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New Shop – Free Gold, Chests, Cards and Gems

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new shop clash royale

We are going to have a revamped in this huge Clash Royale October update!

Want to see more about it? Let’s go!

new shop clash royale

Free Gold, Cards and Gems

I want to talk about this first since we all love free stuffs, right?

Every day, you will have a chance to get free 200 Gold, 10 Gems, Silver Chest, Gold Chest etc. And on every Sunday, you can get an Epic card from the shop for free (It’s Epic Sunday guys, of course!)

free gifts daily
Sometimes you have this free offer. Sometimes you don’t. Sometimes you get free Gold but sometimes you get free Gems. It varies but we will find out the order soon!

New Card Prices

The card prices are changed a bit but not really.

From now Common Card now costs 100 Gold each. However, it’s consistent. Which means, If you purchase even 100 cards, the last card’s price is still 400 Gold.

The price is not doubled as before.

  • 1 Common Card = 100 Gold.
  • 1 Rare = 100 Gold
  • 1 Epic = 1,000 Gold
  • 1 Legendary = 40,000 Gold
  • 600 Gold = 20 Gems
  • And a lot more offers.

If you want to purchase a shop slot, you need to buy all of the cards there.

For example, as you can see in the screenshot above, you can’t buy 1 Inferno Tower for 100 Gold. You need to buy all of those 10 for 1,000 Gold.

This is truly a lot better shop than before since you can max out cards a lot easier. Instead of buy 1-2 cards every day, you can just save up Gold and buy a bunch later.

For insane, before, you need 3,000 Gold to buy 2 Golems at once but now it takes only 2000 Gold. If you want to buy 2 Golems with the price at 1,000 each, you will need to wait until 2049 to see Golem in the shop again.

Fact: Sometimes, there are slots which require you to buy with Gems. Seems not okay, but actually this gives you more value than turning Gems to Gold then buying them.

Read more about the October update at here!

P.E.K.K.A. Miner Poison v5.0 (Complete Guide)

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pekka poison

Heya lads Lolman here yet again with another P.E.K.K.A deck guide.

My last deck guide was with Golem Double Witch, which I was able to 12 win in a Grand Challenge out of 3 tries, the other 2 ending 10-3 and 7-3.

With this deck I was very easily able to get 12-2 and 12-0 back to back Challenges!

It is none other than P.E.K.K.A with Miner Poison, the hard counter to my previous deck guide but overall very solid deck! Without further ado onto the deck!

pekka poison

P.E.K.K.A Miner Poison

Clash Royale MinerClash Royale Electro WizardClash Royale BanditClash Royale P.E.K.K.A
Clash Royale PoisonClash Royale ZapClash Royale GoblinClash Royale Minions

trifecta analytics

The Deck

Clash Royale MinerMiner

Typically like most P.E.K.K.A decks, this deck requires an alternate win condition because of just how hard it is to get a P.E.K.K.A to the tower, while once in a while you may be able to get a good match-up and face an ideal cycle getting say value Poisons etc.

It’s typically best to rely on a different win condition.

This deck is a Miner Poison deck with P.E.K.K.A for Inferno Tower. That being said it still is quite strong vs decks like Lavaloon or Balloon cycles with air win conditions etc.

With Miner, early on cycling Miners is key to get the damage. Value Poisons, Miner, Bandit+ Poison is your ideal 2x Elixir push.

If they use say a Knight on Miner in front of tower with Minions behind the Miner. Knight will tank for tower from Miner and Minions putting you 3 Elixir down! So you want a Miner behind the king so he must overspend defending. That sorta idea.

Clash Royale PoisonPoison

GET value with this baby.

In my honest opinion it is the #1 spell in the game, hands down.

I still think Poison needs a slight nerf. It gets more damage than a Fireball and works really well vs a whole lot of decks!

Albeit worse vs 3M but this duration can also work for your advantage!

Also great for predictive plays because more times than not they will drop said troop for some part of the spell into it without an option

using poison 1

Example of this paying off. I knew E-wiz will get 1 shot off E-wiz. Also if he let E-wiz tank for Bandit so he wouldn’t have counterpush. This guy was a good competitive player I’ve faced in a few tournaments before so I knew he was aware of it, either Goblins etc will be dropped for the Bandit so I Poisoned the E-wiz and where he’d place troops. He dropped an Ice Golem, allowing for a 4-for-6 Elixir Poison, over 200 damage. 0 counterpush and I was only 1 Elixir behind after this because of an earlier E-wiz on Goblin Gang trade.

Clash Royale GoblinGoblins

This is recommended over Skeletons however Skeletons give a quicker cycle.

These guys are great, counter Bandit, somewhat counter Goblin Barrel etc.

Good to use in P.E.K.K.A v P.E.K.K.A situations to tank hits, also cheap counter to like a Hog, Giant etc with insane DPS/Elixir. Zap resistant as well! So it’s all plus’s.

Predict Logs hitting your tower and as a rule of thumb, I always use Goblins in the center, making sure all 3 agro onto the target of course!

Great card to counterpush with, demands a reaction.

Say they use a Hog and you Goblins on it and they Zap? You can just Miner on offence, earning a positive trade because they used 6 while you got a +4 trade. You got paid 1 Elixir to play a Miner. Putting you 1 Elixir ahead and they have to counter on top of that! You can pretty much afford a free Poison afterwards, which means you got yourself a guaranteed 200+ damage on their tower.

Clash Royale MinionsMinions

Same deal, but air.

Useful when facing Log decks. Similar to Goblins but not many people run Arrows!

Can DPS down most troops if you keep them from the tower for a few seconds. Like a P.E.K.K.A etc.

Almost always a positive Elixir trade to play unlike a very similar skill (punish) Horde!

They are great to use on Balloons, Mega Knight etc.

Try and keep these guys in cycle for when your opponent might try and rush you something where you need it.

