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25 Best Tips for Hitting Legendary Arena!

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clash royale arena 11 decks

Hello guys, today I am going to share with you the best tips for hitting Legendary Arena (Arena 11) in Clash Royale as many of you guys have requested this lately.

clash royale legendary arena

How to hit Legendary Arena!

The Meta

So at this trophy level the vast majority of your opponents are going to be utilizing primarily one of the two following win conditions (and sometimes both together): Hog Rider or Royal Giant. Occasionally you’ll meet some fringey strategies like Lava Hound Clone, Three Musketeers, or the classic Bait deck.

However based on the meta, perhaps the most important thing to learn are the methods of countering the Hog Rider and Royal Giant. It is very important that troops and buildings are placed properly to counter this guy, and slight misplacements can prove extremely costly.

Don’t know how to counter Royal Giant properly? Please read Ultimate Guide to Countering Royal Giant

Also you need to recognize certain patterns in play and decks so you know what to expect. If your opponent plays something like Goblins or Skeletons far in the back, have your Hog counter ready at a moment’s notice in case he’s setting up for that. There are a lot of fast-twitch reactions in this game and the first step to mastering those is being able to read an opponent’s play, it sounds like a simple skill but a lot of players have trouble with this.

In the crucial 3600-3800 range where a lot of players get stuck, most opponents will be at level 1. Commons are usually 11 or even 12, Rares 8-9, Epics 4-5, and Legendaries 2-3. This makes it extremely difficult for new level 10 players and lower to compete up here, but it is totally possible to make it to Legendary Arena even as a level 9 so don’t give up hope.

Recommended Decks

In this section I’m going to go over what I believe are the 3 most potent strategies at this trophy level, and then I’ll list out the specific deck I used from the archetype to get over 3800 trophies.

Now, I would never recommend jumping right into ladder with a deck you’re unfamiliar with especially if you’re close to 3000 right now. Take it into games with your clanmates, preferably ones at a similar level and trophy level as you but just games in general can help you to get a hang of the flow of things.

Deck 1: Hog Rider Rocket

Many of you have likely seen a whole bunch of a sorta similar Hog Cycle strategy that utilizes Zap and Fireball over Freeze and Arrows, but frankly I think Rocket is just too potent of a defensive/offensive weapon in this meta being an excellent answer to a Royal Giant, Giant Bowler or any heavy beatdown push that’s rumbling into your base.

Rocket can be a very punishing card to misplay, so I recommend training a lot in games with clanmates before betting precious trophies on it.

Clash Royale Hog RiderClash Royale LumberjackClash Royale SkeletonClash Royale The Log
Clash Royale PrincessClash Royale Electro WizardClash Royale Goblin GangClash Royale Rocket

Please visit this page to read more about this deck!

Deck 2: Royal Giant + Hog Rider

I think a lot of us are aware of how powerful Royal Giant is right now. There are a whole bunch of combinations you can play around him that are extremely good. My personal favorite is the Royal Giant Hog Rider Deck which was posted a few weeks ago on Clash Royale Arena.

Clash Royale Hog RiderClash Royale Royal GiantClash Royale Spear GoblinsClash Royale Bomber
Clash Royale Minion HordeClash Royale BarbariansClash Royale The LogClash Royale Arrows

Infinite Light, the author of this deck, even used it to push to 5,100 trophies. This powerful F2P deck is fairly easy to use, especially against the most popular decks at the moment. Most of the time, the damage will come from the Royal Giant. Hog Rider is usually used to bait our the defensive cards. Once they are gone, use the Royal Giant!

To read more about this deck, please take a look at here.

Deck 3: P.E.K.K.A Burner

Since the latest buff, P.E.K.K.A has been used a lot in Clash Royale due to the 1s loading time.

This deck is dominating at the moment on the ladder. It works very well against Hog Rider, Royal Giant, Graveyard (Poison is now Graveyard’s hard-counter) etc.

Simply do chip damage with Miner, Poison and Dart Goblin. Use P.E.K.K.A mainly on defense and then support her with anything you want on the counterpush.

Clash Royale P.E.K.K.AClash Royale MinerClash Royale PoisonClash Royale Dart Goblin
Clash Royale Electro WizardClash Royale The LogClash Royale MinionsClash Royale Cannon

To read more about this deck, please take a look at here!

legendary arena

Best Tips for Arena 10 Players!

Great Tips from Nitrome95 for you!

Hey! Nitrome95 back with another Clash Royale Guide/Tips to improve your skills. In my last few guides, the strategies I talked about required at least some practice, so I decided to write an article about quick and easy things you can do to improve your game without practice. Yup, you heard me right! Getting better without practice. So let’s get into the tips.

#1 Check the Current Meta

It’s pretty easy. Just go to the TV Royale of your arena and see what cards are used often. Chances are, if it’s used often, then it must be good!

Also, you always can find the best decks to deal with the Meta decks on Clash Royale Arena.

#2 Check Your Average Elixir Cost

Ideally, you want to have your average elixir cost for your deck at 2.8-4. Any deck above 4 elixir should use a pump.

#3 Listen to Music

This has been something that really helps me concentrate on the match by blocking all outside sounds with something I enjoy. Ideally, you will want headphones to listen to the music. If you really don’t like music, turn the game volume on your phone. The point is is that you want to immerse yourself into the game for full concentration.

#4 Stick to One Type of Deck

Somewhere down the road, you will want to find the deck archetype that fits you (Check here to learn what a deck archetype is). Why? You will get good at one type of deck, instead of average at several decks. You will also know what cards you should focus on the upgrade based on your archetype, allowing you to save up more gold and have higher card levels.

#5 Watch Good People

And no, I don’t mean your friend that always beats you at Clash Royale. I’m talking about people that crush it at tournaments. You can check out Clash with Ash’s YouTube channel where he invites some of the most Elite Clash Royale players to do interviews with over gameplay. You can mimic some of the skills they use.

#6 Pig Pushing

I would always suggest using this technique when using the Hog Rider; it allows you to bypass buildings. Check here to learn how to.

#7 What to Buy at the Shop

You will get the most value for your Gold for buying the first 3 commons and rares at the shop. Only buy an Epic or a Legendary if it is used commonly in your deck archetype (Bowler and Graveyard are commonly used in Giant beatdown.)

#8 Prince

Prince may seem really OP in Arenas 1-3, but don’t buy it from the shop. It is rarely used in later Arenas.

#9 Play on a Tablet

If you have access to a tablet, it is better than playing on a phone. It is much less likely to misplace something, and your hand won’t block the screen.

Take a look at here to see the best tablets for playing Clash Royale!

#10 When to Play Clash Royale

Don’t play Clash Royale when walking or when you don’t have time to play a whole match. Sound simple? You would be surprised on how many people play Clash Royale while walking.

#11 Use the Cheapest Counter

For example, if you have a Witch and Fire Spirits in your hand and your opponent sends in Barbarians, use the Fire Spirits because they are cheaper. Check out the best guides on Clash Royale Arena for more details!

#12 Buy the Arena 9 Pack

Why? You get a Legendary Chest, 1,200 Gems for 2 more Legendary Chests, and 100,000 Gold for 2 Legendaries of your choice. All of that for $10. Really worth it if you don’t want to waste money.

#13 Test Your Decks in Classic Challenge.

Please don’t kill your trophies, they haven’t done anything to harm you.

#14 Losing Streaks

If you lose several matches in a row, stop for an hour. Playing more will just make you more frustrated.

Great Tips from /u/darchangels13 for you!

#1 – Find the deck which suits your playstyle and stick with it even when you are losing

Find yourself a great deck which you find it easy to use. Do not change the “deck type” no matter what. Although this might seem bring, this is one of the best ways to pushing trophies fast and better.

Practicing with the same deck archetype will give you a lot of experience, helping you realize its potentialities and its disadvantages. Event If your deck is weak to a specific deck type, you will still able to find a way to beat it most of the time, minimizing your losing rate.

To read more about deck archetype, I strongly recommend you taking a look at here!

