We are going to have 4 new cards in the upcoming Clash Royale March Update! This is the very big anniversary update with a lot of new stuffs.
This is Ash (YouTube) and today I’ll be sharing a special sneak peek preview of the upcoming Clash Royale update. Featuring four amazing new cards! Let’s go over them and analyze them and then I’ll show you guys some gameplay of the Bandit in action!
4 New Clash Royale Cards – Bandit, Night Witch, Bats and Heal
The Bandit will be released on March 24th, but we’re also getting a Bandi Draft Challenge which will start next week, Friday the 17th. This is the same as a normal Draft Challenge, but either you or your opponent will be given the Bandit to use. As you progress, you can obtain one time rewards.
At 2 wins, you’ll obtain 100 gems, 4 wins you’ll get 8000 gold, 6 wins a Magical Chest, 9 wins 25,000 gold, and at 12 wins you’ll obtain the Legendary Bandit.
Also, the Crowns you get from this Challenge will be added to your Clan Chest and your own Crown Chest!
First, the Bandit is a 3 Elixir card. She’s a melee attacker, meaning she will only target one unit at a time. She has a decent 160 damage per second at Level 1, but also has an awesome special ability.
She can dash, with a range of 4 to 6 tiles. What this means is that if there’s an unit 4 to 6 tiles away, then she will immediately pick up speed and charge right onto it, dealing double the damage.
Bats
Next we have the 2 Elixir Bats. And I feel like this is going to be an overpowered card!
For the cost of only 2 Elixir, you can summon 4 of these. They’re a much cheaper alternative to the Minion Horde. I like to think of them as flying Skeletons. They have the same HP and damage as Skeletons, but can fly.
Their flying ability gives them a big advantage, as they would make for an excellent cheap distraction to the Inferno Tower. Not only that, they are impervious to The Log as they can fly, which also makes them an excellent Zap bait for only 2 Elixir.
Night Witch
Next we have the Night Witch. She’s another very interesting troop, only costs 4 Elixir, and has 85 more HP than a normal Witch.
She summons Bats, while the Witch summons Skeletons. While she’s a melee attacker, but the Witch is a splash attacker. Not only that, her Spawn Speed is 5 seconds, while the Witch’s spawn speed is 7.5 seconds. And of course Bats are better than Skeletons as they can fly and distract better.
The Night Witch not only looks like a better version of the normal Witch, but also seems pretty overpowered, costing 4 Elixir.
If you played Clash of Clans, then you would know how great the Heal Spell is.
At Level 7, the Heal Spell can heal 176 HP per second for 3 seconds. So in total, it can heal 528 Hit Points.
It has a very large 3 tile radius.
It’s hard to say how good this card will be, considering that this is the first time we’re getting a card that can heal troops.
Looking at it, I feel like its 3 Elixir cost a little expensive. The Rage Spell once used to cost 3 Elixir, but very few people used it because it was too risky for that much Elixir, especially since it takes up one of your card slots, and especially since it’s a spell card. You can’t have too many spell cards in a deck.
He is fragile but everything we need is his huge splash-damage. He is one of the best clearer of the way for tanker like Giant, P.E.K.K.A etc. Just be wary because be can’t hit air units
Comparing to Wizard, Bomber can do whatever Wizard can, with better arena splash size, except he can’t target air units.
… But since Wizard is not being used a lot, why would people use the Bomber? Good question! It’s because of the Elixir cost. Clash Royale is all about Elixir trades and Bomber is absolutely full of them. He offers tons of value for only 3 Elixir.
With the Tower’s help, Bomber can take out all of the Barbarians without a scratch. He is also insane against Goblin Gang, which is going to be released soon in just a few weeks.
Hit speed
Movement Speed
Deploy time
Range
Target
Elixir Cost
Count
Rarity
1.9
Medium
1 second
4.5
Ground
3
x1
Common
He is a cheap splash support. He makes up in sheer ground battle control but be loses in lack of air targeting.
Due to his damage and damage radius, he is deadly against Goblins, Barbarians or whatever. They will be all killed in the blink of an eye without asking a single question. Unless he is locked on something else already, like the Tower, which would be probably one of the worst case since you would loose a 12th of your Tower every 2 seconds.
A protected Bomber is deadly If the opponent doesn’t have any air protection to take him out.
Also, make sure your placement won’t force him to re-target. Otherwise, your Bomber killers will be removed immediately unless they have less than 271HP.
Level
HP
Damage
DPS
1
147
128
67
2
161
140
73
3
177
154
81
4
195
170
89
5
214
186
97
6
235
204
107
7
258
225
118
8
283
247
130
9
311
271
142
10
342
298
156
11
376
327
172
12
413
359
188
13
454
395
207
Changelogs
15/12/2016: Damage increased by 4%.
19/9/2016: Damage increased by 2%, HP decreased by 2%.
4/7/2016: Damage increased by 9%.
18/5/2016: damage increased by 10%.
On 2/2/16, this card get increased its hit speed to 1.9 sec (from 2 sec).