Clash Royale BanditBandit

She is one of my all-time favorite cards.

While Kairostime mentioned that he and the others might have invented bridge spam a while back, I believe I came up with my own version of bridge spam long before Bandit buff or Night Witch existed when I made the Knight, Bandit Ram deck while back. Here is the link to the guide!!

This I cannot stress enough! Always always always utilize her charge.

There is one instance where I wouldn’t use her charge that is Bandit vs Bandit. I wait for the enemy Bandit to come to range of tower then drop my Bandit on top! This is because I want my Bandit to have more HP  when she crosses the bridge.

Other than this, I will always place her at a distance where she will charge at the troop dealing a healthy amount of damage to it!

bandit vs electro wizard

For example, one where I will use Bandit off so she gets the dash on E-wiz while not really taking far too much damage. Vs the Bandit, she won’t get the charge dash onto her, this allows her to take 1 less hit, surviving with roughly ~ 170+ more hp.

Clash Royale ZapZap

I prefer this over the Log mainly because of Bats plus the reset.

Can come in handy vs Inferno Dragon, which is rather prevalent in this meta!

I love this spell in general but Zap or Log, doesn’t matter a lot. Just stick to what you prefer!

You will get less chip damage on tower though.

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

She is an absolute beast.

P.E.K.K.A + any card in this deck can easily shut down almost any push at the moment. Try to not give spell value though!

For example, P.E.K.K.A, E-wiz + Tower Poison = Lightning value.

Remember, Lightning the P.E.K.K.A will do a decent chunk of damage, allowing support troops to DPS her down easier.

Even not vs tanks there are instances I will use her to stop say a ram push, I will add a screenshot below explaining why I did so as well!

pekka vs battle ram

Here I knew he had Zap in cycle so Minions won’t do. If I drop the Bandit on the Ram and then Minions so, she would tank for the Minions, the Ram will probably get a charge on the tower which I didn’t want! Plus Barbarian hits!

So I decided rather than risking a bad timing, I might drop the P.E.K.K.A in order to see what he uses to counter her. As she is not my win condition, it is totally fine to let her go and die if I felt like keeping my Elixir advantage.

Clash Royale Electro WizardE-wiz

Okay… if you aren’t playing him and you have him…. Ask yourself what you are doing?

Unless because of low level on ladder, I believe he would fit into literally any deck.

Inferno Dragon is rather common in Grand Challenges, especially in later stages with that Mega Miner Poison deck being so popular, also Giant Mega Knight and other decks without any real DPS melting cards. Plus the rising Mega bait deck as well!

If you don’t have him, Archers or Musketeer can be used.

Keep in that he is fragile! Often you will need to have some other cards tanking for him or just distracting while he takes them down!

Game-play

Early game (3:00-2:00)

Early on you want to ideally start off quite passively. Which means try to avoid say a push like Bandit+ Minions + Miner, which will leave you vulnerable for a positive trade on their part by ignoring the Miner and defending the push and a counter push!

You want to maybe use Miner on the tower, or cycle Goblins/ Miners. Say even a Bandit in the back.

P.E.K.K.A should never be played unless to defend. That is a principle, around this time I most of the time never even play her.

Some games I even never do not play the P.E.K.K.A on the map because I faced a matchup I didn’t need her. Log bait for example.

Mid game (2:00- 1:00)

Around now, try to get the bulk of my damage.

You should have an idea of your opponents rotation and play with that in mind with say Miner + Poison pushes.

Don’t cycle like crazy as well!

You will also counterpush with your small cards. Say Bandit on a Knight who survives, then Miner the tower so he tanks for her and presents a bigger threat!

Similarly to Goblins and Minions etc.

Try to get as much chip damage as you can at this phase of the game! Either it’s Poison chip or Miner hits.

Miner doing 64 tower damage per hit! Which adds up quite a bit especially considering you can cycle very fast, other than E-wiz, P.E.K.K.A and Poison the rest as 3 or less Elixir to cycle!

Late game

Typically, try to cycle Miner Poisons more often than focus on a counterpush.

I would cycle Miner + Poison over and over again.

I don’t want to rely on having to invest a lot.

Usually in this 1 minute period of time, you may have to take down about 1000 HP of the tower.

Poison is invaluable in getting of an easy 240+ damage off of the tower!

Zap what you can assuming though that you will not end up losing because they will punish with say a Giant Horde push for an example because you rushed with your E-wiz, Poison, Zap, Miner. Etc.

So keeping your opponents deck and cycle in mind!

Be careful. Just cycle Miner Poisons, defend and take their tower for the most likely 1-0 victory.

Match-ups

Clash Royale GolemGolem

By far the easiest of the matchups you will face.

This is simply because of two things.

You WILL be able to punish their pumps with say a Bandit+ Minions + Miner push. Only ever Poison if you get their Night Witch with the pump though!

And secondly you will be stopping all pushes with a simple P.E.K.K.A, Poison, Zap, and have a reasonable healthy P.E.K.K.A on the counterpush!

Just try to avoid one thing is letting swarmy troops build on your P.E.K.K.A! This is where Poison comes in handy.

You hard counter this deck!

Clash Royale The LogLog bait

Despite not having Log, I’ve never lost to Log bait with this deck.

Lot bait in my opinion is a high skill curve deck that really… doesn’t have a lot of good match-ups.

One misplay can mean the death of you.

Get rid of the Knight if you can before he crosses the bridge. Save Goblins/ E-wiz for Goblin Barrel.

Always Miner when Knight is out of cycle so you can drop a good Poison on gang, while switching Miner placements so he locks onto tower, adding on 64 more damage per shovel swing!

P.E.K.K.A doesn’t have much use here.

I always try to offensively Zap a Goblin Gang so my Bandit can reach the tower.

Minions, Goblins and E-wiz do good work at stopping a Goblin Barrel.