#2 – Upgrade only the cards you use:

Gold is limited. Don’t overspend your Gold on cards you rarely use. Spend Gold only on the cards you use otherwise you won’t have enough to upgrade them later in the game.

#3 – Upgrade the cards when interaction with overlevelled troops matters most.

Don’t hesitate to upgrade your Zap If it can onehit Goblins/Minions afterwards.

Can’t use Fireball to finish off the Electro Wizard? Upgrade it!

The opponent’s tower can onehit your Furnace Spirit coming from the Furnace? Upgrade it to a decent level!

You will find it very crucial to do this when you are close to Legendary Arena, when 1-level-higher costs you the game!

#4 – Keep donating! Keep requesting!

Donating is the best way to get Gold in Clash Royale at the moment. By doing this, you also may give the others cards you don’t want to use. Donating unites the Clan!

#5 – Be in a active clan:

To donate, to request, to get Clan Chest/Clan Battle Chest and to practice with a lot of players!

#6 – Take break between games; Do not tryhard when you don’t have chests:

Sounds illogical but you should do this! You shouldn’t rush for an hour because you will get tired/stress very fast. Tryhard only when you have chests. This makes your mental fresh and comfortable.

#7 – You lose because of your mistakes

Do not blame luck If you lose! Watch your replays and learn from your mistakes. See what you did wrong, what you did right, what you could have done to win and which moves were critical to your loss.

Trust me! Watching replays helps A LOT!

#8 – Do not let the balance changes affect you a lot

The recent balance changes are a lot fairer than before. Even 5 cards in my deck got nerfed, I am still doing very well with them. Do a small research before rebuilding your deck!

#9 – Practice in Friendly Battles, Challenges and Tournaments.

Do not practice on the ladder regardless of your skills, unless you want to drop back to Jungle Arena. Tournaments, Challenges and Friendly Battles are the best places to practice in Clash Royale.

If you want to face harder opponents, go with Grand Challenges!

Conclusion

If you practice one of the two decks above enough they are more than capable of hitting Legendary Arena. However there are plenty of other decks that can do it too, so at the end of the day what matters most is knowing your deck inside and out and having acceptable card levels (good luck hitting 3k with a deck using level 1 P.E.K.K.A/Prince for example).

I hope this post helps some people when considering the meta and some of the better decks to use. Just don’t tilt and tell yourself this game isn’t going anywhere and a loss of trophies today isn’t impossible to make up.

Heal Draft Challenge – Best Tips on Getting 12 Wins!

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The new special Heal Spell Draft Challenge is finally live in Clash Royale guys! Let’s open the game and get the chance to unlock your Heal Spell!

By joining the challenge, you will have a chance unlocking the new Heal Spell even before its official release.

Let’s take a closer look!

Heal Draft Challenge

Heal Draft Challenge Is Here!

Yay! Another special Draft Challenge is here and this time, the reward thresholds are much stricter!

As you can see in the screenshot above, like the previous special challenges, we will also have one time rewards in this Challenge:

Not only that, beside these one time rewards, you will still receive the Challenge rewards based on your wins.

Once you have unlocked the Heal Spell, you will have the chance of pulling it out from any chest. Yes, you will unlock it forever even before the official release.

Number of Wins Total Prize
Gold Cards
0 700 10
1 950 15
2 1250 25
3 1600 43
4 2000 65
5 2500 93
6 3100 125
7 3800 165
8 4650 210
9 5750 265
10 7100 335
11 8750 430
12 11000 550

The first entry is free and the next ones cost 100 Gems each.

By winning this Challenge just one time, you will be able to get your Healing Spell to level 6 (76 cards away from Tournament Standard).

 

To see some gameplays of this challenge, watch Yarn’s video:

Best Tips on Getting 12 Wins in Heal Draft Challenge

First, I strongly recommend you take a look at this article to see the best tips for Draft Challenge!

Based on the interactions in this page, here are some great ideas for you to succeed in this challenge.

  1. Don’t forget win condition and a building.  This is basically the most fundamental thing in Draft Challenge and everyone should follow these rules. You just can’t play without win condition and pray for the victory. Win condition + glass cannons are always better than glass cannons themselves. You also need a building to draw the Hog Rider away from the opponent’s Heal Spell..
  2. If you want to play with the Heal, pick it along with glass cannons for the best synergy. The Heal Spell could provide an insane value for your glass cannons.
  3. Try to get at least 1 heavy hitting spell in order to deal with glass cannons and Heal. Consider picking only Fireball with Zap, Arrows or Log to prevent the opponent from healing the damaged troops. Just make sure your spell/spell combo is strong enough to finish off troops in one move.
  4. Pick at least one of these cards If possible as they requires specifics counters which couldn’t appear in the battle. Except the Graveyard, the others would work pretty well with the Heal:
    best cards draft challenge
  5. When you have to pick one between a card and its counter, go for the counter (Obviously).

Tips shared by Silveronyx

What combos will work well with the Heal Spell?

The Heal Spell is the brandnew kind of spell in Clash Royale, which heals troops instead of damages them. With only 3 Elixir, the spell could offer the insane value If played correctly.

The Heal Spell works extremely well with glass cannon, which have insane DPS and don’t die to some direct damage spells like Zap, Fireball, Poison, Arrows etc.

Try to pair the Heal Spell (If you have one) with these cards to make the most of it. These ones don’t die to Fireball/Zap/Poison immediately and you could to a ton of extra damage If couple them with the Heal Spell.

cards play with heal

Some other cards which are also pretty great when get healed: Hog Rider, Musketeer, Electro Wizard, Mega Minion…

Please take a look at this post for more details: Best Cards to Play With Heal Spell

I will definitely test it with some Beatdown decks but seems like it would work extremely well with aggressive cycle decks (The Heal will give Hog Rider/Elite Barbarians 300 more HP to deal a lot more damage!)


Please share your opinions guys!

Instant Guide on Building Your Own Powerful Hybrid Deck!

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Wassup guys! It’s DabMaster2 back at it again with another guide with you guys! Today I’ll be explaining hybrid decks. Most of you guys know beatdown, control, and siege.

Hybrid decks are the less known 4th main deck archetype which. These decks are hard to make and hard to play, but deadly when used right.

Let’s get into it!

hybrid deck

Let’s Build Your Own Hybrid Deck!

Table of Contents

  1. What Exactly is a Hybrid Deck?
  2. Pros and Cons
  3. Types of Hybrid Decks
  4. Best Win Conditions
  5. General Gameplan
  6. Building a Hybrid Deck
  7. Example Decks

What Exactly is a Hybrid Deck?

In Clash of Clans, a hybrid Army is when you have one attack to weaken a part of the base then you have a second attack to finish things off.

In Clash Royale, it’s a little different.

A hybrid deck is a deck which combine 2 different play styles. This could mean a deck uses a Hog Rider for blitz pushes and a Balloon for another attack. A hybrid deck can also be combination of 2 different archetypes. You could have a P.E.K.K.A for a beatdown aspect while you have the X-Bow as a siege weapon.

hog balloon

Hog Balloon is a hybrid deck!

Pros and Cons

As with any deck archetype, hybrid decks have their own advantages and weaknesses.

Pros:

  • Catch opponent off-guard with hybrid combos
  • Different play styles allow for different attack styles. Your opponent might be strong in defending one attack but with the hybrid deck, you have a second play style which can take advantage of the opponent’s weakness
  • Split pushes can be deadly with 2 different win conditions going both lanes
  • Either apply constant pressure with the both 2 win conditions or combine with win conditions into a powerful attack
  • Hybrid decks can be designed in any way to fit any 2 archetypes of the user’s choice

Cons:

  • Hybrid decks are hard to create
  • Hard to use
  • Although there aren’t that many cons for a hybrid deck, these decks can be very complicated during battle. This leads to other players to use other singular archetypes which only incorporate one playstyle. Those decks are a little easier to use and are much easier to create.

Types of Hybrid Decks

There are 3 distinct types of hybrid decks: Beatdown-Siege, Air and Ground Attack, and Beatdown-Chip

Beatdown-Siege – A beatdown siege deck uses a siege weapon in combination with a beatdown attack. These decks use either the X-Bow or Mortar for siege and a tank such as a Golem for heavy beatdown or P.E.K.K.A which can help defend then transition to offense. Hog Rider and Graveyard can also be used in combination with the siege weapon.

