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Trifecta Remake for Arena 9+

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Wassup Guys! It’s DabMaster2 with another deck for you guys. Today I’ll be showing you my Axefecta deck. It has a legendary in it but I will provide a good replacement. This deck combos the 3 axe wielding troops in the game with the hog rider to create a versatile offense and a powerful defense.

I first got the idea of this deck from reading comments on an executioner deck. A person mentioned using axe wielding troops in the comments and I thought it could be a great idea!

And that is how the birth of this deck came to be.

Trifecta Remake for Arena 9+
Trifecta Remake for Arena 9+
Clash Royale Hog Rider
Clash Royale Hog Rider
Clash Royale Lumberjack
Clash Royale Lumberjack
Clash Royale Valkyrie
Clash Royale Valkyrie
Clash Royale Executioner
Clash Royale Executioner
Clash Royale Cannon
Clash Royale Cannon
Clash Royale Tornado
Clash Royale Tornado
Clash Royale Ice Spirit
Clash Royale Ice Spirit
Clash Royale fireball
Clash Royale fireball

Axefecta – Trifecta Remake Deck for Arena 9+

Pros:

  • Great synergy
  • Versatile offense
  • Strong core defense

Cons:

  • Uses a legendary
  • A bit weak to air
  • Hard to use

Hog RiderHe is my favorite win condition. His good health, decent damage, and fast speed will always make him a popular card. The basis of this deck is to combo him with one of the axe wielders to make a strong push. Most of the time you won’t want to pair him up with only a Lumberjack because it’s easy to stop with a simple skeleton army. What makes this deck’s attack so versatile is that you can pair your Hog with 3 different troops unlike the classic trifecta which only has 3 main attack troops.

Lumberjack – He is your first axe wielder. The Lumberjack isn’t used much and he was even rated by Ash as the worst legendary on his list at 10th place. But don’t let that discourage you, Lumberjack users. The Lumberjack provides lots of value on offense and defense with his high DPS and drops a rage spell to boost your troops on a Hog push. If you don’t have him that’s fine, you can easily substitute him for the Mini P.E.K.K.A. The Lumberjack has the advantage of faster hit and movement speed and dropping a rage when killed, but the Mini P.E.K.K.A provides more tankiness and a much higher damage output.

Valkyrie – She is your second axe wielder. Just like the classic trifecta, you will place her in front of your Hog Rider to clear the path and tank for your Hog. On defense, use her to clear out ground troops with her 360-degree splash damage. In some ways, she is will be used like Golem but don’t place her if you know she is going to die. For example, don’t place her when your opponent has 4 Barbarians, a Mini P.E.K.K.A. She excels on small troops she can kill fast like against graveyard. Use her wisely.

Executioner – The third and last axe wielder. He has become one of the best cards in the game. He is like a Valkyrie but throws the axe instead. He will shred your opponent’s incoming troops with the help of the Valkyrie’s splash damage support to stop almost any push. Placing him directly in front of your tower like how you would place a bowler, will allow him at hit almost any troops in an incoming push. Use the Tornado to bunch up the enemy troops and get much higher value from your Executioner.

Tornado – Of course, what would an Executioner deck be without a Tornado. Use the Tornado to pull enemy troops to your tower and help your Executioner by bunching up the enemy troops. A neat trick I learned when using the Tornado, is on offense, when you have an Executioner, Tornado the enemy troops in front of the Executioner to allow him to hit the enemy troops and strike the tower at the same time.

Cannon – This is your defense. The Cannon has become my favorite building now since it can stop a Hog faster that a tombstone and deals decent damage against Giants and royal Giants. Only play this card reactively. Playing it too early when your opponent is starting a push can cause your Cannon to lose most of its health of not all. Play the Cannon the latest possible but not any later.

Ice SpiritThe Ice Spirit is a good cycle card. He helps you cycle through your cards with only 1 elixir to spend. When using this card, use it to freeze troops, and pair it with your Hog Rider for a deadly push. The Ice Spirit freezes the enemy troop(s) while your hog is doing work on their tower.

Fireball –  The last card in this deck. The use the Fireball to clear out groups of medium health troops. The Fireball just provides so much value for only 4 elixir. If your opponent places an elixir pump, don’t hesitate to Fireball unless you have low elixir or if they have 3 musketeers. On offense, use this spell to take down low health glass Cannons such as the bomber to save your Hog Rider from much damage.

General Gameplan

Offense:

Like I said, this deck has a versatile attack. Before double elixir, you usually can only make a push with the Hog Rider and only 2 axe wielders. Learn your opponent’s counters so you can switch your attack combos. Here are your basic attacks:

Hog + Ice Spirit – This is a very basic and cheap attack. It can also be deadly since the Ice Spirit will freeze your opponent’s counters.

Hog + ValkyrieUse this when your opponent counters with a tombstone or ground swarm cards.

Hog + Lumberjack – Use this combo of your opponent counters with an inferno tower, Cannon, and other single target ground troops.

Hog + Executioner – Use this combo if your opponent counters with air troops and/or ground troops. Have a Tornado ready to pull them in front of your Executioner so he can also hit the tower.

Most of the time, the basic attacks are not strong enough to deal good damage to your opponent’s tower. You will want to use these trifecta attacks with the Hog and at least 2 other axe wielders:

Hog + Valkyrie + Lumberjack – Use this attack if your opponent counters with a ground swarm and a inferno tower or Cannon.

Hog + Valkyrie + Executioner – Use this attack of your opponent counters with air troops and Barbarians or elite Barbarians.

Hog + Lumberjack + Executioner – Use this attack if your opponent counters with air troops and inferno tower or Cannon.

Valkyrie + Lumberjack + Executioner – The “Axefecta”! It is deadly and underestimated. Usually only use this push on a counter push when you have some troops left.

Hog + Valkyrie + Lumberjack + Executioner + Ice Spirit – The ultimate death push! This push will almost always deal massive damage to the enemy tower. If your opponent has an Executioner or bowler, Tornado them closer to your troops to deal with them or possibly Tornado them the other lane.

*Note: These pushes can use a support spell. Don’t be afraid to Fireball or Tornado troops if your know it’s beneficial. But make sure you don’t over commit and use up all your elixir.

Defense:

On defense, each of your cards has a specific role to play. Defend your opponent’s pushes then counter push with your Hog Rider if you have enough elixir left. A good defense if the best offense.

Cannon (building/tank killer) Pull in Giants, Hogs, and other high health troops to their death. If you know they have a Giant or a Hog, save this card specifically only for them. Being caught off guard can mean losing your tower.

Executioner (Swarm/Air Control) Clear out swarms with your Executioner. He can also be used against other air troops since he is your only are targeting troop. Even though he is the only air targeting troops, he is still able to deal with Lava hounds, balloons, and their support with his splash damage.

Valkyrie (Ground Swarm Control) – She works with the Executioner to clear out ground troops. Together, they will destroy any horde of troops coming to your tower.