Bandit on Princess is also a good counter! As the timing they need to block her is quite precise!

Get value Poisons as well!

Princess same lane and you Bandit back? They are bound to Knight or gang in front so Poison, Princess, tower and around her to get some great value!

Clash Royale Hog RiderHog

Vs Hog, P.E.K.K.A on Hog isn’t an ideal play!

I say this because most of the time Hog decks are running P.E.K.K.A now! You want the P.E.K.K.A fight on your side! That’s totally fine, just as long as you don’t play into predictions you can use E-wiz, Goblins, Bandit with charge, and Minions to kill Hog + tank.

Ice Golem should be ignored if you use Goblins or Minions as if they have Zap, the frost nova will be what brings them to Zap range allowing them to clear off your potential Miner counter push!

You need to be counterpushing with this deck!

Try to get that extra bit of chip that might be the make or break for you!

Overall not a tough match up, keep your P.E.K.K.A alive in the P.E.K.K.A battles. Get their E-wiz with maybe a Bandit and your E-wiz should be resetting his/ her P.E.K.K.A.

Clash Royale GiantGiant beatdown

Not much to say, honestly just P.E.K.K.A wrecks this.

If they run Giant Mega Knight, I don’t P.E.K.K.A on Giant. I P.E.K.K.A Mega Knight while Goblins, E-wiz, Minions, Bandit etc will be DPSing down the Giant.

While Giant has more HP and only hits buildings, I cannot use the other cards solely to defend the Mega Knight.

Albeit a Bandit + Goblins behind defense will be perfect but they can simply Arrows etc the defense, leaving me vulnerable for massive Mega Knight damage!

E-wiz must be used behind P.E.K.K.A if they have Inferno Dragon!

Clash Royale MinerMiner

Mirror matchup – Win the P.E.K.K.A battles, defend cost efficiently. Don’t give Poison value! That’s it! The typical mirror match has Bats, not Minions and Log so you will have the advantage! Zap bats and no easy way for them to get rid of your Minions other than a -1 trade.

Loon Cycles– This deck is really common. With Mega Knight, my 9, 11 and 12th win in the first Grand Challenge I ran this in I faced variants of that deck. Only real difference were spells, ie- Zap, Arrows etc. You have Minions, E-wiz etc. You shouldn’t have difficulty here! P.E.K.K.A on Mega Knight and you are solid, easy win.

Miner Mega Knight with Bats and Inferno Dragon – Easy win, enough said. Don’t let them spell out your E-wiz, save him for I-drag, P.E.K.K.A for Mega Knight, Goblins and Bandit will kill the Miner. Minions, Goblins are good at tanking for P.E.K.K.A from I drag if your E-wiz is out of cycle, allowing you to cycle back to him! Get value Poisons yourself and switch up Miner placements to try and maximize damage!

Clash Royale Lava HoundLavaloon

This can be a tad tough.

E-wiz early and cycle back to another!

Poison on defense is fine! Then counter push, it’s pretty straight forward.

The fact that they have Arrows and Lightning or Fireball can leave you gasping for air, but do your best!

This deck is kinda dead right now anyway.

Conclusion

I know this deck is quite legendary heavy but all the same there really aren’t many replacements I’d reccomend.

It’s an easy deck to play but can be a bit tough to master all the same it should bring you quite a bit of success, best of luck with this deck!

Cheers, Lolman out!

Mega Spell Bait Deck – MEGA Trophy Rushing!

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mega knight bait deck

Hello, guys! It is me, Siegfried, with my first deck guide about Mega Knight spell bait deck. I think many people have seen someone with the love of bait decks commenting regularly, but not with the name ‘Siegfried’…

This deck is very popular right now, taking the classic cycle variant’s spot in the high Arenas.

mega knight bait deck

Clash Royale Mega KnightClash Royale Inferno DragonClash Royale PrincessClash Royale Knight
Clash Royale Goblin BarrelClash Royale Goblin GangClash Royale BatsClash Royale Zap

off meta deck analytic

Cards Breakdown:

Like many other spell bait decks, the offensive side of this one is pretty simple to understand, so I’ll talk about defense first.

Clash Royale Mega KnightMega Knight: This card is the thing that makes this deck OP. When going with Goblin Barrel, it’s very deadly. It made this deck unlike the other spell bait decks, you can deal.

However, you shouldn’t simply place him down like the Golem since he is expensive, has decent speed, and is easy to counter. Instead, use him to defend, and counterpush afterward.

Another thing to say about this, he’s not enough, and not good to stop tanks like P.E.K.K.A or Golem (many people try to damage the Golem with MK). Instead, use other cards to destroy the Golem and use MK to tank the supports.

Clash Royale Inferno DragonInferno Dragon: The tank killer of this deck.

You should use this card as wisely as you can, because it is what can shut down your opponents’ push, either nothing other than a weird flying dude, and you have nothing else for their tanks.

Mega Knight is good against low-medium health troops and this cute Dragon is for the high ones.

Some people would prefer the Inferno Tower, but in this deck, Inferno Tower is not that good! You can’t make counterpushes with the IT, and the Lightning can shut down it with ease.

Clash Royale KnightKnight: This is my favorite card.

For 3 Elixir, you have so much health (1399 at standard level) and great DPS (144), much more value than Valkyrie, Mega Minion. Unlike the Ice Golem, he can kill glass cannons on his own.

You can cycle him behind the King’s Tower as a decent first move, and when he reaches the bridge, throw the Goblin Barrel. However, most time you will avoid doing that because it helps very much on defense, with Inferno Dragon.

However, most of the time you should avoid doing that because he helps very much on defense, with Inferno Dragon.

Clash Royale PrincessPrincess: The staple of bait decks.

She is slow, so place her behind the King Tower is a very good first move.

Use her to clear swarms, and try to protect her as long as you don’t overcommit on that.