Air and Ground Attack – Air and ground attack use a ground troop attack in combination with a flying troop. Not all Air and Ground Attack decks are pure hybrid. For example, a Giant Balloon deck is an air-ground attack so it could be considered hybrid if you are also able to make separate Balloon pushes. Air and Ground Attack decks are only considered hybrid if can make separate pushes between your ground and air win conditions.

Beatdown-Chip – Beatdown-Chip decks use a beatdown push with another win condition which also allows for chip damage. The beatdown push normally has a tank like a Giant. The chip damage comes from a Hog Rider or Miner. These decks are usually used like a normal beatdown but are also hybrid with the ability for separate attacks.

giant miner deck

Giant Miner is a very strong hybrid deck!

Best Win Conditions

The best win conditions to use are cards which can be used separately in different pushes while also making for a powerful combo when used together. The best win conditions are: Hog Rider, Miner, Balloon, X-Bow, Mortar, P.E.K.K.A, Giant, Graveyard, Royal Giant, and Elite Barbarians. Each of these cards can be used separately by themselves and can also synergize well with other win conditions.

General Gameplan

Start of Match (3:00-2:30)

In the beginning, find out your opponent’s win condition(s) and their counter cards. Try not to show both of your win conditions in the beginning unless you can benefit from it.

Mid Game (2:29-1:01)

Now that you know most of your opponent’s deck, start to get more aggressive. Most hybrid decks also have a control archetype aspect. Play the match by making positive Elixir trades then going aggressive when the time is right. Hybrid decks rely on going aggressive, but not too aggressive, with being able to use different attacks.

Double Elixir (1:00-0:00)

Once double Elixir start, GO HAM on your opponent. Slam your foot on the gas pedal and don’t let go. You will need to play very aggressive and apply pressure. Easing up on the gas pedal can allow your opponent to gain an opportunity to break through your defenses. If you must play a little passive, start a card in the back to threaten your opponent that you are building up a push.

Overtime

Continue to do chip damage on your opponent’s Tower. Whittle down the Tower slowly but surely. Make smart play and gain Elixir advantages to cripple your opponent slowly. Just keep on fighting and if you must, play heavy defense to force a draw.

Building a Hybrid Deck

Beatdown Siege:

Beatdown Card This needs to be a tank which can help defend your siege weapon and transition to offense. A Giant can be used to soak up damage or a P.E.K.K.A can be used to provide extra defense. Graveyard can also be used.
Siege Weapon This is self-explanatory. Use either X-Bow or Mortar, which ever one suits your style.
Main Support This needs to be an all-round versatile troop which can be used in many situations. Examples: Electro Wizard, Executioner, Wizard.
Building/Siege Defense This can be a building which you can use on defense and to also defend the siege weapon. If you prefer not to use a building, instead use a card which can help to defend the siege weapon. Examples: Cannon, Ice Wizard, Fire Spirits, Knight.
Anti-Air This will be a card used to hit air troops and/or provide extra support. Examples: Musketeer, Archers, Minions, Mega Minion.
Swarm Card Any type of card to be used as a swarm. Examples: Skeleton Army, Goblin Gang, Skeletons.
Spell Low-damage spell used to take down small troops. Examples: Zap, Arrows
Spell Medium to high damage spell to take down medium health hordes of troops. Examples: Poison, Fireball, Rocket

Air and Ground Attack:

Win Condition 1 (Air) An air card which will be your main air attacking troop. Examples: Balloon, Lava Hound
Win Condition 2 (Ground) This will be a ground troops used to make ground rush attacks. Examples: Hog Rider, Elite Barbs.
Air Support/Spell This can be a card to support the air troops or a spell. Examples: Minions, Arrows, Fireball, Freeze, Baby Dragon.
Ground Support Ground support is a card which will help support your ground rushes. Examples: Fire Spirits, Ice Spirit, Goblins, Goblin Gang, Ice Golem, Princess
Main Defense Use a solid defensive building here. Examples: Cannon, Tombstone, Inferno Tower.
Versatile Support This card is used to support your main defense and offense. Examples: Musketeer, Ice Wizard, Princess, Executioner.
Versatile Response Card A versatile card which can be used in many situations. Examples: Ice Spirit, Skeletons, Skeleton Army, Goblin Gang.
Spell Use a spell which helps to cover up the weaknesses of your other cards. If your deck is weak to swarms, use Zap, Arrows, or Log, and if your deck has little splash damage, use a medium damage spell such as a Fireball.

Beatdown-Chip

Tank Use a sturdy tank that will mainly be used on offense. Examples: Giant, Golem, Royal Giant, P.E.K.K.A.
Second Win Condition This will be your second attacking troop. This will provide chip damage and support your main tank. Examples: Hog Rider, Miner
Support Card 1 Support card 1 will be a card used to support your tank. Examples: Musketeer, Executioner, Electro Wizard, Wizard, Bowler.
Support Card 2 Support card 2 will be the card used to support your second win condition. Examples: Minions, Goblin Gang, Goblins,
Main Defense Rely on this card to provide the DPS needed on defense. Examples: Inferno Tower, Tombstone, Cannon, Musketeer, Mini-P.E.K.K.A.
Defensive Support This will be a card used to support your defense. Examples: Ice Spirit, Skeletons, Ice Wizard, Mega Minion, Skeleton Army.
Spell 1 Low-damage spell. Examples: Log, Zap, Arrows
Spell 2 Medium-damage spell or support spell. Examples: Fireball, Poison, Freeze.

Example Decks

These are examples decks to give you an idea for what type of deck to create. You can either use one of these decks or create your own.

Beatdown Siege:

 Clash Royale GraveyardClash Royale MortarClash Royale Electro WizardClash Royale The Log
Clash Royale SkeletonClash Royale KnightClash Royale ArchersClash Royale Poison

 

Clash Royale P.E.K.K.AClash Royale X-BowClash Royale The LogClash Royale Skeleton
Clash Royale Fire SpiritsClash Royale ArchersClash Royale Mega MinionClash Royale fireball

Air and Ground Attack

Clash Royale Hog RiderClash Royale BalloonClash Royale Ice GolemClash Royale Baby Dragon
Clash Royale PrincessClash Royale Spear GoblinsClash Royale ZapClash Royale Inferno Tower

We posted this deck on Clash.World before. Take a look at here guys!

Clash Royale Lava HoundClash Royale Battle RamClash Royale Mega MinionClash Royale Tombstone
Clash Royale MinionsClash Royale ZapClash Royale Skeleton ArmyClash Royale fireball

Beatdown-Chip

Clash Royale Hog RiderClash Royale GiantClash Royale SkeletonClash Royale Ice Spirit
Clash Royale ZapClash Royale MinionsClash Royale fireballClash Royale Musketeer

Clash Royale MinerClash Royale GiantClash Royale The LogClash Royale Zap
Clash Royale MinionsClash Royale fireballClash Royale MusketeerClash Royale Minion Horde

Visit this page to read more about this deck!

 

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

How to Join Clash Royale Tournaments Fast With 100% Success

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Hello guys, seems like lots of you are finding it very hard to join a Clash Royale Tournament. No worries! In this post, I am going to show you the fastest way to get into a Tournament in Clash Royale with 100% success. I usually can find a Tournament to join in just a few minutes!

clash-royale-tournaments

Join Clash Royale Tournaments within 1 minute

As we all know, after the big September update, we no longer can see public Tournaments unless we know their names or unless they are created by our Clanmates.

Are you bored because here is no one active to do friendly battles in your Clan and You chest slots are all full? No worries. I am here with a working spam-search method for the new Custom Tournament system in Clash Royale for you. This method is working very well, especially for small Tournaments.

First, never search 2 words, 1 unique and 1 normal, like “The cat”. All you will find will be Tournaments named “The”. Use 1 unique word.

