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Is Sparky Really That Bad? 4,500 Trophies as a Level 8!

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Hey guys, Corrosive Logic here with a new Giant Sparky guide!

I know what you’re thinking, 4500 trophies as a lvl 8? My buddy ydavidy managed to reach this milestone with his first account. Yes I know you probably think he has max cards or something. He does have very high level cards for a lvl 8, but not for the players at that trophy range!

giant sparky deck

Clash Royale GiantClash Royale SparkyClash Royale ZapClash Royale Mega Minion
Clash Royale Skeleton ArmyClash Royale Goblin BarrelClash Royale MinionsClash Royale elixir collector

4,500 Trophies as a Level 8 with Giant Sparky!

His card levels are 10.5/7.66/4.5/1

So yes clearly high level for a lvl 8, but players at that trophy range usually have lvl 11-13 commons, lvl 9 rares and lvl 5 epics. Not only is this impressive, the fact that he done it with Sparky is extraordinary!

At the end I’ll include the interview I had with him regarding himself and this deck.

Deck Overview

As with all bait decks, if your opponent zaps/Logs/arrows certain cards, you have other cards in your deck that you can get good value out of. For example if they zap you Sparky, you now have Skeleton Army to defend with, if they Log your Skeleton Army, you know they can’t counter your Goblin Barrel easily.

The deck does contain a Pump, and a Giant. This is interesting because it has now turned into more of a beatdown deck than bait. Again with the aerial troops, you have Minions which contribute to the bait element and Mega Minion that appears more in beatdown decks.

General Gameplan

This deck is extremely simple to use. The Giant is the win condition, and EVERY other card are just support units/spells. At first you want to defend for positive Elixir trades and place Elixir Collectors, even if you have to sacrifice some crown tower damage for more Elixir, that’s fine.

Some good starting plays are Giant at the back, or Sparky at the back. After your first defense with for example MegaMinion, you can play the Giant immediately in front for a counter push. More than likely this will get countered but you can now get a feel for your opponent and how to destroy their defense on your next play.

David rarely uses the Goblin Barrel on its own, more than likely he’s going to use the Giant as a tank before he uses it. Defensively, something that isn’t mentioned often is how good the Sparky is at killing tanks. Since ladder is mostly filled with RG and Giant, this fact might highly contribute to this deck’s success. Playing Sparky defensively to destroy your opponent’s big push usually results in a massive counter push.

If you have enough Pumps, this deck is extremely powerful in double Elixir. After playing your Giant at the back, you can now use every card in your deck to support it and even cycle to a second Giant. Try and apply more pressure during the end of your push. For example if your push is ending don’t be afraid to throw in extra Minions or a Goblin Barrel to make use of your Giant’s remaining HP.

A difficult matchup for this deck is against Lavahound. Your only air counters are Minions and Mega Minion. If they play hound at the back, I usually see david rush the other lane with Giant + Minions and even Skeleton Army or barrel. Your opponent won’t have a lot of Elixir to defend with so you should end up doing quite a bit of damage.

Interview

Is this your first account? Have you spent any money on the game?

Yes this is my first account. Nope I am 100% F2P.

What is your favourite card and why?

My favourite card is the Elixir Collector because in my opinion it’s one of the best cards to use against higher level players.

Why did you decide to play this deck/How did you come about using it?

I am a F2P player, so I concluded that the best way to compete on ladder is to decide on 1 deck and try and max out the cards in it. I thought this deck was pretty powerful so I went for it.

Have you any general tips for playing this deck on ladder?

Never overcommit. Always try and spend less Elixir than your opponent, then Pump up. If you have enough Elixir, sometimes it’s good to put pressure in both lanes in double Elixir time. Try and learn to be aware of your opponent’s Elixir. With this deck you can counter almost any card with the Sparky if played properly. I’m happy if people Rocket my Sparky because that means my Pumps will be untouched.

Is there any decks that hard counter this one? What do you do against them? For example, what do you do when someone has the Rocket for your Sparky?

Fast decks are usually good against my deck. My Sparky gets less defensive value when I play against Hog, Miner, or Graveyard. Thankfully these decks are less common than Giant and royal Giant on ladder. If I play against someone that Rockets my Sparky I’m ok with it. This means that they probably won’t be able to deal with my Pump and I will gain Elixir for a big push

What are your goals? Are you going to keep playing as a lvl 8? When will you upgrade to lvl 9?

I am going to upgrade to level 9 any day now. I don’t try and stay at lvl 8 specifically, I just upgrade the 8 cards in this deck and soon I will naturally reach lvl 9. My goal is to try and reach global 200 as a lvl 9.

Conclusion

I don’t know about david reaching global top 200 as a lvl 9, but I wish him luck, dream big right? David is an extremely skilled player to be able to reach so high on ladder as a lvl 8. This Giant Sparky bait deck is more for ladder play than tournaments or challenges, so keep that in mind.

I know Sparky has been dubbed the trashcan on wheels, but there’s still quite a lot of Sparky fans….or perhaps you were a fan a few months ago when it was the only legendary you had! Nevertheless give the deck a go!

I hope you enjoyed this guide, if you have any suggestions or questions on the deck don’t hesitate to ask them below, as always I would appreciate it if you could check out my youtube channel for quality gameplay and top end decks!

What Deck Archetype Suits You The Best? – 1-Minute Quiz

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Hey Guys, Norbysweg(Night Witch FTW) here bringing you guys a quick Quiz on how to find that kind of Deck you feel good playing with.

Before you start, this test is for everybody, not only for extremely skilled players.

Clash Royale Deck Archetype

Finding which Deck Archetype suits you the best is like finding a shoe that fits your foot and it’s confortable while walking.

If you don’t know what are the Deck Archetypes, take a look at here.

Now that we’re done the talking, let’s get into the Quiz! Also note that there is no right or wrong answer, if you lie here, you’re basically lying to yourself, so be honest boi!

What Deck Archetype suits you the best?

[wp_quiz_pro id=”14187″]

I think I pretty much covered every Archetype in this Quiz, I’m pretty much a hybrid between Beatdown and Zap-Bait, but I also enjoy playing control.

Hope you guys learned something new about yourself today, so all I can say is good luck improving in your favorite Archetype!

Stunning Royal Giant Deck – Get to 4000+ without Legendary Card!

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Sup guys, it’s me Infinite Light again with a great F2P Royal Giant deck which currently got me to 5,100 trophies. Today, I’ve got a F2P Royal Giant Hog deck that only has one Rare and one Legendary, the others are commons. It is strong, and can be used in any Arena.

This is my second post on Clash.World. My other post was also another level 10 who reached 5100 trophies, so be sure to check it out at here!

Royal Giant Deck

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

Stunning Royal Giant Deck for Legendary Arena

Overview

This deck is very powerful, and also great for F2P players as it only includes one Legendary and one rare. The others are all commons.

This deck is a little challenging to play, and before you guys start on the “Royal Giant or Hog takes no skill” comments, try using it first.

Offensive:

There is two win conditions, which is a bit dirty. For free to play players, two win conditions is better, as you don’t have to focus entirely on one card.

Mostly, the damage is from the Royal Giant. The Hog is used to bait out their defense, and once their defense is gone, you can send in the Royal Giant.

Strong Combos:

  • Royal Giant on one side, and Hog with the other. Not used as often but works if you are desperate.
  • Royal Giant and Bomber: Bomber can take care of the troops they place down to defend.
  • Royal Giant Minion Horde: Only use if they have Inferno Tower or at a severe elixir disadvantage. Minion Horde distracts the Inferno Tower while RG shoot it down.
  • Hog Minion Horde: Same as above
  • Hog Spear Goblins: Does a lot of damage is left unattended to. Usually used in the beginning to see what they have.

Defensively:

Barbarians and Minion Hordes are great against literally everything besides spells. Barbarians shred through tanks and glass cannons, while Minion Horde can kill everything including ground and air.

Some decks that are harder to defense against are LavaLoon with Arrows, and the cheap 2.6 elixir Hog Deck.

  • For Lavaloon with Arrows, rush the other side as soon as they place down LavaHound. Hopefully they never have the chance to place down Balloon. Spear Goblins can be used against the LavaHound, as it doesn’t require much attention. When the pups spawn, Arrows or just let the Spear Goblins kill Pups.
  • For the Hog cycle decks, be aware of your elixir and cycle. The Bomber can take care of it if needed, but is not recommended.

royal giant deck proof

Cards Breakdown

Royal Giant: This card is strong, and a bit broken without the right defenses. Usually used after the Hog baits out the defense. can be paired with Bomber and Arrows hovered above in case they use Minion Horde.

Hog: used to bait defense and to chip away for more damage.

Spear Goblins: Definitely not meta, but still a great card. Does good chip damage, used as a distraction, and can bait out zap or sometimes arrows. Paired with Hog Rider can do decent damage.

Barbarians: Underrated card for sure. Great at baiting Fireball so your Minion Horde can finish the job. Wrecks tanks and glass Cannons. Ignored can take down an entire damage, so it must be dealt with.