Bomber Vs. Meta Cards
Skeleton Army: This is the big one. Since its most recent change, Skeleton Army has gained tons of popularity. But, Bomber can wipe out them all with just 2 hits. Even somehow the Bomber gets killed after doing 1 hit, the Skeleton Army will be also very useless. Bomber can easily counter the Skeleton Army for an equal trade, being ready for the counterpush right after that.
If your Bomber counters your opponent well, don’t keep placing him in the same spot because your opponent would wise up and use Fireball to damage him and your Tower.
Bomber Rules:
Use Bomber to defend cards he is strong against. He is not a tank killer so don’t try to use him to take out a Golem. He can’t solo kill Wizard, Musketeer,… Use him to take out Skeleton Army, Barbarians, Goblins etc.
He can shine in almost any push. Don’t be afraid to make use of him after a successful defense. He is such an insane glass-cannon. When left alone, he still can mess up a Tower. Even a supporting Ice Spirit can help him do 2 more hits on the Tower, which is 542 more damage. He plays a huge role in beatdown decks. He blows away cheap support cards like Goblins, Guards etc.
Fear the air units. He doesn’t target air units. A single Mega Minion can shut down your mini-Bomber push entirely.
Change it up. This should go for every troop which is killed by Fireball. Don’t place your Bomber in the same spot over and over again.
In Conclusion
Bomber is a squishy but powerful card which has a lot of potential in the current meta.
That’s awesome If you can give this little skeleton a try! He is a very good choice for almost any anti-Meta deck at the moment!
What is up guys, Corrosive Logic, here again with another deck guide!
A few days ago I made a guide of a Goblin Barrel rocket deck, very similar to this one. This Miner Fireball variation has worked a lot better for me in ladder and overall is better for the casual player, but if you are looking to play challenges or tournaments I would stick to the Goblin Barrel rocket variation.
The other difference in the decks is that I carry the Ice Spirit in this one, as playing in ladder Ice Spirit is a lot better against the Royal Giant and it also helps the Miner do chip damage on offense.
I also made a video on the deck, where I play a lvl 13 Royal Giant and show you how I beat it, so check it out below!
So those are the exact card levels I used to reach 4635 trophies (11/8/4/1.25), my new career high. Nothing spectacular, but my card levels are pretty much lower than the majority of players at that trophy range.
Miner Control/Bait Deck That Helped Me Push To 4600 Trophies
Card Replacements:
I know not all of you are going to have Legendaries so I’ll tell you the 2 card replacements you could make. Keep in mind that this deck might not be as effective if you change it up.
I’ve tried using the rocket instead of the Fireball, both have their pros and cons against different decks, but overall I prefer the Fireball in this one.
Offense:
Offense in this deck is really simple. In general, players in ladder are usually less skillful than challenge or tournament players, because of this, there are a lot more chances for counter pushes. The Knight left alone on the tower does a surprisingly large amount of damage, often times when a Knight or Skeleton Army are about to cross the river after defending, I throw my Miner at the bridge. Even a few Skeletons will deal tons of damage if the Miner is tanking for them.
You really do need to change your Miner placement every time. Use every corner, every side of the crown tower that you can think of. Just be careful that you don’t place your Miner in the spot where 2 crown towers can lock onto it. Once if you’ve chipped with your Miner enough times, you’ve now got a good idea of your opponent’s deck, and you can start sending in the prediction Fireballs after your Miner to kill whatever they use to try and counter it. I always suggest that you don’t Fireball immediately after, as your opponent could see the Fireball coming before they place a troop, so I would suggest you use it a split second afterwards.
Depending on the amount of times they ignore your Miner, it usually won’t do a lot of damage. So don’t be surprised if a lot of games end in a draw, actually I encourage you to end games in a draw. Sometimes that might be a minute left in the game and you didn’t manage to do a lot of damage, don’t try and rush them or over expend, continue playing defense and play for a draw. You can’t win every game in ladder, you’ve got to draw if you want to climb higher. So right now, I guess we can start talking about defense.
First of all, you’ve got your Inferno tower for the Lavahound, then play the Princess on the other side of the map. Be ready for the Miner with your Skeleton Army or Knight. Remember you’ve got Fireball for grouped up troops, specially Minions, Minion Horde, and pups. Sometimes they will Log your Princess so when their hound pops it might be necessary to use your Knight or Skeleton Army to tank the Lava pup shots. If you can, try and cycle back to your Princess as soon as possible.
If they play the Lavahound on the opposite side of the side you are pushing on, then use the Miner + another troop on their crown tower. The other troop maybe the Ice Spirit, Knight, or Skeleton Army, depending on the situation. Basically you need your opponent to expend elixir in countering your push, otherwise a fully charged Lavahound push is just too strong.
Giant Beatdown:
Of course you have to rely on the Inferno tower again. If they are playing Minions/Musketeer/Electro Wizard then you will have to play your Inferno tower 4 tiles from the river, on the side that their push is coming from. Use the Knight and Skeleton Army to kill their support troops. If they have Zap, they’re going to have to choose between the Skeleton Army or Inferno tower. If they have Lightning, then you will have to play the Inferno beside the bridge and one tile towards the other crown tower in order to avoid a Lightning on both your tower and the Inferno.