Clash Royale Goblin GangGoblin Gang: This is usually the profile picture for spell bait decks in the ‘Match-up’ part…

Pair then with Knight to easily stop the Ebarbs. Goblins and Knight will have some health left for a counterpush.

Many people use Zap on this card but IMO it’s just not good since the leftover Goblins still can do their job perfectly.

Don’t let them have too much value with The Log, like clear out both Princess and Gob Gang etc.

If you want to use this deck on ladder, this would be the one that needs to be upgraded first, or second because overleveled Zaps are everywhere!

Clash Royale BatsBats: These little buggers offer insane value! For this deck, it is even better!

Know what? It has higher DPS than a Mini P.E.K.K.A.

An Inferno Tower down against your Mega Knight? Drop this, and you will be fine.

On different match-ups, you will have to decide whether you should use them for Baiting or not

Clash Royale Goblin BarrelGoblin Barrel: A very staple card for spell bait archetype. There aren’t many things to say about this.

Sometimes, it is the answer for your opponents’ pumps, because there isn’t any heavy spell in this deck.

Change the placement of this card, but make sure that it will work.

Clash Royale ZapZap: In this deck, it’s better than the Log, because it can reset Inferno stuffs, charges, etc, and Bats are everywhere now..

hmm, I don’t want to say more about this.

Substitutions:

Clash Royale Princessekf9WOpClash Royale Dart Goblin

Clash Royale Mega Knightekf9WOpClash Royale P.E.K.K.A

Clash Royale Zapekf9WOpClash Royale The Log

Clash Royale Batsekf9WOpClash Royale GoblinClash Royale Skeleton Army

Gameplay:

Beginning (3:00 – 2:00):

Play passively, and identify out your opponent’s deck.

Try to prevent any damage to your Tower.

Only use Mega Knight if you absolutely have to do so

Mid-game (2:00 – 1:00):

Be more aggressive, but always make sure that you can defend.

Try to chip down their Tower, but don’t overcommit or it will cost you the game.

Late-game (1:00 – Overtime):

Bait out their spells, defense and counterpush hard!

Use your MK more frequently because you have more Elixir now for their pushes on the other land.

If you run Ice Golem + Rocket instead of Inferno Dragon + Knight , it would be more simply: Cycle Rocket, but be careful that your opponent might go all-out.

Match-ups:

Golem: Easy match-up

Pressure the other lane, try to destroy their pumps and defend their Golem with Inferno Dragon, and MK with supports.

Be careful with their Lightning.

This deck is generally great against Golem decks.

Giant: Easy match-up

You can’t pressure the other land that much because Giant is much cheaper.

But unlike Golem, you don’t have just Inferno Dragon for them, because Giant doesn’t have the death-damage.

If it’s a quick variant, then keep in mind that they would try to out cycle your MK.

Lavaloon: Medium matchup

You have Bats, Princess, Zap and Inferno Dragon for this match-up. Try to destroy the Balloon first because Lava Hound is easier to deal with.

Hog Rider: Hard match-up.

Annoying, if they have P.E.K.K.A.

MK would be a hard counter to this deck if they don’t have P.E.K.K.A. Try hard to bait out their Log.

Spell Bait: Medium match-up

Your MK is the key. The one with more skill would win.

Siege: Medium match-up, Easy if it’s a spawner deck.

Men, I hate Siege very much.

You have MK, try to destroy their X-Bow or Mortar with him, as well as support cards.

Don’t let them out cycle your MK, because he is very important for you in this match-up. In case of that, tank with Knight, and destroy their building with the other cards.

Bridge Spam: Easy match-up

Not many things to say, this deck can counter Bridge Spam well with MK and swarms but remember it was called ‘bridge spam’ because it can punish you hard if you overcommit on one lane.

Miner: Knight, Inferno Dragon, and Goblin Gang are good Miner counter. Keep in mind that they have Poison.
Medium match-up.

Mega Knight: Medium match-up

Knight, Inferno Dragon and Bats. You’ll have a hard time on offense, so try to out cycle their MK.

Conclusion:

I think I’ve covered all usual match-ups that you would face in this Meta.

Please write something about this guide so I can do better in the next time.

Thank you for reading!

Siegfried a.k.a Mai Hoàn Hải

Ultra Fun Miner + Cannon Cart Deck

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miner cannon cart

Hi; It’s PeakCell, and now I want to show you my newest friendly games deck. This deck is potentially good for challenges but is mainly designed for having fun in 2v2 battles.

It was only tested in friendly battles, but against good players, and is pretty good. It’s ready for battle.

miner cannon cart

Clash Royale MinerClash Royale BanditClash Royale Cannon CartClash Royale Ice Golem
Clash Royale MusketeerClash Royale Ice SpiritClash Royale LightningClash Royale Bats

x bow control analytics

What is the point of this deck?

This deck is based on a nice synergy, in fact.

We’ll talk about it in the next part, but basically you have 2 shield units (Miner, Ice Golem) which protect 2 DPS units (Musketeer, Cannon Cart) supported by a temporization unit (Ice Spirit), burst cards (Bandit, Lightning) and an air card if necessary (Bats). Best explanation I can give 😉

Usually, this deck will only damage a tower while counter-attacking: Your miner can take your opponent by surprise, and your Ice Golem can transform a lonely unit into a problem, that you can then enhance by adding what your push needs: Burst, temporization, or DPS.

Strengths:

  • Can chip damage a tower if countered
  • Very fun to play
  • A shield – DPS – Tempo – Burst synergy
  • Huge counter-attacking potential

Flaws:

  • Swarms counter it
  • Hard to upgrade
  • Has no building
  • Defends with a lot of fragile units

Gameplay

Let’s go further into the details!

Clash Royale MinerMiner: Meatshield and potential win condition.

You want to use him as a counter-attacking card mainly. If you can, use it only this way, and to finish a Tower.

