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How To Counter Every Deck in Clash Royale

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Hello fellow Clashers! I’m KairosTime and today I’m bringing you Part III to the “Strategy Guide to Clash Royale” with how to Counter Every Deck in Clash Royale using The Two Triangle Theory. This is a guide for new and experienced players alike and will complete your understanding of how every deck in Clash Royale interacts with each other. This is a precursor to a future article that I will publish on How to Build the Best Decks.

Counter Every Deck in Clash Royale

How to counter Every Deck in Clash Royale

and skyrocket your trophies

Champion Grand Champion Ultimate Champion

If you haven’t read Parts I and II on my Strategy Guide to Clash Royale, you can do so here:

  1. How to Manage Elixir
  2. Deck Building Fundamentals

This written guide comes with a video guide that includes specific examples that I would recommend watching.

In this guide, we will focus on 5 key topics:

  1. The Deck Archetype Triangle
  2. The Deck Speed Triangle
  3. The Theory of 2 Triangles
  4. The Card Counter Exception
  5. Deck Building Application

Before I move on, I wanted to give a big shoutout to Kairos Kingdom Clan Leader metaky, and avid Clash Royale Competitive player and redditor edihau for helping me develop the Clash Royale Theory of 2 Triangles.

The Deck Archetype Triangle 

Many of you are aware of this 1st Triangle, or the triangle of Control, Beatdown, and Siege originally defined by The_RumHam.

Here is a quick refresher including some additions:

Beatdown Siege Control
Win Condition Role Protects support units that damage the tower Primary tower destroyer from a distance Primary tower destroyer up close
Overall Offensive Ability Decent Weak Strong
Offensive Mindset Use the right support to counter enemy defenses Protect the win condition Strike when when the time is right (Elixir Advantage or Counterpush)
Overall Defensive Ability Decent Strong Weak
Defensive Mindset Use the tower’s health as a resource Turtle up if needed Focus on making positive Elixir trades so you can go on the offense
Overall Focus Creating an overwhelming offense while attempting to defend if needed (Prefers fighting on your side of the arena) Bouncing between an offensive strategy or defensive strategy depending on the situation (Stays on their side) Defensive gameplay geared towards making positive trades and channeling it into offensive combos (Prefers fighting on their side of the arena)
Example Giant, Golem, Lava Hound, PEKKA Mortar, Xbow, Rocket (sometimes) Hog Rider, Miner

Note: Offensive and Defensive Ability are based off of ease of dealing or preventing damage to a tower and not the focus of play-style.

For example,

  • Control decks focus on playing defensively and make trades that they can turn into a strong offense, but under pressure, they’re defenses struggle. Their defenses are good at setup up for a strong offense, but overall their defenses will crumble under pressure.
  • Siege has the ability to prevent damage easier than any other archetype, but if a Siege player only focuses on Defense, they’ll never win. Since Siege decks have a hard time turning their defenses into offenses, they need to be played the right way at the right time.
  • Beatdown decks have a decent offense and decent defense, but when they start building up an offense, their defenses are inflexible. Beatdown decks have defenses that can be turned into an offense, but not as well as a Control Deck and not as poorly as a Siege Deck.

TL;DR: Beatdown Focuses on offensive strategy and defending if possible, Siege bounces between offense and defense, and Control focuses on Defensive strategy to make counterpushes.

Your mindset works if you can explain why Clash Royale is not played in a vacuum–find a way to bring up the fact that, for example, siege is weak on defense only because it can’t set up any sort of counterpush. Apply what counterpushing gives each archetype to everything.

deck archetype triangle

Illuminati Confirmed?

giphy

Archetype Triangle Explained

By taking a look at the triangle to the right, you can see a simple representation of how these Archetype Advantages and Disadvantages influence the game.

Beatdown decks have an Archetype Advantage to Siege decks because of the fact that the win conditions typically target enemy defenses. In addition, because Siege decks tend to have a weak offense, it is hard for them to break past the tankiness of the win conditions to actually land damage on the enemy tower.

Siege Decks have an Archetype Advantage to Control decks because Siege decks do well on their side of the arena, while Control decks focus on turning successful defenses into counterpushes. Since Siege Decks don’t go onto the enemy side, it is hard for Control Decks to win with this focus. In addition, it is difficult for Control decks to overcome the defensive ability of Siege decks since they tend to not be able to build up a push like Beatdown decks can.

Control decks have an Archetype Advantage to Beatdown decks because they tend to play better against enemy troops on their side the arena. Additionally, Control decks can disrupt a Beatdown push by rushing the opposing lane when the Beatdown player doesn’t have as flexible of a defense.

While this is only 1 piece of the puzzle, this is useful when it comes to choosing which type of deck to use in the current meta. It is important to realize that these Archetype Advantages aren’t so strong that they can’t be overcome. The marker of a truly skilled player is being able to beat their opponent with skill when they’re at an Archetype Disadvantage.

xbow vs rocket

The Deck Speed Triangle

While you’re most likely aware of the Archetype Triangle, you may not have heard about this 2nd triangle that was also touched on by /u/The_RumHam in his “Doomsday Machine Theory” post on Reddit. This shows the interactions between Fast, Slow, and Medium Decks.

Here’s some quick clarification:

Slow Medium Fast
Average Elixir Cost 3.8 Elixir or higher 3.1 Elixir – 3.7 Elixir 3.0 Elixir or lower
Overall Offensive Ability Weak (Takes a lot of time/effort to deal tower damage) Decent Strong (Takes little time/effort to deal tower damage)
Offensive Mindset Build up a push that is so large that it can’t be stopped If you’re faster than your opponent, out-cycle counters. If you’re slower, build up a push. Out-cycle enemy counters so your opponent can’t counter you optimally
Overall Defensive Ability Strong (If not going on the offense, takes little effort to prevent tower damage) Decent Weak (Takes a lot of effort to prevent damage from a big offense)
Defensive Mindset If focusing on offense, use highly defensive cards of low cost. If focusing on defense, use impassable defensive cards If you’re faster than your opponent, apply constant pressure or rush. If you’re slower, use strong defenses. Apply a constant offense or rush a lane so your opponent can’t build up an offense
Overall Focus Begin building up a push when you know it’s safe to do so. Play defensively until it’s safe to build up a push (when you’re ahead on elixir) Determine if you are faster or slower than your opponent and adapt your playstyle accordingly. Overcome a weak defense with a constant offense

speed triangle clash royale

Speed Triangle Explained

By taking a look at the triangle to the right, you can see a simple representation of how these Speed Advantages and Disadvantages influence the game.

Slow decks have a Speed Advantage to Medium Decks because Slow decks have the ability to make a bigger push than Medium Decks can. If a Slow push and Medium push are going down the same lane, the Slower push will overwhelm the Medium push and make its way to the tower with added support. Medium decks have a hard time rushing the other lane or disrupting the slow push and so it makes it difficult for Medium Decks to beat Slow Decks.

Medium decks have a Speed Advantage to Fast Decks because Medium decks have the ability to build up a push while being flexible on defense. If a Medium Deck starts building up a push and the Fast Deck tries to rush the lane, the Medium Deck should be able defend with their flexible defense and continue adding support to the offensive push. Because Medium Decks have a flexible defense and their pushes offer more offense than Fast Defenses can handle, Fast Decks have a hard time beating Medium Decks.

Fast decks have a Speed Advantage to Slow Decks because when a Slow deck goes on the offense by dropping an expensive investment, their defense is so inflexible that Fast Decks can take advantage of it and rush the other lane. In order to prevent a lost tower, the Slow Deck has to defend with everything they have, which leaves little or no support in the main push, which the Fast Deck can clear while the Slow Deck recovers their elixir to prepare for the next push. If the Slow Deck can’t defend, this will result in massive tower damage or even a lost tower. Because of the flexibility of Offense and Defense that Fast Decks have, Slow Decks have a hard time beating Fast Decks.

This is the 2nd piece of the puzzle when it comes to understanding why certain decks have an advantage or disadvantage against other decks. Similar to Archetype Disadvantages, these Speed Advantages and Disadvantages aren’t so strong that one can’t overcome them. Indeed, the sign of a truly skilled player is when they are able to overcome their opponent with skill even when they are at a Speed Disadvantage.

The Two Triangle Theory

two triangle theory

Now that we understand the basics of how different Archetypes and Speeds of decks interact with each other, we have a bigger understanding of why certain decks do a good job at countering others.

This is The Two Triangle Theory: By combining the Advantages and Disadvantages found in the Archetype and Speed Triangles, every deck type will have Fair Matches, Slight Advantages/Disadvantages, and Strong Advantages/Disadvantages against other deck type.

Fair Matches

A Fair Match is where 1 deck has an advantage in 1 of the two triangles, but the other deck has an advantage in the other triangle.

For example, a Fast Control deck has the Archetype Advantage over a Medium Beatdown deck, but the Medium Beatdown deck has a Speed Advantage over the Fast Control Deck. This results in a fair match.

Note: Every deck type has 3 decks that it is a Fair Match with, 1 of which is its same Deck Type.

We’ll use Fast Control as an example:

  1. Fast Control vs Medium Beatdown (Fast loses to Medium, but Control beats Beatdown)
  2. Fast Control vs Slow Siege (Fast beats Slow, but Siege beats Control)
  3. Fast Control vs Fast Control (Same Deck Type = Fair Match)

In Fair Matches, it is typically the most skilled player that takes the victory, or the player who makes the fewer number of mistakes. In the ladder, card levels can play a big role in who wins.

Slight Advantage

A Slight Advantage is where 1 deck is the same as the other deck in 1 of the two triangles, but has the advantage in the other triangle.

For example, a Fast Control deck has a Slight Advantage over a Slow Control deck because they are the same Archetype, but the Fast Control Deck has a Speed Advantage against the Slow Control Deck. This results in a Slight Advantage.

Note: Every deck type has 2 decks that it has a Slight Advantage over and 2 that it has a Slight Advantage against.

