bowler: Bowler special effect is the push-back. It helps in control as it pushes small and medium size troops.

Executioner: Executioner doesn’t have a proper special ability but it is the only troop card which can deal ground and air damage in a wide linear area. and coupled with Tornado its insane crowd control.

Ice Wizard: Though, this guy doesn’t deal that much damage it has the very first special ability..the slow down effect. It slows down troops and buildings in an area by 35% along with dealing damage. Good Control.

Electro Wizard: Stun two troops at simultaneously and drop in the most dramatic way be dealing zap..good control.

Buildings

In Control Decks, mostly these two buildings are used.

Clash Royale FurnaceClash Royale Inferno Tower

Inferno Tower: Most popular building right now. Roast troops from hogs to golems.

Furnace: Good card because it provides lot of chip damage, more splash damage and serves also as distractions for win conditions.

Slot Method For Control Decks:

I always use the following slot method while building control decks. After this, I will give you examples of decks created with it for each win-condition. As I said before, slot method for P.E.K.K.A. control is different which you can see below.

Slot 1: Win Condition (Hog Rider, Miner, Battle Ram, Graveyard)

Slot 2: Spell which gives control (Poison, Freeze, Tornado)

Slot 3: Cheap Spell (Zap, The Log, Arrows)

Slot 4: Troop with Special Effect (Bowler, Executioner, Ice Wizard, Electro Wizard)

Slot 5: Area damaging Troop(Valkyrie, Wizard,etc.). You can also use another splash damaging troop with special effect in this slot other than Electro Wizard( he doesn’t deal area damage). However, I recommend one of the Legendary Card in Slot 4 and the Epic Card in Slot 5 as this type of combination is stronger than 2 legendary or 2 epic.

Slot 6: Cheap Utility Card( Minions, Archers, Goblin Gang)

Slot 7: Building (Furnace, Inferno Tower)

Since Furnace and Inferno tower are different types of buildings, the card type in slot 8 is different for both.

  • Case I: Furnace – As Furnace is mostly for distraction, splash damage and chip damage, you need a strong tank killer.
  • Case II: Inferno Tower – As Inferno Tower can easily take care of tank on its own you have a variety of options for Slot 8.

Slot 8:

  1. Tank Killer. If you have difficulty against decks which use two win condition like RG+Hog, use a tank killer.(Mini P.E.K.K.A., Knight,etc.)
  2. Mini Tank (Knight, Ice Golem, Valkyrie,etc.)
  3. Cheap utility card for chip damage and cycling( Any cheap multi-unit card that is less than or equal to 3 elixir)

Another Cheap Spell (Zap, The Log, Arrows). Tornado can also be used here as it is cheaper.

Now that I have explained the slot method I will show you decks with it.

Examples

Battle Ram Poison Control:

This is the deck I use currently and have already posted it here.

  • Slot 1: Win condition (Battle Ram)
  • Slot 2: Control spell (Poison)
  • Slot 3: Cheap Spell (Zap)
  • Slot 4: Special Effect Troop (Ice wizard)
  • Slot 5: Splash Damager (Valkyrie)
  • Slot 6: Cheap Utility (Minions)
  • Slot 7: Building (Inferno Tower)
  • Slot 8: Another cheap utility (Archers)

Miner Poison Burner:

  • Slot 1: Win condition (Miner)
  • Slot 2: Control Spell (Poison)
  • Slot 3: Cheap spell (The Log)
  • Slot 4: Special ability troop (wins)
  • Slot 5: Splash Damager (Executioner)
  • Slot 6: Cheap Utility (Minions)
  • Slot 7: Building (Furnace)
  • Slot 8: Tank Killer (Knight)

Hog Poison Control:

  • Slot 1: Win condition(Hog rider)
  • Slot 2: Control Spell(Poison)
  • Slot 3: Cheap spell(The Log)
  • Slot 4: Special effect Troop (Electro Wizard)
  • Slot 5: Splash Damager (Valkyrie)
  • Slot 6: Cheap Utility (Minions)
  • Slot 7: Building (Inferno Tower)
  • Slot 8: Another Cheap Utility (Ice Spirit)

Electro Gravy Bowl:

  • Slot 1: Win condition( Graveyard)
  • Slot 2: Control Spell( Freeze)
  • Slot 3: Cheap Spell( Arrows)
  • Slot 4: Special ability troop( Electro Wizard)
  • Slot 5: Splash Damager( Bowler)
  • Slot 6: Cheap Utility( Minions)
  • Slot 7: Building( Furnace)
  • Slot 8: Tank Killer( Knight)

So, these are the 4 control decks with different win conditions and they seem pretty good, don’t they? Also, remember this is the slot method I use. There are good control decks out there with different slot method.

Slot method for P.E.K.K.A. Control decks

The slot method for P.E.K.K.A. is different because it is not a dependable win condition. So, you gotta use it with other win conditions. Also, in these decks, she acts not only as a win condition but also as a tank and tank killer. And for the same reason use furnace in the building slot as it synergies well with her.

  • Slot 1: P.E.K.K.A.
  • Slot 2: 2nd Win condition (Miner, Hog Rider, Battle Ram). Graveyard not recommended as it increases deck cost which is not good for control decks IMO.
  • Slot 3: Control Spell
  • Slot 4: Cheap Spell
  • Slot 5: Special ability troop
  • Slot 6: Splash damager
  • Slot 7: Cheap Utility
  • Slot 8: Building i.e. Furnace

P.E.K.K.A. Ram Control:

This is powerful deck I created and I chose this to be posted instead of hog or miner as they are already popular so this will be different,

  • Slot 1: P.E.K.K.A.
  • Slot 2: Win condition (Battle ram)
  • Slot 3: Control Spell (Tornado)
  • Slot 4: Cheap Spell (The Log)
  • Slot 5: Special ability Troop (Electro Wizard)
  • Slot 6: Splash damager (Executioner)
  • Slot 7: Cheap Utility (Minions)
  • Slot 8: Furnace

See, seems pretty strong again, right? Also, I think I should explain why I use Minions in every deck and that’s because they are pretty versatile and cheap. Also, It is my favorite card.


So, Hope you guys enjoyed this pretty long guide about control decks. Ask me about anything in the comment section below!