Second, let’s take a look at what words we should search for. We have 2 options here. We can search with either the complete word (cat, dog, rocket…) or 2 letters (ae, wo, ch, op, in, on… something that makes sense).

Also, I have been getting lots of successes with searching numbers like 111, 222, 333, 444 etc.

This is another method for you. If you are really crazy to find Tournaments, try to download and use Hindi/Arabic/Greek keyboard on your phone then literally any latter of those languages. The chance of getting open Tournaments are pretty high because not many players use those keyboards.

Last but not least, try to search with symbols like “@”, “$” etc.

List of Streamers doing Tournaments weekly

  1. 1000 player tourney every Tuesday around 3PM PST. Who to follow? BBXH on Twitch!
  2. 1000 player tourneys scattered throughout the week: Gendrago Gaming
    Warning: He is very annoying, if you ask for password in chat he will ban you. He takes his own sweet time in giving password, making you wait on the stream for 30 minutes. He gives password out in two halves, part of it in his social media, and the second half he will say randomly in stream after like 30 minutes to 45 minutes, he just wants you to watch him the whole time. Just a warning.
  3. Trick N Treat: Around 11-2 PM PST. I love this streamer, she gives out passcodes very freely and does a ton of 200 player tourneys. On Tuesday she has a series of 3 200 player tourneys. Very reliable daily streams, great streamer, very friendly.
  4. Sef Pai. Good streamer for those in different time zones. Slightly smaller tourneys, and less consistent, but great nonetheless He is a youtube streamer.
  5. Slim Gaming: Inconsistent streamer, like Sef Pai, but still does tourneys now and then.

Please let me know if you have any other twitch/youtube streamers who do this so I can add them to this page!


Too bad tourney rewards are so trash now, I hope Supercell reworks them soon!

Okay guys, If you have any better way to join Tourneys in Clash Royale, don’t hesitate to share it here! You rock my friends! Thanks Unstoppable a lot for sharing these great methods!

How to download Clash Royale from any country

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Hi guys!

 

How to download Clash Royale from any country

In this tutorial, I’m going to show you the easiest way to download Clash Royale, the new game just gets released today by Supercell!

How to download Clash Royale

Currently, this game is available for download in iOS App Store and Android App Store for many countries: USA, Australia, Canada, Sweden, Hong Kong, Denmark, Norway, ,Iceland, New Zealand and Findland. Check this link on how to download and play Clash Royale on your device! But more countries are being added.

For Android users, this game is also available.

How to download Clash Royale

  1. On your iOS device, go to Settings ~> iTunes & App Store.
  2. Tap on your Apple ID (Make sure that you have already signed in with it):
    how-to-download-clash-royale-1
  3. Choose View Apple ID
    how-to-download-clash-royale-2
  4. Enter your password If prompted.
  5. Tap on the Country/Region line then choose Change Country or Region.
  6. Choose the new country for your Apple ID (Australia, Canada, Sweden, Hong Kong, Denmark, Norway, ,Iceland, New Zealand or Findland) in order to download Clash Royale.
    I will choose Canada.
  7. Agree with the Terms and Conditions from Apple.
  8. In the Account page, enter your name and your address like below:
    how-to-download-clash-royale-3
    You can use a fake address but the City, Province and Postal Code need to be correct otherwise you can’t pass this step.
  9. Save the information and everything should be ok now.
  10. Just open App Store, search for Clash Royale and you can download it, or just simply click here to go to the download page on App Store.

download-clash-royale

What do you think about this game? Do you like it? Let’s discuss about it!

Create Elixir Advantage and Pain with Goblin Hut

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Goblin Hut is one of the most underused cards in Clash Royale as most players put it in Spawner deck. I am not saying that Spawner Decks are all bad. I faced some great Hut Decks in Arena 9 but truly the current meta game is not for them. Also, you don’t have to always put the Goblin Hut in Spawner Decks. This card is absolutely viable in other decks.

goblin-hut

How to create Pain and Elixir Advantage with Goblin Hut

Overview:

Goblin Hut is a rare building card costing 5 Elixir and is unlocked at Arena 1 (Goblin Stadium). Due to this Goblin Hut will mostly be the first building you unlock in the game.

It spawns a Spear Goblin every 4.9 seconds which is 2 level higher than the Hut itself (or of the equivalent level in short.)

Spear Goblins have a remarkable ability to snowball (come together and form a big Horde). Even if a card a Mini tank protects them, they can snowball and deal suprisinly a lot of damage and that is why don’t underestimate the Goblin Hut.

Want to see your opponents groan as they are using the Prince on a lane where your Spear Goblins running down every 2 seconds? Want to deal with Lava Hound much easier? Want to make the opposing Sparky going off all the time? Want to make your opponent panic and dealing with the annoying sounds the entire game? Give the Goblin Hut a chance!

Cost Spawn Speed Target Deploy Time Lifetime
5 5 sec Air & Ground 1 sec 1 min
Level HP Spear Goblin Level
1 735 3
2 808 4
3 889 5
4 977 6
5 1,073 7
6 1,176 8
7 1,293 9
8 1,418 10
9 1,558 11
10 1,712 12
11 1,881 13
Changelogs
  • 19/4/17, increased the Goblin Hut’s hitpoints by 5%.
  • 9/10/17, increased the spawned Spear Goblins’ hit speed to 1.1 sec (from 1.3 sec).
  • 24/1/18, decreased the spawn speed to 5 sec (from 4.9 sec).

Why you should use the Goblin Hut:

  • To chip down your opponent’s Tower and his soul.
  • To stop Princes and Sparky.
  • To deal with air threats passively.
  • To add extra power to the counterpush.
  • To build the passive Elixir advantage.
  • To control the pace of the game.
  • To soak damage in emergency defense.

But my Goblin Hut is underlevel!

No worries! I believe that the Goblin Hut is one of the least level-dependent cards in the game. Spear Goblin always gets 1 hit to the Tower.

If it’s so good, what do I take out for it?

Use the Goblin Hut as the win condition’s support.

But I don’t like the Spear Goblin’s annoying sounds

Neither your opponent. So deal with it, or mute the game!

Comparison with Furnace:

This part is a very important part of the guide!

Whenever I suggest someone to use Goblin Hut they are like ‘Nah! I will use Furnace instead.’ So this part is dedicated to those. And the recent balance changes has reduced the difference between them so this will help you understand which card you should use.

Note: All stats are at the tournament levels.

→ Goblin Hut cost 5 Elixir while the Furnace costs 4 Elixir.

→ Goblin Hut has 1,293 HP while the Furnace has 1,003 HP.

→ Goblin Huts lifetime is 1 min (60 sec) and that of Furnace is 50 sec.

→ Goblin Hut spawns one Spear Goblin every 4.9 sec (13 Spear Goblins in all) while the Furnace spawns 2 Fire Spirits every 10 sec (10 Fire Spirits in all).

→ For 5 Elixir you get Spear Goblins who cost 8.6 Elixir (3.6 Elixir more) while for 4 Elixir you get Fire Spirits who cost 6.6 Elixir (2.6 Elixir more). Goblin Hut gives more value than Furnace.

→ In the scenario that you place either of the two spawners and opponent doesn’t defend his/her Tower (very unlikely but helps in the analysis) then:

  • For Goblin Hut, each Spear Goblin deals 50 damage so for 13 Goblins the damage is 650.
  • For Furnace, each fire Spirit deals 169 damage so for 10 Fire Spirits it is 1690 damage. However, a lone Tower at equivalent level 2 shots one Fire Spirit so only 1 reaches per wave. So actual damage is 845.

Now, you may be thinking that after all this comparison Furnace deals more damage but this is only at equivalent levels. On the ladder you face opponents with towers at a higher level and a Fire Spirit can be one-shot by a Tower which 1 level higher than it. So basically, the 850 Tower damage disappears.

On the other hand, a Spear Goblin regardless of its level gets one hit on Tower(even if the Spear Goblin is at level 1 and Tower at lvl13) because of its quick initial attack. So, even if you face a higher level Tower, you are guaranteed 650 Tower damage.

This tells us that Goblin Hut is more viable on the ladder while Furnace is more viable in challenges.