Minion Horde: 2nd Highest dps in the game after Skarmy. Takes care of anything, just beware of spells.

Bomber: Weak and fragile, but makes up for it with huge splash damage. This card can deal a lot of damage to support troops and can be paired with Royal Giant to destroy small troops or Barbarians.

Arrows: After the recent buff to it’s speed, this card soared up in usage. Can be used to kill Lava Pups, Minions/Minion Horde, and to end the game quickly.

Log: IMO, the best card in the game despite nerfs. Pushes back units to buy some time, and is great against Spell Bait.

Weaknesses: This deck is strong against basically any deck. Harder decks are Spell bait and decks with more than one defense.

Game Strategies:

Against BeatdownBarbs and Bomber can usually take care of big pushes. Sometimes, Minion Horde is needed.

Against Siege: Royal Giant and hog should stop it. RG for Mortar is ideal, as it is ranged.

Against Control: Be mindful of your defenses and your elixir and you should be fine. Barbs can be used, as well as Spear Goblins.

Conclusion:

This deck is super strong, and hard to deal with. It is ideal for F2P players, as it has two win conditions and can defend really well.

Overall, this deck is both great and annoying!

Golem 5.0 – Beatdown God?

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Hey guys Lolman here (Again) with this cool new currently off meta deck. (Not for long) Now this deck was made by TMD Yao Yao. I went and tried it out in a tournament to see how easy it is to pick up and came first place.

This tournament did have good players in it whom I defeated with ease. I went with a single loss in the tournament which I believe is great considering that this deck is 5.0 average Elixir cost. Yes 5.0.

Before you guys close the guide, bear in mind this deck has a Collector and 3 Muskets and Golem. You also do have several *somewhat* cheap defensive troops but this deck is mainly focussed on offense.

This deck was featured in 2 videos which I will link below, check them out. In surgical Goblins video the deck is the last 2 battles and it’s the deck featured in Clash With Ash’s entire video.

Golem Beatdown Deck

Insane Golem Beatdown Deck with 5.0 Elixir Average!

Clash Royale GolemClash Royale Three MusketeersClash Royale elixir collectorClash Royale Minions
Clash Royale Minion HordeClash Royale The LogClash Royale LumberjackClash Royale Goblin Gang

golem 5 analyzer

Cards Breakdown

Elixir Collector– Probably the most important card in this deck.

With the 5.0 cost you want at least 1-2 Pumps down by 2x Elixir. Though it’s not impossible to win without having Elixir collectors down.

Protect your pump at all costs. (That being said there’s no way to protect it from a Rocket but if someone Rockets he can be punished with 3 Muskets)

Golem- The main tank.

This deck is flexible. In some games your win con might be Lumberjack + Horde, other matchups you might use your 3 Muskets to do most damage but for the sake of simplicity your main goal is to get your Golem to the Tower so this is your main win condition.

In my opinion where this deck shines is it’s comeback potential so dropping a Golem at the start is fine as long as you are sure you won’t loose a Tower.

Taking damage doesn’t matter with this deck, I always go for the 3 crown with this deck.

Three Musketeers- This is one of your 3 main Fireball bait cards.

Try not to give opponents value + a Tower when placing them in one lane. Ie- If you put them to defend Lavaloon but opponent Fireball + Zaps and takes the Tower.

I almost never split the 3 muskets unless I haven’t drawn out the Fireball or unless I use them in defense. There’s really no need for it. The moment your opponent Fireball + Zaps, push with Minion Horde immediately (This is only if your opponent doesn’t have cards like Wizard etc.)

Splitting 3 Muskets is up-to you and what sort of match-up you have. Unless I know opponent has a direct counter in cycle I avoid doing so.

Lumberjack- This is a win more sorta card. It’s your main ground defense.

*Can* be replaced by Knight but the Rage is why this is here. For quick LJ+ Horde pushes if opponent Fireballs your pump etc as well as to add to your push. It shreds through defensive troops.

Lumberjack+ 3 Muskets + Golem + Minions etc usually = a three crown.

Minions- Air defense troops. If you want to draw out spells before you place your Minion Horde on defense. Eg- Minions on Balloon -> Arrows? Then Minion Horde should be placed. Similar principle vs Graveyard Freeze etc.

Minion Horde- Fireball bait but also defense.

This is good if you notice your opponent Fireballs your pump and you have a general idea what your opponent deck is you can slip in a Lumberjack + Horde for a quick Tower etc.

Its DPS is amazing but play this card wisely. Similar to 3 Muskets because those 2 cards, because they are so expensive are prone to receive negative Elixir trades.

Goblin Gang- Log/ Zap bait and along with Lumberjack mainly used on defense vs troops like e-barbs etc. Can be used in your deathball push as well as with a Lumberjack for a quick push if you have a window.

Ie- Opponent overcommits to get rid of Pump. I’ve had that happen and was able to take a quick Tower in one of the games I’ve played.

The Log- Only spell in this deck, mainly for offense because of how many answers there are for Goblin Barrel in this deck but initially at the start of the game, logging the Goblin Barrel is a smart idea.

General Gameplan

Quick summary on the deck

In a nutshell this deck is a bait deck.

Typically decks these days run either a Fireball, a Lightning, a Log etc. They don’t carry multiple spells. This deck utilizes that to the maximum.

Lightning bait is the Pump, 3 muskets. Fireball are Minion Horde, 3 Muskets, Pump. You capitalize on opponents mistakes and misplays.

This deck has no Zap but can demolish an Inferno Tower in a heartbeat. Takes care of Inferno Dragon etc.

Early game( 3:00- 2:00)

PUMP UP!

This is the main goal of this phase.

Though I have had games where the pump was my last card and cycling in this deck is horrible. It’s okay to start off with a Golem but don’t try and overcommit to the push.

Focus on defending.

If your opponent doesn’t rush you, maybe at most go with Minions behind that Golem to gauge out counters.

You don’t want to waste Elixir but it’s okay to be aggressive and take damage with this deck.

With a Collector down before even the 2 minute mark you can start a big push with a Golem.

With this deck, it’s okay to take damage but this early on… best not to loose a Tower just yet. Otherwise your opponent can simply focus on defending which isn’t always good for you if they have several cards hard counters. Ie- Arrows and Lightning.

If you are pumping up and defending Golem the lane that has damage, smart players will rush other lane but you can also capitalize on it and defend + counterpush the opposite lane with a healthy Golem walking down the damaged lane.

TL;DR: Pump up. Defend. It’s okay to Golem during this time but don’t overcommit to the push. If Tower is damaged push that lane so opponent plays into you and keep track of opponents cycle

Mid Game- (2:00-1:00)

By now you should have at least 1 pump down. (It’s okay if opponent uses spells on pump. This is the only case it’s fine not to have one up.)

Now you have 2 options.

If you have a pump up and running, start up your pushes. You want to sent wave after wave of Golems at opponents Tower. With your opponents cards, cycle and counters in mind be a little cautious. I usually am very aggressive with my pushes. Log is a key card here. A typical push at this stage by myself would be a Golem in the back.

If my opponent is focused on defending which is a bad idea because of just how violent this deck can get I would usually add in a Lumberjack + Goblin Gang, followed shortly by Minions (To avoid value zaps). The Log would be in hand. With your Elixir Collector and 3 Muskets on defense going this far is fine.

If opponent pushes then it’s a 3 crown, if opponent defends you get more Elixir and can pump up again leaving opponents base in chaos. Remember the Golemites also tank.

Around now your opponent will also have an idea about your deck so the dilemma of “Should I use my Poison or Fireball on his/ her Elixir Collector” will be present so you usually are able to pump up because 3 muskets is a bit too much of a threat for most to ignore. If your opponent does indeed use a spell then go for it. 3 muskets right behind your Golem. Your Collector will still give you a few Elixir.

TL;DL Well you want to keep pumping up. If you have pumps then push with Golem. 3 muskets should be used in defense. You can draw out spells using cards like Horde etc on offense for that to be possible

Late game- (1:00- Overtime)

During this time all hell will break loose.

This being a beatdown deck, not a lot of skill is required here. Especially if you have 2 Elixir collectors down. I just place troop after troop.

Similar to Goison, behind the Golem. Just play smart though.

Ie- If opponent is defending with a Wizard and is yet to target on your Golem, don’t Minion Horde on top. One thing I like to do in this part is to 3 Musketeer behind the Golem, especially if opponent is defending with an Inferno and then drawing out spells you just Minion Horde center to take down the Inferno Tower letting your Golem move to the Tower and you have a fairly healthy Horde for your opponent to deal with.

The more Collectors down the more you can add to the push. It’s not too hard to know what cards to place down depending on what your opponent defends with. Keeping your Golem alive isn’t *That* important because Golemites still tank for you but all the same, try to do so in your pushes.

(TL;DR- FINISH HIM)

Now that I spoke strategy onto the juicy bits. Match-ups.

Matchups

Lavaloon- This is probably the easiest match-up to face with this deck.

You have Minion Horde, 3 Muskets, Minions. I use Minions to draw out Arrows and Horde to actually kill the Balloon.