By Blaze Stone

Straightforward Guide on Building/Playing Fast Control Deck

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fast control deck

It’s Blaze Stone back with another stupid-easy guide on building your own Fast Control Deck!

Let’s take a look! I bet that you guys will like this guy!

fast control deck

Straightforward Guide on Building/Playing Fast Control Deck

As some of you may remember I once posted a guide named ‘Control Deck 101‘ a couple of weeks back. In that guide I explained the basic idea of a control deck, how it interacts with other decks, good cards to use and a slot method for some basic control decks with examples.

But now I have decided to do a 3-part series on advanced control decks. These 3 parts will focus each on a particular type of control decks. These types are determined on their elixir cost and their speed.

So the three types are:

  1. Fast Control decks ( Average Cost 2.5 to 3.2 elixir)
  2. Medium Control decks ( Average Cost 3.3 to 3.8 elixir)
  3. Slow Control decks ( Average Cost 3.8 to 4.5 elixir)

So, today in the first part of the series I will talk about Fast Control Decks!

What is Fast Control Deck?

A fast control deck is basically a control deck with low average elixir cost ranging from 2.5 elixir to 3.2 elixir ( Some say that fast deck are only till 3.0 and below and above 3.0 are medium decks.

But I feel that 3.1 and 3.1 elixir decks are also pretty darn fast). These decks are pretty fast paced and depend on cycling as fast as they can.

What is the basic principle behind it?

Now, before I explain this I just want to tell you there are 2 principles ( or ways) to get ‘Control’ over your opponent and I will explain them in brief:

  1. Offensive Control Tactic: This requires constantly pushing with cheap mini pushes which opponent cant ignore ( Example: Hog Rider+Goblins) . The opponent has to defend or he will receive lots of damage and therefore can’t he/she can’t execute a proper push giving you an indirect control over his offense.
  2. Defensive Control Tactic: This tactic requires a strong defensive play with cards and synergies which give you a lot of value and elixir advantage( Example: Executioner+Tornado). This gives you control over the opponent and you can use the elixir advantage for offense.

Now, fast control decks work on the principle of ‘Offensive Control Tactic’ as these decks don’t have the relatively higher costing troops for good defense so they instead they try to restrict their offense by using offense. They follow “Strong offense is a good defense”( I think I interchanged it a bit XD).

What is the general game plan?

The general game plan of course works on the principle of offensive control.

Start your game a bit slow by building a push by placing a troop behind your king. Play less aggressive in the start but once you get to know your opponents deck and defenses start getting aggressive. The general mind set should be continuously attacking and wearing the opponents tower down, while giving him no chance for offense.

In overtime, you should cycle spells as well because you probably have weakened the tower quite a lot and due to cheap costing troops it is pretty easy.

Pros and Cons.

There isn’t a perfect deck in any meta and have pros and cons.

Pros Cons
  • Not good if you don’t know the art of cycling ( Thanks Lolman for giving me this term.)
  • Weak against decks with 2 buildings like Siege decks.
  • Defense crumble against a big push
  • Strong disadvantage against Medium Siege.

What are the best win conditions?

Clash Royale MinerClash Royale Hog Rider

As the deck is cheap, the win conditions should also be cheap. So the best win-conditions are:

Hog Rider: Good HP, very fast troop, decent damage and not-that-high cost and ability to synergize efficiently with most cheap troops make him the best card for Fast Control decks.

Miner: Cheap cost and ability to deal direct damage to tower makes him strong in fast control decks. Cheap troops enable a player to cycle him fast and constantly pressure. Also it synergizes well with the cheap troops who offer high damage but low HP  as Miner is the opposite High HP but low damage.

Battle Ram even though isn’t that costly isn’t good for fast control decks as it isn’t real made for such decks.

Deck building tips for Fast Control Decks

Now building Fast control decks is pretty easy. This is an easy to use and effective slot method for fast control decks. But I just want to make clear that there are lot of strong decks out there in the arena who don’t follow it.

  • Slot 1: Win-Condition( Hog Rider, Miner)
  • Slot 2: Cheap Spell ( Zap, The Log, Arrows, Tornado*)
  • Slot 3: Strong Spell( Fireball, Poison. Rocket/Lightning not recommended).
  • Slot 4 and 5: Cheap troops( Troops ranging from 1-3 elixir, Ice spirit and skeleton most recommended)
  • Slot 6: Cheap mini tank( Ice golem, Knight, Bandit. Miner can also be used along with Hog)
  • Slot 7: Ranged Troop with high damage( Musketeer, Electro Wizard, etc.)
  • Slot 8: Building( Cannon, Inferno Tower. Furnace not recommended as it is a passive building while Fast control decks are more active)

This is an efficient method to make Fast Control Decks.

Deck Examples

Finally, the last part of this guide. Now most examples are cycle decks and just to be clear ‘Cycle isn’t an archetype. It is basically used to refer the faster type of the main archetypes).

Example 1: 2.6 Hog cycle.

Lets start with a deck we are all familiar with!

Clash Royale Hog RiderClash Royale The LogClash Royale fireballClash Royale Ice Spirit
Clash Royale SkeletonClash Royale Ice GolemClash Royale MusketeerClash Royale Cannon

  • Slot 1: Hog rider( Win condition)
  • Slot 2: The Log( Cheap spell)
  • Slot 3: Fireball( Strong spell)
  • Slot 4: Ice spirit( cheap troop)
  • Slot 5: Skeletons( cheap troop)
  • Slot 6: Ice golem(Mini Tank)
  • Slot 7: Musketeer( Range Troop)
  • Slot 8: Cannon( Building)

Please take a look at here to read more about this deck: 2.6 Hog Cycle – The New Meta Deck

Example 2: 2.9 Miner Poison cycle

Clash Royale MinerClash Royale The LogClash Royale PoisonClash Royale Ice Spirit
Clash Royale SkeletonClash Royale KnightClash Royale Electro WizardClash Royale Inferno Tower

  • Slot 1: Miner(Win condition)
  • Slot 2: The Log(Cheap spell)
  • Slot 3: Poison( Strong Spell)
  • Slot 4: Ice Spirit(Cheap Troop)
  • Slot 5: Skeletons(Cheap Troop)
  • Slot 6: Knight(Mini Tank)
  • Slot 7: Electro Wizard(Ranged Troop)
  • Slot 8: Inferno Tower(Building)

We posted a similar deck before on Clash.World. You may want to take a look at it here.