Also, one important point is that Fire Spirits only deal particular amount of damage because they die in doing so. However, Spear Goblin’s damage varies as they don’t die so as long as they are protected they can keep dealing damage and even cross the damage of the spirits.

Goblin Hut is more tankier than Furnace and costlier but it is more viable on defense as it can tank more than Furnace and Spear Goblin can distract troops as they are ranged.

Furnace is less tankier and cheaper than Goblin Hut. But it offers more damage so it is more viable on offense than on defense.

Different placement as per the use:

The placement of the Hut differs as per the way you use it. Defense building means to tank damage from troops and less offense while offensive building means when there are two buildings and Goblin huts role is not for defense but for offense.

  1. As a defensive building: When using Goblin Hut as a defensive building make sure that you have a tank killer in the deck because the damage of the Spear Goblins increases slowly which is not good on defense, basically the Hut tanks. For this, the Goblin Hut should be placed in the center of the arena near the cross-fire area for optimum pulling and defense.
  2. As an offensive building: When Goblin Hut is used as a offensive building it behaves like a secondary win condition or win condition support. So, for optimum offense Goblin Hut should be protected from enemy troops and a second building should be used on defense (Cannon or Inferno Tower recommended.) There are 2 positions to place the Hut:
    1. Behind the Princess Tower and in the corner of the map: This is the position I like to start a battle with as I use it as an offensive building. This is a good position as the Hut is well protected and ideal for a start.
    2. In front of the king Tower: I mostly use this position when the opponent has Miner or Rocket. Miner dies quicker in the cross fire area and the Hut survives with more HP. If opponent uses Rocket, the Hut will be destroyed but our Tower won’t receive any damage. (-1 Elixir trade + no Tower damage = bad play XD) I also use this position against heavy tanks because if they destroy the first building they will be kited to the Hut.

goblin hut placements

Best Deck Types for Goblin Hut:

When you see a Goblin Hut, the first thought that comes to your mind will most probably be Hut Spam. Now, I know that Hut spam is a hated technique and it doesn’t require skill.

So, an effective way to use Goblin Hut without criticism is in Hybrid Decks.

An hybrid deck is a deck which is a combination of 2 deck types for  E.G. Hog Mortar Cycle (Cycle-Siege hybrid), Royal Giant Mortar Hybrid (Beatdown-Siege hybrid),  Giant musk Zap bait (Beatdown-Spell Bait hybrid).

Hybrid decks are hard to make and hard to master. But if you successfully create a good one and master it, the deck will take you very far as these decks are difficult to defend against.

Goblin Hut is used in Hut Spam Hybrids(Not complete Hut spam) which require a lot of skills as you have to focus on (not-so)spamming Hut and also on offense with the other deck type cards. It is mostly effective as the 3 following hybrids:

  1. Hut Spam-Beatdown hybrid: This type of deck mostly uses Giant or RG as a win condition along with Goblin Hut. The Spear Goblins effectively snowball behind these slow tanks and deal a lot of damage.  Example: Royal Giant, Goblin Hut, Witch, Electro Wizard, Knight, Minions, Fireball, The Log.
  2. Hut Spam-Control Hybrid: This is the combo I use. This type deck utilizes Miner or Battle Ram as main win conditions. Miner offers insane chip damage and is very popular in control decks and even 1 Spear Goblin when protected by Miner can deal pretty good damage as the opponent ignores one Spear Goblin. Battle Ram and Barbarians from it can effectively tank for Spear Goblins. Example: Miner, Goblin Hut, Ice Wizard, Valkyrie, Minions, Poison, Zap, Inferno Tower.
  3. Hut spam-Spell Bait hybrid: The Spear Goblins have ability to snowball so the opponents mostly try to Zap or Log them. So it is a great card in spell bait decks utilizing either Miner or Giant(Hog Rider sadly doesn’t synergize well). Example: Giant, Musketeer, Goblin Hut, Skeleton Army, Minion Horde, Goblin Barrel, Fireball, Zap.

That’s all I have to say today. Hope you guys enjoyed reading this and try out the Goblin Hut.

By Blaze Stone

Best Cards to Play With Heal Spell

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Nitrome95 here with a short tier list on synergies with the Heal spell.

With the new release of the Heal spell coming soon, there has been a lot of speculation about how good this card is, and what it can be used with.

This will be a guide explaining how Heal spell might be useful from the information we already know. So let’s get started!

clash royale heal spell

Best Cards to Play With Heal Spell

Tier 1

Clash Royale Lava HoundClash Royale BalloonClash Royale BarbariansClash Royale Elite BarbariansClash Royale Three Musketeers

These are the cards that synergy best with the Heal spell, including Lava Hound, Balloon, Three Musketeers, and both of the Barbarians.

Lava Hound and Balloon

Mostly, these cards are always played together, making it a deadly combo with the Heal Spell. With the Balloon, the extra 500 or so hitpoints are enough to make the difference between none, to massive damage. With the Lava Hound, the Heal on the pups means that Zap is no longer effective against them, as they will just quickly Heal. The longer the pups are alive, the harder it is for the enemy’s troops to lock on to your Balloon.

Three Musketeers

The biggest weakness to Three Musketeers is Fireball, practically giving your opponent a 2 Elixir positive trade. By using the Heal, you are reversing the damage done to the Musketeers, while doing so with 1 Elixir cheaper.

Barbarians

Huh, Barbarians? Let me explain why. At tourney standards, a Barbarian has 636 HP. With the Heal Spell at 576 total Heal (I think), each Barbarian will pretty much be healed. Think of the Heal spell healing at 4* effectiveness because there are four barbarian units.

Elite Barbarians

With the Elite Barbarians’ HP at 970, the Heal spell gives them about 50% more. I envision the card to be used when the Elite Barbarians arrive to the Tower with a sliver of health, and you Heal them, allowing them to shred through the Tower. If your opponent does not have a hard counter, they will have to justify more Elixir than it cost to play the Heal Spell.

Tier 2

Clash Royale Electro WizardClash Royale Mega MinionClash Royale Hog RiderClash Royale Musketeer

These are the cards that synergy well with Heal spell, including most medium sized support units, Goblin Barrel, Minion Horde, Goblin Gang, and Hog Rider.

Support Troops

This includes Musketeer, Electro Wizard, Mega Minion, etc. The Heal Spell practically revives them to full health, giving them extra value from defense to counter push. For example, you defend an Elite barbs push with Musketeer and Ice Golem, but the Elite Barbarians still got 2 shots off of your Musketeer. No worries, add your Ice Golem and Hog Rider and Heal it all, providing a much stronger counterpush.

Spell Bait Troops

This excludes Skeleton Army because it is one shot by pretty much everything. By healing spell bait troops, you are forcing your opponent to only use troops that will one shot your Goblin Barrel, Minion Horde, or Goblin Gang or else they Heal right back up.

Hog Rider

I’m not 100% sure if this will work, but I believe that because Hog Rider is such a low commitment push, it allows you to both make chippy pushes and big Giant pushes with the Heal.

Tier 3

Besides what I mentioned, I can’t think of any other cards with good synergy with the Heal Spell. If you have any suggestions, voice your opinion in the comments section.

Possibly Strong Best Heal Spell Decks

Now, I will list some suggested decks with the Heal Spell.

Lavaloon Heal

Clash Royale Lava HoundClash Royale BalloonClash Royale HealClash Royale Minions
Clash Royale Mega MinionClash Royale Goblin GangClash Royale ArrowsClash Royale elixir collector

The deck is Lava Hound, Balloon, Heal Spell, Minions, Mega Minions, Goblin Gang, Arrows, and Elixir Collector. Very similar to the meta Balloon Freeze deck, this deck uses the Heal instead of the Freeze. But look at all of the troops and the tier list; all of the cards have good to great synergy with the Heal Spell! This is crucial for building death ball pushes to overwhelm your opponent.