Like I said before it’s okay to take damage. If you see Lavahound in the back, with or without your Collector it’s wise to Golem the same lane.

Thing with beatdown is, bigger your tank, the better. If your opponent has an Inferno Dragon it’ll be a little annoying but in this case I’d put 3 Muskets at bridge to deal with the Inferno Dragon and then ignore the Lavahound and follow the Golem with a Lumberjack with your finger on your Log. Time this well because typically Lavaloon has Skarmy/ Goblin Gang and Tombstone.

You can also rush the opposite lane with Golem + Minions. This should be done if you have a Pump, then you can punish your opponent who like all smart people would arrow the Minions (You should place Minions a bit late if opponent has Baby Dragon) and then follow up with a Horde post arrow bait. It’s completely fine going for the trade because this deck is much much better with 1 Tower down than almost any other deck.

Other beatdown- Play into your opponents pushes. One thing this deck has is, DPS. 3 Muskets, Horde, Goblin Gang, Lumberjack. These all bleed out DPS. You can take down their tanks much much faster most the time and then aid with your push.

Spell bait- You will take damage, its fine. Especially vs Hog spell bait. Try not to loose a Tower.

I always Golem right after Hog or the main offense is used vs these decks. Log should be saved for Goblin Barrel but later into the game if you Golem and opponent uses Hog+ Goblin Barrel etc. Then use Minions or Horde even to defend it so you add to your push. Offense is really your main goal with this deck.

It’s not a super defensive deck despite the defensive potential.

The average cost is high, the Elixir Collector is there to mitigate your bad potential trades and give you an advantage in building those deathball pushes.

Inferno Tower in General

No Zap, no Electro Wizard, no Lightning. Yes you heard me. Golem will get shredded right?

Unfortunate answer is… in the first 2 minutes it’s more than likely.

Ideally you want a Horde or Minions to distract it as Golem approaches Tower but in the first 2 minutes it’s not too easy to break through an Inferno Tower defense.

Here I’ll include how I work around the *weakness* (not really this deck is op) of this deck. So in a nutshell Minions/ Minion Horde are the main defense. Inferno Tower is usually only found in Hog spell bait decks or Miner etc so this should be only used after drawing out the Fireball. An E-Wiz can be dealt with by your Horde quite easily while distracting the Tower. Only issue you will face is if opponent has E-Wiz + Zap but then that’s a 6 for 5 trade.

afit04hHorde vs Inferno though didn’t have enough elixir because I didn’t defend my opponents push very well and dropped Golem a bit too soon so this push was stopped by E-wiz + Goblin Gang. I did win the game in the end.

6TaBH9V

Here I defended my opponents push and took more damage but it pays off. Tower HP is your resource. I was able to save 3 elixir and drop Goblin Gang and this means that E-wiz cannot, along with 2 towers stop this push and I was able to drop Lumberjack as well with my finger on The Log.

Bowler Graveyard

Since 2 videos were posted this deck is obviously good. This deck is very good vs this despite opponent having Bowler, Tornado and Poison.

Typically Lumberjack is great on defense. You can play mind games with opponent by maybe Minions on Tower for defense + Horde over the troops.

Troops will die super fast and if Poisones Minions you can always Log or just place a Lumberjack who is great at taking them out.

Always put Collector in opposite lane.

Also Bowleryard is terrible vs 3 muskets on defense. Especially since it’s hard to decide what to Poison (This can be fixed by Tornadoing 3 muskets into Poison but all the same 3 Muskets for Graveyard – 5+ Poison – 4+  Tornado 3- is a 12 for 9 trade and not always possible if opponent builds up a push and in 2x Elixir you also are able to drop things just as fast and faster if you have collectors up.

So vs this deck, any sort of Poison is actually beneficial for you.

Ie- Poisons Horde on troops? Your Minions kill the Graveyard. Poisons pump? Lets you use Horde, 3m and Minions. Poisons anything else? You can pump up.

In a way this deck has a rather large advantage in this match-up.

Conclusion

Now that I’ve covered most of there is to cover. I just wanted to share this with you. It’s a very easy deck to play and one that I think will rise in popularity as time passes by. Initially if you are not a beatdown player like myself (Only beatdown I’ve played is probably Goison) you may loose (despite me winning the tournament). It’s a very fun deck and right now quite off meta. Not many will expect a deck this crazy but it is insanely strong and has a lot of potential. Hopefully you guys enjoy playing it as much as I do and crush the competition.

Lolman out.

Insane Off-Meta Rage Balloon Cycle Deck for Arena 8+

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Hi guys, this is $wag Money with my second deck on Clash.World, this time with an interesting off-meta deck one of my clanmates Jallo reccommended to me.

It’s great for climbing trophies to get into Legendary Arena, and it still retains its power even though it features a card that’s rarely used at the top: Rage!

This deck revolves around the Balloon Rage combo, and constant cycling to overwhelm your opponent when their counters are down.

Balloon has mediocre speed and a really low attack speed, so when combined with Rage, its DPS is drastically increased.

No legendaries are used in this deck, but if you have some you can try and replace cards based on what you feel like is best.

Off-Meta Rage Balloon

Clash Royale RageClash Royale BalloonClash Royale SkeletonClash Royale Ice Golem
Clash Royale Ice SpiritClash Royale ZapClash Royale MinionsClash Royale Mini P.E.K.K.A

Push with Rage Balloon Combo!

Cards Breakdown:

Balloon: Let’s start with your win-condition, Balloon.

If it gets to the tower, it can deal devastating damage to it, taking out an Arena Tower in 3 shots combined with its Death Damage at Tournament Standards.

Like with Hog Cycle decks, Balloon is the card you’ll be cycling to. However, it has some advantages over the Hog.

  • The death damage is helpful in dealing some damage in case it flops and gets rid of defending troops.
  • It is also flying, allowing it to ignore some buildings when placed on the far edges.

However, Balloon is slow and and easy to counter. Cycling helps remove the easy-to counter con, allowing you to overwhelm your opponent when their building or troop is off rotation.

To get rid of its slowness, you Rage it! Rage will boost Balloons speed powerful enough for it to outrun Minions and Mega Minions, and also significantly increases its DPS.

More on Rage next:

Rage: This card is considered terrible by most players, because Lumberjack carries a free Rage, and is only used by low Arena players.

Rage is considered a spell “used when you are already winning to win even more”. However, in this case, Rage is a supporting Spell to help your Balloon reach the tower.

Like mentioned before, Raged Balloon can outrun Minions and Mega Minions, and if they have a defensive building, it’ll get destroyed by a Raged Balloon.

Here’s the thing that makes the Spell better than Lumberjack: The duration. A level 4 Rage will last long enough to help Balloon take down a defending building while still retaining the boost to reach the Arena Tower.

Rage is also cheap, helping you cycle better.

You can opt to replace it with Freeze or Fireball, but I actually had more success using Rage than the other two spells. Not only that, its always fun to surprise an opponent with a Rage. Not only that, Raging Balloon can make a Rocket miss.

Ice Golem: You’ll need this guy to help tank for your Balloon. This is also a staple in any Cycle Deck because of its cheapness, beefiness, and utilty.

It’s death damage plus Zap should take out Minions, and can slow surronding defending units to help Balloon take less damage.

On defense, he is great for kiting enemies and soaking damage from support units.

Take a look at here for more details!

Skeletons: Yep, these guys are also present in any cycle deck, and this one is no different.

Usually these guys are for cycling to your Balloon or for defense as distractions. When placed correctly, they can even kite air units like Baby Dragon and Mega Minion. Its hard to counter defensive Skeletons because they are so cheap it usually gives you an elixir advantage.

Ice Spirit: The other one elixir troop is also used for the same purpose. Cycling and defense. However, he can also be used in offense to help freeze some defending units and buildings.

Ice Spirit plus Zap should be able to take out Minion Hordes. If Ice Golem is off rotation, tossing Balloon with this guy will work, but not as well. We do not run a building in this deck, so Ice Spirit may be needed to prevent building targetting troops to reach your tower.

Mini-Pekka: Your go-to tank shredding defending unit. Counters Hog Riders, Giants, Golems, and PEKKA’s alike. Also great for dealing with supporting troops like Wizard and Sparky.

Rarely will you use this guy on offense, unless he is a leftover supporting unit for your Balloon pushes.

You can switch this guy out for Inferno Tower to have a more solid defense, but its always to fun to watch a Raged Mini-Pekka and Balloon go hand in hand and demolish buildings.

Mini-Pekka can also assist Balloon by taking out defensive buildings first.

Minions: Your go-to tank shredding defending unit for other things, like Lavahound and Balloon.

These guys are your only air defenders besides Ice Spirit, so this deck may be a little weak to heavy Lavaloon decks.

After a successful defense, Minions can assist your Balloon by pushing it faster.

Minions are taken over Mega Minion because of added DPS, and are taken over Minion Horde because this is a cheap cycle deck.

Zap: There really is no point explaining this card. Combined with Ice Spirit or Ice Golem death damage, it clears the way of Minions and Minion Hordes.