Example 3: Hog-nado deck I got wrecked by on the ladder.

Clash Royale Hog RiderClash Royale The LogClash Royale TornadoClash Royale Ice Spirit
Clash Royale Ice WizardClash Royale KnightClash Royale MusketeerClash Royale Cannon

  • Slot 5: Ice Wizard(Cheap Troop)
  • Slot 6: Knight( Mini Tank)
  • Slot 7: Musketeer( Ranged Troop)
  • Slot 8: Cannon( Building)

*Tornado can also be used in the place of strong spell which will increase the decks defense but you will sacrifice direct damage for it. But if you cycle well and damage more easily tornado is worth it.

That’s all folks! Hope you guys like this guide and if you have any doubts ask me in the comments. I will try to submit the next guide in the series ( Control Deck 101 – Medium Control Dekcs) ASAP.

By Blaze Stone

New 2v2 Modes: Ladder, Friendly Draft and Challenge Matches

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We are getting some new 2v2 game modes in Clash Royale for the ladder, friendly battles and Challenges!

new 2v2 modes

New 2v2 Game Modes

Players can create a 2v2 match and invite 3 other Clan mates to join this match. If you are invited, you can choose the side you want to join, as you can see here.

join draft battle

In the 2v2 Draft Battle, you have 60 seconds to pick cards. Similar to the regular draft Challenge, you have to pick card 4 times, 4 for you and 4 for the opponent. The cards your opponent picks/gives away will also show up on the screen like in the gif below!

2v2 Mode for Ladder?

This new mode is kinda ladder but it is not ranked, no trophy count. You can collect chests and farm Clan Chest, Crown Chest via this mode.

You can either invite a friend to play with you or do a quick match (an invitation will be sent to the Clan automatically).

This mode starts on Monday June 12th and ends after 7 days.

This is kinda a testing run. This mode will be used for the ladder in the future If everything runs well.

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What do you think about these modes? Let’s us know your thoughts!

Old School Royal Giant Deck – Level 10 at 5,000 Club

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Hey, It’s Infinite Light again!

I’ve made a couple posts about decks that level 10’s above 5k uses and you can take a look at here for more details.

Today, I got a great RG deck that my good friend Ironsy395 uses. He’s been using this deck for a long time, so he knows every last aspect of it. He used this deck to hit 5k as a level 10 before the 30 day season, and with the 30 day season, he hit 5.3k as a level 11. He could have pushed much higher, but he didn’t play for a while until after the season started.

Old School Royal Giant Deck

Clash Royale Royal GiantClash Royale Ice WizardClash Royale MinerClash Royale Minions
Clash Royale GoblinClash Royale BarbariansClash Royale ZapClash Royale elixir collector

Old School Royal Giant Deck

The deck:

Royal Giant: The main Tower taker. Must always be supported or put in front of leftover troops from defense. This card is in a good state right now, and I think it is balanced because many things can counter it without taking too much damage.

Ice Wizard: Beast defender. Mitigates hundreds of damage and can be paired with RG. My 3rd legendary, and one of my favorites. It provides so much value for only three Elixir. Kills Minions, skarmy, and any cheap troops with the help of your Tower.

Miner: Used if RG isn’t in your hand. Paired with Minions and Goblins can take Tower. This is my favorite legendary so far. I use it for many plays. If they use Archers or ice Wizard to defend your Tower, don’t be afraid to send in Miner to kill them. Then, Zap the Tower to target on to your Miner and let the Royal Giant continue shooting.

Minions: Great support troop that offers insane value. It will wreck anything that if used to stop the RG, so always pair it up if you can. Lots of DPS and is a cheap alternative to barbs when defending against hogs.

Goblins: Great chip troop and distraction. Does a lot of damage when paired with Miner. I really like this card, and Ironsy uses it for tricky plays. It can be used to cycle and chip the Tower, but it is also a great defender and distraction. It can be used to distract Mega Minions and also chip the Tower, distract Mini P.E.K.K.A so it won’t even hit your Tower, and much more.

Barbarians: Main defense card. It can and will shred through every tank there is, and when paired with Ice Wiz can easily shut down any push. IMO, the best defensive card in the game. Perfect cost and DPS. Overleveled is annoying as hell to deal with, so make sure you spam the requests for this card! Also spam Royal Giants. This card is great because it defends well, and also requires immediate attention as ignoring them will lead to Tower destructions.

Zap: Use it for gob Barrel, Inferno Tower, Skarmy, you name it.

Elixir Collector: Cannot be replaced. When placed down, try to defend if they try to take it down. You should place it down in the beginning if you have barbs or Minions so you can defend their rush.

Overview

The Legendaries in the Deck CANNOT BE REPLACED. Elixir pump is a must have, as it allows you to cycle quickly. This Deck is a Royal Giant cycle Deck, even though the average cost is 3.8.

Synergies:

This Deck has many synergies. Goblins+Miner, Minions+Miner, RG+Minions, RG+leftovertroops, Miner+leftovertroops.

Goblins/Minions + Miner: This deals a ton of damage if ignored. Pretty cheap and Iron sometimes starts off like this to see how the opponent counters.

Leftover troops+Miner/RG: Delicious and annoying to deal with. The leftover troops will surround the RG, protecting it and also dealing with the defenses. Same goes for Miner.

RG+ Minions: This takes down towers quicker than you can say “Elite Barbarians”

Side Note: A lot of times, when they use ranged troops to defend against RG like Archers or Musketeer, don’t be afraid to send in Miner to kill it. If you have a Miner on the Tower and RG + something else, Zap the Tower so it targets the Miner and gives the RG extra shots off.

Defending:

With Barbarians: Barbarians aren’t used very often now, but they still provide insane value. Used against Hog is a -1 trade, but that’s fine because they now have to spend more Elixir to defend against the barbs. Note: Barbs can shut down Hog without it even touching your Tower if placed down quick enough.

With Ice Wizard: Ice Wizard is used mainly with something else, like Minions, Goblins, or Barbarians if they have a huge rush coming. The slow effect cannot be replaced, and is by far one of the best abilities.

With Goblins/Minions: Goblins are insane. One of my favorite cards, they can be used with Ice Wiz to defend Hog pushes. Same goes for Minions.