Hog Trifecta

Clash Royale Hog RiderClash Royale MusketeerClash Royale BarbariansClash Royale Heal
Clash Royale CannonClash Royale Ice SpiritClash Royale ArrowsClash Royale elixir collector

The deck is Hog Rider, Musketeer, Barbarians, Cannon, Heal Spell, Ice Spirit, Arrows, and Elixir Collector. This deck relies on using the new “Trifecta” of Barbarians, Musketeer, and Cannon for defense. Then, you will have the Hog Rider push the Barbarians and Heal the entire push, making the damaged defense troops fresh again. The sped up Barbarians along with the extra HP makes this a deadly combo.

Three Musketeers Beatdown

Clash Royale Hog RiderClash Royale HealClash Royale Three MusketeersClash Royale Barbarians
Clash Royale Ice WizardClash Royale ArrowsClash Royale Minion HordeClash Royale elixir collector

The deck is Three Musketeers, Hog Rider, Barbarians, Elixir Collector, Ice Wizard, Arrows, Heal Spell, and Minion Horde. Not only does this whole deck practically use cards that are good with Heal, it has a Fireball bait feel to it with the Three Musketeers, Barbarians, Minion Horde, and Elixir Collector. Although very expensive, its shear offensive power should work well.

Conclusion

Hey guys, thanks for reading this guide about my predictions of the Heal Spell. If you have any ideas, tell me below and I will try to answer your comment.

Disclaimer: Not everything will be accurate in this guide because I can’t just see into the future :P.

Clash Royale Bandit – Information, Strategies and Decks

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Hey guys, by now, a lot of Clash Royale players have obtained the Bandit.

Bandit is the new Legendary card which has the outstanding ability, making her invulnerable to everything.

In this guide, I will try the best to help you understand how to use the Bandit and how to incorporate her into your decks.

Clash Royale Bandit

Clash Royale Bandit – The Comprehensive Guide

Hey everyone, Exordium here! As you probably know, I’m a YouTuber, so I’ve written this enormous in-depth guide on the Bandit – please support me here!

The Bandit is one of the newest Cards that has just been released into Clash Royale, in the March 24th major update. As well as other features such as Clan/Team Battles, the Bandit is an exciting new Legendary troop that offers new unseen before abilities. This extensive guide, which can be navigated using contents below, will analyze every little feature of the Bandit, and I can assure you after reading this guide it will be as if you have been using the Bandit for weeks.

Overview

The Bandit is unlocked from Arena 9 (Jungle Arena).

She is a troop that has the ability to dash to nearby targets, dealing double damage if she hits a target with her ‘dash’ – similar to a Prince or Dark Prince’s charge mechanic. The Bandit is invulnerable while dashing straight towards the intended target. This means she can’t be hit by anything during the dash, including splash damage, knockback effect etc.She will do the dash immediately If there is any troop in her dash range (4-6 tiles). This means If a troop is within 3 tiles, the Bandit will talk to it. If a troop is outside 7 tiles, she will not get distracted, she will start charging once it gets within 6 tiles.

At Tournament Standard, her dash deals 320 damage. You should remember this in case you want to finish off the Tower with her.

Similar to the other charges, you can reset Bandit’s charge with Freeze, Zap, Lightning, Electro Wizard, Ice Spirit etc as long as you can touch her before she actually dashes.

Also, her Target isn’t determined until she actually dashes the target. She always dash onto the closest troop.

For example: Assuming she is already locked on your Tower. While she is charging up the Tower, you can place the Skeletons down, forcing her to dash Skeletons instead.

Cost Hit Speed Speed Deploy Time Range Dash Range Target Count Transport
3 1s Fast 1s Melee 4-6 tiles Ground x1 Ground
Level Hitpoints Damage DPS
1 780 160 320
2 858 176 352
3 943 193 387
4 1,037 212 425
5 1,138 233 467
Changelogs
  • 12/6/17, increased the Bandit’s hitpoints by 4%, and initiated her dash ability quicker.
  • 12/2/18, decreased her minimum dash range to 3.5 (from 4).

Strategic Summary

The Bandit can effectively charge, a mechanic that you are all probably familiar with from the Prince themed Cards in the game. Your main aim, however, when using the Bandit is very different to other Cards.

Bandit can be used in three effective main ways:

  • To ‘clear’ out sections of the Arena (killing Cards such as Archers, Witch, Princess, Goblins etc.)
  • behind a tank as protection
  • Or as a chip Card (its dash can deal huge amounts of damage but is often ignored, and it is a mere 3 Elixir)!

Ignoring her can result in over 1,000 damage at Tourney standards to your Tower!

Troop Interactions

Bandit can effectively kill (1v1): Witch, Spear Goblins, Goblins, Princess, Archers, Musketeer (SOME DEPEND ON WHETHER DASH IS INITIATED)

The Bandit is very useful when trying to clear the area for a heavy, slow tank such as the Giant. Because of the dash mechanic, it can zigzag across sections of the battelfield in no time at all, devastating defensive setups, even when troops such as the Mini Pekka are used. Assuming a reversed offensive setup, with the Bandit in front of the tank unit, can be very efficient in some situations. If your enemy has dropped any glass cannons such as the ones named above, preceding the Giant or your tank of choice with the Bandit (far enough back so that the invisibility mechanic can occur before it is locked onto) can be a wise move.

Combos

The Bandit pairs well with any of these troops below:

The Bandit can fit well into pretty much ANY Deck archetype, making her a unique and incredibly versatile troop!

Fun facts

  • Maybe you don’t know, she can dash across the river. So If your opponent places Furnace or Tombstone at the middle, you can use her to take them down.
  • Your Bandit has a blue tail when she dashes, while the enemy’s Bandit has a red tail.
  • If you place the Bandit at the pig push spot, she will dash straight to the Tower instead of target the building on the opposite half of the Arena.

Strategy

Strategic Analysis

So, we have established that the Bandit is a pretty versatile Card – now let’s break it down.

The Bandit has several unique features that will set it apart from others: a ‘dash’ ability, cloak of invisibility after charging up, and double damage after a charge. Because of the conditional advantages the Bandit can offer, there are HUGE differences between beginner and master players of this Card.

DashThis ability is fairly simple on a primary level, but most of the Bandit’s abilities merge together or affect each other, making it altogether a complex Card. This move allows the Bandit, after 1 second (AFTER SELECTING A TARGET), to ‘charge’ and deal double damage on impact. This ‘dash’ actually grants invisibility, which is explored below. This charge is unlike a Prince or Dark Prince – it cannot be stopped via a direct Zap onto the unit, but CAN be retargeted by your enemy if a distraction is placed in front. Surprisingly, the Bandit can dash through the pushback effects of the Log and Bowler, and therefore the inbuilt charge reset mechanisms for these troops are deemed useless. As a result, any bait or control opponents are good matchups for Bandit users, because it directly counters their advantages. (Read below for more detailed guides taking on every meta and archetype Deck out there!) ‘Dash’ works best against spaced out troops, so be sure to exploit this – it can completely mitigate the effects of some otherwise lethal defensive units!

Double Damage DashThis is the resultant effect of the ‘dash’ that the Bandit is able to perform. You are probably familiar with similar effects from the Prince, Dark Prince and Battle Ram. She will inflict double her normal damage (320 at level 1) to the target that she has locked onto, or can switch to a new target if it happens to be deployed closer to her. Unlike the Battle Ram the Bandit has no set target and can therefore be lured easily, but lures are actually very GOOD for the Bandit, due to her superior speed.

InvisibilityAlso an immensely powerful feature of the Bandit. This enables the Bandit to actually remain unseen, at least until something begins targeting it. Unless the Bandit ‘bug’ or glitch occurs, when the Bandit charges after being targeted by troops or buildings they will still be able to attack it, but any other units will not. Think of it simply; if a troop has ‘seen’ the Bandit, they will continue to see it, and vice versa! The way to utilise this ability to it’s highest potential is to learn about placement. If you place the Bandit close to another unit, despite Bandit being a melee Card, it will be a waste. Defend using the Bandit by placing it behind a Tower or while troops approach, between your two Towers. This allows the Bandit access to the 4 tiles it needs to charge and execute its dash ability, and consequently turn invisible. If you place the Bandit behind a tank, you are even more likely to be able to ‘hide’ the Bandit. Remember, when the dash ends it is revealed to enemies, and once an enemy locks onto the Bandit, it cannot escape.