Lumberjack (Tank Killer) – Although not as strong as the Mini P.E.K.K.A, he is still able to deal with tanks well. He is a squishy troop so don’t place him at a vulnerable spot.

Fireball and Tornado (Crowd Control) – Don’t even need an explanation.

Ice Spirit (Support) – Freeze troops to buy time.

Deck Matchups

Zap BaitEasy matchup. Your Valkyrie and Executioner will do wonders for you. When they place down a goblin barrel to your tower, Tornado it to activate your king tower.

Giant/Golem BeatdownPull in the Giant with your Cannon while your Lumberjack is doing extra damage to it. Your Valkyrie and or Executioner should be able to deal with the support troops. Use a Tornado to bunch up the enemy troops to help your Executioner and Valkyrie.

Lavahound/Balloon Decks – This is a tough matchup. I’d just say play aggressively. Rely on your Executioner and Tornado to take care of the Lavahound and its support. If your opponent has a balloon, use your spells often to make sure it doesn’t get to your tower.

Elite BarbariansHave your Valkyrie and Ice Spirit (optional) ready to counter them. Another counter is Cannon/Executioner + Ice Spirit.

Executioner – Lumberjack, Valkyrie, and Executioner will do well against him.

Tips

That’s it for now. I hope you think this deck is interesting and try it out. Have a Clashtastic Day!

Why You Should Use Off-Meta Decks!

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Are you tired of boring meta decks? Want to try something new? Today, let’s discuss about Off-Meta decks! I am going to convince you to try them and I am going to show you how to make your own surprising off-meta deck!

off meta decks

Why you should use an Off-Meta Deck!

Why you should play an Off-Meta Deck:

Off-meta decks may not be the most effective ones (The most effect ones called meta decks lol), but they are still very powerful. You don’t need to be very good to play off-meta decks. You can always easily surprise your opponents because they don’t have as much practice countering your deck. They can’t expect the specific off-meta cards you have in your specific deck. Moreover, off-meta decks break the monotony, making the game a lot fun.

In addition, trying off-meta decks familiarizes yourself with card synergies in Clash Royale. Playing with off-meta cards helps you look beyond the obvious answers to a specific function. Ignoring obvious choices forces you to think more about synergy.

For example, you might be debating between Bomb Tower and Tesla, instead of Inferno Tower or Cannon. This gives you a lot more detailed knowledge of different cards.

Playing off-meta decks will definitely increase your skills a lot because you will be using off-meta cards in very specific ways (which fulfill functions which a meta card would easily do).

Defining Off-Meta Cards

According to Stats Royale, here are our off-meta cards which show up in less than 5% of all decks in Arena 10 at the moment. Interestingly, there are 24 cards in this list representing 35% of all cards in Clash Royale.

off meta cards

Now, let’s define what qualifies as an off-meta decks. Below are three main criteria I would like to suggest. A true off-meta deck should satisfy at least 2 out of 3 criteria.

  • Has an off-meta win condition (P.E.K.K.A, Prince, Sparky, Barbarian Hut/Goblin Hut, Giant Skeleton, Mortar and Dark Prince).
  • Has at least 3 off-meta cards.
  • Has at most 3 meta cards (not including spells).

It’s relatively simple to come up with the first criterion. Normally, If the win condition of the deck is an off-meta cads, it feels like the entire deck is an off-meta deck because we usually classify decks based on the win condition.

The second criterion is to handle the possibility of the off-meta deck. For example, If you use Hog Rider as the win condition but the rest of your deck is full of off-meta cards, I would argue the deck as a whole is off-meta.

The third criterion is to eliminate decks which use too many meta cards. If your win condition is an off-meta card but the rest are meta cards, then your deck is not really off-meta deck. One card can’t solely determine whether your deck is meta or not. Spells are not counted as the meta cards since there are so few direct damage spells in the game and at least one spell is basically required in almost any deck.

pekka three musketeers deck

How to build Off-meta Decks

Consider having three main components while building an off-meta decks:

  1. Win Condition.
  2. Meta Response
  3. Support

You should start with either Win Condition or Meta Response first, defending on your preference. I usually start with Win Condition component first, then Win Condition and finish with Support.

Win Condition:

As mentioned above, we have a few off-meta win conditions:

This list leaves you some very interesting choices! Beatdown and Siege archetype are well re-presented. You might also be able to build a Cycle deck with Prince and Dark Prince.

After selecting an off-meta win condition, ask yourself the following questions:

Why is this win condition weak in the current meta?

In general, they are inconsistent. They really shine in some situations but struggle in the others. For example, Sparky is very powerful in some matches If your opponent has bad starting hand or makes terrible mistakes, but she can easily be stopped in other situations.

You should identify the cause of this inconsistency first. For example, P.E.K.K.A is very weak to swarms. If she doesn’t run into any swarm, she could get a higher chance of getting value for the cost. For Mortar, you need to for your opponent to waste his counters or out-cycle him.

Generally, win conditions are off-meta because they are inconsistent. They shine in some situations but struggle in others. Look at Sparky, for example. Sparky can be very powerful in some matches if your opponent has a bad hand or makes mistakes, but she can easily be shut down in other situations. This inconsistency is found in most off-meta win conditions, so you have to be willing to experience it if you build an off-meta deck.

Once you have figured out what your win condition is weak to, patch the weakness by picking out win condition assistants. For P.E.K.K.A, Executioner would pair very well since he clears out swarms nicely. You could also give Furnace a try. Also, you might think about away to deal with Ice Wizard (Rocket, Lightning…) which could also destroy the distracting building, giving your P.E.K.K.A a clear path to the Tower.

The win condition assistants make your off-meta win condition a lot more powerful. They have their own unique mechanics which can take your opponent by surprise. Patching its weaknesses makes your off-meta win condition very potent.

What has great synergy with my off-meta cards?

You should also think about synergy while patching the weakness of your off-meta win condition.

Regardless of whether your cards are powerful or not, If your deck has a great synergy, It will be successful.

For example, the Executioner + Tornado combo gives you a lot of power not only on defense but also on offense when coupled with the P.E.K.K.A.

What is my win condition’s unique attributes?

In general, off-meta win conditions have unique mechanics (Sparky has massive shot, Battle Ram has charge etc). You should identify the unique attribute then select the right win condition assistants which amplify it.

Your deck is built to empower the win condition!

Meta Response:

You should identify the current meta first when selecting the Meta Response cards.

  • You can burn a few of your meta card slots to select the most popular anti-meta cards. You may want to select meta cards to counter meta cards.
  • You can look through the current list of off-meta cards to see which ones would counter the meta well.

Support:

This is where you can make your off-meta deck shine! If you pick uncommon cards, your opponent will not know what to expect! This is the beast reason to play with an off-meta deck!

Find out which off-meta cards would mess with your opponent and would complement your deck well.