It can reset Inferno Tower, Sparky, or Inferno Dragon, and stall time for your Balloon to get one more hit off. I don’t reccomend switching Zap for Log because Zap can target air.

Against Zap bait decks, save the Zap for the Goblin Barrel, even if it doesn’t kill. Minions can deal with Skeleton Army and Ice Spirit and Ice Golem can deal with Minion Horde.

Gameplan

In the early game it is a good idea to get a feel for what your opponents deck is, what their defenders are, and how fast it cycles.

Tossing out Ice Golem, Ice Spirit, Skeletons, or Minions to cycle and invest. Supporting any of them with Balloon for a quick mini-push to Scout for counters.

After successfully defending their counterpush, you can cycle back to Balloon before they cycle back to a defending card, in which case you can build up a push and support it with Rage.

Rage will catch them off card and force them to panic, playing Minion Horde in the wrong position to cause them to all blow up from Balloons death damage. Raging early before knowing if your opponent is in a bad position is okay too, as Rage can cause Balloon to get off a shot it normally might not have.

In double elixir time, everything holds true as before, but you’ll be cycling even faster. Try to Rage your Balloon all the time in your pushes. It may seem like a waste, but Raging a Balloon can cause it to outrun Mega Minion, potentially taking less damage than it normally would have. Normally you should be able to cycle back to Balloon before your opponent can cycle to their counters.

In conclusion

Rage is often considered the “Win More” card, a card just for fun to demolish your opponent even more. But with this deck, make your stockpile of 52 rages viable again! I have tested this in Challenges and have gotten a 12-1 win and 12-2 win in Classic, but I feel this deck will work better on Ladders if your Rage is a higher level.

See you in the Arena!

Best Battle Ram Deck for Challenge/Tournament – Featuring Bandit

1

Hey guys Lolman here with another guide. I wanted to share this super solid deck to you guys, I believe this is probably one of the top 5 decks to use in challenges and tournaments.

I actually didn’t really feel like submitting a guide for this but I got a Youtuber to make a video about this deck, he actually responded and made a video on my deck, here check it out.

battle ram

Clash Royale Battle RamClash Royale BanditClash Royale KnightClash Royale Goblin Gang
Clash Royale Electro WizardClash Royale FurnaceClash Royale The LogClash Royale Poison

Best Battle Ram Deck for Challenge

Cards Breakdown

Battle Ram- Main win condition, the goal using this Deck is to get this to connect with the Tower 2-3 times but at the same time you are able to win by chipping down the towers + cycling Poisons but ideally you want to damage it with the Ram itself.

Left alone the Ram can take a Tower, doing 492 damage to the Tower at tournament standard. Spawning 2 Barbarians who do 212 DPS (together).

The Ram is also good on defense, the winning match in a Tournament was won because I used the Battle Ram to tank a Lightning against a Lavaloon Deck which saved my E-Wiz who kept the Balloon at bay and it was what allowed me to win.

Bandit– This Deck is focused on pressuring. Bandit is mainly for that, also to help take down defenses.

She can dash across from river to take down towers and defenses as well as sniper Princesses etc. Utilize her charge because the 2x damage can dictate outcome in many trades.

Paired up with the Battle Ram or Goblin Gang these two are hard to stop, especially If the Barbs eventually start tanking for her.

She does some insane damage and is a card which you can earn value with because 1v1 she can kill a Valk, Knight, Musketeer, E-Wiz etc on defense.

Knight– This card is mainly for defense. Vs E-barbs, Prince etc. If it’s a target that can demolish a Tower he’s what you’ll use.

Bandit cannot unfortunately deal with E-barbs, Princes but the Knight can. The Knight is what you will use to tank for things. Ie- Vs a P.E.K.K.A he tanks 3 hits etc. So this card is mainly only really used for defense.

In the video I did use him on offense so depending on the situation it’s down to your judgement how to use him. I had to pressure opposite lane to split my opponents push or at least make sure that if I lost a Tower I am far ahead in damage on his second Tower.

To read more about the Knight, I strongly recommend you take a look at here!

Goblin Gang– This card is mainly used on offense. It’s a little less viable on defense than Skarmy but great on offense as Log bait etc.

Try not to use Battle Ram + Gob Gang together if you know opponent has Log but it’s a good combo with Bandit as she can dash through the Log and Spear Gobs are bound to get a few spears in.

This card should also be used as a defensive card unless opposite lane or pressure in general is needed and you need a quick push.

E-Wiz– Can be replaced by Ice Wiz but it’ll be hard. Just a defensive card really. Both have their own perks but I like the spawn Zap on E-Wiz.

This is mainly for defense because unlike beatdown this Deck doesn’t struggle vs Inferno Tower. Great vs Lavahound and Graveyard, vs any deck really.

Just try not to give opponent value Fireballs or Lightnings with him and protect him as much as possible as this is sorta your only solid anti-air troop.

Furnace– Like I said before this deck relies on pressure and chipping. You need to win just in case you don’t get Ram to connect. That is by chipping opponents Tower down and getting down some poisons and maybe getting Spear Gobs to connect etc.

So what you want to do is learn where to place the Furnace. If you watch the video keep in mind where I placed it for the Lavahound to drag it to the building.

Vs Hog you want it a tile forward from the initial plant I made, vs RG you want it a tile back etc.

Learn the placements and try not to switch towers that Fire Spirts will go to unless you’re sure you can take the Tower, focus on chipping down a single Tower.

Poison– Ram + Poison is really the main push of the deck, and with no buildings like Kairostime said opponent will find it difficult to stop this.

I love having opponent play E-Wiz into Poison because it gives you such value, E-Wiz is really one of the only non squishy ways to counter the Ram.

Also get Poison placement down as well.

Here though I was wrong, I assumed opponent had a Tombstone because Lavahound has Tombstone so my placement on the Poison was a bit to the right so if opponent places the Tombstone I’d be able to hit it with the Poison.

This card you need to learn how to pre-place and predict. Even now after playing over maybe even 300 games with this Deck I sometimes mis-predict opponents placements and all so be wary when you place this down.

Predicting a Tombstone ((Never comes but you get the idea))

Log– Not much to say about this. The Log is awesome, kills spell bait. Enuff said. #2 legendary in game ((Waiting for all the complaints in the comment section))

predict tombstone

Subs (With pros and cons)

Knight-> Miner.

  • Knight = Better at defense. Chance to get more value. Actually is amazing vs e-barbs. Tanks Sparky. Can defend spammy troops like Goblin Gang. Stands up against Mini P.E.K.K.A and lumber jack, even a Prince and can be overlevelled for ladder use.
  • Miner= Better tank for Ram. Secondary win con because this Deck can turn into Miner Poison if opponent defends Battle Ram well enough. Snipes Princess. 2nd answer to Collector. It’s way worse on defense so you have a more offense oriented Deck.

Goblin Gang-> Skeleton Army.

  • Goblin Gang- Pretty much Skeletons + Archers. Gobs tank for Spear gobs on defense. Not zappable, watch the video and check out that quick Knight + Goblin Gang push on opposite lane, not being zappable means a LOT. Pretty much a more versatile Skeleton Army for offense but doesn’t have the DPS it provides so if used on a tank they will get hits off.
  • Skeleton Army – Zappable and not as viable on offense. Higher DPS.

Furnace -> Inferno Tower.

  • In challenges stick to furnace if tourney standard. This is only if you use this Deck on ladder and your Furnace doesn’t apply pressure by not hitting the enemy Tower.

E-Wiz -> Ice Wizzard

  • E-Wiz- Can get Fireballed on ladder ((Not as tanky)). Not really splask but stun is more useful than Freeze and spawn Zap is AMAZING vs spell bait as well as Sparky or Inferno Dragon. More viable on offence. So balancing it out this is a better card but not so much on ladder.
  • Ice Wizard- Lacks DPS but more HP. Slows by 30% which is constant while E-Wiz only zaps for 0.5 seconds ever ~2 seconds. Less affected by Fireball which is also a negative trade. There really is almost no positive Elixir way to deal with an ice wiz on defense.

General Gameplan

Okay now that I’ve talked about the Deck here’s a bit about the playstyle.

Early game

During the first minute or so you want to ideally start off with a move like Bandit in the back or even a Ram at the bridge.

Feel out the opponents cards, identify what kind of Deck they’re playing. Beatdown? A fellow control player? Some off-meta Deck? Etc.

Don’t predict things on your first push unless you HAVE to get damage like I did with my Ram + Poison vs the Lavahound Deck in the video. (( TL:DW? Well I predicted a Tombstone and poisoned so it covers the Ram from Skarmy, Gob Gang and the Tombstone)).

Depending on match-up just chip away at Tower or try and get as much as possible. The first would be vs control etc the second would be vs beatdown where an early Tower down for you would be ideal because you can sometimes ignore pushes and focus on whittling down opposite lane and maybe even not play into your opponents push.

Middle game

Here is where you amp things up, play the battleram faster.

Initially, it didn’t matter if counter was in hand this is where you keep in mind when your opponent has the Ram counters in cycle, I usually alternate in offensive pushes from Bandit to Ram which occasionally draws out the defensive buildings or counters so my Ram can be used in my next push. This Deck is great at playing mind games with the opponent.