Generally, same as against Lavahounds, send the Miner in on the crown tower you are targeting if it’s in the opposite lane. However, against Giant decks you can only chip with the Miner, or Miner Ice Spirit, because you need the Skeleton Army and Knight for defense.
Royal Giant:
These can be very tricky to defend against. Your first line of defense is the Inferno. Play it just as the RG crosses the bridge so that your crown tower can also target it. Remember that 99% of RG decks are going to have Minions, so vary your Inferno placement in order to give their Minions a harder time. If they are using any half decent amount of troops to back the RG you pretty much need to play the Princess on the other side, and use the Ice Spirit to buy you time. More than likely they are also going to be able to Zap the Inferno so in that case play the Skeleton Army so that they have to choose between the two.
Hog Decks:
The Inferno by itself is a brilliant counter to the Hog. Hog + Zap or Hog + Ice Spirit pushes can usually be countered by the Inferno. Eventually a Hog player will either have to do something about your Inferno. They can try and out cycle it, so you just have to cycle offensively very quickly too! They can just prediction Fireball your Inferno with troops protecting the Hog, in these cases you just have to invest a lot of troops to defend it.
Skeleton Army is a great counter to the Hog, if you’re playing a good player then they will very likely try and prediction Log your Skeleton Army. Being aware of this you have to either change the Skeleton Army placement or play it late, after their Log. Ice Spirit paired with any defense also works very well with the Hog.
Conclusion
Overall it’s an amazing, fun deck for playing on ladder! Just remember patience is the key, just keep defending and wait for openings. When I first picked up this deck I lost a few games because I would always over extend on offensive, go for draws as they are easier to pull off on ladder!
As always, I would very much appreciate it if you could subscribe to my Youtube channel, as it encourages me to continue putting time and effort into these guides!
As always, Supercell is releasing a new balance change update on this March 13th. This time, we are going to have a few card tweaks for the consistency of life improvements in Clash Royale!
Clash Royale March 13th Balance Update
Executioner: Axe hit radius increased by 10%; New Card Image!
Supercell is giving back his original axe hit radius after reducing it by 10% in the last update.
It is now a lot easier to surround and counter him with Skeletons. The Executioner is not as effective as before against Graveyard.
Also, Executioner’s stun effect (bug) was removed. This changes a lot of interactions in the game!
The Log: Damage reduced by 4%; Range decreased from 11.6 tiles to 11.1 tiles
Although The Log gets a slight nerf, it is still able to one-shot Princess, Dart Goblins etc. There isn’t any direct interaction change.
You are still able to kill a Princess placed in front of the King’s Tower however you won’t hit the Arena Tower If you place the Log 3 tiles from the river.
Arrows: Now travel 33% faster
You now can kill Minion Horde a lot faster, giving your Giant, Hog… some more HP to hit the Tower longer.
As the Electro Wizard is going to be released in Clash Royale very soon, Clash.World decided to make this page, where you can find all of the basic information relating to this new card!
Clash Royale Electro Wizard
The Electro Wizard is unlockable from Arena 7 (Royal Arena).
He costs 4 Elixir to deploy.
He casts a Zap spell to the ground when spawned, dealing damage and stun everything nearby for 0.5s (just like the Zap spell).
When attacks, he can hit up to 2 targets and deals minor damage. He doesn’t deal splash damage.
Everything single shot he does has 0.5s stun.
Cost
Hit Speed
Stun Duration
Speed
Deploy Time
Range
Target
Rarity
4
1.8 sec
0.5 sec
Fast
1 sec
5
Air & Ground
Legendary
Level
Hitpoints
Damage
Spawn Damage
Damage per second
1
590
96 x2
159
53 x2
2
649
105 x2
174
58 x2
3
713
116 x2
192
64 x2
4
784
127 x2
210
70 x2
5
861
140 x2
231
77 x2
Changelogs
23/1/17, decreased the Electro Wizard’s spawn damage by 6%, health was increased by 9%.
13/3/17, tremoved his ability to permanently stun enemy troops.
19/4/17, decreased his hit speed to 1.8 sec (from 1.7 sec).
11/8/17, decreased his hitpoints by 2%.
9/10/17, decreased his damage by 4% and delayed his first attack by 0.2 seconds.
As the Electro Wizard casts a Zap spell when he spawns, you can drop him above an approaching Sparky to reset its charge. You can also deploy him above the opponent’s Royal Giant to force him re-attack your defensive building. Do the same trick with the opponent’s Inferno Dragon!
His attack speed is 1.7s, meaning he can reset the Inferno Tower, Sparky, Inferno Dragon etc every 1.7s. Hard counter to Sparky (Poor Sparky).
If a unit is being attacked by this, the defending unit will have about a 30% reduction in movement speed and attack speed. That’s huge. It’s almost the same as an Ice Wiz, and it stuns upon spawning.