Look at the core cards in your deck! What else do you need? More anti-air? More defense? More splash? You should pick cards which can support the rest of your deck, making it stronger on both offense and defense.

 

Off-Meta Deck Examples

I have some great off-meta decks here for you. All of them were tested and submitted by a lot of players on Reddit.

P.E.K.K.A 3 Musketeer Deck

Clash Royale P.E.K.K.AClash Royale Three MusketeersClash Royale elixir collectorClash Royale Tombstone
Clash Royale Ice WizardClash Royale Dark PrinceClash Royale ZapClash Royale Fire Spirits

This deck was shared by Handsome_Claptrap (personal best 4350).

This deck utilizes 3 off-meta cards and as well as an off-meta win condition. This deck is a classic example of a great beatdown deck. Tombstone, Fire Spirits and Ice Wizard are your strong defensive core, which can cycle quite fast, helping you get Elixir Collector ready for the P.E.K.K.A + 3 Musketeers ready at the late game. As people don’t use Three Musketeers a lot nowadays, you will definitely take your opponent by surprise. Fire Spirits, Ice Wizard and Dark Prince will help you clear out swarms quickly.

P.E.K.K.A Beatdown

Clash Royale Royal GiantClash Royale P.E.K.K.AClash Royale The LongClash Royale Skeleton Army
Clash Royale Ice WizardClash Royale MinionsClash Royale ZapClash Royale Fire Spirits

This deck was shared by roaf66 (personal best 4686).

This is a very surprising deck because it has no Elixir Collector but 2 pretty heavy tanks. With the recent buff to the P.E.K.K.A, you can absolutely use her on defense. She can easily cut down tanks and then you can use her on a threatening counterpush. Royal Giant will help you do the double lane pressure effectively.

Mortar Cycle Deck

Clash Royale MortarClash Royale ArchersClash Royale The LongClash Royale Knight
Clash Royale Ice SpiritClash Royale PrincessClash Royale SkeletonClash Royale Rocket

This deck was shared by Wwoody123 (personal best 5318)

This deck works very well because of the low-cost cycle cards. Use Knight, Ice Spirit, Skeletons and The Log to protect your Mortar. Princess and Rocket allow you to chip damage their Towers.

Giant Skeleton Beatdown

Clash Royale Giant SkeletonClash Royale BalloonClash Royale RageClash Royale Skeleton Army
Clash Royale TornadoClash Royale MinionsClash Royale fireballClash Royale The Long

This deck was shraed by dralith_CR (personal best 4014).

Such a surprising deck! Who would expect the Balloon + Giant Skeleton combo? Tornado makes the Giant Skeleton’s bomb a lot more poweful. Log and Fireball can clear out any swarm thrown in the way of the Giant Skeleton. Rage is always ready to make the party more fun!

Some other great off-meta decks for you:

Mortar Control by /u/duck_635 (PB: 4526)

  • Win Condition: Mortar (OM)
  • Win Condition 2: Lumberjack (OM)
  • Win Condition Support: Log (M)
  • Main Defense: Tombstone
  • Defensive Support: Bowler
  • The Runner: Mega Minion (M)
  • Versatile Response Card: Dart Goblin (OM)
  • Spell: Fireball (M)

Golem Sparky Beatdown by /u/edihau (8 Challenge Wins on first try)

  • Win Condition: Golem
  • Win Condition 2: Baby Dragon
  • Win Condition Support: Clone (OM)
  • Main Defense: Sparky (OM)
  • Defensive Support: Guards (OM)
  • The Runner: Mini Pekka
  • Versatile Response Card: Archers
  • Spell: Arrows

Hut Cycle by /u/Modica (PB: 4200)

  • Win Condition: Goblin Hut (OM)
  • Win Condition 2: Barbarian Hut (OM)
  • Win Condition Support: Goblin Barrel
  • Main Defense: Skeleton Army
  • Defensive Support: Fireball (M)
  • The Runner: Princess
  • Versatile Response Card: Mega Minion (M)
  • Spell: Log (M)

P.E.K.K.A Sparky Beatdown by /u/FIGGY0023 (PB: 3958)

  • Win Condition: PEKKA (OM)
  • Win Condition 2: Sparky (OM)
  • Win Condition Support: Tornado
  • Main Defense: Skeleton Army
  • Defensive Support: Ice Golem
  • The Runner: Executioner
  • Versatile Response Card: Ice Spirit (M)
  • Spell: Zap (M)

And a lot of great off-meta decks shared by Clash Royale Arena members in the comment section below xD.

Shared by MWolverine63

Top 3 Advanced Tricks with Rocket and Tornado

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Hey guys, Chucky here. I thought I’d create some content on my top 3 favorite tricks to do in Clash Royale as some of them are pretty awesome and can actually be used in genuine gameplay.

To define what I mean by “tricks” – something that is generally just a really clever piece of play or in some cases, employs a bit of cunning deception to do some extra damage. I’ve created a video with the gameplay for each of these tricks and a few slow motion shots, you can take a look at it below for more details!

Rocket and Tornado Tricks

Top 3 Advanced Tricks with Rocket and Tornado

The Rocket Goblin Barrel

This is a classic trick that’s been around for a while not but one that is so good, I couldn’t not have it on my list. The secret here is to try and release a Goblin Barrel at pretty much exactly the same time as a Rocket – the effect of this is that the Goblin Barrel remains hidden by the Rocket smoke for the entire duration of the throw until it hits the building. By then it is too late for the opponent to do much to stop the ensuing damage. The second clip in the video showcase this best as the Rocket and goblin barrel do a whopping 3800 damage to the King Tower whilst an Ice Golem tanks. This is fairly exceptional and undoubtedly came as a bit of a shock to the opponent.

The trick here is to try and wait for a moment when they are busy doing something else and won’t be focusing too much on what they perceive to be just a rocket. The best time to use this is either on the King Tower alone or when all towers are up, otherwise you’ll take double fire if one tower is down. If you can get a tank in front as well then that makes it all the better. Something like Ice Golem is good because they won’t perceive it as a threat and won’t put much down to counter it.

The Tornado Hog Pull

Hog is one of the most popular cards in current metas and it’s likely you’ll come up against them in at least half of the decks you play against. What better then to use the hog to give yourself an extra advantage. This is useful in early game if the opponent releases a hog on one of your towers. Use the tornado so that it covers both your king tower and the tower being attacked by the hog. The tornado will pull the hog towards the king tower and it will end with the hog getting one shot off on the King Tower activating it and giving you extra fire power that you otherwise wouldn’t have until one of your towers goes down.

As illustrated in the second clip of this – having this extra fire power does make a pretty serious difference, especially with multiple targeting. The tornado hasn’t proved to be overly popular since its release but this is certainly one method of using it that is very entertaining to watch!

The Three Musketeer Tornado

Once again this involves using the tornado (perhaps this will help persuade people to use tornado a little more) and is a really smart play that helps to diminish the effect of people using split musketeers with the 3 musketeer decks which are currently popular.