Try to be the less predictable possible on your Miner placements (especially if you want to finish a Tower with him) and support him well; that’s all you have to do with him.

Clash Royale Ice GolemIce Golem: Tanky unit used to shield a push or kite.

Ice Golem has kinda the same purpose: He’s used as a counter-attacker. Put him before a Musketeer or a Cannon Cart and you have a threatening push!

He really makes pushes hard to deal with, when they are crafted well, so a full push (with DPS, burst and tempo) can be extremely powerful because of its shield(s).

Also, the Ice Golem is used to kite. Seriously, kiting can buy a lot of time to annihilate a push.

Clash Royale MusketeerMusketeer: DPS unit to defend and counter attack.

She’s a DPS unit you will want to use defensively. Then you’ll counter-attack with her.

She’s also an anti-air unit of the deck so make sure you can play her when necessary.

As the Cannon Cart, the Musketeer will sometimes still be up for a counter attack because of her range, which also allows for an Ice Spirit coverage when she’s countered past the bridge.

Clash Royale Cannon CartCannon Cart: DPS unit to defend and counter-attack.

It has the same role as the Musketeer, but is not countered by Lightning, only targets ground and costs 1 Elixir more.

Use it as a defense when you need to counter ground units (unless you have 1 Elixir to spare) and counter-attack with the other cards.

The Cannon Cart’s DPS is surprising and its shield and health points make it very, very good to take a Tower since it is hard to get rid of it (If it dies in range of the Tower, it will often get some hits against it. And it hits very hard).

This card will be your main counter-attacking card since it destroys your opponent’s defense very fast if well supported.

Clash Royale BanditBandit: Burst unit, to defend and attack

She’s a burst unit, so she’s going to take your opponents by surprise. Play her as a defensive unit when you need to, or put her behind your push when you’re counter-attacking. Either way, make the most out of her dash!

She works great with a DPS unit and an Ice Spirit because they will destroy your opponent’s defenses pretty fast since the Bandit also has a nice DPS after applying her burst.

Clash Royale LightningLightning: Burst card to make a push successful easily

Lightning is a burst card too , but is a spell.

It can completely destroy a whole defense, chip damage a Tower, change a Tower’s focus, and most commonly pair with DPS units and/or a Bandit so it destroys tanky units very fast.

You can also use the Lightning to make a good trade out of a bad placement or destroy an annoying Musketeer placed in the back of your opponent’s field.

Clash Royale Ice SpiritIce Spirit: Cycle card and temporizer

It is a cycle card, but mainly a temporizing card.

Think about it: Your two main offensive units are ranged DPS units. It means an Ice Spirit placed before the bridge will actually have the time to support them against melee counters because it can reach their positions pretty fast!

Also, the Ice Spirit is there for easy trades, like countering a lonely Musketeer with it.

Clash Royale BatsBats: Anti-air unit, but also double-threat tool!

It enhances a push by making your opponent having to think about countering air units too, most likely using more Elixir to do so.

Your opponent having too many things to counter can often make a push reach the Tower, so the Bats are pretty great to send when you have a well-crafted push going.

Conclusion

I hope you’ll like this deck! It was designed for friendly battles, but I’d like you guys to tell me if you succeed with it in challenges.

I may try it myself soon after seeing how well it does in friendlys. The Cannon Cart is very surprising since it has a lot of health and DPS, which makes this card fun to me, so I wanted to create a Cannon Cart deck: Here it is!

Anyway, have a lot of fun, and see you in the arena!

PeakCell

Ultimate Guide To Using Poison

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clash royale poison

Hey guys! Its Blaze with my 25th Clash.World guide!! I am super excited! Continuing the streak of writing milestone guides related to my favorite card Poison (and Miner too) I will be writing this guide, The Ultimate guide on using Poison!

Poison is hands-down my favorite card in the game, be it ladder or tournament I always try to add Poison in my deck as much as I can. Currently, its almost lvl7 on my main account so you know how much I like it and well how much experience I have with it since I am using it since Trifecta w/Poison was the meta!

So, let’s start without any further delay!

clash royale poison

Ultimate Guide To Using Poison

Overview to Poison

Clash Royale PoisonPoison is a 4 Elixir Epic Spell card which is unlockable from Arena 5 (Spell Valley).

In basic terms, it is a cross between Arrows and Fireball i.e.  moderate damage of Fireball (bit more than Fireball) with the long radius of Arrows as well as having the Damage Over Time aspect to it.

Poison lasts for 8 seconds and has 8 ticks i.e. one tick per second.

At Tournament Standards, it deals 75 DPS (30 to Crown Towers) so, in total 600 dmg (240 to Crown Towers).

All these factors make it one of the best spells in the game in terms of its ability to provide high value (more value than The Log, mainly because it can also hit air) for just 4 Elixir.

Earlier, Poison had the slowdown ability just like the Ice Wizard. However, due to it Poison became too over-powered and it was nerfed. After that nerf, Poison dropped from the Top Tier to the Bottom most tier and needed two more buffs to actually be back in the meta like the one now.

Poison’s interaction with other cards:

At equivalent levels, Poison interacts in the following manner:

  1. It takes 1 tick to kill Clash Royale SkeletonClash Royale Bats
  2. It takes 2 ticks to kill Clash Royale Spear GoblinsClash Royale Fire SpiritsClash Royale Lava Hound(Lava Pups)
  3. It takes 3 ticks to kill Clash Royale MinionsClash Royale Ice SpiritClash Royale Dart GoblinClash Royale GoblinsClash Royale Princess
  4. It takes 4 ticks to kill Clash Royale Archers
  5. It takes 5 ticks to kill Clash Royale Guards Clash Royale Bomber
  6. It takes 8 ticks i.e. its whole duration to kill Clash Royale Electro WizardClash Royale MusketeerClash Royale Wizard
  7. It cannot kill but severely damage Clash Royale Ice WizardClash Royale BanditClash Royale Night WitchClash Royale BarbariansClash Royale Mega MinionClash Royale Witch
  8. It is a great counter to spawner buildings: Clash Royale FurnaceClash Royale Goblin HutClash Royale Barbarian Hut
  9. It denies 5 Elixir out of 8 Elixir from the Clash Royale elixir collector

Synergies w/Poison on Offense and Defense:

Clash Royale PoisonClash Royale Ice GolemPoison + Ice Golem:

Poison takes time to deal damage so many a times, troops escape its radius before it can completely damage them. Poison and Ice Golen is great combination for attach.