Electro Wizard level 1 needs 2 hits to take out Minion Level 10. His spawn damage also can’t 1 hit Goblins level 9.
Hello fellow psychologists, Norbysweg here! Yes, you read that title correctly, this guide is not going to be about a deck, not about a card, not about an update, it’s going to be about you. Your Inner Voice to be exact. I believe this is the only guide on this site of this kind, and I strongly believe that you’ll walk away with your hopes up and ready to go into battle. I’ll try my best to explain this deep subject as carefully as I can, do you want to have a better contact with yourself and control every move? – Keep reading!
Basic Guide to Releasing your Inner Voice – Improve your Psyhical Abilities!
How to release your Inner Voice
To release your Inner Voice, you got to understand what it is first, what it takes to learn it, what it can offer, and how can you use it. Did it happen when you were concentrating on something, like for example: You’re playing a chess match with somebody and he makes a move. You ask yourself: “What does he want to do? How can I answer that? Does he plan something big?” You see, that’s the Inner Voice you need in Clash Royale! I’m here to teach you how to use it in every match! After a time, it will become naturally implemented in your mind.
There is no special key to magically releasing this unbelievable force. It’s inside every single one of you. The only thing you gotta do is talking to yourself like talking to your body. This means your Inner Voice should talk like when you help a friend. You say for example: “Don’t do that, he has his Zap in hand”, or “Don’t attack now, he is planning to counterpush. This is the true force most players don’t even know about. If you manage to talk to yourself like that, you’ll be rewarded with success in lots of domains.
How to Train your Inner Voice
Ok, so you learnt about it, you know what you should do, but how do you remember to use it in every battle and how do you get to ask the right question and think faster? These are a few ways that involve your Inner Voice outside of the game and help you process the information faster.
Watch Police and Criminal type Serials – This slightly relaxing drill helps you interact with your Inner Voice a lot better. Think about it for a little: you’re watching an interrogation, ask yourself: “Could this be the killer?” “Does he have a motive for it?” “How is he related to the victim?” “What’s he planning?”. Interaction like this between games, plus a little time for yourself should really help a lot.
Play other games – For example me and my friend play Unturned on a regular basis. Most of the time, we run into players and need to kill them (friendly players are a rarity lol). It happens very rarely to kill players reactively, so a PVP session lasts about 5 minutes. Me with my friend, we always gotta think fast. We run, we stay and fight, we flank them, we distract them, we exit the game for now, we change weapons, we get closer, we try to speak to them, it’s always a tough choice. Playing other games will help you understand your opponents better, evolve your rational thinking, and make you think outside a box a little bit. It’s always nice to play another game for fun, also Unturned is free on Steam!
Choose your best moments to play – This is a very common tip, but first things first, you can’t play in school in the middle of the class, you can’t play on the bus when you have bad conncection, you can’t play when you’re stressed. If you want to give the best of yourself, be in that shape. Clash Royale is becoming a very popular game, so you have to think through before you lose your trophies just like that.
Be a little healthier – Oh, please don’t exit this guide yet! I’m not here to make you eat all kinds of eastern flowers or some Egyptian shampoo. I’m just here to say that if you eat for example fish or broccoli once per week, you will be most likely well oxigenated and you will be a better player! If you require some more information about nutrition and lifestyle for better gaming capabilities (how to eat to be better at the game), I’ll do a guide on that too!
Mute emotes or ignore them – Bad Manners are a thing you see everywhere (your opponent laughing at you when you lose), so if you get easily affected by that, just mute the Emotes or ignore them. Repeat to yourself that he won because of many factors: starting hands, luck, maybe you made some mistakes too! After all, your goal is to get better not to get stressed and emotionally unstable and angry with people around you.
Best Questions you want to ask yourself while In-Game
What is his win condition? – “has he shown it yet?” “Is he planning to push?”. Try to guess his main attack card, check your counters and play accordingly.
How can he defend my push? – Try to imagine a scenario, remember what cards he’s shown to you, try to predict them too.
What is he trying to do? – More of an advanced question, if you know a part of this deck, you might actually guess all his plans!
Decks that improve your Inner Voice
Zap Bait – You always need to keep track of your opponent’s counters, pay attention to every little detail, know when to push, put yourself in his position. This deck requires an advanced Inner Voice.
Hog Rider Chip – One of the oldest win conditions, a card that is very powerful, but manageable by your opponent. You have to look in advance, try to predict his buildings, bait them or everything you need to get that Hog to his tower. Medium Inner Voice required.
Graveyard Decks – “Does he have his counter in hand? How can I destroy that? Is he expecting a push from me?” – Pretty self explanatory, a Graveyard can be manageable if there’s not that huge push coming down along with it, so you have to expect the Minions or Archers, otherwise your Graveyard is rekt. Medium Inner Voice here too.
Common Mistakes when using your Inner Voice
Being scared/stressed – You can’t talk or think when you’re like that. Concentration is the key for everything, calm down and think about your next move, his next move, or anything that could turn the game in your favor.