The trick here is to get the tornado down as soon as the opponent tries to split his musketeers. The tornado will pull them all back together as well as do a little damage to them and then you can use your fireball to easily dispense with them giving you a 2 elixir gain and a big smile on your face. You’ve got to be pretty quick to do this but if you manage to pull it off it’s pretty entertaining and sure to irritate your opponent!

That’s my top 3 favourite Clash Royale tricks – hope you guys enjoyed these and please let me know if you have any other good tricks – they bring smiles to the game which is, in the end, why we all play it so I’d love to see as many as possible.

Thanks for reading/watching and if you enjoyed the video, please subscribe to Chucky’s channel – all support is very much appreciated!

Clash Royale Clone Spell – Tips and Strategies

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The Clone Spell is the new Clash Royale card, which is going to be added into the game next 2 days (December 10th). Let’s take a closer look guys. I am going to show you everything about this card!

Clash Royale Clone Spell

Clash Royale Clone Spell

Summary

  • The Clash Royale Clone Spell is unlockable from the Arena 8 (Frozen Peak).
  • This spell clones troops, as stated by its name.
  • Cloned units don’t have spawn time. They last forever but they have only 1 HP.
  • You can cast the Clone Spell anywhere on the map. It doesn’t clone the enemy units.
  • It doesn’t clone spells and buildings.
Cost Radius Type Rarity
3 3 Spell Epic
Level Cloned Common Level Cloned Rare Level Cloned Epic Level Cloned Legendary Level
1 6 4 1 1
2 7 5 2 1
3 8 6 3 1
4 9 7 4 1
5 10 8 5 2
6 11 9 6 3
7 12 10 7 4
8 13 11 8 5

Best Cards to use with the Clone Spells

The best cards you will want to use with the Clone Spells would be Lava Hound, Giant Skeleton, Witch, Minions/Minion Horde, Skeleton Army, Hog/Balloon, Princess, Guards and Dark Prince!

Read the full explanation at here!

I have some special Orange Juices here for you

Thank you Yarn!

  • While being cloned, the unit will stop moving, attacking… Everything will be suspended. Princes, Sparky and Inferno Dragon charge will be reset so think twice before using Clone Spell on your cards!
  • Clone Witch can spawn Skeletons. Those Skeletons deal full damage but have only 1 HP.
  • The Clone Spell always pull the real unit to the left side and the clone one to the right side. This happens anywhere on the map. You will want to remember this in order to prevent your clone unit from being hit by the enemy first.
  • Clone Spell is excellent at helping your troops bypass buildings. You can use this trick with almost any troop targeting buildings! Take a look at the GIF below for more details!

  • When your unit is frozened, clone it and the clone unit won’t be Frozened!
  • If you have only 1 Minion left from the Minion Horde, the spell can clone only 1 Minion.
  • Ice Golem is probably the Clone spell’s worst enemy. Its death damage removes all clones nearby.
  • If you use the Clone Spells 2 times on a unit (Mirror the Clone), it will only duplicate the real unit. Mirror the real unit then use the Clone Spell on them!
  • Clone Dark Prince and Guards’ shields have only 1 HP.
  • Using Clone on Lava Hound is also a very nice idea. Once the Lava Hound is locked on the Tower, clone it! The clone unit have only 1 HP, meaning it will die pretty fast, splitting into Lava Pups while the real Lava Hound is still soaking damage.

 

Watch Yarn’s video below for more details!

Read more strategies shared by Chucky here

The below video talks about what the Clone Spell might bring to the game, how best to use it and discusses some of the smaller details not yet widely known about how it will function. It also compares it to the Clash of Clans Clone Spell whilst offering some insights on how it will differ. Additionally, the video shows some footage of the new card released today: The Elite Barbarians. The Card has, so far, proved underwhelming and rather disappointing purely because of the ease in which it can be countered. The prognosis is that we probably won’t be seeing it much after the initial excitement for a new card calms down.

Because of the 1HP factor, the tactics are very simple. It will be fairly useless cloning tanks as they won’t gain much DPS and will die as quickly as any other unit. On the other hand, cloning DPS units will be much more productive. Specifically you want to clone cards such as the Musketeer, Mega Minion, Wizard and Balloon. The latter in particular could be extremely dangerous indeed especially as it is likely to drop a bomb upon death.

This also means that you’ll only want to clone units that are behind a tank to maximize efficiency and damage as well as time up.

One particular tactic that is likely to become common place is a split push being cloned. That way zap or log won’t be able to take out the full benefits. For example, if it was possible to clone the 3 Musketeers on a split push (you’d be hard pressed for elixir but it could be done at opportune moments), you could end up with 4 musketeers on one side and 2 on the other which would be devastating for an opponent.

It’s as yet unclear as to whether troops such as Golems and Lava Hounds that have been cloned will produce Golemites and Lava Pups. The likelihood is that they will but that they too will have reduced life to 1HP. What is clear, is that the death damage will still be the same (When the Golem explodes for example) which will be useful for united such as the Giant Skeleton.

There will also be a possibility to use mirror in conjunction with the clone card – for example, you will be able to clone troops for 3 elixir and then mirror the clone for 4 elixir presenting a potentially lethal situation for an unequipped enemy.

What do you think about the Clone spell guys? Will you buy the 10 card stack? Please share your opinions about it!

Zap Vs. The Log – Which is Better?

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Clash.World got so many comments asking about the best time to use Zap instead of The Log. Also, Although each has its own strengths, we usually use Zap as a very reliable substitution for The Log and vice versa.

Let’s do a do a small comparison for these two today!

Zap Vs. The Log

Zap Vs. The Log

Situation

The Log and Zap are two completely different spells, each has its weakness and strengths. You can use either of them regarding your skill, state and deck type.

However, If you need to choose only one, I strongly recommend The Log because it has so many pros which cannot be done by other spells.

For example, Lightning can stun troops, but it can’t take out Tombstone along with it Skeletons.

Comparison

Clash Royale Zap

Clash Royale The Long

Pros

  • Stuns troops.
  • Brings down Minion’s HP to be “one-shotable” by the Tower.
  • Resets Prince, Dark Prince, Battle Ram, Inferno Tower, Inferno Dragon, Sparky… charges.
  • Can be easily over-leveled (Common Rarily).
  • Fast Casting.

Pros

  • Pushes back all ground troops.
  • Does significant damage.
  • Takes out Princess, Goblin Barrel and Goblin Gang for positive Elixir trade.
  • Has insane range.
  • Takes out Tombstone and its Skeletons.
  • Resets Prince charge.

Cons

  • Very small damage.
  • Short stun duration.
  • Can’t kill Goblins.
  • Small Radius.

Cons

  • Hits only ground units.
  • Only used on your side of the arena.
  • Slow rolling.
  • Legendary rarily.