With Miner: Don’t, unless you run out of options. Miner does a decent amount of damage, but I usually use it to attack pump or princesses.

old school royal giant proof

Strategy/Gameplan:

This Royal Giant Deck takes a fair amount of skill.

Before you guys start ranting about how all you need to do is to place it down, think about why the RG is hitting your Tower. Is it because you can’t defend? Do you need a building? Is it your fault you run out of Elixir and they have enough to counterpush? This Deck cycles fast as hell, as I mentioned before. The pump also gives you lots of Elixir so you can keep cycling and defending.

What you want to do is to spend as little Elixir possible to defend, and focus on the counterpush.

If the Tower is really low and they send in something huge like a tank, just ignore it and go offensively. A lot of times, the games end in 2-1 wins because Iron ignores the push coming when his Tower is low, and instead goes offensively.

For example, there is a Hog Rider coming at your 500 health Tower and you know he has Fireball or Rocket. You already have one Tower down, and his other Tower is at half health. You would want to use Goblins instead of barbs, because the Tower is going down anyway, and you don’t want the Hog to stay alive much longer after it destroys your Tower. After you use Goblins, immediately place RG in the middle of the opponent’s side  so it starts shooting at the Tower for the win. Easy.

Another “strategy” is RG and Minions.

One of the most annoying combos, the Minions will distract or kill the defending troops/towers. When placed correctly, the Tower will lock onto the RG and the Minions will proceed to rip it to shreds. However, for Inferno Towers you want it to lock on to your Minions. The Minions will distract it and let the RG destroy and target the Tower.

Matchups:

Lavahound: Cancer Cancer Cancer. Always rush the other side with RG and Minions. Use Ice Wiz to defend, because the Lavahound itself won’t do too much damage. You can cycle quickly back to your Minions if you have to. If they have Lavahound Balloon, they usually have Arrows as well. That’s fine, just remember to pressure the other side so they may not get a chance to use the Balloon.

Here’s him beating a level 13 with Lavaloon:

old school royal giant proof 2

Royal Giant: Always be prepared to place down Barbarians. Ice Wiz and barbs work spectacular against RG Minions

Hog Cycle: You have many defenses in this Deck. Use them all. You cycle almost as fast as hogs, so you should have at least Goblins or Barbs everytime.

Siege: RG is their worst nightmare. Don’t be afraid and save your RG for the Siege. Use it on offense as much as you can. Mostly though, the game ends in a draw.

Beatdown Tanks: Against Giant and other tanks, remember to always use Ice Wizard and Barbarians together. Against Golem is a little harder, and against Golem Elite Barbarians is just pure cancer. Cycle and use your Goblins and/or your Barbarians and Miner.

Note: Don’t be afraid if they have a tank and Elite Barbarians. Use barbs for the Ebarbs if you have to. You can usually defend the tank with Ice Wiz and Minions/Goblins.

Overview

Overall, this Deck is insane. The synergies and offense is spectacular, and defense is pretty good. You want to try and spend as little Elixir as possible to defend, so you can focus on offense. I rate this Deck a 10/10, and I strongly suggest trying this Deck in ladder if you want to push.

Battle Ram Miner Control Deck – 12 Win GC and 1k Tournament Winner

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What’s up guys! Corrosive Logic here with another Deck guide! Today I am featuring a Miner control Deck, with the Battle Ram and the Poison.

battle ram miner control

Battle Ram Miner Control Deck

I found this Deck by watching pro player Rob Stark win a 1k Tournament and also get multiple 12 wins in grand challenges, but to my knowledge this deck was made by Coltonw83.

I also played tried this Deck and came 3rd in a 200 man tournament, but perhaps it was luck as I’m not the best at this Deck (Rob Stark), anyhow I will try and explain how to use the Deck as best as I can and at the end I will show you the interview I had with Rob if you want some more detailed explanations.

Proof of winning the tournament:

battle ram miner control proof

Card Overview and Replacements:

Clash Royale Battle RamClash Royale MinerClash Royale PoisonClash Royale Electro Wizard
Clash Royale SkeletonClash Royale The LogClash Royale KnightClash Royale Inferno Tower

Miner – This is the decks main win condition. The Miner is used for chip damage, taking out pumps, and tanking for troops such as battle Ram or Electro Wizard.

Battle Ram – The battle Ram is the secondary win condition, you might not get it to your opponents Tower often but the two spawned Barbarians are great at taking out their counters.

Poison – This card is great against any Deck. In the current meta a lot of support cards can be killed by Poison for example Electro Wizard, Archers, Minions, gob Gang.

Knight – A solid defensive repertoire, a must need in many decks.

Skeletons – Skeletons are great for positive Elixir trades and high DPS for a cheap 1 Elixir.

Log – Possibly the best support spell out there.

Electro WizardProbably the best legendary in the game right now and possibly even the best support card.

Inferno Tower – Commonly used in control/bait decks, the  Inferno Tower is a must need against beatdown decks to compensate for the low damage per push in a control Deck.

For the legendary Log and Electro Wizard, a possible F2P replacement would be Zap and Musketeer, respectively. The Knight can be replaced with the Bandit in some Deck variations, more offense less defense. Rob actually plays the ice Spirit instead of Skeletons in the 1k tournament (I think), but he’s using Skeletons in GC. This Deck is also commonly played with Goblin Gang instead of Skeletons.

General Gameplan:

Good offense? Better defense.

Traditional Miner control decks have always done well against Golem and Lavahound beatdown. However, in the current meta Balloon and Lightning have been causing control players immense problems. Players could simply ignore your Miner push and continue adding support units to feed their massive push.

But in this Deck, the Battle Ram is a card that MUST be reacted to.

So basically when they play a Golem at the back, you could push with the battle Ram on the opposite lane so that they have to defend and have less Elixir for their big push.

Early on in the game, establish what your opponents Deck is, then push accordingly. You are looking to go with the Miner battle Ram, but if your battle Ram isn’t getting to the Tower then use battle Ram Miner so that your Ram tanks for the Miner. You can practically counter push with any another support unit by simply using the Miner to tank for it.

Don’t Miner Poison unless you can get value out of the Poison. Remember above I mentioned all the different popular support units  that can be killed by the Poison.