Not listening to it – We use the Inner Voice for a reason, you should think about the Inner Voice as a non-stressed version of yourself, someone who knows what’s best.
Not being confident – Nothing is possible if you go straight in with the idea that you’re gonna lose. If you believe in yourself, you believe in your Inner Voice too. Being optimist, telling yourself in the middle of the match that it’s not over, trying to figure out what to do next, that’s the attitude you should have.
Well, that was it guys! Hope you understood something about this Secret Weapon we all have, and I hope you’ll use it accordingly! If you didn’t catch something, just write a comment down there and I’ll do my best to answer! Goodbye!
Hey, Nitrome95 here with a special 2k word guide for my tenth article! Before I get into the guide, I want to thank you all for the support on this website. Because of you guys, my mortar video hit 500 views! That’s crazy! Continue to support my channel, [Kairos] Nit Clash Royale, so I can continue to grow and share my knowledge to other clashers.
This will be a very big picture guide that will cover lots of vague topics that you can use to improve your skills in general. Shout outs to Esopa for a lot of this information. You can check out his channel here. He is a very underrated youtuber that is one of the best Clash Royale players IMO.
So when approaching improvement in the game, there are many misconceptions to HOW to. Many players assume that just because they know that they have to improve that they know how to improve. So without further ado, let’s get into the guide.
Ultimate Guide to Improving your Skills in Clash Royale
Dyson
Watching Your Replays
This is the one that I don’t see many people take advantage of. Supercell was gracious enough to record all of your Clash Royale battles. You should watch these to see what you can do to improve. Now, I’m not asking you to carefully dissect every bit of the match, but you shouldn’t be playing the match in fast forward. Now, I don’t care if you’re still salty from that close loss or that you went against an overleveled royal giant. You should still find a way to outplay your opponent, not make excuses. You should be mindfully watching several things:
Ask yourself if it was you or your opponent that had the Elixir advantage for the majority of the match. Chances are if you didn’t, you lost the match. Check where you could have capitalized on your opponent’s mistakes.
For example, your opponent over defends your Elite Barbarians with minion horde and knight. If you did not capitalize on your opponent being low on elixir, that might be something you should improve on in the future.
At the same time you should be checking when you overextended on elixir. Maybe where you went for a Fireball on an Elixir Collector when you didn’t have the Elixir advantage. Or where you Fireballed a Skeleton Army when your arrows were in your hand. Typically, overextending on elixir costs you games, especially when facing skilled opponents.
The last thing you should be focusing on with Elixir Bars is leaking Elixir. You should not be holding on to 10 elixir for more than 2 seconds. Otherwise, you are putting yourself at an elixir disadvantage.
As you may already know, the cards you receive are in a fixed pattern. The 4 cards that are in your hand are “in rotation”. The other 4 cards that are not in your hand are “out of rotation”. In a replay, you can see both your and your opponent’s hands, while in a match you can only see yours.
From there, you should ask yourself if you capitalized on a card being out of rotation. Maybe their only counter to your win condition was used on an unnecessary card and you did not blitz them with your win condition. Or maybe your opponent put you in a bad rotation where your counter to their win condition was never in your hand.
Whatever the mistake, pinpoint it and make a note of it next match.
Tempo is how aggressively or passive you and your opponent were. This coincides a bit with elixir and card rotation, as both determine how aggressively or passively you should be playing.
Time should also be a factor whether you should be more passive or aggressive.
For example, it would be a bad idea to try to heavily defend when you need to take down 700 HP from an enemy tower in 30 seconds. The same goes on the other side of the spectrum; you should not be making risky prediction plays when you have the tower lead.
Understanding tempo allows you to make comebacks more often, as you will be able to make split second risk-reward ratio decisions.
Here’s a real example from one of my matches.
I was experimenting with a Mortar Elite Barbarian Deck in a classic challenge and ended up facing a Royal Giant- a Mortar’s worst enemy. I was down a tower with one minute left and I still needed to take down 1300 hp from the opponent’s tower. Since siege loses so much of its power once you lose a tower, I needed to play super aggressive. I traded 1000 HP from my second tower for the opponent’s tower right before overtime started. With 3 minutes of overtime, I had lots of time and not much HP on my tower left, so I played very patiently and waited to build an elixir advantage. I was able to slowly chip his tower down to 1000 and he got my tower down REALLY low. He logged my tower, only to realize my tower had 3 HP! I knew I had to make the victory happen before he placed 4 cards, so I threw down everything with the elixir advantage I had built. I ended up winning with my hands still shaking from the adrenaline.
My understanding of the three things I analyzed from my replays allowed me to clutch the win.
Dyson
What Do You Need To Improve On?
Also keep in mind the bad tendencies that you resort to. Often times in the heat of the battle, we revert to what is comfortable. Sometimes, however, these habits are bad, so it is important to find these mistakes and correct them.