Main Analysis

The Bandit could become prominent in the meta but definitely requires skill and the perfect circumstances to actually wreck people.

 

Shared by OPL11

When using the Bandit, although she has medium health, viewing her or treating her as a low health ‘glass cannon’ type unit could be very beneficial. This will allow you to exploit your enemy, as Bandit is vulnerable to things such as the Mini Pekka and even cheaper choices such as the 1 Elixir Skeletons. Interrupting her charge is what an experienced enemy will do, so expect this; hence why synergies like HogLog or Giant + Wizard work well with her!

Because of the Bandit‘s fast speed, she pairs off best with slower Cards such as the Giant. Miner + Bandit blitz cycles can also be very powerful – when Deck building, make sure you have at least one other solid support unit like the Musketeer, and a good tank/mini tank such as the Ice Golem or Knight.

I would not use the Bandit as a solo starter troop, to begin a game. Unlike the Miner, Goblin Barrel, Dart Goblin and other good 3 Elixir starter units, Bandit doesn’t have the same ‘shock’ or surprise tactic before charging, and is therefore an easy way for your enemy to make a positive Elixir trade using Skellies or Goblins.

Instead, stick to the normal rotation of your Deck and follow your regular cycle, employing the use of the Bandit as a secondary support Card for cheap pushes.

There will be more in-depth strategic advice in the sections to follow.

Best Decks for Bandit

So, Decks, An important part of this guide!

Here are some 12 win Challenge Decks that have been tried and tested and a few prototypes mixed in:

(Guides can be found in the next section for each one)

Clash Royale Hog RiderClash Royale BanditClash Royale The LogClash Royale Ice Golem
Clash Royale MusketeerClash Royale PoisonClash Royale ValkyrieClash Royale Princess

Clash Royale BanditClash Royale ArchersClash Royale PoisonClash Royale P.E.K.K.A
Clash Royale MinerClash Royale Baby DragonClash Royale The LogClash Royale Ice Spirit

Clash Royale BanditClash Royale GiantClash Royale LightningClash Royale Minions
Clash Royale Electro WizardClash Royale The LogClash Royale SkeletonClash Royale elixir collector

Clash Royale MortarClash Royale BanditClash Royale The LogClash Royale Archers
Clash Royale Mini P.E.K.K.AClash Royale Mega MinionClash Royale TeslaClash Royale Rocket

Clash Royale GolemClash Royale BanditClash Royale MusketeerClash Royale The Log
Clash Royale PoisonClash Royale ArchersClash Royale Mini P.E.K.K.AClash Royale Cannon

Clash Royale BanditClash Royale MinerClash Royale fireballClash Royale The Log
Clash Royale ArchersClash Royale MinionsClash Royale FurnaceClash Royale Mini P.E.K.K.A

 

Countering Meta Decks

So, being able to take on meta Decks with the Bandit is important. Because this guide does not focus on one singular Deck to play, I will he be giving summaries on the Decks above and how to use each of them.

Basic Offense + Defense Overview

Deck 1 (Hog Cycle) – This is a classic Hog cycle, and can be adapted when mastered to feature Freeze or other combos too. Always use the Dart Goblin to start if possible – it is an amazing beginning Card for battles. Your main pushes should consist of HogLog, Hog + Ice Golem or Hog followed closely by a Bandit. Track your enemies cycle during your first push and send in Log slightly delayed behind to catch a SKArmy, Goblin Gang or other common deployments they make to counter your Hog Rider!

Deck 2 (P.E.K.K.A. Poison) – Again a clever adaption of a meta style Deck, use the Miner mostly to deal damage with Poison and the P.E.K.K.A. for defense (it’s fast buffed deployment is incredible). You will want to use the Bandit as a defense or to support the P.E.K.K.A in larger pushes, in Double Elixir, to deal with Archers, Goblins and a range of other small glass cannon distractions; or, Bandit can be used with Miner as a chip push (watch your opponent’s cycle first – Bandit will be devastated if they drop a SKArmy).

Deck 3 (Giant Cycle) – This Deck, as you may notice, is a tweaked version of the popular Surgical Goblin Giant cycle Deck. I’ve been using this myself and it’s amazing in all forms of play, so give it a go – the playstyle is basically the same! Cycle Minions, Skellies and potentially Bandit in defense, while continually Pumping to gain a huge Elixir advantage. Then you can keep cycling Giant pushes to pressure your enemy!

Deck 4 (Mortar Siege/Control) – This is a fairly unique Mortar control Deck. Requires a lot of practice. Use the Tesla to defend the Mortar in large pushes or simply drop Bandit or Archers behind the Mortar for regular siege. Log any similar Cards your enemy drops, as SKArmy is very potent against Mortar in most Arenas. If your enemy is too powerful or uses a strong beatdown, play defense Mortar in the centre near your Towers to attract tanks (but the blind spot will force Mortar to attack support units!), and support with Mini Pekka on the supports and Archers/Bandit on the tank! Then counter-push or simply cycle the Rocket to play a control-based siege cycle!

Deck 5 (Golem Beatdown) – A typical Golem Deck adapted, this is a very interesting Deck that requires a mix of cycle and large beatdown attempts. Use Bandit to cycle quickly, and build up a large push while defend Hog or cycles with Cannon. Then support with Musketeer and E-Wiz! For Elite Barbarian counter-pushes or opposite lane rushes use E-Wiz and Cannon, or Mini Pekka, to try and deal with them – this is why Golem placement and timing is very important!

Deck 6 (Miner Blitz/Burn) – A classic Bandit Miner cycle, this Deck takes several cycle archetypes and merges them together to form a very effective cycle blitz/burn Deck. Using the Miner and Bandit are both great chip units, and there are several other very powerful chip Cards included too. A great larger push involves setting Mini Pekka down, then drawing any distractions back behind the enemy Tower using a Miner lure. This can result in huge damage, and with Archers/Fireball as supports, or even Bandit, thousands of damage can be dealt.

Bandit vs Meta Summary:

You will want to use the Bandit to lead attacks with Mortar/RG/potentially Hog Decks, but as a support unit with Giant, Golem and Lava Hound offense. This works best. Remember when defending, you must exploit your enemy’s placement by only dropping Bandit when they have deployed vulnerable troops such as Archers that can be easily ‘dashed’! Coming up against one of the most annoying meta Decks, RG Ebarbs, use a mini tank such as Knight or Ice Golem to drop ON their RG, and then drop Bandit far back and potentially an Ice Spirit or MM/Mini Pekka for heavy support against the RG!

Substitutes

Bandit can be replaced by any of the following, but depending heavily on the Deck:

Clash Royale PrincessClash Royale Ice WizardClash Royale Ice SpiritClash Royale GoblinClash Royale ArchersClash Royale MinionsClash Royale Mega MinionClash Royale Goblin Gang

It is a cheap Card and therefore these substitute ideas work very well in most basic Deck archetypes.

Countering Bandit

So, this is a topic we haven’t covered yet in the guide, but is very important in learning this Card.

Bandit is a balanced unit and therefore opens itself up to some incredibly viable counters.

Bandit can be countered by several cheap units. These include the Goblins, Skeletons, and Archers, if placed right. Because Bandit has a distraction mechanic and even when charging her course can be altered significantly, she does not pose a threat alone as a solo chip Card. However, in combos she may be more intimidating to deal with.

When behind or in front of a tank, treat Bandit like the Musketeer – except imagine Muskie as a melee unit, with no range. This is why the Skeletons and Goblins are very effective – giving you an even or positive Elixir trade and the possibility for a cheap cycle counter-push, these are Cards that can exploit the Bandit’s lack of splash damage!

You need to remember the Bandit’s weaknesses – she is not powerful at all as a solo unit, and if you have knowledge no matter what combo she is used in, sustaining a solid cycle where you can always have cheaper swarms ready will work to your advantage. Your enemy, if experienced, is unlikely to Zap or Log, since Bandit is only a ‘small’ or minor Card and therefore does not have that much potential damage with low HP.