Late game

Around now ideally you need to be either almost with a Tower or a Tower up, this when you have to pressure on.

Vs beatdown don’t play into pushes you ideally need to go opposite lane wait for a window and then strike. This Deck is all about capitalizing your opponents mistakes. Ie- He Logs nothing, strike with a Bandit or Ram + Goblin Gang etc.

If you are a Tower up one nice trick I like to do is placing the Bandit and Goblin Gang in centre. This is a great combo and is almost always guaranteed Tower damage.

Some nifty combos you can try with the center square are, Bandit + Ram, Bandit+ Gob Gang, Ram + Gob Gang, Knight+ Ram, Knight + Gob Gang. You don’t really want Ram tanking for anything but the Goblin Gang.

This Deck is great when you take a Tower down on taking the second Tower but it’s not quite a 3 crown farming Deck.

With the basic game-play out of the way, I’ll try and breakdown some match-ups and ideal way to play vs them.

Match-ups

Lavaloon/ Golem– Vs these two opposite lane pressure is key. You have Poison so the two decks only counters can be answered. Just if they use E-Wiz prioritize poisoning the E-Wiz and don’t play Poison too early on, make sure you get it as well as Tower. Vs Balloon, furnace is great vs is, protect your E-Wiz however. Using a Knight even so the Tower/ furnace/ Knight get hit by Lightning etc. Same vs Golem, try and make the troops that survive Lightning get hit by it but when you see a push being build opposite lane pressure is the way to go. Also, utilise the Bandit charge vs Golem, I like to save my Knight for back-end land troops because Bandit 1v1 without charge isn’t that big of a threat.

Giant beatdowns ((Graveyard as well))- This Deck does well vs both match-ups. Ideally I like to use Knight in the Graveyard to tank and hit he skeles while E-Wiz is safely out of Poison range sniping the skeles. It’s hard not to take damage but try to not use defensive Poison unless it’s your only option, also like any beatdown pressure opposite lane. You have some good counters for possible support troops, this Deck is very defensive despite it being an offence oriented Deck.

Hog– E-Wiz, furnace, Goblin Gang. All 3 are good answers. Initially if they rush with Hog unless you don’t have E-Wiz in hand don’t play a furnace. Take the damage and place E-Wiz down so your furnace can chip. Chipping Tower is much more important, protect furnace. In the video I Poison that Princess in the spell bait because I want the damage and I want opponent to play things into the furnace so I can counterpush as well as get value from it despite me getting a -1 trade vs the Princess. If they defend with an Inferno, I’d Poison it so Fire Spirits will get to Tower and I get Poison chip. Chip damage is very important in case opponent is very good at defending your pushes. So in a nutshell, Hog Rider is a very easy match-up to beat. Just be wary of Hog + gob Barrel and save your Log for it.

Spell bait– GG enough said. Easy win, Furnace pressure and Poison for Princess and Inferno. Bandit can also counter Princess. E-Wiz for Goblin Gang and Log for Goblin Barrel. Try not to change that up.

Conclusion

So I think I covered most of these stuff and give this Deck a try you will LOVE IT.

I can guarantee this Deck will bring you a lot of success and it is one of THE best decks in the game. ((Top 5 I swear)). It counter spell bait, Hog spell bait, siege, 3 muskets, Lavaloon, Golem you name it.

So yeah, best of luck.

Lolman out.

Good Manners = More Wins

207

Hey guys it’s Ash and today I’d like to take some time to talk about the etiquette of battling in Clash Royale and how psychology plays a big role in the game.

Clash Royale Emotes
Clash Royale Emotes

Good Manners = More Wins

One of the biggest problems a lot of players face when playing this game are people who invoke bad manners during a battle. For a lot of people, this causes frustration and anxiety.

For example, when your opponent beats you and then uses the laughing or crying emoji on you. If you allow strong emotions to get to you, then it can lead to a lack of focus, which can spiral into a losing streak.

When you play, your mood has a profound affect on your battling performance. I know this because I’ve been playing Clash Royale for over a year and have played in a total of over 15,000 battles. Whenever I’m not feeling well, I always underperform. I’ve won over 270,000 cards from Challenges. I usually perform very well in Grand Challenges, but I’ve realized that whenever I’m not feeling well, if I’m upset or tired, I tend to perform poorly, much worse than when I’m feeling 100%.

So in this post, I want to focus on basically talking about the psychological aspect of Clash Royale, how to deal with players with bad manners, and how good manners can allow you to win more.

The reason emotions play a big role in Clash Royale is because it’s a fast paced reactive game. This means that focus in the game is very important. You need to be able to keep track of your opponent’s cards, cycle, and moves. If you’re mind isn’t focused, then you’re very likely to forget or not be able to keep track or not be able to react quickly enough to certain plays. Focus is extremely important in a real time live fast paced strategy game like Clash Royale.

So how do I keep cool and focused during a game?

Well, if you watch my videos, you always see me having fun during a battle, regardless of whether I win or lose. And that is because you have to realize that this is just a game, it’s meant to be played for fun.

If my opponent uses bad manners, such as laugh at one of my mistakes, then I don’t care. I’ll still say “good game” and/or “well played” to him or her at the end of the battle, even if I get insulted. This is called being mature.

Players who resort to using bad manners are just childish, immature, or are probably just 5 year old kids who don’t know any better. So attacking them back with bad manners isn’t going to do anything, it’s not going to teach them anything.

If your opponent uses bad manners and you lose, then just say “good game” or “well played.” Being nice will make them feel bad, possibly regret their actions. Not only that, being the more mature player will make you feel good inside, conveying that you don’t need to resort to such hostility and childishness to win a game.

While if your opponent uses bad manners and then you beat them, you can have your revenge and use bad manners back, but it’s not going to teach them anything. It’s going to have the adverse effect and have them use bad manners more. The right thing to do again would be to handle it maturely and just say “good game” instead. It will again show that you’re very mature, that even though your opponent insulted you, it had no affect on you, and you handled it like a badass with a swift “good game” at the end.

Portraying good manners will keep you emotionally stable, focused, and overall you’ll enjoy the game a lot more, because of course it’s just a game, you’re supposed to enjoy it. It feels good to know that you’re the better person when you don’t use bad manners, and that feeling of goodness keeps you focused and hungry for wins.

So yea guys, that’s my advice to you all. Be good, be polite, be the better person, and you’ll never lose your composure. You WILL win more.

Best Cards to Play with Tornado

1

Hello fellow royalians! It is me B.W back again on my guide about picking a good splash partner to be used in conjunction with the Tornado.

Tornado is a card that is very unique in my opinion. It can wins you the game when used correctly or it will also turn the game to enemy favor and ended up losing you the game.

clash royale tornado

Best Cards to Play with Tornado

  • S = Extremely good without major weakness.
  • A = Extremely good with noticeable weakness / Good Overall
  • B = Good with some weakness.
  • C = Bad with some synergies.
  • D = Terribly bad with no/little synergies.

S Tier

Clash Royale Giant SkeletonClash Royale SparkyClash Royale WizardClash Royale ExecutionerClash Royale Rocket

Giant Skeleton – Defensive SPLANK – 957 Damage

The most underrated tank of the game benefits Tornado very well. In tournament standard level, it deals roughly 1131 area damage. Which is enough to fully kill an Executioner, Baby Dragon, and Inferno Dragon, also it brings Sparky to die by 1 Tower shot.

For this combo to work at defending, you will need a tank killer to kill the tank and the Giant Skeleton will tank for a while. If the big Larry is already dead, quickly place the Tornado to slow down the tank and clump up their support units. Defend succeed

Example Tank killer: Mini P.E.K.K.A, Barbarian, Inferno Tower, Inferno Dragon, Lumberjack, etc

Note : P.E.K.K.A is not that good for the combo. 2 Heavy tank in 1 Deck is kinda a wasted slot and P.E.K.K.A itself is a tank so you won’t need to have a troop to tank for her.

Rocket – Kaboom! – 1232  Damage

Rocketnado, it deals 1406 damage at tournament standard. An extreme damage that only heavy tanks can absorb it. Mini tank like Knight will die from it. Some medium tank will still survive with a sliver of health like Bowler, Valkyrie and Prince.

Tornado in this combo is not needed for additional damage. You will use this combo to completely make all of their troop killed within the 2 tiles radius from Rocket. Place the Tornado first and quickly followed up by Rocket. Place both cards fast or the Rocket will miss and ended up losing you the game.

Wizard – Explosiooon! – 162 DPS.

One of the most underrated splash card in the game benefits Tornado suprisingly good. Wiznado combo have the highest damage output out of all splash troops combo after Sparky.

He is by far the best reliable DPS splasher in the game with 2 weakness. He is not beefy enough and his splash reach is not as long as the one Bowler/Executioner has. For example, you cannot splash all of the three Musketeers that is behind that Golem, But i have never seen that kind of beatdown though.

It fully wrecks air and ground combo. My main problem with using this combo is that tank beatdown Deck usually brings a Lightning spell which is a big trouble. If i know that they have lighthing there is 2 option.