The Three Battles
Even though watching replays is an important skill, this game is not for spectators(!). You should be exercising practical skills in a PRACTICAL situation. The question becomes what game mode should you use: Friendly Battles, the Ladder (trophies), or Tournaments. This all depends on what you are trying to practice.
Friendly Battles
This mode is for learning how to play your deck. There is no risk or reward to battling here, so it is a great place to start. Just ask someone that is better or of equal level than you in the clan to battle and that’s it. You can also use this mode to practice against different deck archetypes that you are struggling with.
Don’t hate on me for saying this, but trophies don’t matter. Yup, that’s right. They don’t matter. Ladder is inherently unfair because card levels are uneven. Because of that, there are so many factors that you don’t know. For example, you have no way of knowing how much damage your opponent’s zap does because no one in their right mind would memorize the stats of zap from lvls 1-13. That being said, you should memorize how much a zap does a tourney standard.
In ladder, you should be focusing on your fundamentals, such as:
This is the easy stuff, like a giant is a tank, a mini pekka is a glass cannon, a match lasts for 3 minutes, a golem targets only buildings, how to form a push, a counterpush, dual lane pressure (a bit more advanced).
Placement
This is the optimal placements for different troops, like the different functionalities of a 4-2 vs a 4-3 building plant. Or like where to put a tombstone in different situations. You need to know this.
Your Deck
This one I can’t stress enough. You have no know the ins and outs of your deck. The true pros only have to glance at their hand to know how they are going to react to an opponent’s push. This should be second nature, so that you can focus on your opponent’s strategies.
Something like a pig push to bypass buildings, or the ability to have a royal giant retarget your defense using zap. Nothing too micro.
Warmup
Think of ladder as a quick play mode. You definitely do not want to play a grand challenge as your first match of the day. Use this to make sure you are in the mental state needed for higher level play.
Don’t worry if you lose in ladder, the main focus should be to improve your basics of the game.
Tournament
This is where it really counts, whether it be challenges or standard tournaments. This is like the clan wars of Clash of Clans. If you are a serious war addict, you know what I mean. The skills used here are only used by a small percentage of players. The tournament feature does need to be revised for optimal play, but it is definetly more competitive than ladder. You should focus on more advanced techniques where you and your opponent are at an equal playing field (unless you are lacking legendaries). For example:
Counting Elixir
Tracking how far, or behind you are on elixir, making sure you don’t overextend.
If you are serious about Clash Royale, I highly suggest playing on your computer so that you can queue up your cards with different keys.
Timing
This one is tough. You have to always mix up your timing so that your opponent will have a hard time doing predictive fireballs, as well as reading your opponent’s timing. You will want to optimize timing to get the most value out of the troop. An earlier post once said that the best timing the latest moment before it is too late (that doesn’t mean you should procrastinate XD). That is the one general rule you should go by.
Predictions
By incorporating all your advanced knowledge, you are able to predict when,where, and what your opponent will do. I wrote a guide showing how to do it.
Now that I’ve gone through how you SHOULD improve, I will explain how you SHOULD NOT improve. These are common misconceptions that the community has.
Playing Ladder
Sure, ladder is great, but it can only take you so far. If you covet ladder too much, you run the risk of getting too caught up in levels. The game mode is unfair, so it is not a big deal if you lose there.
Micro vs Macro
I know a lot of people that focus on all of these small, tiny details, while failing to realize the big picture. Having tunnel vision makes you get too caught up in the gameplay and not in things like time, card rotation, and elixir lead. At the same time, thinking too vaguely causes you to lose focus on how to play optimally. You may take a few hundred hitpoints here and there, shrug it off, until you realize your tower is down! The macro, however, is more important than micro.
Fundamentals
I see a lot of beginner players make this mistake. They want to jump into all of the advanced tech to be like the “top players” without realizing that you need to have a good understanding of the game first.
Mainstream Youtubers
Besides Clash With Ash, Ash (Clashnerd) and Orange Juice, don’t trust mainstream Youtubers to help you get better at the game, ESPECIALLY SSundee (ugh, his playstyle along with his p2w is horrible). Go for guys like Esopa who really have an understanding of the game. Clash With Ash brings a lot of these guys for interviews so that’s a good place to start.
Salting
Honestly, I don’t really understand why people get salty; I’ve never been really that mad at the game. Just remember that you will never be able to improve if you keep getting mad at yourself and the opponent. Practice means mistakes along the way.
Conclusion
Wow! This guide is REALLY long (2255 words to be exact but who’s counting anyway? :P). I can’t stress enough about how you have to learn how to improve so that you head in the right direction. If you are a casual player, that’s fine too; this game does a great job attracting different types of people. But for the serious player, this is the mindset you should be adopting (to some extent). Comment below if you have any questions.
Tired of facing overleveled Royal Giant? Tired of watching it poop on your tower from the bridge? Well then you’ve come to the right place with all your answers! Today, I am going to show you the best ways to counter Royal Giant!
Clearly, at Tournament Standards it is not that strong, it only shines because it is a Common, and it is easy to overlevel. But why overlevel the Royal Giant, why not the other commons? Well, very simply, because it is a win condition. For this reason, I don’t believe that Royal Giant deserves a nerf, far too many players have invested in it and it seems that there could be more Royal Giant players than Royal Giant haters.