Swarm cards are often good at countering the battle Ram, so sometimes you should seek to Poison the battle Ram counters too.

Matchups

Golem/Hound Beatdown:

This control deck is quite good against Golem beatdown, but may be slightly weaker to air troops.

Once they play their tanks at the back you can rush the other lane with Battle Ram Miner, forcing them to divide their push and even enabling you to deal lots of damage.

The Miner is also a brilliant Elixir Pump counter, send the Miner in to take out their pump. If they use something to counter it then you can Poison the troop, the pump, and your opponents Tower. Taking out Pumps is crucial against beatdown decks so that they don’t have a massive push coming.

If you can divide their push then you’ll have an easy job defending with the Inferno Tower. Place the Electro Wizard on the other side of the push so that they get less Lightning value. Don’t be afraid to use the Poison defensively to take out their support units.

Hog:

Your Inferno is enough to counter lots of Hog pushes. A good Hog player will try and outcycle your Inferno so be ready for that. Remember combos with Electro Wizard and another card will usually completely shutdown a Hog too.

Siege:

This can be a bad matchup if they catch you off guard. Against Xbow the Knight is a cheap tank, also the battle Ram is great at taking out Xbows. I don’t recommend using Inferno to counter xbow unless they don’t have Electro Wizard or if it’s out of cycle. It’s a gamble because if they managed to get other troops in front of the xbow, the Inferno will lock onto the xbow too late.

Graveyard:

This is the toughest matchup for this Deck. Use the Knight to tank Skeletons and Log them when enough have surrounded the Knight. Electro Wizard is also a good Graveyard counter but it can be killed by Poison. Use your Inferno to take out the tank.

Best Miner Counter – Avoid the Knight

In the current meta, the Knight is in so many decks, and it’s one of the best counters to the Miner. The reason it’s so good at countering Miner is because it only costs 3 Elixir and it can’t be killed by Poison or Fireball.

Cards like the Knight will be used to counter your Miner, so it is essential that you vary your Miner placement everytime. If they use another troops with the Knight, for example Electro Wizard, then it’s ok to use the Poison as you will get value.

battle ram miner control 2

Battle Ram on Defense?

It’s interesting that both of this deck’s win conditions can be played defensively in emergency situations. The Battle Ram can tank multiple shots and the two Barbarians are obviously going to do work on defense.

Sometimes if you are almost full on Elixir and your opponent’s Electro Wizard has a little bit of health left coming back to your Tower. You can play the battle Ram to soak 1-2 shots and let your Tower finish the Electro Wizard, also you now have the battle Ram to conjure a push with the Miner etc.

Interview with Rob Stark (Exceptional Player)

What is your favorite card and why

My favourite card is X-bow, it’s just satisfying to win with as it requires you to understand your opponent’s cards and counters well to be able to win.

What made you play this Deck in CWA Champs Cup? Under what circumstance will you deem a Deck good enough to take to a big tournament or grand challenge?

Battle Ram seemed like an underrated card at the time, and I wanted to see how it would hold up in a competitive setting. I had won a few GC with it prior to the tournament, so I knew it was decent at the least. But it’s hard to tell exactly how it’s going to do until you test it in the right environment. Generally I’ll want to win a few GC in a row with a Deck before I consider it for competitive play.

What sort of decks/cards counter this Deck, and what do you do against them?

Lavaloon is probably the hardest match up for this Deck, you have to apply good pressure on the opposite lane of the Hound, and make sure you still have Elixir to defend with Inferno. Sometimes it will come down to who can 3 crown first.

Under what circumstance will you push the opposite lane?

Good times to push opposite lane are whenever your opponent makes a good size investment at the back (preferably 6+ Elixir but can do with 5). If you’re playing against a control type Deck you’ll probably want to go same lane though

Do you have any general tips for using this Deck?

Don’t go all in on pushes early until you understand their counters. Only play battle Ram at the bridge unless you’re using it defensively. If they’re countering battle Ram well send that in before Miner so it tanks for the Miner.

How would you recommend someone getting better at the game, do you think that your skill came from playing a lot, or is it more natural talent?

Getting better at the game involves two main things: repetition and learning. When trying a new Deck you need to get as many reps as possible, but you also need to learn from your mistakes along the way. Share replays asking for advice, but also look at them yourself and figure out all of your mistakes, and what the correct play would have been.

A lot of mistakes come from not knowing or recognizing the correct play fast enough. If you can figure out how you’re supposed to react to the popular Deck types, you’ll be able to minimize some of your mistakes.

Any tips for playing in tournaments?

For me, I try to play as many games as possible. But if I find myself tilting, I’ll take a small break before starting again, to make sure my head is clear and I’m not rushing into it. Better to wait a minute and refocus instead of taking another L.

I also have Rob Stark’s gameplay and Deck breakdown in a video below, so check it out!

Conclusion

This is a very solid Deck that works very well against every Deck besides possibly Graveyard and Lavahound. There’s no doubt that a lot of practise went into this Deck before it got used in challenges and tournaments.

A big thank you to Rob Stark for helping me make this guide, also I would really appreciate it if you could check out my video, as it encourages me to continue putting my time and effort into these guides!

Thank you.

What is The Crown Championship? How To Join In Clash Royale Crown Championship

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Today, Supercell has released an announcement about The Crown Championship.

So what is it basically about? We are going to tell you everything you should know about it in this page!

clash royale crown championship

What is Clash Royale Crown Championship?

So do you want to be one of the greatest players in the Clash Royale history? Want to join the all-star battles? Want to earn the title saying you are the World Champion ship of the year?

What is the Crown Championship?

  • Crown Championship is the ongoing Clash Royale global eSports competition, which was designed for fair and running with the competitive formats.
  • Anyone can join this tournament and get the chance to earn the title of the greatest Clash Royale player in the world.
  • This competition starts with a few global regions in the Spring Season. Full access will be available in August 2017.
  • First year prizes will be over $1,000,000 in total. Grand Finals will be hosted in November.

What are the details?

The Crown Championship Spring Season officially launches today, May 2nd 2017, for Europe, Latin America and North America regions. A series of Open Custom Tournaments will start from May 11th 2017. Regional competition for China, Japan and Korea will start very soon! The first battles will begin on May 11th 2017.

The running Spring Season starts from May to July. The Fall Season will start in August and the World Finals event will begin in November.