Once again, we’ll use Fast Control as the example:

  • Slight Advantage:
    1. Fast Control vs Slow Control (Fast Control has the Speed Advantage)
    2. Fast Control vs Fast Beatdown (Fast Control has the Archetype Advantage)
  • Slight Disadvantage:
    1. Fast Control vs Fast Siege (Fast Siege has the Archetype Advantage)
    2. Fast Control vs Medium Control (Medium Control has the Speed Advantage)

Slight Disadvantages can definitely be overcome with skill, especially if you realize you’re at a disadvantage and you adapt your gameplay to overcome the it.

slight advantage clash royale 2

For a printable version of all of the Fair Trades, Slight Advantages, and Strong Advantages on one sheet, you can find one here.

Strong Advantage

A Strong Advantage is when 1 deck has both an Archetype Advantage and a Speed Advantage over the other deck.

For example, a Fast Control deck is a really tough matchup for a Slow Beatdown deck because Fast has a Speed Advantage over Slow, and Control has an Archetype Advantage over Beatdown. This results in a Strong Advantage

Every Deck type has a Strong Advantage and a Weak Advantage to another deck.

Example:

  • Fast Control has a Strong Advantage against Slow Beatdown
  • Fast Control has a Strong Disadvantage against Medium Siege

Strong Advantages can still be overcome by skill, but it takes a lot of effort to do so. There is a 3rd and final puzzle piece that I’ll talk about later in this strategy guide that will help you overcome Strong Advantages.

strong advantages

Simply having an Archetype Advantage and a Speed Advantage simply isn’t enough when it comes to winning your matches. On top of Skill-Level, there is 1 big exception that you can actually use to your advantage to overcome the disadvantages your deck might have according to the Two Triangle Theory.

The Card Counter Exception

The Card Counter Exception is this: A deck may have an advantage over another deck despite Archetype and Speed Disadvantages if its cards are good counters to the cards in the other deck. This means that you can still beat an opponent who has a Strong Advantage without much effort because your cards simply counter your opponent’s cards.

For example, let’s say you are running a Fast Beatdown Giant Cycle Deck (Clash With Ash recently featured a Fast Beatdown deck on his channel with 44 straight wins in GC’s that you can see here). And let’s say you are facing a Slow Control 3 Musketeer Pump Deck. Because Slow Control has the Archetype and Speed advantage over Fast Beatdown decks, it should theoretically be difficult for you to overcome your opponent without a lot of skill and excellent timing and placement. BUT, if you have the Lightning in your deck, or Fireball + The Log, the matchup is going to be much easier for you because you have cards that do an excellent job at countering your opponent’s main Win Condition, the Three Musketeers.

The Card Counter Exception plays a huge role when it comes to Unity Decks, decks that focus on one main utility in order to make their deck stronger and weaker depending on their opponent’s deck.

For more information, read my guide on Deck Building Fundamentals!

One example may be a Spell-Bait decks (Fast Control Unity Deck) facing against a Slow Beatdown Deck that carries a lot of splash cards in it. Even though the Spell-Bait deck has the Archetype and Speed Advantage, the deck is going to have a hard time against their opponent simply because the cards in the Slow Beatdown deck do such a good job at countering swarm cards.

deck building application

Deck Building Application

I am not going to cover everything about building decks in this Strategy Guide because I’m planning on doing a future Strategy Guide on How to Build the Best Decks. But, I did want to briefly cover how you can use The Two Triangle Theory to build a deck that is solid enough to stand tall in any meta.

To start off, you’ll want to examine the current meta in whichever area of the game you plan on building the deck for (Ladder, Challenges, etc.). In any meta, there will be a little of every Speed, and probably a little of every Archetype, but the meta will usually have a somewhat of a theme. If you can determine the theme, whether there be more fast decks in general, or more control decks in general, you can select a deck Archetype and Speed that does a good job at countering those themes.

Once you’ve selected a deck Archetype and Speed that you want to use, the next thing you’ll want to look at the Archetype that has an advantage over you, and the Speed that has an advantage over you.

The next thing you want to do is take advantage of the Card Counter Exception to try and build a deck that can stand up against any deck that should have an advantage over you. You can do this by asking yourself which cards do you commonly see being used in decks with the Archetype Advantage over your deck and in decks with the Speed Advantage over your deck. By selecting 1-2 cards that do a good job at countering those commonly used cards.

This should result in you having a solid deck that you can use to beat any deck, regardless of its Archetype or Speed.

For example, several metas back, I started noticing a lot of Fast or Medium decks and a lot of Control or Beatdown decks in the ladder around my trophy range. I took an Xbow deck that a clan-mate was having success with and modified it to do a better job at countering the current meta. Since my deck was a Medium Siege deck, I knew I most likely wasn’t going to have an issue with Fast or Medium Control Decks, and so I focused on the making sure I could do a good job at countering Medium or Slow Beatdown Decks. By including the Inferno Tower and the Skeleton Army, I had 1 hard counter and 1 soft counter to all Medium and Slow Beatdown Decks. By following this process, I had a deck that countered a good part of the meta, and could handle situations where I should have been at a disadvantage.

Conclusion

With a firm grasp of the Two Triangle Theory and The Card Counter Exception, you now have a better understanding of why certain decks do a better job at countering other decks, and how you can use it to Counter Every Deck in Clash Royale!

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!

giphy

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

Ticking By,

KairosTime

Supreme Guide to Balloon Rage

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Wassup guys! It’s DabMaster2 back at it again with another guide for you guys! This time I’ll be sharing the Ultimate Guide to using Raged Balloon! The raged Balloon is extremely deadly with the Rage allowing the Balloon to move way faster and to attack faster too.

There are two types of raged Balloon decks: The normal Balloon Rage, or the LumberLoon combo.

Let’s get into it!

rage loon

Supreme Guide to Raged Balloon

Table of Contents

  1. Why Rage Balloon is so good!
  2. Why Rage Balloon could be bad.
  3. General Gameplan
  4. Building a Rage Balloon deck.
  5. Example Decks

Why Rage Balloon Is Good

Very Surprising

Seeing a frightening Balloon floating towards the enemy Tower is intimidating enough but if it’s raged, your opponent will likely panic since one mistake and the Tower can take massive damage. Rage Balloon decks rely on surprising and fast attacks. It requires your opponent to play flawless defense or suffer the consequences.

Great for Comebacks

Rage Balloon decks are also great at comebacks. One Tower down? Don’t worry, you still have a chance to whittle down their Tower with the Rage Balloon. Like I said, one mistake and your opponent will suffer massive damage. Players tend to play more confidently when a Tower up but take advantage of that confidence strike hard with the comeback!

Crazy Damage

A regular non-raged Balloon has a hit speed of 3 seconds. Once raged, its hit speed is increased to about 2 seconds! This one second increase can allow your Balloon to get more hits and do much more damage.

Why Rage Balloon Could Be Bad

Hard to Use

As the Balloon is the only main win condition, it can sometimes be hard to get it to the Tower. Balloon decks require precise timing with spells. Getting too aggressive on a push can also result in getting crushed by the counter-push.

Weak against Multiple Anti-Air troops

Since this Deck only relies on the Rage spell, of your opponent has many air-targeting troops, the Balloon will have a challenging time getting to the Tower. Tornado is even more frustrating. You may think your Balloon is getting to the Tower then BAM! The Tornado drags it away.

Less Defensive Troops

Using the Rage spell can result in less defensive units since the Rage takes up a card slot. Your Deck may have a harder time defending. Rage Balloon decks rely on mostly defensive units then 2 to 3 main offensive cards.

General Gameplan

Every battle is different. This is an outline for how you should play.

Start of Match (0:00 – 0:30)

In the beginning, find out what your opponent’s win conditions are and what their counter cards are to your Balloon. Don’t play too aggressively since losing in the beginning of the match can still be hard to make up for even though this Deck is good at comebacks.

Mid Game (0:31 – 1:59)

Now that you have found out your opponent’s counter cards and win condition, you can start making more pushes. Play mostly passively then counter-push with your remaining defensive cards. If your opponent is playing passively too, start with some troops in the back and if your opponent is really waiting for you to make the first move, rush them with a small Rage Balloon push, nothing too big so you don’t get destroyed by the counter-push.

Double Elixir (2:00 – 3:00)

Once double Elixir strikes, it’s party time! Play much more aggressively with as many Rage Balloon attacks as possible. With the extra Elixir flowing, you can make much larger and stronger pushes more often. If you have successfully defended a push with more troops left over, counter attack immediately if you have the Elixir.

Overtime

If you’ve made it this far, the battle is probably a close one. Continue to chip cycle damage on the Tower to whittle it down. Preserve your Tower since one mistake can lead to a defeat. Sometimes, you just can’t do any damage to the Tower. In that case, wait for the right moment then surprise your opponent with an opposite lane push! The beauty of the Rage Balloon is that it can easily take a Tower in one push.

lumberloon deck 2

Building a Rage Balloon Deck

There are 2 types of Rage Balloon decks:

  • Normal Rage Balloon
  • LumberLoon

The Normal Rage Balloon is more versatile on offense since you can place the Rage any way you want and the LumberLoon is more focused on defense with the Lumberjack and Balloon as the main offensive units. You can choose which you prefer. Here I’ll show you the slot method for building your very own Rage Balloon Deck!

Balloon Rage

  • Slot 1 and 2 – Balloon and Rage. This is obvious since the Deck is a Balloon Rage Deck.
  • Slot 3 – Spell(s). In this Deck, you choose to use either 1 support spells or 2 support spells. Having only 1 support spell allows you to have more defensive units but less spells to help on offense and vice versa for having 2 support spells. If you choose to have 2 spells take out Slot 6 (defensive support 2). Examples are: Arrows, Zap, Fireball, Poison.
  • Slot 4 – Main defense. This card can either be a heavy hitting tank killer like the Mini-P.E.K.K.A, or a building for a more solid defense. Rage Balloon decks should have a very solid defense like an Inferno Tower since you will have less card slots to work with. Examples are: Inferno Tower, Tombstone, Mini-P.E.K.K.A.
  • Slot 5 – Defensive support 1. The defensive support should be an all-round versatile card to defend with. Rely heavily on this card to support your main defense. Examples are: Executioner, ice Wizard, Musketeer.
  • Slot 6 – Defensive support 2. This is another card which will help on defense. This is used to back up the defensive support and/or and main defense. Examples are: skeleton Army, Goblin Gang, Minions, Mega minion.
  • Slot 7 – Offensive tank/support. Your offensive tank is a card which will absorb damage from your Balloon so the Balloon can float by with less damage taken. Examples are: Knight, ice Golem, Miner.
  • Slot 8 – Versatile response card. As a versatile response card, it should able to be used in many situations and help on both offense and defense. Examples are: ice Spirit, Skeletons, fire spirits, any swarm card.