Ice Golem can distract the troops for some seconds so that they remain in the radius and its death damage can kill the troops which survive with a sliver of health.

Its Slowdown effect after death has overall a similar kind of effect with Poison as Poison’s pre-nerf slowdown.

This is actually very good when couple with Hog Rider as the Poison + Ice Golem’s Frost Nova can slowdown cards like Barbarian allowing Hog one more hit and later on kill the Barbarians as well.

Clash Royale PoisonClash Royale Ice SpiritPoison + Ice Spirit:

Just like Ice Golem, Ice Spirit also helps troops to prevent escaping.

It can stun a bunch of troops for 1.5 second that is it can ensure at least 2 ticks of Poison and with his damage kill troops which survive with sliver of health.

This combo is cheaper than above combo, but Ice Spirit can die rather quickly before actually stunning troops due to his low HP so Ice Golem is a bit safer option.

Clash Royale PoisonClash Royale Ice WizardPoison + Ice Wizard:

The third member of the Frozen Trio.

Like I said above, Ice Golem’s Frost Nova gives a similar effect like Poison’s pre-nerf slowdown.

What if you had constant slowdown? That’s right! Ice Wizard is a great defensive combo to do with Poison.

Even after rebalancing, Ice Wiz takes too much time to deal damage, but with Poison you don’t have to worry about damage! Poison can deal all the damage while Ice Wiz slows down troops and makes them stay longer in the Poison’s radius.

This is a great combo on defense when you have strong beat down push coming, especially when your deck also has Inferno Tower/ Dragon.

Clash Royale PoisonClash Royale The LogPoison + The Log:

The Log can push back troops back into Poison’s radius as well as deal decent amount of damage thus making sure that most troops don’t survive.

Only downside is that you can’t push air troops :P.

Clash Royale PoisonClash Royale TornadoPoison + Tornado:

With this you can pull troops in the Poison’s radius.

For e.g., let’s say opponent splits 3M in the back. You can pull all 3 in one lane and then kill them together, damage the Tower with +2 Elixir trade. Value!

This is also useful when using Graveyard (as in Splashyard decks) where you can pull troops in the Poison radius so they die quickly and GY deals good amount of damage. One problem is that this combo cost 7 Elixir so use it whenever you get good value.

Clash Royale PoisonClash Royale ZapPoison + Zap:

Aside from its ability to stun and damage the troops so they die completely, Poison helps in situations where a low HP troop (Minion Horde, Minions, Dart Goblins, Archers) become pretty annoying when you have good push going.

Zap instantly kills them and thus, your troops are free to damage.

However, as I said above, this tactic should be used only when you have a good, strong push going.

Clash Royale PoisonClash Royale ValkyriePoison + Valkyrie:

This is a pretty good offensive combo when you can pair the Valkyrie with a troop that can push her like a Battle Ram.

This is kinda like a Beefed-up Ice Golem + Poison combo. Instead of waiting for Ice Golem to die and Poison completing its duration, Valkyrie can quickly kill swarms like Barbarians (even Elite Barbarians) when they are used for defense and clear the way for your win-condition.

Poison also kills any air swarm like Minion Horde when they are used for secondary defense when the first one failed.

Clash Royale PoisonClash Royale Inferno TowerPoison + Inferno Tower/ Dragon:

Poison helps to clear out any cheap low HP units which are send to distract Inferno Tower/Dragon and makes it easier to kill the tank.

owever, in case the opponent sends troops like Barbarians, you may have to use another troop along with these cards.

That’s the reason I said that Poison + Ice Wizard + Inferno Tower/Dragon is a pretty strong defensive combo as Ice Wizard can help kill distracts as well as slow down the Tank and the support units.

*Poison + Bowler is a good combo as it’s boulders push back troops back in the Poison. But most troops which are effected by the push back generally die to Poison + The Log which also has pushback and Bowler being costly, generally I recommend using The Log*

Special Tactics and Placements:

Always use your Poison to gain value and not for Tower damage.

For e.g. If opponent splits 3M in the back, Poison the Tower with 2M and not the Tower with lower HP.

using poison

Value > Tower Damage

Predicted Poison / Pre-Poison:

Pre-Poison is the most important tactic that you should learn as a Poison user. This tactic can give you loads of value if you master it.

In this tactic, you basically place your Poison beforehand on the arena where you think opponent most likely will drop a card. The effect of this is that the dropped will die quickly and won’t get enough time to do much damage. This tactic not only helps on offense but also on defense. Many a times, opponent ends up placing many troops and giving you more value.

For example,

On Offense: Opponent always counters your Bandit with Tombstone. Any Skeletons that spawn will die so Bandit can dash straight to the Tombstone and the death-spawn Skeletons will also die to Poison so opponent will need to drop another card say Goblin Gang to counter the Bandit or they will get damage. The Goblin Gang will counter the Bandit but they will die themselves due to Poison. Overall, you ended up getting -1 Elixir trade but for 240 dmg to Crown Tower which isn’t a bad trade.