To demonstrate how powerful it is, a level 12 Royal Giant that I often meet in ladder has more health than a lvl 7 Giant. None of my Rares are above level 7, so realistically, I am playing against a tourney level giant who can take 2 steps and start shooting my tower. THAT is why it is so damn annoying.
At the moment, I’ve yet to test succeeding variations of this deck, so as of now I have 3 Legendaries in it. I am going to give a very brief description of the cards’ uses below so that you have a general idea of the deck before I go into it deeper. It generally takes the form of a bait deck.
Miner (Level 2): Offensive chip damage, tank for horde, Skeleton Army
First of all, on a lone Royal Giant, Skeleton Army, Minion Horde, and Inferno are all able to kill a Royal Giany easily because of their extremely high DPS.
Yet Inferno Tower is NEVER enough in a deck to shutdown ladder Royal Giant’s. RGPs are not stupid, 95 % of decks will have minions and zap to counter the inferno. Skeleton Army and Minion Horde can obviously be countered by spells…. which is why I have ALL 3 of them in this deck.
Defensive Goal and Different Scenarios
The first Royal Giant counter you should go to is the Inferno; more likely than not, they will Zap it or use Minions in the center of the map to distract the Inferno. For this reason, it is good to vary your Inferno placement. Sometimes at the center of the map, sometimes on the edge of the arena beside your crown tower. Optimal Inferno placement is when the Royal Giant crosses the bridge, so that your crown tower can target it too.
If you are expecting Minions on your Inferno Tower, it is OK to Fireball them as long as you hit the Royal Giant too. I usually place my Princess on the other side of the map to kill Minions with the help of the Ice Spirit. The Ice Spirit is extremely useful on defense, sometimes your Inferno is about to get destroyed before it reaches maximum DPS, so in this case you can use Ice Spirit to freeze the Royal Giant, thus saving the Inferno and giving it enough lifetime to charge up.
As a last resort, I do recommend using the Miner to take out support units, it is actually better than you might think defensively.
So let’s briefly summarize the main defensive idea, Inferno on Royal Giant, Fireball+Log support units, if they Zap use Skeleton Army, if they have Zap+Log then use horde.
Offense
Just remember this, DEFENSE TRANSLATES INTO OFFENSE.
Most of the time, I will do small chip pushes with Miner Ice Spirit. If I have Princess as a starting hand, I will almost always play it at the back. If I’m ahead in elixir I will do Miner+Horde or Miner+Skeleton Army pushes. More often than not I will split Skeleton Army for those pushes, so that I can somewhat defend on the other side.
Otherwise, all my big pushes come from defending with Horde/Skarmy. When you are playing princess on the bridge, make sure there is no Skarmy or Horde nearby that they can kill with a spell alongside the Princess.
When a Giant/Golem is placed at the back and I’m sitting on full Elixir, I will often play a Princess on the bridge, this often requires them to play a troop to kill my Princess. I use Inferno to counter the troop and the Inferno will still be alive for when the tank comes. If they use a log to kill the Princess, then by happy that your Skarmy will do some naughty things on defense!
Make sure to always be aware of your opponent’s spell usage and their card cycle. If they have used Zap+Arrows+Fireball, I will always do a horde miner push. Sometimes when you are defending, they can decide to zap your horde while it’s still on your side on the map. If you have a Miner, use it immediately to tank for the Horde, they have already zapped it so if they Fireball/Arrows it again it will cost them 2 spells just to take out Horde.
One tower down Scenario
Start praying.
The Royal Giant can be dropped in the middle of the map and start firing at your tower, it is almost impossible to prevent it from getting shots on your tower. If there is less than 1min 30 secs left including overtime, then try and play for a draw. Drop troops in the middle when you think he’s going to play a Royal Giant. The Inferno can be used to push the Royal Giant back but this is dodgy sometimes, Inferno+Ice Spirit is safer.
If you are one tower up, try and defend until the end if possible. A nice push I like doing when I’m a tower up is Miner+Skarmy+Horde, with either Horde or Skarmy at the center of the map. Usually my horde is advancing from defense then I surprise them with a Miner+Skarmy in the middle.
Players with Fireball+Zap+Log. These decks are rare, but if they have a big push going and enough Elixir for spells, it is impossible to stop. They have Fireball for Horde, Zap for Inferno, and Log for Skeleton Army.
Lvl 12 Zap. The level of my commons is only 10, so I faced lots of RGPs with the ability to kill my Horde and Princess with a zap. This can be quite annoying, but I actually managed to beat lots of players using it. Occasionally, this can turn into your advantage; if a player has the ability to zap your princess, it is very difficult to resist the temptation to do so. Because of that, the princess can unintentionally be used as a zap bait.
Barbarian Hut decks. This was very painful to play against, specially overleveled huts in ladder. Princess is the only card in my deck who can counter multiple waves of barbs. Also it limited my offense a lot, making me resort to miner chip damage for the entire game.