Zap Vs. The Log Comparison

Shared by _Pentox

Conclusion

In general, The Log is slightly better. Each one has its own strengths so it’s up to you!

Shocking Sparkyjack Deck Arena 8+

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Hey guys, it’s ya boi, SCorpSCilla, back at it again with another deck, the Shocking Sparkyjack Deck.

It’s been a while, testing new decks and other things, once being infuriated that someone copied my Golemjack deck, but that’s a story for later.

sparkyjack deck

Clash Royale SparkyClash Royale elixir collectorClash Royale LumberjackClash Royale The Long
Clash Royale MusketeerClash Royale Ice SpiritClash Royale GuardsClash Royale Mega Minion

Shocking Sparky Lumberjack Deck

This is the last Clash.World I will post, as I will move on to other things I am busy on such as projects and new stuff… for good. JK, but seriously I won’t be playing as much. SuprizMadaFaqua is the new leader of the clan (hope I spelled the name right). It’s been fun playing this game for a full year straight. I see potential in Supercell. With that said, let me introduce you to my last deck, the Sparky Jack, the deck that shockingly (no pun intended) got my friends and I into LEGENDARY ARENA (finally, hooray)!

Because this deck right now looks legendary heavy, I will just list all the substitutions right now. Disclaimer: Not all the substitutes are as good as the original and may change the playstyle of the deck.

Cards Breakdown

Sparky- This card may look (or possibly still be) #trashcanonwhels, begin rated one of the worst Legendaries in the game (besides #trashcantakesair and #axeonsteroids) but this card is actually pretty useful.

Sparky is a good intimidator for inexperienced players. Also, while players are focused on taking out this high-risk, high-profit card, a Lumberjack+Ice Spirit+ Musketeer will be sneaking in and doing most of the damage.

Sparky is super great defending against Giant Beatdown Decks, and when you use Tornado with it, it can completely shut down a push.

This card is the poster of the deck.

Remember a Sparky can kill another Sparky because of its damage higher than the health. It’s splash damage can hit both a troop blocking the tower and the tower as well if put too close to each other.

I once fought a level 11 with a Level 2 Sparky (I have only level 1 🙁 ) and he placed it next to the tower and an executioner. We Logged both of our Sparkies at the same time, so they had to move back into the range of fire. Result: Because of my Lumberjack’s rage, my Sparky fired first, and the rocket-pocket-sized blast clipped all three and got a triple kill. Lumberjack clutches hard!

Elixir Collector- You gotta spend Elixir to make Elixir.

Just a few tips with this Elixir Collector. If you know your opponent has Rocket, you can put in right in front of the big mama tower right between the arena towers. That way the Rocket can only it the Pump or the tower: He can’t hit both of them. A Miner in that position can be shot at by both towers, and all you need to do is distract it with cheap troops such as Goblins or Skeletons or the Guards.

he Elixir Collector can also bait out heavy spells such as Rocket or Fireball, which can allow you to punish them with a heavy push that they cannot stop.

Lumberjack– And now we proceed to the #axeonsteriods.

For many, this is the worst card in the entire game, but for some, this is a beautiful card to put into this deck. Why?

  1. Its fast movement speed allows it to run up to enemies and chop away while they are busy on something else
  2. They have the rage that can help get a Sparky to fire a single game-changer shot on a tower or a highly dangerous troop
  3. It has INSANE damage: 200 damage with a 0.7sec hit speed! If Supercell decides to buff this card, it better not be the damage! In a push, because most players don’t know about its high DPS, they will focus a lot on the Sparky, but if left unnoticed, the Lumberjack will just chop away the tower to minimal health. Plus this is the secondary tank killer if Sparky is out of hand, seeing that this can act almost exactly like a Mini P.E.K.K.A.

My opinion, Lumberjack is one of the most underrated legendary in the game. It has great potential and all it needs (along with the two #trashcans) is some love

Log– The BEST legendary in the game.

I called it a long time ago back when no one loved it and called it the worst. I am proud for supporting Log to the end.

The Log has great damage, about half a Fireball, but its knockback is great for buying some important time. Also, because it is not an immediate spell like Zap, you can send (for example) a Lumberjack and then a prediction Log right after, and there will still be that extended time in-between for that Lumberjack to get to the tower. If they are smart, they will place the Skeleton Army after The Log finishes, but that leaves a space to allow the Lumberjack to get a two or three hits off the tower. Three hits are equal to 600 damage, more than a single Mini P.E.K.K.A swing!

Now that my friends, The Log is a great card to use.

Plus, The Log is one of the only true, positive Elixir trade, cards left to deal with Princess, Goblin Barrel, and that new annoying Goblin Gang, the last ray of hope.

Supercell, don’t you dare touch The Log anymore!

Musketeer– One of the two only air defense troops, she is a pure support unit, whether on defense or offense. She is the core of a perfect push.

Not much to say here, except one piece of advice: DON’T PLAY STUPID WITH HER.

Ice Spirit- A cheap, icy card with the ability to freeze units for 1.5 seconds, a full Hog Rider swing to be relevant. Stay frosty Ice Spirit.

Guards- Skeleton Army can easily be countered by Zap, Goblin Gang by Log, and Tombstone by that pig push or Ice Spirit combo. Guards is the best option here.

  1. Guards survive Zap at level 3, with their shields still on, so they can survive even longer, like taking out Elite Barbarians for example.
  2. You will not be punished as hard if they do a good prediction Log/Fireball/poison. This is key against Hog decks
  3. They have a slight range with their spears, sort of how the prince slightly ranges with his lance. This means they can poke from a distance, so they can take out Graveyard with relative ease.
  4. Guards+Ice Spirit can take out 3 Musketeers.
  5. They have a shield for goodness sake! They can surely take a blast from Sparky.

Mega Minion– The beast who died twice. Hits harder than a hog, and has the same hit speed, so you are good. A key component in defending Lavaloon. This card is recommended against semi-tanks such as Knight or valkrie. Not much else to say here.

General Gameplan:

Before double Elixir, you want to place your Elixir pump as soon as you can, but I don’t recommend you place Sparky down as your first card.

First of all, your opponent might have a push to wreck you such as Elite Barbarians or RG or Hog Rider, so unless you have Guards/Lumberjack+Ice Spirit, I don’t recommend placing it first. Instead, get a good Elixir advantage and then place it down.

For example, Elite Barbarians Fire Spirits. I place Ice Spirit as a sacrifice to kill the fire spirits and slow the Elite Barbarians, then I place Guards. I got a positive 4 Elixir trade, great for my time to place the Sparky now. In pushes you can do a variety of small pushes and big pushes. Ice Spirit+Musketeer/Lumberjack is great and can punish your opponent hard.