For the Spring Season, 8 Champions will be picked from hundreds of thousands of players who participate in the Open Tournaments.

Take a look at this picture for more details:

Crown Championship Seasons

How to join in The Crown Championship?

Players must have at least level 8 accounts to participate. Also, players must be the residents of the respective regions and over 16 years old.

In order to participate in the Championship, visit this website and, press Register and then enter the respective information. After signing up, you will be able to access the Open Play Battles (and face tons of other players).

crown championship registration

After pressing Register Now, you will be moved to the Profile page, where contains the password for the respective competitions. You will be able to see the password once the Open Play phase started.

crown championship profile page 2

If you perform well in the Open Play phase, you will be able to participate in the Bracket Play. 8 Champions will be determined from this phase in order to choose the one who deserves the title of Spring Champion.

crown championship phases

  1. Phase 1 – Open Play: Hundreds of 1000-man custom Tournaments will be available in the Clash Royale app during the Open Play phase. Top players from each Tournament will move onto the Bracket Play.
  2. Phase 2 – Bracket Play: Players will compete in one of eight 1,024-man bracketed Tournaments. A single winner will emerge from each bracket and move on as one of the Region’s Top 8.
  3. Phase 3 – Top 8: The Top 8 Players will fight in a Round Robin format over the course of 3 weeks. The bottom two players will beb eliminated, and the top 6 will advance to Regional Spring Finals.
  4. Phase 4 – Spring Finals: The Top 6 Players will battle through a Double Elimination bracket and one will rise to the top as this Region’s Spring Champion.

Are you excited now?

Let us know your thoughts about this!

Heal Spell – Best Tips and Strategies

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clash royale heal spell

The Heal Spell was released in Clash Royale a few weeks ago. This is a very interesting spell which can bring tons of value If played properly. However, I still somehow haven’t seen people using it a lot in the Arena. That’s why I want to bring this spell to you guys again today.

clash royale heal spell

Clash Royale Heal Spell

  • The Heal is unlocked from Arena 10 (Hog’s Mountain).
  • It costs 3 Elixir to deploy.
  • Its name describes everything. It is used to heals friendly troops. It can’t heal buildings.

Stats

Cost Radius Duration Type Rarity
3 3 2.5 sec Spell Rare
Level Healing/Sec
1 100
2 110
3 121
4 133
5 146
6 160
7 176
8 193
9 212
10 233
11 256

Its stats are simple just like this.

At Tournament Standards, its healing speed is 167HP/sec and its lasts for 3 seconds, which is 501 HP in total.

Technically, the Heal Spell is a reverse Poison with the radius of 3 tiles.

Interactions

Against Poison, Heal Spell protects your troops perfectly in the short term since its healing speed is better than Poison’s DPS. However, Poison wins in the long run because it lasts longer.

In some specific situations, knowing this is crucial. For example, If the opponent uses Poison on your Three Musketeers, heal them to deal extra damage, forcing your opponents to use other troops/spells to deal with them.

Complimentary Cards

Talking about synergies, the Heal Spell will be able to compliment glass cannons extremely well, especially when they were already damaged by troops/spells.

Using Heal Spell would negate some instant damage spells (which can’t one-shot your troops) and create positive elixir trades.

For example, Use it when the opponent uses Fireball on your Three Musketeers.

Here are some great uses of the Heal Spells for you. If you know any others, don’t hesitate to comment!

  1. Heal + Musketeer/Three Musketeers against Poison/Fireball: Positive Elixir Trade. (Note: Use the Heal Spell against Poison when your Musketeers have about 50% HP).
  2. Heal + Barbarians/Elite Barbarians/Knight/Bomber/Mini P.E.K.K.A/Goblin Gang/Hog Rider/Valkyrie/Mega Minion/Wizard/Battle Ram/Prince/Balloon/P.E.K.K.A/Giant Skeleton/Executioner/Bowler/Lava Pups/Inferno Dragon/Sparky/Ice Wizard/Lumberjack/Electro Wizard/Bandit: The Heal Spell will help these cards survive the Tower shots, dishing out extra damage. High risk, high reward! Think twice before doing this because you will face a pretty huge counterpush.
  3. Heal + Skeletons/Ice Golem: Not really recommend doing this… Only do this If you want to deal with Lava Pups or similar troops on defense when you don’t have any better choice.
  4. Heal + Fire Spirits/Ice Spirit: Do this when all you want to do is to finish off the opponent’s Tower.
  5. Heal + Ice Wizard/Miner/Dark Prince/Dar Goblin/Spear Goblins/Witch/Baby Dragon/Goblins/Archers/Guards/Minions: This also helps you do a lot more extra damage and is great for fast cycle deck.

I don’t list other troops here because they either have little damage or can get 1 shot easily by most cards.

Nitrome95 also shared a great article about the best cards and decks to use with the Heal Spell. You should take a look at here for more details.

Will the Meta really shift?

Due to the appearance of the Heal Spell, you would probably think about this, right?

From my point of view, this wouldn’t change the meta too much. However, It will definitely add a lot more Beatdown decks using numerous glass cannons and cheap cycle decks into the Arena.

Shared by Jerrymouseisme

Everything You Need To Know About Synergies

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There are 8 cards in deck. To win, you have to have the right combination of cards that synergize with each other and work together to create pushes and defend.

A synergy, by definition, is the cooperation of two or more (troops/buildings/spells) to produce a combined effect greater than when used separately.

card synergies clash royale

Table of Contents

Why should I choose two or three synergizing cards instead of one big card that can do it all?

An example of this question is, why choose Knight, Skeletons, and Ice Spirit when you can just choose P.E.K.K.A? (assuming her purpose is defense and you already have a another win condition) The Pekka only takes up one deck slot so already have more room in your deck for other cards.

The Pekka is much sturdier and reliable, so why go to trying to synergize smaller cards?

  • This is how people fall into the trap of making an expensive deck. By thinking you can cover more ground with different cards, you will really just struggle to get them down on the board and create pushes.
  • Due to the cheap cost, they are quick and easy to get on the battlefield.
  • Small plays can be made. What if there is a medium push coming my way but it doesn’t exactly deserve my epic Pekka? I have not gained the Elixir advantage that I want when revealing her. Sad to see a Pekka forced out by a Princess.
  • They can be played separately AND together. They also provide coverage for both lanes. If you place a Pekka on one side, the other side is vulnerable to attack. Whereas with cheaper options, you can split troops between the lanes and protect both sides.
  • The cheaper cards are so much more versatile and has so much more uses, combined and separated. Low elixir cards in general provide a ton of value for what it’s worth.