LumberLoon Deck

  • Slot 1 and 2 – Balloon and Lumberjack. Once again, obvious choice.
  • Slot 3 – Spells. Spells are what you need to make up for the weaknesses of your other cars. Lacking splash damage? Use a Fireball to make up for it. You might even be able to use Freeze!
  • Slot 4 – Main defense. This card can either be a tank killer or a building for a solid defense. This doesn’t have to be too much of a main defense since you will have more cards to work with. Examples are: Inferno Tower, Tombstone, Mini-P.E.K.K.A.
  • Slot 5 – Defensive support 1. The defensive support should be an all-round versatile card to defend with. Rely heavily on this card to support your main defense. Since this Deck has more units, this card doesn’t have to be relied on as much. Examples are: Executioner, Ice Wizard, Musketeer.
  • Slot 6 – Defensive support 2. This is another card which will help on defense. This is used to back up the defensive support and/or and main defense. Examples are: skeleton Army, Goblin Gang, Minions, Mega minion, Inferno Dragon.
  • Slot 7 – Defensive swarm. Any swarm will work. This will help immensely to stop pushes Examples are: Skeleton Army, Goblin Gang, Guards.
  • Slot 8 – Offensive tank/versatile response card. In this Deck, the main tank for the Balloon is the Lumberjack. If you don’t like using the Lumberjack to protect the Balloon because he is too fragile, you can use ice Golem or Knight. If you don’t need an offensive tank, instead use a versatile response card. Examples are: Minions, Mega Minion, Miner, Knight, Ice Golem, Ice Spirit, Fire Spirits.

Example Decks

Remember, these decks aren’t always the right one for you. These are only examples. If you don’t like to use these decks you can make your own.

Rage Balloon

Clash Royale BalloonClash Royale RageClash Royale Inferno TowerClash Royale Arrows
Clash Royale Skeleton ArmyClash Royale Ice GolemClash Royale MusketeerClash Royale Minions

  • Balloon – It’s hard to have a Balloon Deck without a Balloon…
  • Rage – In normal Elixir time, only Rage the Balloon when you know it will get to Tower. Only in double Elixir you can start playing much more rages.
  • Inferno Tower – Your defensive building. Only play it reactively against tanks and hogs.
  • Arrows – This is your one and only spell (not counting Rage). Use it wisely! On offense, these Arrows come in handy against minion hordes. With a lack of splash damage in this Deck, being caught without Arrows can be devastating.
  • Skeleton Army – This will be your versatile response card. Use it to swarms and assassinate single-targeting troops.
  • Musketeer – This is your defensive support 1. She provides extra DPS to help with the Inferno Tower.
  • Ice Golem – He is your offensive tank to protect the Balloon.
  • Minions – Minions are the defensive support 2. They can also transition to offense well to support the Balloon for extra DPS.

Another example Rage Balloon Deck is the Pompeyo Rage Balloon Cycle Deck

LumberLoon Deck

Clash Royale LumberjackClash Royale BalloonClash Royale TombstoneClash Royale Ice Wizard
Clash Royale Inferno DragonClash Royale Skeleton ArmyClash Royale fireballClash Royale Zap

  • Balloon – It’s hard to have a LumberLoon Deck without a Balloon…
  • Lumberjack – It’s a pity he’s not used often. He is great on offense with the high DPS he offers. Although, he is not too great on defense since he has low health. Lumberjack deserves an HP buff to increase his usability on defense.
  • Tombstone – This is your main building. You can place it early to bank Elixir and it can swarm (no skill) Elite Barbs.
  • Ice Wizard – He is your defensive support 1. His slowness ability is invaluable in allowing other support troops to do extra damage and help to slow down attacks so that over leveled (no skill) RG might not get the extra hit off.
  • Inferno Dragon – This is your defensive support 2. Use him mainly as a tank killer since this Deck lacks a tank killer (skarmy gets zapped and Lumberjack dies fast). He is underestimates by most people but he can be very useful on defense to take down big tanks, although he is basically useless on offense.
  • Skeleton Army – Skarmy is your swarm card. They help to clean up pushes against single-target troops and surround splash attackers.
  • Fireball – Mostly only use it on defense. It provides much value and use it on clustered medium-health troops.
  • Zap – Do I even need to explain this? 😊

Another example is my original OG LumberLoon Deck.


That it for now! Any compliments, questions, or insults, post them in the comments below.

Have a Clashtastic Day!

P.E.K.K.A. – Best Strategies, Tips and Decks

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pekka clash royale

Hey guys, I’m , I’ve been a P.E.K.K.A fan for a long time, P.E.K.K.A has been seeing some usage since its last buff so I thought it will be nice to write a guide on her.

pekka clash royale

P.E.K.K.A. – The Ultimate Guide

Summary

  • P.E.K.K.A is unlocked from Arena 4
  • She is an Epic card
  • She is a major tank and has the second highest health in the game after Golem, yes P.E.K.K.A has more health than Giant by a little.
  • She is the single troop with the highest DPS in the whole game.
Cost Hit Speed Speed Deploy Time Range Target Transport
7 1.8 sec Slow (45) 1 sec Melee Ground Ground
Level HP Damage DPS
1 2,600 510 283
2 2,860 561 311
3 3,146 617 342
4 3,458 678 376
5 3,796 744 413
6 4,160 816 453
7 4,576 897 498
8 5,018 984 546

Some great P.E.K.K.A Decks you may want to check out:

 

How to use a P.E.K.K.A and her functions in a deck

 A P.E.K.K.A can be used in two major ways in a deck; as the main win condition or as the secondary win condition or rather MVP of a deck.

As the main Win condition:

In this way, P.E.K.K.A is used mainly on offense as a tank for your support troops. You use her as you would use a Giant, placing her at the back and placing support troops behind building your big mighty P.E.K.K.A push.

While using P.E.K.K.A like this, you don’t depend on her for defense since you need her for your big push. This form of using P.E.K.K.A was more effective when she deployed in 3 seconds since you would have one extra elixir for your push.

I do think, it is better to use Giant or Golem if you need a card for this purpose in your deck because they are better at it.

P.E.K.K.A is mainly used like this with 3 Musketeers where you can place her at the back and split 3 Musketeers behind her.

As the secondary win condition/MVP of your deck:

The one second deploy time of P.E.K.K.A is very good because it really makes her very useful, now a P.E.K.K.A can be used as the main defense of a deck while still wrecking towers on offense.

P.E.K.K.A can be used to counter Giant, Golem, Giant Skeleton, Royal Giant, Elite Barbarians, Battle Ram and even Hog Rider.

While using a P.E.K.K.A defensively like this in your deck, you need a strong cheaper win condition like Hog Rider, Battle Ram, Miner, Balloon, Graveyard etc.

You just have to use your P.E.K.K.A the same way you would use elite barbarians or mini P.E.K.K.A defensively then transform into a counter-push where she will function as a tank.

P.E.K.K.A can counter so many meta cards

  • Giant: If a Giant is placed at the back, deploy P.E.K.K.A at the back too on the same lane so they meet at the bridge and P.E.K.K.A kills the Giant before it reaches your Tower. If Giant is placed aggressively at the bridge, place P.E.K.K.A directly in front of it like two tiles from the bridge.
  • Golem: Same with Giant but the Golem does get to the Tower because of its high HP especially if an Electro Wizard is stunning your P.E.K.K.A.
  • Royal GiantSame as Giant, it will only get like 3 or 4 shots.
  • Elite BarbariansPlace P.E.K.K.A in the middle to pull them. Try to place P.E.K.K.A in a way that she will target the same one that your Tower is shooting at first, that way she will kill that one with one hit instead of two.
  • Battle Ram: P.E.K.K.A in the way of the Battle Ram, some tiles from your Tower so she destroys the Ram fast and deals with the poor Barbarians.
  • Hog RiderP.E.K.K.A directly in front of your Tower, if they have Fire/Ice Spirit(s) behind Hog, place P.E.K.K.A one tile above your Tower so the AOE damage doesn’t splashes your Tower.
  • Miner: P.E.K.K.A can be used to counter Miner but it’s not advisable because you’ll need Elixir for the other things that do come with Miner. You can do this for a lone Miner though just to start your P.E.K.K.A push from there.

pekka vs troops

Cards that support P.E.K.K.A

P.E.K.K.A is countered mainly by swarms because of her slow single damage hit, so you should include troops that do splash damage like Wizard, Executioner, Witch, Baby Dragon etc. or include about two AOE spells good for countering swarms like Arrows, Zap, The Log etc. to help clear the way for your P.E.K.K.A to reach your opponent’s Tower.

Apart from AOE spells, Rage, Freeze and Tornado are also very good with P.E.K.K.A.

  1. Rage gives P.E.K.K.A what she lacks which is speed.
  2. Freezing a Tower when your low HP P.E.K.K.A gets to it can be risky but pays off because the P.E.K.K.A will surely destroy the Tower if your opponent can’t do anything. Do this when you’ve gotten your P.E.K.K.A past your opponent’s swarms and other defenses by then, your opponent might be low on Elixir and expecting the Tower to finish off the P.E.K.K.A, then surprise Freeze and Tower goes down.
  3. Tornado is also very good with P.E.K.K.A because it pulls all those ranged troops and kiting Ice Golems to your P.E.K.K.A for her to kill them.

Ice Spirit works fine with P.E.K.K.A especially on ladder because its little damage brings the Barbarians which are usually at a higher level into the normal one P.E.K.K.A hit range when on offense, on defense your Tower will bring them to one hit range for your P.E.K.K.A.