Only place Sparky down if you are absolutely sure that they will deal with it. You might want to place it on the lane they are attacking or the tower with lower health, as it won’t matter if the Sparky gets a hit on either of the opponents towers. Make sure your Elixir Collector is on the opposite side. If you mess up and they rush you (let’s say, for specifics) with Elite Barbarians or a P.E.K.k.A, then kite it with the Ice Spirits and Guards to the range of the Sparky.

Some starting hands for the beginning of the match:

  • Ice Spirit
  • Elixir Pump
  • Lumberjack
  • Wait

For a big mama push, here is the idea. You want to place your Sparky in the back and then wait. No point putting a Musketeer down right behind it if he Rockets it. Place the Icy Spirity behind it instead. Then once you are sure he is willing to defend with troops, place the Muskie down behind the Sparky and place the Lumberjack in the very front. If you have the time/Elixir, place the down the Guards and mega minion too. Always keep Log ready for annoying cards such as Skeleton Army  or princesses. Usually you can place down another Sparky as well, and if there is two Sparkies on the field, there is no stopping it. 60% of the time, you will win just with the Lumberjack sneaking in and chopping like there is no tomorrow. I swear, his damage will catch even me off guard!

Here is the ideal setup for a beatdown push:

  1. Sparky
  2. Musketeer
  3. Mega Minion
  4. Ice Spirit (Somewhere near the front)
  5. Lumberjack (THE FRONTAL SACRIFICE TO THE ROYALES)

Matchups

Sparky beatdownBuild up a push against their push. Try to blast the Sparky with yours using that Ice Spirit to reset and that Lumberjack to speed things up. Watch out for the Giant itself!

Lavaloon- An extremely annoying setup. Keep Muskie and Mega Minion on hand, and target the balloon first! For support units, distract them with Guards, Ice Spirit, and Lumberjack.

Hog Cycle- Use Lumberjack and Guards extensively as well as Ice Spirit. Lumberjack can tank a good portion of fire spirits.

Royal Giant– Sparky and Lumberjack can take the RG down. It is especially easier once you take a tower down as you can drop the Lumberjack behind the support units they have (Lumberjack=assassin).

Graveryard- GUARDS, GUARDS, GUARDS! I SWEAR, GUARDS ARE SO USEFUL AGAINST THIS SETUP! GUARDS IS LIFE! GUARDS SAVE LIVES!

Spawner- Ignore small chip damage as you have no buildings to stop that. Just push on even if they become really annoying. If you want to, push on the side where their buildings are. The Sparky and the Musketeer will just stay still, firing away and allowing you to build an unstoppable push.

Golem- Same concept with RG.

Zap Bait– Use Ice Spirit extensively everything! Log is only for mass, MASS, MASS hordes. Otherwise go right ahead if needed.

Elite Barbarians– Guards and Ice Spirit. Otherwise use the same concept as Hog Rider.


Welp, I hope you’ve enjoyed. This SCorpSCilla signing off of making guides for Clash Royale Arena for good.

It has been a blast and I will keep going back to this Clash.World site, checking the new generation of passionate gamers, but for me, it is time to move on.

Just a final word: Supercell, don’t do anything stupid and please nerf RG (lol’s). Also players, there will be a time when you realize that this game is just a game and that it is time to move on to the bigger things around in the world. Finally, to all the supporters and editors out there in Clash.World, to my clanmates and friends, thank you for everything. One last thing to say, for my buddies out there…

#ASIANCLAN

How to Counter the Graveyard Freeze Combo

75

Hey guys, Corrosive Logic here with yet again another super interesting, must read strategy guide on How to counter Graveyard Freeze Combo!

Graveyard Freeze
Graveyard Freeze

How to Counter the Graveyard Freeze Combo

A lot of people have been complaining about the Graveyard Freeze combo, so I decided to make a guide on how to counter it.

The first few times I played against it I actually found it really tough to defend against, but obviously when you get more experience against it you start to counter it more efficiently.

A lot of people say Graveyard Freeze takes no skill, but anything that can be tough to counter is going to be called no skill (overleveled Royal Giant, X-Bow, Elite Barbarians etc.).

Below I’m going to mention some of the Graveyard counters so that when I mention “Graveyard counter” or “quick attack speed troop” you’ll know what kind of troops I’m talking about these ones:

Clash Royale Goblin
Clash Royale Goblin
Clash Royale Spear Goblins
Clash Royale Spear Goblins
Clash Royale Archers
Clash Royale Archers
Clash Royale Guards
Clash Royale Guards
Clash Royale Minions
Clash Royale Minions
Clash Royale Skeleton Army
Clash Royale Skeleton Army
Clash Royale Baby Dragon
Clash Royale Baby Dragon
Clash Royale Valkyrie
Clash Royale Valkyrie
Clash Royale Minion Horde
Clash Royale Minion Horde
Clash Royale Barbarians
Clash Royale Barbarians

Table of Contents:

 

 

 

    1. with 1 Card
  1. Countering Graveyard Freeze with the King Tower

 

  1. Countering Graveyard Freeze with 2 Cards

Countering Graveyard Freeze with 1 Card

I wanted to see if it was possible to counter Graveyard Freeze using only one card, and I found that no single card can stop it fully, even Barbarians/Elite Barbarians will be killed. Your two best shots are Ice Golem, and Poison.

  • Ice Golem: This only works if they Freeze your Ice Golem. Good players won’t Freeze your Ice Golem on it’s own, which is why this probably doesn’t work all the time. However I definitely suggest you try it, even good players will sometimes try to react too quickly and they end up freezing the Ice Golem. Once the Ice Golem explodes it can kill Skeletons on every side of the crown tower.
  • Poison: It doesn’t last long enough to counter the full graveyard, but it will kill lots of Skeletons. Only problem is that on its own, Skeletons still get one shot on the tower before they die. Because of this, you most likely need a card to help the Skeleton. You can simply use any small ground troop to tank a shot from the Skeletons, allowing your Poison spell to kill them all.

Before you go straight to the comments and tell me Valkyrie can counter Graveyard on it’s own, I’ll quickly tell you that a well timed Freeze on the Valkyrie will allow the Skeletons to kill it and then do lots of tower damage, this can be seen in my video. I varied the Valkyrie placement in order for it to survive, but that would mean that lots of Skeletons would reach the tower because the Valkyrie would not be in the way.

Princess is also not viable on its own, it range might allow it to not be frozen but it doesn’t kill the Skeletons fast enough.

Countering Graveyard Freeze with King Tower

When you lose a crown tower, defending the other one against graveyard is a lot easier because your King tower can also one shot Skeletons. A Tornado pull early in the game can result in an activation. This can be beneficial in the long term but on that single push Tornado won’t stop the Skeletons from devastating your tower.

Countering Graveyard Freeze with 2 Cards

Two Troops: This is the first thing I tested, and there’s two ways you can go about it.