Cheap cards synergize with almost everything

The reason why Zap and Log are so popular is because these spells synergize with every troop that does point damage. Both have stalling effects (Zap does stun, Log has pushback), making it even more useful combined with any card. Same for Skeletons and Ice spirit. They don’t do the opposite, but they stall allowing your other troops to get more hits in, making your other troops more effective, or gain more value.

When making a deck, use at least one of these cards and it will guarentee a synergy:

Clash Royale The LogClash Royale ZapClash Royale Ice SpiritClash Royale Fire SpiritsClash Royale Tornado

Synergy matters more than levels!

Synergy > Overleveling.

Choosing cards that make each other shine is more important than high level cards that don’t want to cooperate. My advice is use your overleveled card and work with it for now, and once you have the desired card decently levelled, switch.

Synergies help establish the overall pace of the deck

This guide is not about deck archetypes, but this is still relevant. Changing one or two cards could change the whole playstyle.

By changing your Knight, Skeletons, and Ice Spirit, to a Pekka and two other cards you want, you could have a deck that does more on defense, but the problem is that the deck becomes more expensive. (See above)

Synergies can be separated into 2 Main Categories:

One card does what the other cannot, therefore covering each other’s faults

E.g. Ice Golem and Hog Rider This is the bigger group, and is essential for every deck. It is mostly seen in the variation of one splash card and one point damage card. In this category you have considered both units in which your opponent may choose to use: small, squishy troops, and heavy troops. This synergy can also be one tank and small troops (e.g Knight and Graveyard). Leftover squishy troops on defense can then be used on offense by dropping a tank in front, for example Miner.

One card increases the effectiveness of the other card

E.g. Tornado and Splash This mainly applies to spells such as Rage, Clone, and Heal. These spells are not adding or subtracting anything new to the arena, they are just improving on what’s already there.

Synergy on Offense and Defense

Synergy is necessary for getting your push to the tower. Having two spells (one 2-3 Elixir, another 4-6 Elixir) gives you many options of attacking.

Cards in the second category like Rage, Clone, and Freeze have good synergy with all offensive troops. Pick spells and cards that counter your win condition counter.

Follow the meta and know which cards are common counters, so you can prepare your meta counter.

Synergy is less obvious on defense. It is not necessary for there to be two cards on the field that have different purposes just to defend.

Log and Inferno tower is a good example of a defensive combo. The Log allows the Inferno to reach it’s maximum Tier without dying, even if it’s zapped.

A tank and glass cannon is also a common example of two cards that work well together. A Ice Golem can tank Elite Barbarians while musketeer does point damage.

Noob Mistakes Related to Synergy

Picking two cards that are very similar and not used for baiting reasons

I see this a ton with new players. They have Electro Wizard AND an Ice Wizard in their deck. Just because they are good alone does not mean they are good together, in the same deck. They are susceptible to making negative elixir trades when hit with spells. They serve the same purpose, making the deck imbalanced.

Always using the two cards together, because, well… they synergize.

If you have two cards that work well together, by all means, keep using them together. If you have a two card synergy that also synergizes with a third card—a “Triangle Synergy,” if you will, you have the option of combining either of them. Deciding when or when not to use your synergy together requires macro play. By switching things up, your opponent won’t know what your play will be because you have more options at hand. Having synergies allows you to make more plays and be a little more unpredictable.

They care too MUCH about synergy

Not everything in your deck is going to synergize when compared to each other one-on-one. Every card plays a different role, whether it does a better job with another card alongside it or not. Decks that have a unclear win condition can still survive if there is really good synergy with all the cards. Players can create steamroll decks or apply tons of pressure all the time. An example is bait decks. Goblin barrel normally wouldn’t be a win condition, but the other bait cards in the deck allow it to be so. If you are a beginner, make a coherent deck with the correct formula first, then worry about synergies.

Common Synergies

Now lets actually get into the synergy examples. Below are common synergies, and why they work.

Princess and Inferno Tower

The Princess is great at extracting the full value of the Inferno Tower. They are usually seen together in bait decks, but one is log bait and the other is zap bait. If you accidentally clump them together, there’s no worries, because one spell can’t shut both of them down (except lightning).

Many times after defending, the Inferno tower still has a decent amount of health left. Under normal circumstances, your opponent would just sit there watching it rot away. Not when you have the Princess!

Immediately after defending with Inferno Tower, place her at the bridge. This will usually force out cards like Mega Minion or Knight, to which the Inferno tower can roast away. If you’re lucky, you can sometimes force out a Valkyrie or Mini Pekka. Even if your opponent uses small swarm such as Minions, you inferno Tower will be able to tank the damage and still assist your arena tower.

If the push you’re trying to defend has a mix of swarm and tanks, use both at the same time. This way when you’re done, the Princess can walk up to the bridge and start her dread game.

Miner Poison/Rocket

EsoPa 2.9 Miner Posion Guide The cycling of this deck is very important. You want to make sure you can keep using the Miner to have a reason to Poison or Rocket the tower. Poison destroys swarms and Rocket can heavily damage big troops, like Bowler.

In the chance that your Miner doesn’t connect to their pump or is out of rotation, you still have spell options to get rid of it. Keep feeding your spells and you will win!

Poison Graveyard

Poison counters almost everything that counters Graveyard. Exceptions would be tanks like Knight and Valkyrie. The Graveyard’s 10 second duration and the Poison’s 8 seconds make sure enemy troops rot to their full potential. Doot doot!

Fireball and Zap

This can also be Poison/Fireball and Zap/Log. Fireball is literally on the edge of killing so many troops. Zap is the cherry on top. Wizards? Fireball Zap! Three Musketeers? Fireball Zap! Actually, Zap, then Fireball, Because of the Fireball’s knockback. I mean, Fireball, and then Zap before the fireball reaches them. So Fireball ZAP!