How to handle different matchups with a P.E.K.K.A deck

Clash Royale GiantClash Royale Royal GiantClash Royale GolemClash Royale Hog RiderClash Royale MinerClash Royale Lava HoundClash Royale X-Bow

Golem, Giant, Giant Skeleton and Royal Giant Beatdown:

.E.K.K.A shines against these decks because they rely on slow tanks. Just put your P.E.K.K.A in the same lane as their push to destroy their push and counter-push with the remaining health of your P.E.K.K.A by sending in your main win condition like Balloon, Miner, Graveyard etc.

If you couldn’t deploy your P.E.K.K.A early enough and your opponent already has their support behind the tanks, you can try to place your P.E.K.K.A in such a way to intercept the support like Electro Wizard, Musketeer, Executioner etc. to kill them first but the tank will reach your Tower because your P.E.K.K.A won’t catch up with her slow speed, this is more advisable against Golem because it has a lower DPS than Giant and its extremely high HP gives support troops enough time to damage your P.E.K.K.A a lot and they might even kill her.

This makes more sense if you have Tornado because you can pull the Giant/Golem back. You can also use your P.E.K.K.A on the tank with her also distracting the support troop while using another troop like Mega Minion or Knight to kill the support troop.

Don’t ever deploy your P.E.K.K.A unless your opponent deploys their tank first because if they dodge your P.E.K.K.A with their tank, you’re might find it hard defending against their push without your P.E.K.K.A.

Hog CycleYour P.E.K.K.A won’t always be available to kill your opponent’s Hog because Hog decks usually cycle fast and out-cycles your P.E.K.K.A, so you’ll need your second or even third Hog counter to counter Hog sometimes

Against Hog Freeze, don’t use your P.E.K.K.A to counter Hog, use your second cheaper Hog counter so when it gets frozen, you would have enough Elixir to react with a third Hog counter or any other card which should also be cheap.

Miner Control/Spell Bait: These decks are kind of tricky for P.E.K.K.A especially spell bait.

Most times these decks have Miner, Bowler or Knight as the troop with the highest HP, so feel free to use your P.E.K.K.A to counter them or just start your P.E.K.K.A push from the back.

These decks usually have Inferno Tower and that’s where it gets hard, you’ll need your main win condition like Balloon, Graveyard, Battle Ram etc. together with your P.E.K.K.A and sufficient splash damage to take care of swarms usually used to protect Inferno Tower and maybe Minions to distract the Inferno Tower or Electro Wizard to reset it.

If you have Battle Ram, put it in front of your P.E.K.K.A so the Inferno Tower targets it while it charges at the Inferno Tower damaging it while still distracting and destroying it with the Barbarians clearing the way for your P.E.K.K.A.

Lavaloon: This is the nemesis of most P.E.K.K.A decks mainly because your P.E.K.K.A which is your main defense can’t be used to defend and the Tombstone which is found in most Lava decks counters P.E.K.K.A very well.

Against this deck, apply pressure on the opposite lane to force your opponent to spend Elixir hence weakening their Lava push, you can even go ahead and trade towers because if you try to defend the full push, your anti-air/ranged troops are going to get taken out by spells and you’ll still lose your Tower.

When applying pressure on the opposite lane try to keep at least one or two of your anti-air troops to mitigate the damage received but don’t fully focus on defending the push. Also try to place your troops where your opponent can’t get a good Lightning/Fireball.

If you can win Lavaloon with a P.E.K.K.A deck, you won’t have much problem with other decks.

Siege: P.E.K.K.A can take care of X-Bow but watch out for swarms and Inferno Tower. Against Mortar, use something else to distract the Mortar.

Conclusion

P.E.K.K.A is a very good card when used correctly but not easy to use, with the things I’ve explained in this guide, I’m sure it’s going to help you get better at using P.E.K.K.A. This is my first guide on Clash Royale Arena so feel free to tell me about anything I might be doing wrong in the comment section that you want me to improve on. Now go and get your P.E.K.K.A ready for the arena so she can smack those Barbarians, take care guys.

Shared by Frozen P.E.K.K.A

Top 10 Cards To Clone!

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Lava Clone

Hey guys and gals LatusOcto here, I have been playing around with the Clone Spell for months now and as well as having a lot of fun I have surprisingly been able to push well on the ladder with it. My view on the Clone Spell is that it is effective and a tonne of fun to use which is awesome!

Top 10 Cards To Clone

Best Cards to use with the Clone Spell

Clone Spell is a 3-Elixir card that copies any of your troops in a radius of  3. These clones have the exact same stats as the original save for the health, which becomes 1. The Clone Spell is a very risky card to play and even riskier to play if you are not fully aware of its potential. In this comprehensive guide to the Clone Spell, I aim to list of every aspect of the Clone Spell and when it can be best used.

There are many times where using a Clone Spell might be tempting, such as when the tower is distracted on your tank and your Musketeer looks ready for cloning, but this will usually result in Elixir loss. When a troop is being cloned, the troop stops and cannot attack or move. This will give your opponent time to Arrow, Log, Zap or play any other spell to destroy your clones. So, does this mean that Clone is not worth playing? Most definitely not.

The Clone Spell is best used on troops that have a death effect and in spell bait decks. I will go in-depth on the latter soon.

Troops with Death Effects

Troops that have a death effect in Clash Royale:

  • Golem (deals damage and creates two Golemites)
  • Lavahound (creates 6 Lavapups)
  • Balloon (drops a bomb)
  • Giant Skeleton (also drops a bomb)
  • Battle Ram (deals damage and creates two Barbarians)

(technically Fire Spirits and Ice Spirits have a death effect but it is not triggered if the Spirits do not attack first)

Lava Hound

The most commonly cloned card seems to be Lavahound and for a good reason.

6 Lava Pups are very valuable, and since the Lavahound only targets buildings, it is not easy to distract like the Giant Skeleton.

Cloning any of these troops near the tower makes for a great investment because even upon death they continue to threaten their towers.

Balloon

Again, Lavahound is a great card to clone and when you clone it with a Balloon behind it like many decks do, it creates a combo that cannot be ignored.

If they don’t counter your cloned Balloon, they will take massive damage, but if they do counter your cloned Balloon, the bomb will drop, doing damage to everything around it and can kill minions attacking your Lavahound or Balloon.

Golem 

Cloning the Golem is amazing since even cloning a dying Golem provides you with a new Golem which does 259 damage to the tower and two Golemites which do 53 damage each for a total of 365 damage (at tournament levels), and this is assuming your clones don’t do any damage!

Giant Skeleton

Giant Skeleton is very hard to get to the tower and I personally do not recommend attempting to do so, but it creates by far the best value for 3 Elixir, creating a clone that when killed, does 957, almost a 1000 damage to the tower for only 3 Elixir (at tournament levels).

Battle Ram

Battle Ram is interesting because if your opponent tries to pull your Battle Ram with a building, you can clone the Battle Ram and push the clone to the right, making it ignore the building and go for the tower which will do 492 damage at impact (at tournament levels).

Using Clone for Spell Bait

So, you’ve seen how cloned troops can devastate the tower, but now let’s talk about using clone in a spell bait deck.

As I mentioned before, spells can shut down clones but you can use this do your advantage.

For example, if you have a Princess and Minion Horde in your deck but they keep Logging your Princess and Arrowing your Minion Horde, you can play Princess in the back and clone her, giving you Princesses in both lanes and forcing them to use both their spells to take out the Princesses.

You can use the same concept for any spell bait card.

Play Goblin Gang at the back and clone it, giving your opponent two Goblin Gangs on both sides to worry about. For 3 Elixir, you can clone those couple of skeletons at the tower that your opponent ignored for massive chip damage, forcing your opponent to use his spells or AOEs to counter it.


Thank you for reading my first-ever guide on Clash.World, I hope to continue to write articles to help you all!

Completed Guide to Miner Placements

80

My name is IK-_-IK, I posted this guide onto Reddit earlier and it got a lot of attention so I want to repost it here. My Reddit username is u/Ikizzyk, you can DM me if you need proof that it is me.

Hey Guys! Today I will be talking about the different tile placements of the Miner. In terms of placement, the Miner is probably the most complex card and there are a huge amount of possibilities which can massively vary the outcome of the play and so this guide will be purely focused on the placement of the card.

Before we start this is a colour coded map which this guide is based on:

best miner placements

Best Miner Placements

Direct Damage Placement

When using the Miner, you want to take advantage of the fact that it can be placed anywhere on the map. One way to do this is by directly placing it onto the opponents’ towers so that it deals damage. When spawning the Miner in this way there are 3 key rules to remember in order to be successful.

  • Place it on one of the tiles directly surrounding the tower (16 for arena towers, 20 for king towers) This is to minimize walking distance and maximize damage
  • Mix up placement as much as possible to prevent your opponent from predicting your plays
  • Avoid placements that will put you at a disadvantage in certain situations (more on this later)

So for direct damage, we have a choice of 16 tiles for arena towers. These tiles can be put into 5 different groups, all having advantages and disadvantages of their own. These groups are shown in the map; the blue zone, yellow zone, red zone, green zone and purple zone. For this section of the guide we will pretend that this is an opponent’s left arena tower (from your view). For the right tower, everything is simply mirrored vertically.

Blue ZoneGreen ZoneYellow ZoneRed ZonePurple ZoneKing''s Tower

Pros

  • Covered from buildings and troops in the centre of the map
  • Cannot be targeted by other arena tower
  • Not very vulnerable to being tornado pulled and having the king tower activated

Cons

  • This is the placement used by most players and so it is the most predictable
  • Can be targeted by king tower (once activated)

Pros

  • Mostly out of range from buildings and troops in the centre of the map
  • Cannot be targeted by other arena tower
  • Only placement which is completely invulnerable to being tornado pulled to the king tower
  • Only placement which cannot be targeted by the king tower (once activated)

Cons

  • Common placement and so fairly easily predicted and countered
  • When trying to fireball or rocket a troop deployed to counter the miner, it is harder to hit both the tower and the troop since the placement is close to the front of the tower

Pros

  • Cannot be targeted by other arena tower
  • Unless constantly used throughout the match, it is hard to predict this placement
  • Not very vulnerable to tornado
  • Easier to get good value from poison to hit both the arena tower, a building (eg elixir collector) and any troops that are placed to defend the miner

Cons

  • When trying to fireball or rocket a troop deployed to counter the miner, it is harder to hit both the tower and the troop since the placement is close to the front of the tower
  • Can be targeted by king tower (once activated)
  • Vulnerable to troops or defensive buildings placed in the centre of the map

Pros

  • Very hard to predict
  • Decent placement for getting positive trades with rocket, fireball or poison

Cons

  • Can be targeted by other arena tower (for this reason alone, this placement should be almost always avoided)
  • Vulnerable to tornado
  • Can be targeted by king tower (once activated)
  • Vulnerable to troops or defensive buildings placed in the centre of the map

Pros

  • Covered from buildings and troops in the centre of the map
  • Hard to predict
  • Cannot be targeted by other arena tower

Cons

  • Very vulnerable to tornado
  • Can be targeted by king tower (once activated)

Although it depends on the deck, due to the nature of the Miner (chip damage card), most times you will (and should) not be attacking the king tower with your Miner. A smarter option using a Miner control deck would be to attack the other arena tower or play for a draw. However in the rare case that you do attack the king tower with the miner, there is not much to it except for 3 tile placements which can give you an advantage when the opponent has an arena tower still up. These are shown as the black zone in the map.