  • Bait their Lightning if you can. (Mega minion + Furnace, etc)
  • Double deploy Tornado and Wizard. You will need 8 Elixir to do this and the enemy cannot respond that fast. Giving you plenty amount of damage before the Wizard dies.

Sparky – Trashcan BLAST! – 1300 Damage

Chargee… and BLAST, Sparknado is one of the best splash + Tornado combo that is very strong when enemy doesnt have any stun spell ready.

Some players that use Sparky in their Deck use a spell bait card like Goblin Barrel, skeleton Army. When they used their Zap already, your Sparky will rock on defense! Quickly Tornado when the charging ring is at tier 2, their supports will die like it is nothing and thus giving you a big positive Elixir trade.

Just keep in mind that this combo work solely on defense and is hard to use on offense. Because when they have Electro Wizard, offensive Sparky will not make any harm except if you already have a lot of troops backing up Sparky.

Executioner – AxAxAxAx – 117 DPS

A unit that is spell resistant to every spell of the game except Rocket, targets both air and grounds, and have a very big splash area.

I am not an exenado user but i just found that this is absolutely the card that is perfect in a lot of ways. It is beefy, have decent DPS and can attack both air and ground troops. Just place it in a linear style when defending, wait for their push to come and Tornado them for the satisfying execution!

A Tier

Clash Royale fireballClash Royale PoisonClash Royale Bomb TowerClash Royale Fire SpiritsClash Royale Bowler

Fireball – FiRE! – 572 Damage

The spell that has always been used by many people. Also one of those card that has never been experiencing any buff/nerf except the crown Tower damage reduction.

With Fireball + Tornado you  can:

  • Kill All of the three Musketeers, even when splitted.
  • Kill any mid health support troops and unlike Fireball + Zap, for 1 more Elixir you can pull their tank. Unallowing their tank to do massive amount of damage to our crown Tower.

Bomb Tower –  The Tankier Bomber – DPS: 110

Bomb Tower + Tornado is very cancerous indeed. It can wipe almost any ground push while also is the most spell resistant building in the game. Rocket the bomb Tower and it will still have 400 HP left, making the enemy Rage quit.

The main problem with this combo is that it does nothing to Lavaloon. Just make sure you have a ranged troops to deal with them, it musnt be a splash troop. When the Lava hound is near dead, Tornado it and the Lava pup will be clumped and easier to kill. Bomb Tower also can tank 2 Balloon hit and remain with a tiny bit of health. Which is good enough to buy you a time.

Fire Spirit – Kamikaze – 507 Damage

A very good damage for its Elixir. If you want to pull it off, you need to have a tank or distraction for that. Can kill a full Army of Barbarian,Witch,and Ice Wizard with the cost of 5 Elixir. Insane, right?

But if you do the fire spirits + Tornado combo alone, your fire Spirit will just get melted. Try to have a cheap tank like Ice Golem for the safest way.

Poison – Combo Wombo! DPS: 75

A very good combo because it can take troops even better than Fireball + Poison. It can take any medium swarms and with the help of Tornado, the troop will not leave from Poison radius, thus giving you a full damage. This combo is found in the new Ewiz Bowler Graveyard.

Although it seems very good, it has some weakness. These 2 spells have no direct damage. So you will have some problem with Goblin Barrel ( although you still can pull it). Having the third spell like Log and Zap is recommended!

Bowler – Bowliee – DPS: 95

A feared card on defense becomes more feared when you use it with Tornado. Bowler has a  suprisingly big amount of health point that makes him will not die to any spell of the game, even a Rocket. Also, thing to note that Bowler has one of the largest area splash along with the Executioner so the boulder will definitely hit all of their grounds troops.

The only problem is that he is not capable to attack air units which is a big trouble against a Lavaloon player. But against a ground based push, their troops are definitely screwed.

B Tier

Clash Royale BomberClash Royale PrincessClash Royale Ice WizardClash Royale Baby DragonClash Royale ValkyrieClash Royale MortarClash Royale BalloonClash Royale Golem

Bomber – Bombard them! DPS : 142

Bomber, the splash troops that inst used that much in higher arenas is surprisingly good with Tornado.

Bomber has good area splash that is bigger than some splash troops like Wizard and Witch so you will always hit most of the troops in the Tornado. It can kill most of ground troops even Knight when you use the maximum duration of the Tornado to bomb them.

The weakness of this combo is that your enemy can easily kill your Bomber in instant with a Fireball, completely destroying your combo. Musketeer and Dart Goblin can also kill the Bomber even when they are being Tornado-ed because of how far their range is.

Baby Dragon – Flying Spitting Draggy- DPS : 83

This combo is a part of the new Giant Graveyard. You can easily clump and destroy their troops without minding your draggy to die since it is tanky.

Your opponents will never able to kill their Baby Dragon in the duration of Tornado except if he uses an emergency Rocket (lol XD). The weakness of this combo is of course the lack of damage to kill all of their troop.

Baby Dragon is the third lowest splash DPS troop in the game with only the DPS of 83 at tournament standard. To make the most of Tornado, Usually you will pick another splash troop to accompany your draggy like Bowler for complete destruction.

Valkyrie – Whirlwind Tornado – DPS: 140

A good melee splash partner for your Tornado. The main problem is that this card is a melee card so your Valkyrie can easily die when attack them. Also it cannot target air unit which is a big deal.

But Valknado in my opinion is still a good combo. You can make that Giant skeleton on your Tower and Princess that is sniping your building to get clumped up with the Tornado and then place the Valkyrie in the middle of them to eliminate them.

Another ranged splash partner is recommended so your Tornado don’t go on waste.

Balloon –  Lava’s best cancer friend – Death Damage: 272

This combo is not for killing enemy troops. Generally, you will play a Tornado to make their enemy troops unable to attack the Balloon. Making a free path of your Balloon to kill the Tower.

Think of it as a riskier Freeze that deal damage but less disable. You will have 2 option to Tornado them.

  • Tornado them to the other lane. Works if their enemy troops is like a Musketeer,Dart Goblin, Princess and any other ranged unit.
  • Tornado them to the back of the Princess Tower. Good if the enemy troops have less range like minion or is squishy like Spear gobs. When the Balloon dies, the death damage will kill the minion.

Ice Wizard – Pull and Slow! DPS: 42

In my opinion, this combo is good but not in terms of damage. This combo will be used for a pure disabling purpose.

An AOE 35% slow for all of their troop is kinda good. It kinda remind me of a Poison spell when it has a slowing effect but better!

Mortar –  Siegeing Tornado – Damage 228

Rarely seen in a Siege Deck, Mortar with a Tornado can deal a good damage to their troops. 402 damage is the combined damage of 1 Mortar shot and Tornado, which is enough to kill low health support troops like Bomber and Archers.

It also brings Wizard, Electro Wizard and Musketeer to die by a Log in tournament standard. However in ladder matches where Mortar can be overleveled, it will surely kill troops like Witch and ice Wizard.

Golem – Gotcha Minions! – Damage 259

One of my favorite combo in the game, It brings all of those annoying support troops to die along with your Golem. Instantly kill small troops like Archer and Bomber and brings those ground support troops like Witch, Wizard, Musketeer, Ice Wizard, and Electro Wizard to die by a Log.

It can also be used to protect your support troops. When they place a Valkyrie between your support, place a Tornado that leads to your Golem, allowing their Valkyrie to attack the Golem instead of your supports.

Princess – Mini-Arrownado – Damage 140

Tornado is Princess best friend in a lot of ways, it can defend  bridge Princess from a small troop, it also can amplify the area attack of the Princess itself.

Keep in mind that the damage is nowhere to be good, but it will instantly kills any minion swarms and Guards while also shortening the health of their supports.

C Tier

Clash Royale WitchClash Royale The LogClash Royale Ice SpiritClash Royale Ice GolemClash Royale ZapClash Royale FurnaceClash Royale Dark Prince

Witch – Destructo beam! – DPS : 98

Witch + Tornado combo is not that good in my opinion. The damage is weak, also Witch is ligthing-able. The Witch area splash is a bit small so some of the Tornado-ed troop will not get hit by the attack of Witch.

You can try to accompany the Witch with another splash partner to make the most use of your Tornado.

Furnace – Spawner Nado! – 338 Damage

Although is not as effective as another splash+Tornado combo, it will still work . You will want another splash troop to be accompanied with it.

When they have some small counter push going like Barbarians and archer. Distract it with cards like Ice Golem or Guards, then Tornado and all of them will be dead, Barbarians will still have a sliver amount of health but i t will still die from a Tower shot.

Zap – ZAPPP! – 159 Damage

For 5 Elixir, the damage it gives is absolutely terrible. I have both of these spell in my Deck but i rarely use this combo. I use both of these spell to work solo-ly, not by use them as a combo.

The only time when i  will use this combo is against a minion Horde + tank combo and I don’t have any other card to respond for the Gang of Minions.

Log – Push and vacuum! – 240 Damage

Generally not used as a combo, it can works well when you do it on defense against ground push. Their combined combo can delay their troops to the Tower by up to 5 seconds. Giving your Army a free hit, yay!