  • Place your initial “Freeze bait”, ideally not a quick attack speed troop, this troop is just a bait for them to Freeze it. Immediately after the Freeze place your quick attack speed troop e.g. Minions, they have used their Freeze so your Minions are free to kill the Skeletons.
  • Use two quick attack speed troops above and below the tower, with a distance that won’t allow both of them to be frozen. Your opponent must choose one of them to Freeze, allowing one of your quick hitters to survive and vanquish the Skeletons.

Troop and a Spell: Definitely the best way to counter Graveyard Freeze.

Before we already mentioned that a ground troop + Poison counters GY pretty well, now let’s get on to the other possible ways of countering it.

  • Valk + Any Other Card: In my opinion, a Valkyrie + Zap/Log is the best counter to Graveyard Freeze. Even if you badly time the spell your Valkyrie will survive and when it unFreezes it will destroy what Skeletons are bunched around it. But not only spells, if you use any other card with the Valkyrie even just to tank some Skeletons, when the Valkyrie unFreezes she will clean the Skeletons from her house.
  • Air GY Counter + Zap or Log: Baby Dragon, Minion Horde, and Minions. Ground counters will get killed by Skeletons while frozen.
  • When you use this card it’s going to get frozen so when enough Skeletons bunch up on the tower you can Zap or Log them all. It is extremely crucial to time your Zap perfectly, if you’re too early or too late then say bye bye to your tower. This buys enough time for your air counter to unFreeze then kill the remaining Skeletons. It is not extremely efficient because some Skeletons will still do damage on the towers.
  • Heavy Ground Counter + Zap/Log: This is probably a bit better. The 3 heavy GY ground counters are Barbarians, Elite Barbarians, and Skeleton Army. Skeleton Army isn’t reliable because it can be Zapped. So basically all you need to do is to Zap/Log the Skeletons in order to keep your Skeleton Army/Barbarians alive. Pretty similar to the Valkyrie.

Conclusion

This guide only covers Graveyard Freeze on its own.

In a realistic match you are probably going to have other troops coming towards you (bowler/Ice Golem etc.). So in a game you are probably going to have to use more than just 2 cards to counter Graveyard Freeze, maybe 3, 4 or even 5 to counter your opponent’s entire push.

Unlike Graveyard Fireball, a good thing about Graveyard Freeze is that there’s a good chance all of your defending troops can survive, which can lead to massive counter pushes!!!

So overall these are the 3 best ways to counter Graveyard Freeze:

  • Ice Golem + Another GY Counter beside it: This means your opponent has to Freeze both cards since they are so close together. Ice Golem explodes – goodbye Larry.
  • Any ground tank + Poison: This tank will take one hit from Skeletons, allowing enough time for your Poison to the Skeletons without them getting hits on your tower.
  • Valkyrie + Zap/Log: Basically the spell allows your Valkyrie to survive, unFreeze, and do a 360 no scope axe swing.

I hope you enjoyed this guide, if you did I would really like it if you could support me by subscribing to my Youtube channel. Doing so will encourage me to make more strategy guides for the community because it does take hours to make each one of these guides. Thank you.

Ultimate Guide to Tombstone

114
Tombstone Clash Royale

Hey guys, I believe you guys can all notice that beside the Inferno Tower, the Tombstone is currently the most popular defensive building in high Arenas. It is because the Tombstone can easily deal with the tricky Furnace decks, Giant, Hog Rider, Lightning and so many other popular threats. I’ll explain a bit more, but first want to say the true strength of the Tombstone is its ability of spawning Skeletons and the ability to sway troops that only target defenses. I’m going to put down why its strong based on troops it counters and where it has obvious weaknesses.

Tombstone Clash Royale

Ultimate Guide to Tombstone

General Play

The Tombstone should never be placed behind a Tower unless its being used to counter spawners. It should always be placed in the middle of the Arena to draw troops into double tower fire.

Strengths

The gist of what are going to read is this card is great against slow attacking non AoE attackers.

Hog – This card is an absolutely amazing counter to Hog Riders. A lone Hog Rider (probably used in hog freeze) can be easily taken out by the Tombstone while allowing it to get 0-1 hits if done properly. When you see the Hog dropped, place the Tombstone in towards the middle of the arena bringing the Hog into both towers‘ attack range. It’ll take 2 hits to kill, buying some time and damage. Once broken 4 more Skeletons will spawn and proceed to beat the hell out of the Hog. The benefit of this is the time it saves as well as being pretty nice vs Hog Freeze. This is because if the Freeze Spell is used before the Tombstone is broken the Skeletons that spawn after are not affected by it and if used after it’ll give you time to drop Gobs or anything else to take care of the Hog.

Sparky – That’s right, this card is pretty awesome against Sparky. The beauty is that Sparky has to charge up her attack, which takes pretty long. By that time there is always a fresh Skeleton to bait her shot again. And even if she hits the Tombstone you now have 4 more Skeletons for her to have to hit again while they are stabbing her. You can get the Positive Elixir Trade against Sparky most of the time!

Prince/Dark Prince – This card absolutely destroys Prince/Dark Prince. The slow and steady flow of Skeletons stops them from charging as well as once broken the Prince will be exposed to dual tower fired and with his slow attack rate over powered by the Skeletons. One Tombstone placed properly can easily take out a Prince or Dark Prince and sometimes if done right, you can take out both together.

P.E.K.K.A/Mini P.E.K.K.A – This card deals with P.E.K.K.A and Mini P.E.K.K.A in the same why but I’m going to focus on P.E.K.K.A because she is a bigger issue. This is great as again it pulls her into double tower range. The P.E.K.K.A can pack a huge punch but with her insanely slow attack speed the Skeletons buy a large amount of time while shredding him up. If there is nothing to assist the P.E.K.K.A a single Tombstone will destroy him which is a huge Elixir trade.

Giant Skeleton – Somewhat the same as above but with the benefit again of drawing him away from towers. Being a father doesn’t mean you are immune to your kids – alsoandanswer 

Golem/Giant – This is a really effective card at dealing with Golem/Giant. Tombstone will pull them to the middle, where both of your Towers can hit them, slow them down and distract the supporting Mega Minion.

Barbarians – Believe it or not but a single Tombstone can take out Barbs by itself. Tombstone pulls Barbarians to the middle. Not being able to split focus makes them have to kill each Skeleton individually, which takes them a lot of time. Plus its a great Elixir trade. Normally the Barbs never reach your tower. This is also great if placed well against Barb spawners.

Balloon – The reason this is effective as it is a really cheap way to maneuver the Balloon away from the tower into dual tower range. This can be done with any other defensive building but Tombstone is so cheap. While pulling the Balloon, Skeletons from the Tombstone also help us distract support troops nearby like Mega Minions, Baby Dragon or Minions. I’ve also used it to pull the Balloon into my King. (Targets the Tombstone, then my Collector behind it, then goes to my King and activates him).