The black spots are blind spots for arena towers and so if one tower is down, the miner should be placed on one of the black tiles on the opposite side of the arena tower which is still alive.

Overall summary for the groups:

  • Blue is the standard option but since It is predictable, yellow and purple should also be used to maximise damage output
  • The 5 vertical tiles on the right side are the least predictable. Use them especially when you need the last few hits to win the game
  • Green is the best placement when the king tower is activated, also the best to prevent king tower activation from tornado
  • Mostly avoid red due to it being in range of the other arena tower

Other Miner Placements

As mentioned earlier, in most cases you will want to get direct chip damage from the Miner. However it is very situational. In this section of the guide, other uses and placements for the Miner will be explained.

Tanking for troops

When the Miner is tanking for a troop/ troops, placement should be varied depending on the situation.

  • When tanking for low HP hordes of troops – it is a good idea to plant the miner in a way to block any splash troops from targeting the low HP troops. For example if there is an executioner facing directly towards your minion horde, plant the miner behind the executioner. If there is a furnace in the centre of the map, place the miner in front of the building to absorb the wave of fire spirits. Also if the opponent relies on spells to take out your low HP troops, avoid Miner placement in the front side of the tower (Yellow, Green and part of Blue zone). This is to avoid spells hitting both the Miner and troops its tanking for.
  • When tanking for ranged troops – it is usually optimal to plant the Miner behind the tower, this way the opponent has 2 separate things to deal with.

Taking out troops

A common strategy in Golem or Lava Hound decks is to use the Miner to take out ranged troops while the troop is locked onto to your main tank. The key to being successful with this is to decide whether you should or shouldn’t make the target re-agro onto the Miner. In some cases for example when the target is locked onto a Lava Hound, you don’t want to make the target re-agro since the Miner will be vital to tank for the pups after the hound dies. On the other hand, if you were sending in a Miner tanking for a skeleton army to kill a princess, you want it to retarget as one princess shot can wipe out the whole army. There are specific methods required to do this.

  • To not make target re-agro – Do not plant the Miner directly onto the troop as it will make it re-agro. Instead, it should be placed at least 1.5 tiles away from the target to allow the Miner to take out the troop undisturbed.
  • To make the target re-agro onto the Miner – the easiest way to do this is to place the Miner on top of the target. When the Miner pops up from underground, it will cause the target to move slightly causing it to retarget.

Be extra cautious when using the Miner in this way. For example if you know the opponent has a skeleton army in hand, it is likely that they will use it to block your Miner. Always have the right cards prepared and don’t use this method if there are many other troops surrounding the target.

Taking out buildings

The Miner is often used to take out buildings such as spawners and elixir collectors. Again, placement is important.

  • Against spawners – Do not use the Miner on a tombstone, it is a waste. Against other spawners, it is best to wait a few seconds after a new wave has spawned before planting the Miner (especially key vs barb hut)
  • Elixir Collector – Important to note that a collector placed in front of a king tower means the Miner will be targeted by both arena towers but behind a tower only 1 will target it. Also it is useful to prepare a zap when using the miner to take out a collector in order to kill low HP troops as well as getting 2 more elixir off the collector. The grey tiles (shown on map) can be described as a gamble spot. After taking out the collector, the Miner will proceed to activate the king tower but that is only if the Miner is untouched. The positioning will usually not cause any trouble however against skilled players, be aware that they could use this to their advantage.
  • Against Inferno Tower – In some decks, the Miner is used as a mini tank along with another main tank such as the Giant, Golem, Lava Hound, Royal Giant, Pekka. Against Inferno towers an effective strategy is to let the Miner take the inferno towers agro which will both damage it and give your main tank more time to approach the building.

And that’s all folks! If you made it here you are now a master of Miner placement! … Not quite. The last step is to practice, this will help you make these decisions on placement almost innately.

Until next time, peace.

How to Build Your Own Unstoppable Balloon Freeze Deck

5

Hey guys, D-mate here. Today I want to share with you a unique Deck: Balloon Freeze.

Rarely seen in the meta, this deck packs a surprising punch.

I will do my best to describe the most common playing styles, but every Deck plays differently, and there are thousands of different Balloon Freeze decks.

Without further ado, let me get started!

balloon freeze deck

The Ultimate Guide to Balloon Freeze

Table of Contents

 

What makes Balloon Freeze a good deck?

This Deck is pretty rare in the meta. You may have never seen it, or even heard of it! Because of that, let me share some reasons on why you may want to try this out.

It is very surprising

Rarely do you ever have a Deck with a Balloon as the main offensive unit. Sure you have Lavaloon and Giant Balloon, but with those Balloon has a lot of support, and is equal partners on its strength. Here, it’s all Balloon, all in. Your opponent may be surprised at seeing a single Balloon and put out a sub-par defense. And you can bet they won’t be expecting a Freeze!

It is versatile

Any good Balloon Freeze Deck will have many offensive threats and offensive answers to threats. Using multiple air units for a flawless defense creates a strong counter push when paired with spells or units such as the Miner. You may not have an answer to everything, but you can be sure the same applies to them.

It packs a punch

The Balloon is a great unit for offense. Not only does it have insane damage per bomb, but the death damage is also insane, equal to Arrows on units or a Fireball on the towers, so even failed attacks have some power to them.

It has few hard counters you can’t learn to deal with

This Deck is all about reaction speed, and a masterful Balloon Freeze player will have this down to the wire. Minions? Pre spell! Glass Cannon? Miner Zap! Inferno Tower? Zap Freeze! No matter what the card, a skilled Balloon player can shred it to pieces.

What makes Balloon Freeze a bad deck?

Of course, every Deck has its downfalls, and Balloon Freeze is no expectation. Here are some things to consider when deciding whether or not you should try Balloon Freeze

It is hard to play

You will be putting on a lot more effort than current meta decks. It’s not just Ebarb cycle Zap win. Every play takes an immense amount of effort, and playing it incorrectly can result in crushing losses. This makes Balloon Freeze a very hard Deck to get into without a lot of trophy losses and time

It has poor ground/air troop ratios

On defense, it may feel clunky in a sense, because you have such little units to defend ground units with compared to other decks. You’re depending on 1-2 ground units for support, which can get troublesome against Ebarbs, Hog, and other common win conditions.

It requires a finicky play style

There aren’t many people who can properly play a good Balloon Freeze decks. They need to be working on always changing how they defend and attack without too many cards that can be played in different ways. Hog Freeze can do this much easier with unique Hog plays, but the Balloon is different. It’s a slow unit with mediocre HP, and there are few ways to get it to the Tower. Being creative will definitely help you with this Deck.

balloon freeze

Minute-By-Minute Gameplay

As with the Hog Freeze guide, now I’m going to go over how to play a Balloon Deck. But remember, every match is different, and this is only an outline.

3:00 to 2:00

This is when you analyze their deck. Unless you can’t avoid it, I would advise against showing either your Balloon or your Freeze spell.

The Balloon packs some serious punch, and if they have a counter, you want to be prepared and not waste the element of surprise.

The good thing is most Balloon counters are versatile and used in many ways. It’s not uncommon to see Minions and glass cannons used on your cheap counter attack units, so take inventory

2:00 to 1:00

Now you want to use your Balloon and get a cycle going.

The first push should come from a counter push and not overextended. Here you want to show them your Balloon and hopefully use your prepared counters to their defensive units to get the Balloon to the Tower.

Unless your Balloon has a substantial amount of HP left, say 1/4, don’t show your Freeze. If you keep them on there toes all game you can pressure them into a loss.

If your Balloon does have enough health, it is often worth a Freeze, even if it is just for one or two extra hits, that can be more then enough to win games, thanks to the 500+ bomb damage + death bomb, but only do this if it is worth the loss of a surprise tactic

1:00 to Overtime

Now your going to get creative.

They know you have the Balloon and that you are prepared for there counters.

This can lead to difficulties with preparing for there defenses, because they will expect you to prepare for them. However, you should be ready for anything. Anticipate there choices and prepare.

For example, if you pre-Arrows Minions last time, they will probably place them at the bridge next time. That’s why you throw in a few Fire Spirits or place those Arrows away from the Tower.

Your main goal is to get the Balloon to the Tower with as much HP as possible. Because of this, early Freeze becomes a viable option.

For example, if your Balloon has half health and just takes out an Inferno Tower, freezing then works well to guarantee Tower damage and prevent things such as Fireball from ruining the push

Overtime

Here you should be just chip cycling. Follow all the rules of child cycle decks: apply light pressure, don’t slow down, don’t try to do a knockout push, spells are your biggest friend.

Make as many Mini pushes as you can for quick little bursts of damage until your spells can deal with it.

You want to keep them forced to stay on the defense for as long as possible and not allow big counter pushes until you can crush there Tower.

Building a Balloon Freeze Deck

Now I’m going to be sharing with you a Balloon Freeze Deck.

Remember, everyone plays differently, and there is no “right” variation. These our guidelines for making a decent Hog Freeze Deck

Step 1: Balloon and Freeze

Hard to have a Balloon Freeze Deck without em!