On Defense:  Opponent always supports his Giant Witch push with Minions to distract your Inferno Tower. Poison the Giant Witch as well as the area near the Inferno Tower where most likely Minions will be dropped. Poison will kill the Minions as well Witch’s Skeletons along with severely damaging her before they can distract the Inferno Tower. Giant and the Witch will die to Inferno Tower along with help of your Crown Tower giving you +4 Elixir trade which is huge for defense against 1 push.

predict poison

In order to successfully use this tactic, you need to learn to read your opponent, understand his playstyle and his moves and manipulate him in order to make him drop particular card and give you value. This skill will only be learned to battling more and more and will improve as you become more experience.

Passive Poison:

When using Poison passively i.e. just to kill a single troop and not as support for offense or defense, place your Poison in such a way that as soon as you drop Poison, the troop walks in the radius.

Don’t drop the Poison on the troop even if it is a low HP troop like Princess or Archers.

There are two reasons behind it:

  1. When the troop walks in the Poison, it receives dmg by all 8 ticks so the Poison can fully deal its damage
  2. If opponent wants to drop another troop he won’t be able to do so because the new troop will also be damaged.

It is also possible that since you didn’t drop Poison earlier, opponent may drop another troop (or even a building) just as you place your Poison giving you more value.

Countering Furnace:

Poison is a great counter to Furnace.

Generally, when you use Poison, 1 Fire Spirit still makes it to your Tower.

Now, I will tell you a simple technique so that 0 fire Spirit will make it to your Tower which is pretty beneficial as each Fire Spirit deals lot of dmg. Instead of placing your Poison as soon as they drop the Furnace, wait for 3 seconds and place your Poison (or just enough late that at least 1 of the spawned spirits is damaged by 1 tick).

counter furnace

The reason behind this is that, Poison lasts for 8 seconds while Furnace spawns 2 Fire Spirits after 10 seconds. So, if you place Poison as soon as they drop a Furnace, Poison’s duration will be over before the next wave. If you wait for some time and drop Poison just enough that 1 Spirit is damaged, the Poison will last just long enough that 1 fire Spirit from the 2nd wave will be damaged. So, you don’t have to worry about 2 waves of Fire Spirits as the Crown Tower will kill them before they go Kamikaze mode. 1 fire Spirit less can be considered almost as 1 moderate spell more to finish off Tower.

Using its Large Radius:

Poison has a large radius as you know. Always try to utilize this to the maximum to give maximum value.

poison radius

For e.g. Due to its large radius, Poison can damage to Elixir Collector (or other passive buildings as well) if 1st is placed in front of King Tower near to left Princess Tower and 2nd behind left Princess Tower besides the King Tower. So, you will end destroying the 1st Collector denying 5 Elixir of the 2nd Collector as well as dealing 240 damage to the Princess Tower. Only care should be taken that you place it precisely and pay attention to it. Many a times, your finger might slip and you may end up activating the King Tower.

Poison for Ladder Play vs Tournament Play:

Even though, I use Poison on Ladder, I face many problems which doesn’t make it the best choice for ladder. Mostly, Fireball dominates the ladder.

On the other hand, Poison is actually a pretty good choice for Tournament Play where Fireball isn’t seen as much.

Poison is an epic card so it is difficult to level it up. And in the format where there isn’t a limit to over levelling of commons, Poison has a harder time than compared to Fireball (a rare card which can be levelled up in short time, if not as easily as commons).

Poison takes significantly longer time to kill the troops which sorta gives the feel that troops survive infinitely long in the Poison.

In Tournament Play though, due to level restrictions, Poison does a good job at dealing damage even better than Fireball as at equivalent levels, Poison does more damage. Also, its slow duration and control aspect makes it better choice for the long Tournament play.

Most strong Ladder win-conditions don’t have a strong synergy with Poison and thus Poison doesn’t do well for Trophy Pushing except for certain cases.

Most strong Tournament win-conditions have a strong synergy with Poison and thus Poison does well for getting wins consecutively.

Best Win-Condition to use with Poison:

As I said above, Ladder win-conditions don’t do well with Poison and Tournament win-conditions.

Since, strong Ladder win-conditions are mostly Commons and Rares while Tournament Win-conditions are Epics and Legendries, Poison can be said to do well with Legendary and Epic win-conditions than Rares and Commons.

Clash Royale MinerMiner:

Of course, I would have to start with this. My first legendary Miner!

Miner Poison is pretty strong tactic for Tournament Play and can actually be considered Tournament Meta.

Their synergy is pretty simple and effective making it a beautiful combo. Miner is killed mostly by swarms and Poison is one of the best swarm clearing cards.

Use them together and you can easily damage. Poison guarantees Tower damage while helping Miner to do more hits together chipping the Tower.

This deck type has a lot of variety and I will be doing a guide specifically on this deck type very soon!

Clash Royale P.E.K.K.AP.E.K.K.A.:

The meta tank and tank killer!

P.E.K.K.A. as you know can easily be distracted and killed by swarms so like above, we have one of the best swarm killer: Poison!

Some may argue that generally P.E.K.K.A. even though being win-condition in general, isn’t actually treated as a win-condition in most P.E.K.K.A. Poison decks. But since their synergy is pretty strong I decided to include it here.

This combo is best used along with Miner, Hog Rider or Battle Ram as win-conditions.

Clash Royale GraveyardGraveyard:

Graveyard and Poison have an insane synergy like they were created by Supercell to complement each other almost perfectly.

Poison protects the Graveyard for 8 seconds out of 9 seconds of Graveyard’s duration thus enabling Graveyard to deal relatively more amount of damage.

Clash Royale Battle RamBattle Ram:

Battle Ram has a pretty strong synergy with Poison which can be proved by the dominance of Bridge Spam couple of months back.

Poison takes care of all swarms (yup, you will find this word lot of times here) which threaten Battle Ram and giving it the opportunity to charge straight toward the Tower and deal tons of damage.

Clash Royale GiantGiant:

We have Goison!