Conclusion

I really hope you all enjoyed this guide – it’s been long, but as a strategist I’ve loved every part of writing it and hope you read and offer feedback on as much as possible! It’s taken a LONG LONG time!

Enjoy, and please consider leaving some support below for my efforts! Clash on, and check out my channel for more!

GIFs shared by Yarn

X-Bow Bait Deck – Grand Challenge Winning

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Hey! Nitrome95 here coming at you with a grand challenge winning X-Bow deck.

Unlike the X-Bow cycle deck just posted, this deck works at all skill levels at the game, allowing me to reach Challenger 2 as a fairly new lvl 11. So let’s get into the deck!

(Btw, I give full props to my clanmate, Bouwhouse, for making this deck)

Xbow Bait Deck

X-bow Bait Deck

Pros

Cons

  • No defensive building
  • Relies on fragile troops
  • Can not overextend well
  • No strong direct damage

Before I start the guide, I want to say that if you see me in a battle, say “Good Game” 3 times and “Thanks” so that I know that you are from Clash Royale Arena. I just think that it makes the battle more fun.

Clash Royale X-BowClash Royale Skeleton ArmyClash Royale Goblin GangClash Royale Minion Horde
Clash Royale elixir collectorClash Royale Electro WizardClash Royale ZapClash Royale Ice Golem

Cards Breakdown

X-Bow

Your sole win condition. By itself, it can easily solo a tower if left alone.

To get the X-Bow locked on to the tower, you have to read your opponent’s counters to your X-Bow.

It is sometimes used as a defensive building if you are trying to outcycle your opponent’s tank (especially Royal Giant) that will hard counter your X-Bow.

On defense, this card is also decent against graveyard because it has a high hit speed.

This card is also good to punish if your opponent plays a tank in the back, but just make sure that you will have enough Elixir to defend.

Elixir Collector

This card is the backbone of this deck, as it allows you to have a fluid cycle that feels like you are playing a 3.3 Elixir deck.

When playing with the Elixir Collector, you always have to be evaluating risk and reward of placing this card down.

On one hand, Elixir Collectors give you a 2 Elixir advantage. On the other hand, your opponent can easily punish you with a quick push, leaving your defenses useless. This requires you to know your opponent’s Elixir and whether they have a punish card in their hand.

In 1* Elixir, if you know your opponent has 3 or more counters to your X-Bow, be patient and constantly pump up. Counters to X-Bow are usually a card with high HP, and high DPS or/and range. The only stupid exception is high damage spells like Rocket and high HP spawners. If you can get 3 pumps down before 2* Elixir, plus defend fairly well, giving you an extra Elixir, you are at a 7 Elixir advantage. No matter how many counters they have, they can’t counter your X-Bow.

Goblin Gang/Skeleton Army

These cards are used almost interchangeably, except Goblin Gang can hit air and Skeleton Army has more DPS.

Both cards are used to bait out your opponent’s spells and to punish when your opponent doesn’t have a spell in his hand.

Minion Horde

Your super hard punish card.

When you get the perfect moment where your opponent can’t counter the Minion Horde, USE IT! It gets crazy value if used correctly, but can put you 5 Elixir behind if used incorrectly.

Generally, this time is when you are defending against your X-Bow and they don’t have a spell in their hand.

Usually, your opponent won’t use any splash that can hit air against your X-Bow (unless it is executioner), so you are free to use it.

If you are extra confident that your opponent doesn’t have a response to your Minion Horde, you can use it on defense and counterpush with it on offense. I have saved games because my Minion Horde gives me a 5 Elixir advantage!

Ice Golem

This card is almost a given in siege decks. It buys time for your X-Bow to survive so that you can plan out your counter. It also helps to counter minions and solo medium troops with the help of the tower.

Zap

WOAH WOAH WOAH. Yup, I’m using Zap not Log. It gives you more flexibility defending against air. Log doesn’t fit as well because it doesn’t have the instant deploy time that can come clutch for your X-Bow.

Electro Wizard

A more expensive Zap. Almost always, I make sure that the spawn Zap gives me value so that I have already gained 2 Elixir that I lost by spawning the troop. This card comes in handy in retargeting troops off your X-Bow and on to your Ice Golem.

On defense, the .5 second stun per hit gives your high DPS troops priceless seconds to get several hundred more damage points.

Starting Hand

Your best starting hand is the Elixir because it forces your opponent to make the first move and allows you to start getting an Elixir advantage from the very beginning. If you are confident with your hand that you can defend your X-Bow, go for the surprise X-Bow. If not, you can place the X-Bow defensively to put your opponent in an awkward situation. Another good opening is a Goblin Gang at the bridge that will get some extra chip damage if your opponent isn’t prepared.

1* Elixir Time

If your opponent can’t counter your X-Bow, play aggressively and take the early tower. Then defend by luring out your opponent’s spells and punishing it.

If you can’t get past your opponent’s defenses, pump up and try to build a huge Elixir lead.

2* Elixir Time

If you haven’t already, RUSH THE TOWER! You should already know all their counters to your X-Bow, so set up your rotation and Elixir so that you have the right cards and enough Elixir to counter their counters to your X-Bow. Once you have the tower down, play defensively with X-Bows in the middle of your towers.

General Gameplan

With this deck, it is the hybrid of all hybrids. It is siege, bait, control, and beatdown at the same time. Let me explain:

Siege

This is the most obvious one. This deck uses the X-Bow to shoot from your side of the map to the opponent’s. This means that you will have to predict what your opponent will play to counter your X-Bow. If they will play something that charges, get ready with the Electro Wizard. If they play a tank, get ready with one of your high DPS troops. If they only play ground targeting troops, play the Minion Horde.

Spell Bait

You have three spell bait cards: Skeleton Army, Minion Horde, and Goblin Gang. Since this is a spell bait deck, you will want to bait out your opponent’s spells and take advantage of that by using either Skeleton Army, Minion Horde, and Goblin Gang. By baiting out their spells, you can defend well. With their high DPS, they can easily clear the board for your X-Bow to lock on the tower.

Control

If your opponent is playing a deck that can’t counter your X-Bow, you want to take advantage of their weak defense when they don’t have as much Elixir in 1* time. This allows you to take the early tower and play strong defense.

Beatdown

If your opponent has a lot of counters to your X-Bow, play defensive and keep using your Elixir Collector. When you find an opening, that’s when you attack and hopefully take the tower.

Turtling

As coined by KairosTime gaming, turtling is a defensive placement of your X-Bow that forces your opponent to make a move. Do this by doing a 4-3 building plant. Some uses include

  1. To snipe out any spawners.
  2. You don’t have a good hand.
  3. To defend against a large push.

Matchups

(Note: This video is pre update so not all of the matchups are as relevant today.)

If you want timestamps, go to the description of the video.

Royal Giant

Surprisingly, this deck doesn’t do badly against this big guy. You want to keep the X-Bow a surprise, building Elixir Collectors until you find that your opponent doesn’t have his Royal Giant in his hand. From this surprise attack, you should be able to get 1000 or so damage. From there, place the X-Bow in between your towers in the opposite lane of where you anticipate the Royal Giant to be. If done correctly, a preplanted X-Bow will lure the Royal Giant in range of the tower. From there, keep looking for openings to take the tower.

Giant Bowler

This one is slightly tricky because the giant hard counters the X-Bow for only 5 Elixir. Same as the Royal Giant, play defensive X-Bows and look for an opening.

Rocket Miner

Surprisingly, this matchup isn’t that hard. Whenever you play an X-Bow and they Rocket, your X-Bow will do some chip to the tower. If they block the chip, they are defending with a negative Elixir trade. Take advantage of both scenarios to win the game.

Conclusion

Even post patch, this deck is so great because it can stand the test of time. None of the cards (besides Electro Wizard) are particularly op, so hopefully this deck will still work for balance changes to come.

The main thing that you have to remember with this deck is to adapt your X-Bow pushes based on your opponent’s counters.

What did you just say? – Will