Step 2: Spells

For this there are a few common choices: Arrows Zap, Lightning Arrows, and Lightning Zap. These spells each have their own uses. Arrows work great for eliminating Minions, the most common Balloon counter, Zap works well for retargeting units and being a soft counter to the Inferno Tower. The Lightning takes out glass cannons, Mega Minions, and Inferno Tower, but doubles the push cost.

Step 3: Building

Any good Deck will need a building, no matter which one. The building you choose is entirely up to you. Cannon gets positive Elixir trades on cheap units, the Inferno Tower can get equal trades on expensive tanks, and the Tombstone can get positive Elixir trades on expensive non-tanks.

Step 4: Air units

One of the balloons biggest weaknesses is its slow movement speed. Luckily, every other air unit in the game (other than the Lava hound) has a much faster movement speed. Thanks to the balloons large size, this can be used to push the Balloon forward. Because of this, you should carry at least one. I suggest you choose from either Minions, minion Horde, and the baby Dragon.

Step 4: Ground units

This should fill in to counter units like the Mini P.E.K.K.A and Elite Barbarians, which need distractions. Depending on your defensive unit, there are different cards I would suggest. If you chose the Inferno Tower, you want a swarm unit. Guards and Goblin Gang work well because the have a better spell immunity so that they aren’t just a spell away from being dead. If you chose the Tombstone or Cannon, you want preferably a swarm unit and a Mini tank, but if not, the Mini tanks is more important. I would suggest ice Golem, Mini P.E.K.K.A, or Prince.

balloon freeze 2

Example Balloon Freeze Deck

Clash Royale BalloonClash Royale FreezeClash Royale MinerClash Royale Zap
Clash Royale ArrowsClash Royale Goblin GangClash Royale Baby DragonClash Royale Inferno Tower

Here is the Deck I made for using Balloon Freeze. However, everyone plays differently, and this Deck is not a one-size-fits-all. Keep this in mind when considering substitutions.

  • Balloon: Main DPS unit
  • Freeze: Allows maximum Balloon damage
  • Miner: A really strong unit, he is a huge assistance to the Deck. He is great at allowing counter-push chip attacks, and if played right can be a 3 Elixir Freeze that will deal the damage of a Rocket!
  • Goblin Gang:Another strong versatile unit, this offers great support. Being partly un zappable helps add to spell resistant, and being partly ranged partly melee makes it really versatile.
  • Arrows: A strong choice for a spell, Arrows have a large radius and take out many units. With such a huge radius and the now increased spawn speed it is great for pre-arrowing common counters such as Minions, Princess, and Goblin Gang
  • Zap:A good card to reduce the threat of pushes. Re targeting is the main strength though. On defense, it allows you to make units re target on buildings or units over your towers and on offense it re target units to others, primarily Balloon to Miner for insane Tower damage.
  • Inferno Tower:Necessary to deal with big pushes, this wipes out all the biggest threats and lets your units crush there glass cannons with ease. With a high HP and life span it can take a beating for your units as well, and be a hard last second counter the cards like the Hog Rider.
  • Baby Dragon:A beefy, splashed flying unit. The Balloon is really helpful for dealing with Minions, Barbarians, Skeletons, and other common units without losing too much health. It also is great at pushing the Balloon, and due to its size is u likely to fly past it.

Thanks for reading! As always share any questions or comments down below and I will be sure to get back to you. D-Mate out!

Comprehensive Guide to Siege Decks

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Hey Clash Royale Arena! It’s Dreemurr here with my first guide: the Ultimate Guide to Siege!

This guide will be about the Siege archetype but will mainly focus on X-Bow because that’s the one I am most familiar with.

Also a big thanks to UltimateLoser for helping me with editing and some other aspects of the guide. Without further ado, let’s jump right in!

Clash Royale Siege

Image source: Syndek

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  1. Siege Archetype Overview
  2. Types of Siege
    1. Beatdown Siege
    2. Cycle Siege
    3. Classic Siege
  3. Placement and Tips
    1. Placements
    2. Some Tips on Using Rocket
    3. Defend And Counterpush
  4. Strategy
    1. Worst Enemies
    2. Other threats
    3. Matchups

Siege Archetype Overview

Siege is an archetype, and also the general term for most decks with X-Bow or Mortar. However, Siege is actually versatile in the sense that Siege can be played as beatdown Siege, Cycle Siege, or Classic Siege.

Below I will give examples of each of these types of Siege.

Another great thing about Siege is that it isn’t so underrated as to become off-meta, but the great thing is not many people use Siege so a lot of the time your opponent will not have too much experience dealing with it.

The biggest enemy of Siege is Royal Giant. When I encounter and Royal Giant user, I always try to outcycle their Royal Giant. But if that isn’t be possible, I play for the draw, and also since I have Rocket in my deck, sometime I just defend and Rocket cycle.

However an even more dangerous matchup might be Hog hybrid. The best counter to Hog hybrid whether it be Royal Giant or regular Giant is cycle Siege, because you have to put cycle to your Inferno Tower twice as fast as your opponent.

*This guide will discuss Pure Siege and Hybrid Pure Siege, for you people who use Reddit terminology. I WILL NOT TALK ABOUT Royal Giant

x bow placements

Types of Siege:

Beatdown Siege

Perhaps the most different from the other types of Siege, beatdown relies on using a tank (usually Giant) to defend the Mortar/X-Bow.

Beatdown Siege has mostly disappeared in the top arenas although it is occasionally seen as an off-meta deck. (Reddit: beatdown-pure Siege hybrid).

An example is Turtwig’s X-Bowler Deck:

Clash Royale X-BowClash Royale BowlerClash Royale PrincessClash Royale Barbarians
Clash Royale ZapClash Royale GuardsClash Royale fireballClash Royale Inferno Tower

Giant doesn’t synergize with Mortar very well but there Victorapple made a nice Royal Giant Mortar deck.

Cycle Siege

Cycle Siege (cycle-pure Siege hybrid) is arguably one of the hardest types of Siege to use along with Rocket Cycle (burn Siege).

It’s the one all the top players use. Specifically, the top players use this deck:

Clash Royale X-BowClash Royale Inferno TowerClash Royale SkeletonClash Royale Ice Spirit
Clash Royale MinionsClash Royale Fire SpiritsClash Royale The LogClash Royale fireball

This is a newer deck that derives from the original Rocket cycle-Xbow hybrid (Burn Siege) that I use and is better in Legendary Arena and lower due to the high presence of splash troops (sub Mega Minion for minions and Rocket for Fireball).

Mortar cycle is seen more commonly as Mortar is cheaper but has lately died out with the top players. The meta is gradually changing (I saw #198 using a sparky).

An example of Mortar cycle is this deck

Clash Royale MortarClash Royale Electro WizardClash Royale The LongClash Royale Ice Golem
Clash Royale Ice SpiritClash Royale SkeletonClash Royale Inferno TowerClash Royale fireball

Classic Siege

Also known as pure Siege, Classic Siege was the cancerous Royal Giant of the post-global release period due to the X-Bow’s longer range, allowing it to be put behind a Tesla.

Classic Siege made a small comeback during the Ice Golem bug period (where the Ice Golem’s death would make everything around it invincible). Classic Siege is mostly seen in the form of hybrid classic Siege (burn-pure Siege hybrid). That is the deck I use.

Classic Siege in its pure form has been adapted to fit the needs of the newer meta and Pompeyo, the first grand champion used a newer version.

*Some of this terminology I made up myself and may contradict with canon archetype names.

Placement and Tips

Siege relies on careful plays to make elixir advantages similarly to control. However, it differs from control in the sense that you surprise your opponent with your unusual X-Bow/Mortar/Rocket.

During the beginning of the game, you want to play differently depending on which deck you have and which deck your opponent has.

Beatdown Siege would be played like any other beatdown deck except for the X-Bow / Mortar / Rocket, which I will get to later. Cycle Siege is played like a cycle deck and etc.

However, there are several aspects of Mortar, x bow, and Rocket that are unique to those cards.

X-Bow and Mortar Placements

One other very important thing about X-Bow and Mortar are where you place them.

The “normal placement” that I usually do is 1 tile back from the river and 1 tile to the left or right (towards the edge of the arena)

The advantage of this placement is you can place troops next to the X-bow/Mortar and it will distract your opponent’s troops.

The disadvantage is if your finger slips more often than not you will end up putting it out of range on the outer tile.

However, if your opponent is not extremely experienced with X-Bow/Mortar, they might still try to defend it.

Another placement is the “center placement” where you put the X-Bow/Mortar 1 tile from the river.

This placement is extremely similar to the normal placement but it is better for novices as there is less room for error.

The disadvantage is that tanks will target the x bow/Mortar where as with the normal placement a well-placed Inferno Tower will pull the tank and ground melee troops.

Finally, if I can’t put anything in those spaces (e.g. Just finished defending Lavahound/Royal Giant with crappy Inferno placements), then I put it at the river and towards the center of the arena.

mortar placements

Tip: The arena tower will flash while you hold down the X-Bow/Mortar before you deploy it so this is a good way to tell if the range is enough.

Some Tips on Using Rocket

Not much I can say here, just a few tips.

  1. Get used to how long it takes to deploy. After some practice it becomes very easy and initiative.
  2. If you plant the Rocket on the very edge tile that looks like it’s hitting the tower it actually won’t. I’ve made that mistake too many times.
  3. Don’t be afraid to Rocket on defense but ONLY if you have another viable win condition or have already taken a tower.
  4. Rocket tower when you have an elixir advantage or there’s a 4+ elixir worth of troops you can hit.

Defend And Counterpush

The number one biggest thing that all successful Siege players know is this: (and I’m putting it in bold) Defend And Counterpush (well Siege cards can’t exactly “push” in the general sense but you get the point).

This is the power behind how Siege is so successful. Now let me explain what this means.

  1. Everyone loves to make positive elixir trades, right? Well, in my experience, it’s kind of hard to make positive elixir trades on offense. (Exception: Fireball clump of troops.) But it is extremely easy to make positive elixir trades on defense because your arena tower is shooting at the enemy and there are several techniques you can use (e.g. Pulling or kiting) that will utilize both of your arena towers. Also, you can use defensive buildings that make trades a lot better than troops. And how much does an arena tower cost? 0 elixir.
  2. When you attack, your push ends when all your troops die. When you defend, more often than not your troops will survive for the counterpush or to support your building.
  3. Positive elixir trades = free Rockets. Or X-Bows. Or Mortars. And this is important because often X-Bow can be countered through equal trade and it takes positive trades on your part to defend the X-Bow.