Balloon Freeze

This really is High DPS and Freeze. So this would work for Hog Rider, Prince, and so on. Sometimes there are troops that are impossible to get off the map instantly, so instead of doing that, just Freeze em! If you can catch enemy troops at the right time, your enemy will be punished greatly.

Knowing when to Freeze is important so that you can defend counter pushes and punish back in return for not having an elixir advantage.

Disposable units and X-Bow/Mortar

Your main objective is to get as much value as possible per cycle, and that means keeping your X-bow alive. Your support troops should have no intention of connecting to the other side, instead protecting the X-bow and distracting/destroying immediate threats. Cards like Ice Spirit, Fire Spirits, and Knight do this Job well.

Tank and Lightning

  1. Step 1: Place tank
  2. Step 2: Use Lightning for Inferno Tower/Musketeer/Wizard
  3. Step 3: ??
  4. Step 4: Profit

While you assemble your big beatdown push, your opponent is likely going to pressure you first, and then prepare his defense. Once your tank has crossed the bridge, there will be more than enough value for a lightning. This may be in the form of a building and Electro Wizard. If you use the Lava Hound, Hog cycle players will try to cycle to a second musk.

Other self explanatory synergies

  • Zap and Ice Spirit
  • Tank and Graveyard
  • Mini tank and X-Bow/Mortar
  • Tornado and any Splash Troop
  • Golem/Lava hound and Clone

Uncommon Synergies

These are some card combos that aren’t seen everyday and that you can have fun with.

P.E.K.K.A 3M

Uncommon because it is so expensive. The Musketeers have excellent range, being able to target towers much more quickly, and sniping buildings or other troops. The high firepower means that common counters to the Pekka are wiped out faster. If my opponent has 3 pumps down with an adequate amount of time left, I’d say GG.

You can take a look at here to see a post on Clash.World about this deck!

Barbarian Hut and Graveyard

A constant stream of tanks is perfect for the Graveyard. Your opponent won’t know when you will activate the spooky music. Barbarian Hut is also very defense, what most Graveyard decks are all about. To defend the never ending Barbarians, your opponent may overcommit on defense, in which you can rush the other side with Knight + Graveyard.

Bandit and Golem

Bandit can quickly get to the Golem’s counters and start hacking away all while the Golem is tanking. Make sure to have a cheap spell to go along with this!

Giant Skeleton and Tornado

I don’t think Giant Skeleton is never not seen with the Tornado (I can’t say the same the opposite way around). He’s a wild card because this combo has the potential to make huge positive trades. We all know how good it feels. Giant Skeleton is not one to get to the tower; just one where you can recover from big negative elixir trades on defense.

Pekka and Tornado

This one’s a funny one. When your opponent tries to rush the other lane or kite your Pekka, pull em over with the Tornado! When your Pekka is about to connect to the tower and your opponent drops troops at the last second, pull them behind the tower so the Pekka will have a clear path to victory.

Some other fun synergies

More on playing an off-meta deck!

Deck Building Regarding Synergy

An excellent deck doesn’t need to shout synergy.

Looking at how cards fit into a deck rather than the synergy of two cards is important.

I won’t include Fire Spirits just because they synergize well with my Hog. I already have other swarm control and by using Ice Spirit instead I can make the deck cheaper. Another example is picking between Minions and Archers in a Lava Hound deck. They are similar, but I would choose Minions because they are an air card, and can distract Inferno towers. In a Golem deck, I would pick Poison over fireball, because I know the Golem will take a while, holding all the enemy troops in one spot.

You must also decide whether you want synergizing spells, synergizing troops, or both. Synergizing spells usually means faster gameplay and quick fixes, like Hog cycle. Synergizing troops means relying on counter pushes and stacking up, like Golem beatdown.

Another thing to keep in mind is balance.

By focusing too much on synergy, the deck may be too offensive or too defensive. If I want to counter the air meta, I may ditch my Musketeer and Ice Spirit that goes well with Hog in favor of Archers and Mega Minion. If I use a cannon instead of Inferno tower or Tesla, I must have other air units to successfully defend Lava Hound.

Below are three decks that have excellent synergy.

Deck 1: Tornado Graveyard

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

This deck has so much synergy while still being defensive like a tradition Graveyard deck. The Tornado takes advantage of the Blower and Baby Dragon’s splash, while Poison kills enemy troops with the Graveyard. This deck is defensive utilizing the Electro Wizard and Knight. Almost card in this deck can be used as a tank for the Graveyard. Take a look at here to read more about it!

Deck 2: Battle Ram Three Musketeers

Clash Royale Battle RamClash Royale Three MusketeersClash Royale elixir collectorClash Royale Skeleton
Clash Royale KnightClash Royale Goblin GangClash Royale ZapClash Royale Ice Spirit

This deck has two tanks for when you split Musketeers. The pump is to gain an Elixir advantage and also bait a Fireball so you can safely bring out your Musketeers. The cycle cards and the Knight are great at defending while you wait till double Elixir. When you split your Musketeers your other cards can be split as well (Zap one side, Ice Spirit the other, Goblin Gang split) to create chaos!

We posted a similar deck on Clash.World before. You may want to take a look at it xD

Deck 3: X-bow

Clash Royale X-BowClash Royale Inferno TowerClash Royale Ice SpiritClash Royale Minions
Clash Royale SkeletonClash Royale KnightClash Royale The LogClash Royale fireball

X-Bow has a tough time with tanks, that’s where the Inferno Tower comes in. You can choose to pair it with your X-bow or defend first. Let your opponent make the first move so after defending, your X-bow will have a clearer path to the tower. Cheap cards and the Knight are to make sure getting to your X-bow is 200% harder.

Thinking About Your Own Synergies

This guide does not cover every synergy, just gives a preview of some and their nature. To make your own synergy, think about the following questions:

  1. Do they die to the same hard counter?
  2. Do they die to the same spell?
  3. When played together, how much elixir does it cost? Is it even realistic?
  4. In what ways is the synergy better than it’s more expensive counterpart? I.e Zap and Ice Spirit vs Arrows
  5. How will the other cards in your deck benefit because of this synergy?
  6. Is your synergy able to assist defensively and offensively?
  7. Is there another synergy that does it better?

Synergies are a big part of this game, and learning how to play them and where they come from will improve your game immensely.

Thanks for reading my synergy guide!

Any criticism, suggestions and questions are welcome, have a nice day 🙂

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