Dank Prince –  Danknado – 128 DPS 385 Charge Damage

No one has ever heard of this combo, generally Valkyrie is better with a Tornado because dark Prince doesn’t have a 360 splash. But if you can do a preemptive Tornado, 385 Area damage is no joke. Thing to consider is that people will always Log your dark Prince or stun it and if they do, save the Tornado for something else. Except if you have another splash ready for the Tornado.

Ice Spirit – Advanced Stun – 90 Damage

Ice Spirit usually act as an additional combo for your Tornado. It can fully froze all of their units for 1.5 second, which is good for the value of 1 Elixir.

You will need a tank to do it or your Ice Spirit will go on waste.

Ice Golem – Double CC – 70 Damage

An expensive way to kill a Minion Horde, Ice Golem is also a good temporary tank for your splash troops to do the Tornado safely.

Keep in mind, Ice Golem is good as a tank and not as a splash dealer for your Tornado.

D Tier

Clash Royale Electro WizardClash Royale Arrows

Arrow – The prime spell of the good ol’ days – Damage 243

Arrow is one of that straight forward spell that does no side effects unlike any other spell and only has 1 main uses : Swarm Removal.

Arrow + Tornado combo is not that superior in my opinion. It doesn’t provide any positive Elixir trade, thus you may want to look at other splash partner for your Tornado.

Electro Wizard – ZAP! – Damage 159

It can be a good one, but i don’t think a Tornado for spawn Zap Electro Wizard is a good idea. Think of this, Electro Wizard will just be killed after that and the damage it gives is nowhere near good.

The only think you would use this combo is against a minion Horde and that is all.

clash royale tornado

Damage Amplifier

Clash Royale RageClash Royale LumberjackClash Royale Clone SpellClash Royale mirror

Tornado has a duration of 3.5 seconds, Some beefy troops that got splashnado-ed may still survive and cause havoc to your side of arena. What we will gonna do is to add a support spell that will help you to amplify your splashnado and wins you the game :D.

Rage –  GRAWWW! (Lumberjack favourite drinks)

You may have seen  it used a lot with that Ebola Barbarians, but what about with Wizardnado or Bowlernado? Yes, the DPS will rise very high and the enemy troops will die faster along with the tanks.

2 Elixir for a 35% more reliable DPS?yes please!, and i think this is how you play Rage defensively.

The only unit that doesn’t benefit enough from Rage is Executioner (see OJ video) and the troops that benefits this spell the best is Wizard. But i know, every splashers do benefits from this 2 Elixir spell.

Lumberjack – Defensive Lumby!!!

Personally, this is the combination i use along with the Wiznado. Why would you pay a 2 Elixir spell if with 2 Elixir more, you can have a temporary beast DPS troop with the HP of Ice Golem?

Lumberjack + Wizard and when the Lumberjack dies, go Tornado!! And boom, Defend success!

Clone – Kagebunshin no Tornado jutsu

A Risky Rage that is 1 more Elixir expensive but provide 100% more DPS. Clone is very rewarding if they doesn’t have any cheap spell in hand, but usually they will just Zap/Log the Clone, nulliffying the entire Clone, thus making this spell a high risk high reward card.

Mirror – 7 Second of Tornadoo!

Mirror, you can either Mirror your splasher or Mirror your Tornado to prolong the duration. Personally, i will recommend to Mirror the splasher instead because it will make a setup for counter-push. This spell is expensive yet it gives 100% more splash DPS which usually will make their entire push get wrecked apart.

Countering Splashnado

Although this combo seems very strong, it has a lot of flaws.

  1. Tornado doesn’t do any damage to building.
  2. Splashnado is very weak against building. So if you are facing against a siege decks, the combination of this 2 cards is not enough for them to be a threat.
  3. Against a Rocket or Lightning user, your Splasher will have a hard time protecting their our own lives (Doesn’t apply to Bowler). So you gotta bait them out, or the Splasher will ended up dying before the Tornado duration even ended

How to counter a fellow Splashnado user as a Splashnado player.

  • If you have Tornado yourself, you can try 1 v 1 Splashnado and see who wins the fight. It depends on your troops tho, if your troop is like a Bowler, Executioner and Baby Dragon. They have a lot of hitpoints, allowing them to deal enough damage before they die. DO NOT EVEN TRY if your troops is weaker compared to them like Bomber, Princess, Wizard( good DPS but not beefy).
  • Or another safe method if the Deck you are using is a Splashnado Deck is when they are going to Tornado, quickly Tornado all of their splasher to the back. Allowing them to not deal any damage during the entire duration of nado.

How to counter a Splashnado user.

  • If you have a Rocket/lighthing or the classic Fireball Zap/Log. Just use them to their splasher whenever the clash is going to start. This is how i usually lose the game as a splashnado player. Against this method, you need to cycle your splasher quicker than they cycle their own spells.
  • Another medium risk and high reward method is when your main melee troop already pass the bridge, place your supports behind the river. Tornado doesnt has the ability to pull unit to pass through the river, allowing your support to not damaged by their Tornado because they will be stuck on the river. This method also work if you are a splashnado user.

It may not work everytime, if your opponent is smart enough, they will try to place the Tornado on the middle of the bridge so even if your supports are behind the river, it will also be pulled.

Consclusion

Splashnado is one of the best game-winning strategies in this game, it is weak against a heavy spell and building user but it will wrecks every troop combination in the game. The Tornado can also be used as a solo card to pull their troop to the king Tower. Splashnado is best when used defensively because it is the time when the enemy will put all of their troops in 1 main force. It is also beast when used offensively when your enemy uses a troop as the main defender, it does nothing to the almighty Inferno Tower though.

This is all about my guide, constructive criticism and feedback is very appreciated.

Defend, Push, Splashnado, and win! Peace out!

B.W

New Meta P.E.K.K.A Beatdown Deck

110

Hello guys (and gals)! I am GhastlyDestroyr from the clan A Kings Ransom and this is my first time submitting a deck.

I have been having great success with this deck and am a level 9 in Legendary Arena!

New Meta P.E.K.K.A Beatdown Deck
New Meta P.E.K.K.A Beatdown Deck

New Meta P.E.K.K.A Beatdown Deck

As you probably know, there has been a recent balance change on Feb 13th and many cards were nerfed and buffed. Three of those cards were P.E.K.K.A, which had its deployment time reduced from 3 seconds to 1 second (at least I consider this a buff) which is an insane reduction. The other card is the Baby Dragon which had its range increased from 3 to 3.5 tiles. The third card is one Elixir Skeletons as they have been changed back from 3 Skeletons to 4 Skeletons which is amazing.

The reason I consider the P.E.K.K.A change a buff is that even though it is harder to build big pushes, the P.E.K.K.A becomes a much better counter to a lot of cards including the Hog.

The P.E.K.K.A now becomes slightly less of a beatdown deck but it becomes much better as a reactive play which especially helps in counter pushes.

I used to consider Baby Dragon to be one of the worst cards and thought of it as a worse Wizard or Executioner, however, paired with a P.E.K.K.A, it can support your push while damaging your opponents tower very well. This range buff lets it help counter a lot of the the small troops that normally are used to counter the P.E.K.K.A.

Clash Royale P.E.K.K.A
Clash Royale P.E.K.K.A
Clash Royale Baby Dragon
Clash Royale Baby Dragon
Clash Royale Princess
Clash Royale Princess
Clash Royale Lightning
Clash Royale Lightning
Clash Royale Zap
Clash Royale Zap
Clash Royale Skeleton
Clash Royale Skeleton
Clash Royale Fire Spirits
Clash Royale Fire Spirits
Clash Royale Archers
Clash Royale Archers

 

Card Breakdowns

Clash Royale P.E.K.K.A
Clash Royale P.E.K.K.A

P.E.K.K.A The P.E.K.K.A is the main win condition however, I will explain how even if you fail to get the P.E.K.K.A to get a hit on the tower, you can still easily win.

The P.E.K.K.A is an amazing tank killer. It will slaughter a tank or minitank with it’s high attack damage.

Against the Hog, the Hog will not get more than one hit but if you place the P.E.K.K.A very quickly and about 3 tiles before the crown tower, you can sometimes negate any damage from the Hog.

Also, the P.E.K.K.A works great for counter pushes. The P.E.K.K.A easily survives on defense as it’s health is even greater than that of a Giant. Then you can counter push with the P.E.K.K.A as your main tank.

When facing an X-Bow or Mortar, you can place the P.E.K.K.A whenever they place down their siege tower to protect your crown tower while also defeating the siege card. However, even if you don’t have the P.E.K.K.A in hand, you can still use Lightning to damage the siege tower and troops nearby.

In addition, the P.E.K.K.A is a counter to many popular cards in the current meta such as Golem, Giant, Executioner, Elite Barbarians, and RG (Royal Giant). The P.E.K.K.A can also tank well against Fire Spirits, especially the ones that come from Furnaces.

Another aspect is that the P.E.K.K.A can help with a tank and spank.