Strategy

*I will be providing main examples from the viewpoint of my X-Bow Rocket deck but will also be providing specific tips. This section will focus mainly on playing the X-Bow Rocket deck I use though. (X-Bow Inferno Tower log Ice Spirit Skeletons Fire Spirits Mega Minion Rocket)

Starting out the game, I always say “good luck” (because I’m not one of those BMing Siege players that give us a bad name) and quickly check my starting hand.

From personal experience the best starting hand would probably be Inferno Tower, Rocket, Ice Spirit, Log and maybe X-Bow as the next card (because those are my best defensive cards plus Rocket for emergency).

Basically, you want to start out with a strong defending hand.

best starting hand siege

If I have the X-Bow or it is next in my card cycle, I usually drop either Ice Spirit, Skeletons, Mega Minion, or a combination in the back then put down the X-Bow.

At this point your two worst fears are:

  1. They Rocket your Siege weapon and troops for an advantage, or
  2. Royal Giant is deployed.

Now, I know doing this right off the bat might seem stupid because you’re investing in a 7-10 elixir push, but this will catch your opponent off guard.

Also, unlike dropping golem in the back, the X-Bow will start shooting if they do the dirty Elite Barbarians trick and combined with four spirits, they’re gonna have a bad time.

If they Rocket, then there are three things you can do:

  1. Cycle to your X-Bow / Mortar faster than them (better for Mortar decks)
  2. Defend and out Rocket cycle them if you have Rocket. (If you don’t have Rocket, then you’re going to have to use the X-Bow to bait their Rocket the whole game or else they’ll just whittle your tower down.)
  3. Plant the X-Bow by itself to get chip damage for an equal trade (X-Bow survives Rocket with a tiny bit of health so you will get chip damage unless the opponent uses other troops).

If the use Royal Giant to counter, play for the tie because usually Royal Giant decks are pretty fast at cycling.

However, I have won countless games against Royal Giant players because I deployed X-Bow at the beginning and they didn’t’ have Royal Giant in rotation, which put them in a continuous cycle of not being able to defend the X-Bow. If you desperately need to counter Royal Giant at the bridge, use the Inferno Tower. But make sure that the Royal Giant is in range and there are no small troops to distract it.

siege worst enemies

Some other threats that you need to watch for are:

Elite Barbarians: Not a hard counter to Siege but very annoying. Usually I just try my best to keep the Elite Barbarians from locking onto the xbow by constantly distracting them with small troops as the xbow and the distraction troops take them down.(E.g. Ice Spirit, Skeletons, Fire Spirits)

P.E.K.K.A: Pekka, is unique from the other tanks because it counters both X-Bow and Mortar. Even though the Mortar has a blind spot, one swing will pretty much destroy it. Place an Inferno Tower next to it and/or spam small troops while the Inferno Tower kills it.

Giant Skeleton: ABORTABORT (but make sure the Giant Skeleton doesn’t get to your tower). There’s actually a trick to prevent the Giant Skeleton from destroying your X-Bow/Mortar but it is very hard to pull off. Unless you have tornado in your deck, which most Siege decks don’t, however, Mortar Tornado has been recently rising in popularity. Simply pull the Giant Skeleton away from your building once it’s about to die. You can also do this with log, which almost all X-Bow and Mortar decks have, but it is extremely hard. You have to first make sure the Giant Skeleton never locks on to your building or else the log won’t push it far enough. It has to be locked on to something else, and right before it dies, put down the log. Thankfully not many people use Giant Skeleton. Also, ice golem might work if you have it in your deck but personally, I haven’t tested this, so do it at your own risk.

Hog: KILL IT WITH FIRE and/or Mega Minion + Ice Spirit

Lavahound: See below.

All other tanks: With the Mortar, you will get some chip damage due to its blind spot, but make sure you defend his push because you now have a 4 elixir disadvantage. With the X-Bow, unless it is already locked on, there are two things you can do: put all your resources at the bridge and try to kill the tank, which I recommend for tanks like Giant, or let the building die and counter the push like normal, which I would recommend if you have Inferno Tower (which most Siege decks do) or are countering a golem.

Other cards: Most can be handled with Mega Minion, log, Fire Spirits, or a combination.

Against other decks

Light Beatdown: These decks are the middle child of the beatdown family. Not extremely great at anything but mediocre at everything. Counter their cards and play normally. Outcycle their Giant.

Heavy Beatdown: Rocket the pump if you have Rocket and they have pump. If possible, hit the tower as well. But beware of three musketeers. Golem 3M is coming into the meta slowly.

Light Control: You can’t let them out cycle you. Inferno Tower for the Hog. A lot of decks nowadays also incorporate log bait into them, so it that’s the case, don’t waste your log on anything except the goblin barrel.

Heavy Control: X-Bow and Mortar don’t fare particularly well against Bowlers and executioners, try to bait them out or closer to the bridge before you use your Siege building. You can also place your Inferno Tower at the bridge but this position is very weak to lightning or electro wizard.

Hut spam: Rocket their huts and try to hit the hut and a troop it is spawning if possible (mainly for the barb hut). This takes practice and skill. Save your log for if the troops clump up. You can also attack buildings placed in the middle with your building but I would not Rocket a hut by itself.

Salty ladder: Play for the draw if you are new to Siege. Against Royal Giant use the methods described above. Then you can share your replay and brag to your clan mates about beating a #noskilloverleveledrg

Lavaloon and other lavahound decks: Beware of planting your Siege building because if they prevent it from locking on you could be unable to defend their huge push. Try to kill balloon ASAP. Expect a miner, clone, or heal at any time.

Three Musketeers: Most of the time these decks also have pump so beware when Rocketing. You will need to either cycle back to your Rocket or use other troops to deal with it.

graveyard: If you have archers or minions, save them for the graveyard. I’ve found that Mega Minion + Skeletons makes an equally good combo for slightly more elixir. Beware the freeze/poison.

Important note:

Do NOT trade towers with your opponent if they are on the opposite side. Having one tower down on the same side as the side you are attacking makes it extremely hard to use a Siege building.

Also, you also need to know when a game is not possible for you to win and the best result you can hope for is a draw.

Siege is especially good at this because of a tactic known as turtling in which you drop your X-Bow in front of your king tower and play some rock-solid defense which is fairly easy with the usual cards found in an X-Bow Deck.

Conclusion

I hope y’all liked this guide! Tell me if there is anything I missed and I will add it through comments! Dreemurr signing off!

Mirror Bandit Deck – Meta Abuse

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Hello I’m –M1K3Y7–(AKA MIKEY) and I’m here to show you how to use the new Mirror Bandit deck!

The deck takes some skill to use, but I won a Grand Challenge with my first try using the deck! This guide will include your starting hand, and will also cover countering common decks right now and counters to the deck.

bandit giant skeleton

Clash Royale mirrorClash Royale BanditClash Royale Giant SkeletonClash Royale Executioner
Clash Royale Electro WizardClash Royale WizardClash Royale The LogClash Royale Tornado

Mirror Bandit Deck

Best to Worst Starting Hand:

The worst starting hand you can get in this deck is Mirror, The Log, Giant Skeleton, and Tornado. If this is your opening hand, you have to push or wait for the opponent to reveal their first card. You should then respond accordingly. If you don’t have a way to counter, you can put the giant skeleton down in front of the bridge and let them counter it so you know if they have a defense for your mirror bandit, which is your main win condition.

Your best starting hand is Bandit, The Log, Electro Wizard, and Executioner. If this is your hand, you should focus on defending so that you can counter push with a Giant Skeleton or double Bandit push.

Countering Popular Decks:

Lava hound: LH decks are easy to fight if cautious and they don’t have lightning. If they do, you’ll need to be careful with how you position your troops so they can’t be taken out. You’ll also need to make sure you place executioner so that he’ll clear supporting troops as well as the Lava Hound. Use the Electro Wizard to zap all in its path and destroy the balloon

Zap Bait: With so much splash in this deck, zap bait decks are extremely easy to take care of. Make sure that you know how to use the Tornado to activate your king’s tower when your opponent plays their goblin barrel. If you can your King’s tower activated early on, you’re almost guaranteed a win with this deck.

Golem Beatdown: Golem can be tricky to fight at first but if you can take a tower early game using double bandit (when they place down golem and prediction log if they have skarmy) then you can use the Wizard and Tornado combo to defend against the Golem. If you can push down the other lane so their Golem doesn’t have any support, you can even use the Tornado to pull the Golem and Activate your King’s tower.

Hog Rider: Once again, you can use the Tornado to pull the Hog Rider to your King’s tower which will help solidify your victory. Just make sure you don’t give your opponent an Elixir Advantage so you can stay ahead of them. Sometimes you need to allow some tower damage so that you can get ahead for a big push that they won’t be able to stop.

Elite Barbarians: With a lot of expensive cards in this deck, the Elite Barbarians can be difficult to defend. The trick is to keep your Giant Skeleton or Electro Wizard in rotation and don’t push with double bandit unless it’s a counter push because double Bandit is stopped very quickly by Elite Barbarians. If you have an Executioner or Wizard on the map, you can use the Tornado to pull the Elite Barbarians away so they’ll be cleared quickly.

Make sure you check out this video guide and challenge winning replay provided by KairosTime!

How to use the Mirror and Bandit:

Mirror: Along with the Tornado and Bandit, the Mirror is a key card because it allows you to play Double Bandit, which most people aren’t prepared to defend against. You don’t always have to mirror the Bandit, but it’s recommended to do so early on if you have an opportunity, so you can learn what counter your opponent has to this unique push. Other cards that can be mirrored if needed include the Log and Electro Wizard.

Bandit: The Bandit is an extremely unique card that fits into a lot of roles. In this deck, the Bandit acts like a cheap Lightning to get rid of larger defending troops that are targeting your Giant Skeleton, like the Musketeer, Electro Eizard, or even Executioner. She is great on support, and if you mirror her, she can be used as a pretty unique win condition. If your opponent has Skeleton Army or Tombstone, you should be prepared to use The Log to support a Double Bandit push.