Gobs/Spear Gobs/Skeletons, Skeleton Army (spawners included) – This one is pretty obvious. These guys are squishy and if you can distract them for a second or two your Tower will make short work of them. Obviously this isn’t a good Elixir trade if the spawner dies but that rarely happens if done correct. This is also great a slow defense against those annoying spawner decks that like to chip away at your towers.

Witch – Even though this card isn’t used very often it is still very strong against as it doesn’t allow her Skeletons to get stacked up while also distracting her shots.

Fire Spirits/Ice Spirit/Furnace: Tombstone is probably the best counter to all of these three. 1 Skeleton is enough to deal with Fire Spirits and Ice Spirit. If your opponent place the Furnace to chip away your weakened Tower, place the Tombstone down to deal with the spawning Fire Spirits.

Musketeer: Place the Tombstone right on top of the Musketeer before she hits your Tower. Good a really good move tho. Only do this in the worst situation.

Inferno Dragon: Poor Inferno Dragon!

Tank + Lightning: Thanks for releasing the Skeletons! Most of the time, the opponent has enough Elixir to use Lightning when the tank is already pulled to the middle.

Royal Giant: If it’s too late and the Royal Giant is already locked on your Tower, place the Tombstone right on top of him to force him re-target it!

Weaknesses

Most anything that flies – This can obviously be used to slow or distract a flying unit but it’s not going to put up any damage so definitely not a counter by any means

Most anything that is AoE – This includes any projectile (Zap, Arrows, Fireball) but also includes Wiz, Valk, Bomber. I only drops this in those cases if I truly need to buy time for the tower.

Any other card I missed was either because of redundancy (Knight) or because its kind of hit or miss if its an actual counter.

TL;DR Just use the Tombstone. You will definitely like it!

Top 3 Annoying Spell-Bait Decks that Crush the Ladder!

82

Heyo my friends, Norbysweg here coming with a slightly different post! Instead of one, I’ll show you 3 Powerful Spell-Bait decks t counter those Elite Barbarians and Royal Giants!

After lots of research, considering lots of deck archetypes, I come to you with the only archetype that can’t be countered with Elite Barbarians, the only archetype that annoys the heck outta people, the one and only SPELL BAIT.

Spell Bait
Spell Bait

Best Spell-Bait Decks

Short Talk about Zap-Bait

Zap Bait takes advantage of loads of tiny troops that are hard counters to overleveled cards, takes advantage of the aggressiveness and mindset of its opponents, takes advantage of their anger and feelings, and it even adapts to the meta.

As a player who used Zap Bait to win a few Challenges, to win Tournaments AND to grow on the Ladder, I can tell you that if you hate overleveled Elite Barbarians or Royal Giants and want to explore the Zap-Bait archetype, or you just came to copy the deck and start battling, you came to the right place!

How to play Zap Bait in general?

Your troops are hard counters to a variety of cards, for example you have the Skeleton Army which can deal with almost any ground troop.

The point is to not let him build a huge push, for example when you see a Giant coming on the bridge, you want to bait his spells with the Barrel, then counter the Giant with Skeleton Army on Minion Horde.

You can play passively, exploring his deck and getting to see his counters before you strike, or you can play aggressively, pushing first.

It usually turns out to be a good idea, but you should start aggressively only if you have the right cards in your deck. If you attack with Barrel and he uses his Zap, you won’t have a chance to punish him if you don’t have for example the Princess in hand.

Most of the time you absolutely don’t want to place spellable troops near each other, or all of them will get rekt. I often managed to get an overtime win with a super aggresive push, but I did it because I already knew he used his Arrows or another spell.

Be aggressive when you know he used his spell, and be passive when you know he has it in hand. Now let’s get into the decks!

Classic Zap-Bait deck w/Princess

Clash Royale PrincessClash Royale fireballClash Royale RocketClash Royale Goblin Barrel
Clash Royale Skeleton ArmyClash Royale Minion HordeClash Royale FurnaceClash Royale The Long

You’ve seen this deck on TV Royale for sure, the Classic Zap Bait deck which uses Mirror, Furnace and Princess to make your opponent use his spell, then gains aggressiveness with the Barrel, Skeleton Army and Minion Horde. Rocket is there for taking out Hard Counters (most likely splash troops like Executioner, Wizard), but you can definitely replace it with Fireball. This deck dominated the tops before Executioner was released, and I managed to process some information, so I can be a player full of confidence, and a player that can easily read his opponent. Mirrored Princess and Mirrored Furnace is a nightmare to deal with. If your Furnace is underleveled, replace it with Tombstone!

Giant Miner Zap-Bait w/Lots of Minions

Clash Royale GiantClash Royale MinerClash Royale Minion HordeClash Royale Minions
Clash Royale MusketeerClash Royale TombstoneClash Royale fireballClash Royale The Long

This deck got a Nova player to #1 for a while, it’s a very aggressive and powerful deck which uses the Minion Horde and classic Minions. It cycles quite fast, and can easily double-lane push with the Giant and Miner as Win Conditions. It’s a hybrid deck which relies on these two cards. This deck isn’t as great against Elite Barbarians as the other, but it’s very good for Challenges, where I managed to get 12 wins with this. Your Musketeer is in there for a bit of stability, but if yours is level 1 like mine, feel free to replace it with Electro Wizard. Giant or Miner combined with the two-type Minions can result in your opponent using a spell, which is perfect, because you can cycle back to your closest Minions and combine them with either Giant or Miner. Very Good deck, very easy to play and very easy to understand.

Double Building Zap Bait deck w/Increased Defense

Clash Royale Skeleton ArmyClash Royale Goblin BarrelClash Royale The LongClash Royale mirror
Clash Royale FurnaceClash Royale fireballClash Royale Minion HordeClash Royale Inferno Tower

This deck is the modern version of the first one, it relies on the Inferno Tower taking care of most tanks, while the Skarmy and Horde discract the supports. Furnace can’t be replaced with anything, since it’s very important for pressure applying and that splash damage that keeps you safe from any threat. Inferno Tower and Furnace at the same time can be really annoying to deal with, but can easily be destroyed with a spell. This deck is commonly used among top players, so you can definitely use it too! Just sit there and watch how you defend every push and win the game with a super aggresive push in overtime. Trust me, this works like charm!

Bonus Deck – Bowler Rocket Zap Bait

Clash Royale The LongClash Royale mirrorClash Royale Goblin BarrelClash Royale Skeleton Army
Clash Royale FurnaceClash Royale Minion HordeClash Royale BowlerClash Royale Rocket

How could I forget about this one?! Using the Bowler as an unbeatable defensive wall, or as a tank, while coupled with the Goblin Barrel and Rocket to annoy every little piece out of your opponent, this deck has seen lots of popularity even since the Zap was nerfed. Goblin Barrel and a tank work very well, especially because with the Bowler you can easily defend first. The EBarbs won’t stand a chance against this guy!

Results with every deck:

Thanks for reading this Huge Guide! Hope you have learned something useful, so you can start battling right now and win some Trophies!

Until next time, Good Luck!