For example, against a Giant deck I faced, I used the P.E.K.K.A to kill their Giant. There was a Wizard supporting the Giant so I waited for the P.E.K.K.A to tank the Wizard shots while I placed down Skeletons to spank the Wizard while it was distracted.

Sadly, there are not really any other card you can replace the P.E.K.K.A with as it is a unique card from its ability to deal massive damage to enemy troops while still being very tanky.

Clash Royale Baby Dragon
Clash Royale Baby Dragon

Baby Dragon – The Baby Dragon is easily able to lock onto the tower with its new range buff, and with the P.E.K.K.A tanking for it, it can often times get many hits off on the tower, allowing you to deal hundreds of damage even if the P.E.K.K.A does not lock onto their tower.

In addition to that, the Baby Dragon also is very good at killing the small troops that most opponents use to counter the P.E.K.K.A with. This includes Skeleton Army which is very common in the current meta, Spear Goblins, and Skeletons, and will also two shot Archers, both Minions and Minion Horde, and Goblins.

In addition, if you know your opponent relies heavily on Inferno Tower to defend against your P.E.K.K.A, you can place your Baby Drag on the middle to temporarily distract the Inferno Tower.

Possible replacements are Wizard, Executioner, and possibly electro Wizard but I still recommend you keep Baby Dragon.

Clash Royale Princess
Clash Royale Princess

Princess – The only legendary in this deck is the Princess.

This Princess was one of the two first legendaries to come out and it is very unique in its superb range and excellent splash, paired with the Baby Dragon, almost all small troops will die very quickly.

The Princess is also very good at chipping and locking onto your opponent’s tower and can deal a lot of damage if your opponent is focused too much on your P.E.K.K.A.

It deals very similar damage to the Baby Dragon.

When using the Princess to support your P.E.K.K.A, make sure to place the Princess a good distance behind the P.E.K.K.A so that the Princess will help deal with small troops instead of locking onto your opponent’s tower since the P.E.K.K.A is very weak to small troops.

A good replacement for the Princess is Minions. I have tried out this deck with Minions instead of Princess and it still works out very well. The difference is that there is slightly less splash in the deck but the Minions give a counter to Graveyard other than Archers and can help distract the Inferno Tower from the P.E.K.K.A. Minions also help against Lavahound decks which this deck is a little weak too.

Clash Royale Zap
Clash Royale Zap

Zap – I personally do not have Log and so i still run Zap even though it no longer kills Goblin Barrel but that is made up for with the Fire Spirits.

One benefit that Zap has over Log is that it can reset the Inferno Tower which can be very dangerous for a P.E.K.K.A.

If you are able to reset your opponents Inferno Tower and let the P.E.K.K.A get 2 hits on the Inferno Tower, then the Inferno Tower will die and the P.E.K.K.A will be safe (the P.E.K.K.A may only require 1 hit to kill the Inferno Tower if the Inferno Tower is already damaged low enough).

The Zap is also very good at instantly killing a Skeleton Army for your P.E.K.K.A if you either to have a Baby Dragon or Princess on the field or if they are distracted by something else.

Paired with the Zap, the P.E.K.K.A can deny any damage from a Hog Rider although I only recommend this if you can afford any more damage on your tower.

Finally, it is very important that you make sure that you have at least 2 Elixir when your P.E.K.K.A is on your opponent’s side as you will be able to instantly kill their Skeleton Army without waiting on more Elixir, waiting on your other troops to kill the Skeleton Army, or having your P.E.K.K.A die.

A possible replacement is The Log. I don’t have The Log so I do not know if it will work out very well. If you run the Log instead, you may be more susceptible to an Inferno Tower but it could be possible to run Minions instead of Princess to make up for this. However, a benefit that the Log has is its amazing knockback which can be very helpful on defense, and the Log can also completely counter Goblin Barrel unlike the Zap. The Log also deals more damage and kills the Princess while also being able to chip the opponent’s tower more.

Clash Royale Lightning
Clash Royale Lightning

Lightning I originally ran Fireball instead since the weakness of a P.E.K.K.A is small troops, however, it is overkill with Zap, Fire Spirits, Princess, and Baby Dragon.

Additionally, I had some problems with a burner deck since its Inferno Tower kept on killing my P.E.K.K.A. That is why I ran Lightning instead.

Although Lightning does cost 2 more Elixir, it synergizes better than the Fireball in this deck.

First of all, the Lightning counters the Inferno Tower, which is one of a P.E.K.K.A’s weaknesses, while also being able to damage your opponents tower and killing anything else too. Also the Lightning can counter decks that rely heavily on the Elixir collector or Furnace. In addition to taking out buildings, Lightning can also take out any units that dies or take severe damage from it while also clipping the tower to get value sometimes, or just get some easy damage without giving you much of an Elixir disadvantage. Also, this deck can be weak to Lavaloon (Lavahound Balloon) and in that case, you want to arrange your troops to attack the Balloon first as it is the biggest danger and if you need any more damage, you can also Lightning the Balloon and the Lavahound and hopefully clip something else too.

I severely recommend you don’t replace Lightning as it helps against Inferno Towers as well as any other defending troops. Although Rocket could be possible, it isn’t good of an Inferno counter and it has a much smaller radius of only 2 tiles compared to a Lightning’s 3.5 tile radius.

Clash Royale Skeleton
Clash Royale Skeleton

Skeletons were changed back to their original 4 Skeletons from 3 Skeletons.

The Skeletons offer amazing value for one Elixir!

First of all, they allow you to easily cycle through your deck. This allows you to cycle back to any card you may depend on to counter one of your opponent’s cards.

Also, in Double Elixir time, I often find myself either being able to have two P.E.K.K.As or being able to have another P.E.K.K.A to come in if my other P.E.K.K.A has already died or is close to death.

Another great utility of the Skeletons is the ability to take out any alone support unit that doesn’t deal 360 splash by surrounding the troops which is done by placing Skeletons directly on the troop (Wizard, Sparky etc).

Skeletons can also counter Miner and if you are very low on Elixir, you can depend on Skeletons to defend a Hog and only take two hits from the Hog.

Skeletons can also protect any one of your troops from a card that make deal high single target damage for example I sometimes protect my P.E.K.K.A from a charging Prince by placing down Skeletons in front of the P.E.K.K.A to take a few hits. This works for many other single target cards such as mega Minion or Elite Barbs.

Skeletons can also tank for the P.E.K.K.A against an Inferno Tower if they are in front of the P.E.K.K.A.

If you find it hard to use Skeletons as they can require a lot of skill to be used well, then you can run Skeleton Army. I originally ran Skeleton Army as an additional high damaged dealing card with the P.E.K.K.A but the deck is so cheap and easy to cycle through that I didn’t really need it so I ran Skeletons since they were buffed and they helped cycle through the deck very well.

Clash Royale Archers
Clash Royale Archers

Archers are one of my favorite cards. This is because they are so versatile.

In the beginning of the game, I often times split my Archers. This is so I can defend a side if my opponent does an aggressive push and also, if my opponent ignores an Archer, I can get some chip off.

Another advantage Archers have is that they won’t die from many common spells such as Zap, Log, or arrows (these are only at tournament standards for example, a level one Log will kill any Archers below level 9).

Archers are also a great counter Graveyard, however, of the tower is distracted on something other than the Skeletons from the Graveyard, you will need a little bit more help (any additional help works).

Archers can also help slightly support the P.E.K.K.A and deal a little extra damage.

They also help against air troops too.

Overall, Archers are just a good versatile card that can help in almost any situation.

If you really want to, you can replace Archers with Minions however, they are more susceptible to being taken down as they have less health although they do offer greater DPS. Another possible replacement is Mega Minion as it is a cheap minitank that offers great damage and can help deal with a Balloon against a Lavaloon combo.

Clash Royale Fire Spirits
Clash Royale Fire Spirits

Fire Spirits have mostly gone out of the meta as people usually run Furnace instead. However, this deck doesn’t need a building and Fire Spirits offer greater immediate help and damage while also being cheaper.

Also having three Fire Spirits greatly helps support the P.E.K.K.A.

One example is that 3 Fire Spirits will take out an entire Skeleton Army for you while 2 will still leave a few Skeletons remaining.

The Fire Spirits also can instantly kill many small troops. For example, 2 will instantly take out Minions while three will take out Minion Horde instantly. This way, you protect the P.E.K.K.A from even more damage and you also don’t have to wait for the Baby Dragon or Princess to attack twice.

Fire Spirits also offer great immediate damage in case of an emergency and they can take out lone troops similarly to the Skeletons.

3 Fire Spirits will deal the same damage as a Fireball except for half the cost so as long as you make sure the Fire Spirits don’t die, you get a Fireball at only half the cost.

I’m not sure about any replacements as the ability for them to instantly deal a lot of damage and take out things is a great help. A possible alternative is Furnace but you really don’t need it as it is more expensive and this deck also doesn’t really need a building as the P.E.K.K.A is the tank killer. I strongly believe that the Fire Spirits shouldn’t be taken out but if you want to you can replace it with some other troops that deals similar splash.