But in the end, this deck is a great Royal Giant counter!! Be sure to try it out if you don’t believe me, and make sure you help me out by subscribing to my channel! Thanks for reading.
Imagine this. You’re friend just beat you in a friendly battle. He’s gonna laugh at you behind your back. But you can change all that. Just by using the ROYAL GIANT!
Note: This is a variation of Zigge’s deck, which you can find here. Featuring one of the most used cards in the game, Hog Rider, this deck can be used as a cycle or as a crown farmer. Lets get right into the guide!
Hard counters buildings like Inferno Tower(I will get into that later in the guide)
Cons
Weak to Lava-Lightning/Golem Lightning
Slightly hard to counter Frozen Hog/Hog Trifecta
Also somewhat weak to Lava-Loon/Golem-Loon
Cards Breakdown
The Surefire Damage: Royal Giant and Princess!
Now this combo is pretty simple. All you gotta do is place the royal giant at the back and put the princess behind it when it reaches the bridge. You will get at least 200-300 damage on the opponents tower, and that can hurt.
The Dual Tower Smackers: Hog and Ice Golem!
As far as pushes go, this one is pretty simple. Ice Golem right in front of the Hog Rider, and if left alone, or defended with a skeleton army can easily deal up-to 1000 damage. If you don’t have Ice Golem, then a Valkyrie will suffice.
With the incoming Tesla buff imminent, it will be able to take out Hog Riders, Giants, and even other Royal Giants, so we should utilize this amazing building. Along with the Mega Minion, many tanks vanish just as quickly as they appeared – fast. However, if you feel like Tesla is just not for you, Inferno Tower is a very good replacement, and if your Mega Minion is just too low level, Minions are an amazing replacement.
Ruthless Bone Brothers: Guards!
This card is a very viable counter to many popular cards in arena 8 like Prince(Swarms him), Poison(doesn’t die as fast as regular Skeletons), Hog Rider(Kills him after it gets a swing off), Musketeer, Mini P.e.k.k.a, and many more. They really are ruthless!
Annnnnd…: Fireball!
Pretty self-explanatory right? Fireball anything 4 elixir and above(has to be within fireball range, e.g. Wizard or Musketeer), and remember, if the other guy is using a card like Three Musketeers, Fire balling is the best option.
Take a look at here to see how to use Fireball properly!
Card Replacements
Royal Giant: If you don’t have Royal Giant, don’t use this deck! There is no real replacement for him.
Princess: Princess is one of the most easily replaceable legendaries that are out there, and can easily be replaced by Archers or Dart Goblin. I prefer the Archers as they are easier to level up, but ultimately it’s your choice on which you prefer more.
Hog Rider: There is one replacement for the Hog Rider – The Battle Ram. Although I do not recommend it as it is much harder to get it to a tower.
Ice Golem: There are a few notable replacements, but they will bring the average elixir cost of this deck up by a few points. The first is Valkyrie, as her amazing AoE damage kill many small troops used to defend the Hog Rider, and another is the Dark Prince, as his charge damage, shield hit points and AoE damage can easily stop many small troops. In my opinion, the Valkyrie is better, as she is easier to level up, being a rare.
Mega Minion: There is one replacement that I would recommend, and that card is Minions, as they have a very good dps and there are three of them. Although, since Mega Minion can kill Minions, I would rather use the Mega Minion, if you have it at a high enough level (6 is ideal).
Tesla: There are lots of replacements for this card. Bomb Tower, Inferno Tower, and Cannon are the best. I would recommend Cannon, because it is easier to level up and has similar dps to a Tesla. If you want to be able to take out tanky troops, then an Inferno Tower is your best bet.
Guards: These cards are really versatile and also have a huge number of really great replacements. Skeletons, Skeleton Army, and Tombstone are the best replacements, but in my opinion, Guards are too beast to be left out of this deck.
Fireball: Well, there are quite a few. The five best are Arrows, Zap, Log, Rocket, or Lightning. In my opinion, Fireball is irreplaceable as it is the most versatile spell in the game and you should not have a reason to replace it anyway, as it is one of the first spells available in the game. Only replace it if it is a low level.
Deck Strategy
At the start of the game (first thirty seconds), a lone Princess or Royal Giant is the best move to bait out any of the opponents counters. Continue to play cautiously, checking out their deck. If they ignore either of the two, it could mean serious damage, however, you want to keep your defenses ready as well.
In the middle of the battle, you should have a rough idea of what deck they are playing, and you can do pushes that are riskier: like putting a Hog Rider on one side and a Royal Giant on the other side. If they have a defensive building, this works especially well, as you are guaranteed a tower at least.
Just recently, I bagged eleven wins in a grand challenge using this deck! it can be used effectively in the ladder too – just remember that over leveling your Royal Giant and Hog Rider is the way to go; and since there are many commons and rares in this deck, it is somewhat easy to level up.
I hope you enjoyed my guide! (It’s my first). Peace out!