Thanks for reading the guide! I hope you have a blast with this deck and that it helps you make your way to the 12th win of your own Grand Challenge!

This is –M1K3Y7– Crushing the Meta one card at a time.

3-Crown Farming P.E.K.K.A Deck

136

This deck can be used for both ladder and challenge since most of the card is level-independent. The only dependent card that can cause you trouble is the P.E.K.K.A not being able to 1-shot their Barbarians which can easily be covered by the damage of the Executioner.

pekka ram deck

P.E.K.K.A Ram Deck for Arena 9+

Clash Royale P.E.K.K.AClash Royale Battle RamClash Royale RocketClash Royale Executioner
Clash Royale Ice SpiritClash Royale MinionsClash Royale TornadoClash Royale elixir collector

pekka bandit analytics

Pros Cons
  • Pretty heavy sitting at 4.4 Average Elixir
  • Has no weak building damaging spell
  • Has no cheap ground troop that constantly attacks.

Cards Breakdown

P.E.K.K.A – The Tank Slayer

Your main tank and DPS of this deck. Since the deploy time is reduced, I prefer to use her reactively as the defender of the enemy pushes. In double Elixir, feel free to place the P.E.K.K.A the same way like you place other tanks. But placing the P.E.K.K.A reactively as a defender gives way more value than in the P.E.K.K.A in the back.

If the enemy deck has a tank. Place this card in the same lane and try to always have the P.E.K.K.A meet their tanks right in the bridge. Because by letting your P.E.K.K.A to meet their tanks in the middle of the bridge, the P.E.K.K.A can have as many hits as possible. Making their tank die faster before it even can land a single hit on the Tower.

Since P.E.K.K.A is a troop that targets everything, you will need to have another winning condition that can be trusted which is the Battle Ram.

Battle Ram – The Pusher

When Battle Ram challenge comes out, i lost badly and proceed to not to continue because i find this card isnt good enough. After a few play with this card, I found out that Battle Ram is actually very good. I usually save this card until the final real push comes out. Because once if the opponent know that you have a Ram, they will counter the next Ram easily.

You can also try to deploy a solo Ram when you know that you are ahead of Elixir. Battle Ram is the more high-risk high reward version of the Hog Rider. It is countered easily, but it packs more DPS than the Hog Rider.

I prefer to use this card in a beatdown way though. P.E.K.K.A first, Executioner and Minions, then the almighty Ram that will shred their towers off.

Rocket – The Annihilator

Yes, Rocket in a P.E.K.K.A beatdown deck. Use this card to quickly blast off their annoying support cards when pushing or to quickly destroy that Collector. Allowing you to have massive an absolute control against any deck that relies on the Elixir Collector.

Always save this card when they have Elixir Collector because this is how you win against a pumping beatdown deck. Do not allowing them to have the massive Elixir lead. The only rare occurrences to use this card is when they clump up all of their troops in one spot which will gives way more value than rocketing a solo Collector.

This card also counters the Inferno Tower. You generally place the Rocket the moment they place the Inferno. By using this technique, you will lose 1 Elixir but their main-tank killer will be killed which is a good trade for you. Also since you will collect a lot of Elixir advantage before the push, it is not such a big deal.

Executioner – The Splasher

The main support of your 2 winning conditions. It counters all swarm which is the bane of P.E.K.K.A and Battle Ram. Unlike other support troops, it is also tanky enough for him to tank any spell of the game except the Rocket.

It also counters the Tombstone, One of the biggest counter to the Ram and P.E.K.K.A.

Tornado – Black hole

It is not a big deal against a solo Executioner. It is a very big deal if the Executioner is with Tornado ( ͡° ͜ʖ ͡°).

Paired with the Executioner or Rocket, this card will wreck every non-tank troops in the field. Not only that, it also synergizes with the Elixir Collector, allowing their Miner to be pulled to your king Tower which will gives you a permanent Cannon during the game.

Ice Spirit – Cycler

This is your main cycling card and also the only stun card of this deck.

Ice Spirit is also the best friend of the Battle Ram if they use a troop to defend against the Ram, by stunning the troop for a while, the Ram can connect to their Tower. Allowing some good damage to their Tower.

The main uses of this card is to defend against a lone troop that will deal a considerate amount of damage if they left alone. Examples are Knight, Archer, Mega Minions, Minions and many others.

Minions – Air Supports

Ah… Minions. One of the Cards that is never buffed nor nerfed in Clash Royale.

The Minions will be your main DPS aside of P.E.K.K.A, it will also be your cheap defender in early minutes. It is also a good counter to a Balloon. Just watch out for splash cards and Arrows and you will be fine.

Matchups

Giant/Golem/Lavaloon Decks – Easy

I do think that this deck is designed to fully destroy any beatdown decks.

  • P.E.K.K.A for their tanks.
  • Executioner and Tornado for all of their supports
  • And, Rocket for the Elixir Collector and they will not able to produce any Elixir advantages over you.

Against a Lavaloon, Exenado is the absolute answer that will wrecked them. Against Balloon decks without Lava Hound, Minions and Ice Spirit is the counter. And if the Balloon is supported with some cheap supports/tanks, be ready to use the Rocket and aim it properly.

Siege decks – Normal

You have a Rocket ( ͡° ͜ʖ ͡°), try to always save the Rocket for their Mortar/X-Bow and be sure to not get outcycled and you are fine.

You can also use the Executioner and Minions which is a also a good counter for them. Executioners break all of their tiny swam defender and the Minions will spit the building to death. Ram is also a good way but it can be countered easily by a good siege players.

You can also use the P.E.K.K.A to tank their X-Bow/Mortar but never use the P.E.K.K.A to deal with them. Since P.E.K.K.A is so slow and easily swarmable, use other cards to deal with them.

Royal Giant – Easy

Not that hard of a matchup, generally you will always save the P.E.K.K.A for their tanks and Executioner for all of their support troops and problem solved.

Elite Barbarians – Easy

Executioner can counter them for 1 positive Elixir trades, Ice Spirit and Minions is also a good counter but easily counterable by spells.

P.E.K.K.A is also a very good counter to them for 1 more Elixir. They will need to defend the P.E.K.K.A too tho, so the Elixir advantage is yours.

If you are a lazy boy, just Rocket them as it is not such a huge deal. XD (my way).

Hog Rider – Normal/Hard

We doesn’t have any defensive building to deal with the Hog, so dealing with a Hog can be a normal/hard matchup according to the skill of your opponents.

Best way to deal with the Hog is having a P.E.K.K.A to counter that thing and use all of your support troops for a counterpush.

If they have the Inferno Tower, prepare to Rocket it because i prefer to spend 1 more Elixir than dealing with that thing.

Graveyard – Normal/Hard

The only RNG card in this game that can be your normal/hard matchup

If they run a Graveyard control deck like the famous Knightyard Ewiz deck, try to use the Executioner and Tornado that will clump up  their Knight and skeleton in one spot, Ice Spirits for their supports and Minions for their gravy. A bit complicated but it Exenado can deal with them pretty well without any other supports.

Against a tank Graveyard deck, you can use the P.E.K.K.A for their tanks and Minions/Executioner for the Graveyard. Exenado can also be used if the P.E.K.K.A is killed and they still have support troops alive.

Miner control – Normal/Hard

The problem of this deck is that it lacks a cheap ground troop to deal with the Miner. Minions will just get killed by their spell and Executioner is just too heavy. I prefer to always use the Tornado for the Miner so that it can be trigger the king Tower.

At double Elixir time or at a decent Elixir lead, you can use the P.E.K.K.A to counter the Miner and then use all of your remaining supports for a counter push.

Rocketing their Inferno is also a good option. Furnace is also not that bad of a trade, And Exenado for all of their troops.

Spell Bait – Normal/Hard

Tornado and Executioner will be crucial here, Ice Spirit will also be useful. Save the Tornado for their Goblin Barrel and defensive Executioner/ Ice Spirit for other swarms.

The main problem is that they will cycle the Goblin Barrel faster than you can cycle the Tornado. Try to sacrifice the Tower early and prepare for a big push if you aren’t getting any Elixir advantage.

Also don’t forget, Rocket their Inferno Tower :3, the rest is up to Exenado. If they have a Rocket, you will need to spam the Executioner and Elixir Collector, because the enemy will pick one and either way is a good trade for you.

Overall Tips

  • When pushing, You can Rocket any building that will block the way that costs not less than 4, I would think 2 Elixir disadvantage for a building shut-down is not such a big deal. It is the same advantage you get from putting 1 Elixir Collector. So feel free to Rocket building like Furnace, Goblin Hut, and Inferno Tower.
  • Against a Barbarian Hut, Try to also kill their Barbarians when the Rockets come close. So you don’t get any Elixir disadvantage.
  • Battle Ram can act as a Guard against troops like Mini P.E.K.K.A, Prince and P.E.K.K.A.
  • Against a deck with Elixir Collector. Always save your Rocket their Elixir Collector so they wont get any Elixir advantage. This is how i lose against a good Rocket player as a beatdown player.
  • Have an Ice Spirit/Tornado for your Rocket if you don’t trust your Rocket skill.
  • Always pump whenever possible as long as it is not double Elixir time yet.
  • Try to always have a full push combination, because without all of it, it wont works. This deck is not a classic tank + support combination type of deck.
  • Overlevel your Rocket so you can fully destroy the Inferno Tower/Goblin Hut without letting it to have a sliver of health.

Conclusion

The Pekkarocketioner deck is a fun to play off-meta beatdown deck that is very good at making Elixir trades and the push is different from any of classic tank + support beatdown deck. The full combination of this push which consists the P.E.K.K.A + Battle Ram + Rocket for the building + Executioner is almost unstoppable and fast to take the Tower.

It counters any beatdown deck easily but struggle against a control/cycle decks, but by managing the Elixir advantage, it can counters any sort of decks with ease.

So here it is guys, The heavy P.E.K.K.A beatdown deck by me, B.W. Any feedbacks and constructive criticism is very appreciated. Sorry for my not-so-good grammar because English isn’t my native language.

B.W