For those of you new players who didn’t play CR almost a year back, Goison was the meta during that time. And by far IMO, the most annoying meta. You all know how annoying it is to face RG and EB, but we admit it they are seen in like once in 5 battles on average. Goison was faced by us in almost every other battle. How annoying would that have been. This combo was so strong that Poison had its slowdown removed because this combo broke the game.

Enough of history, this combo works because Poison gives control and constant damage over a large area enabling the support to kill the defences while the Giant tanks.

Clash Royale Hog RiderHog Rider:

Hog Rider + Poison wasn’t seen much for a long time until the recent P.E.K.K.A. Hog deck started dominating in Tournaments. This combo was actually a pretty strong combo and the meta before the Goison Meta. It was the Trifecta Meta!

Trifecta = Hog + Valkyrie + Musketeer. This combo dominated the game for a pretty long time and may occasionally crop even now after 1 year!

Poison is a swarm clearing card and does helps Hog. But since the current meta Hog decks are more fast paced, especially for Ladder, Fireball seems a better choice in general.

Clash Royale GolemGolem:

Not seen much in a long time but still viable. Goison is OP? What bout this stronger Goison?

Golem Poison is pretty smart combo because Golem death damage along with Poison can finish of a majority of troops and deal loads of damage making the road clearer for the support to deal damage.

Currently, Golem is seen more with Lightning (due to removal of Poison’s slowdown and addition of stun effect to Lightning) and thus this combo is a rare sight.

Clash Royale Lava HoundLava Hound:

Again, not seen much but a good combo is Lava Hound + Poison.

Lava Hound is basically countered with either Air swarms or Point Damage Glass cannons or Inferno Tower/Dragon.

Out of these, Poison can take care of the air swarms and Glass cannons. And you can add Zap for the Infernos.

However, as above, Lightning is popular choice as it can counter Infernos + Glass Cannons better and have Arrows for air swarms. But if using a Lava Miner deck, Poison is slightly better.

Best Poison Decks in the meta:

Finally, we have the best decks utilizing Poison in the current meta.

*You may not see all of the above-mentioned win conditions while see some repeated. The reason behind this is that not all of the win-conditions are the strongest options to use in the meta at the moment*

P.E.K.K.A. Hog Poison Cycle

Clash Royale P.E.K.K.AClash Royale Hog RiderClash Royale PoisonClash Royale The Log
Clash Royale GoblinClash Royale BatsClash Royale Ice GolemClash Royale Electro Wizard

P.E.K.K.A. Miner Poison Control

Clash Royale P.E.K.K.AClash Royale MinerClash Royale PoisonClash Royale Zap
Clash Royale GoblinClash Royale MinionsClash Royale BanditClash Royale Electro Wizard

Giant NW Miner Poison Beatdown

Clash Royale GiantClash Royale MinerClash Royale PoisonClash Royale Night Witch
Clash Royale ZapClash Royale Ice SpiritClash Royale GoblinClash Royale Electro Wizard

New Meta Bridge Spam

Clash Royale P.E.K.K.AClash Royale Battle RamClash Royale PoisonClash Royale Bandit
Clash Royale ZapClash Royale BatsClash Royale ArchersClash Royale Electro Wizard

Knightyard Poison Cycle

Clash Royale KnightClash Royale GraveyardClash Royale PoisonClash Royale The Log
Clash Royale ArchersClash Royale Ice SpiritClash Royale Inferno DragonClash Royale Tombstone


That’s all folks! Hope you guys enjoyed reading this long guide and have more success with Poison. Ask me about anything the comments section below!

P.E.K.K.A Barrel Mirror Deck – So Annoying!

1
pekka bait deck

Hey there guys Lolman here with yet another P.E.K.K.A deck guide. This time it’s an off meta P.E.K.K.A, old school bait deck.

While currently the Knight Princess Barrel version is quite popular, I happen to really like Minion Horde, a.k.a the punish Horde.

Also, this deck uses one of my favorite buildings, the Furnace, which left alone does more than a P.E.K.K.A at 1014 damage at tourney cap!

And plus side is you will be able to Mirror your Furnace! Sending out level 10 Fire Spirits at tourney cap as well. Either way, onto the deck!

pekka bait deck

Clash Royale P.E.K.K.AClash Royale mirrorClash Royale Goblin BarrelClash Royale Minion Horde
Clash Royale FurnaceClash Royale Goblin GangClash Royale PoisonClash Royale The Log

battle ram chip analytics

The Deck

Clash Royale Goblin BarrelGoblin Barrel – Main win condition of this deck.

You will want to try to find your opponents counter to the card, and then you will ideally want to play it after the counter has been used.

Capitalizing on your opponents mistakes. Logging a Goblin Gang? Then punish with Barrel.

Try to play it in the non Tornadoable spot because an Activated King’s Tower can be crucial vs a player using Zap!

Clash Royale mirrorMirror – Accidentally Poison a Wizard and they Pump up? No worries, Poison it with the Mirror!

It’s a slightly negative trade however you won’t be as behind in Elixir as you would be if you ignore it.

Also if they say Log something like a Gang? Then feel free to Mirror it!

Also something I love doing is if you end up playing a P.E.K.K.A because the Mega Knight on one lane then they say like Golem the other lane or Giant rush? You have a Mirror P.E.K.K.A! 8 Elixir but your other P.E.K.K.A will also march down with a lot of HP now with two P.E.K.K.As, one level 4 and one 5 march down on each lane to your opponents side.

Can be replaced by a Miner or Princess depending on preference

Clash Royale FurnaceFurnace – This is your chip damage card.

Ideally you want to chip away at your opponents towers then finish them off with your Mirror Poison + Log. Which is 600 damage. 240 damage from the level 4 Poison, 264 from your level 5 and then last but not least 96 from the Log.

But what I look to do each match is to try to Mirror your Furnace, either same lane. Or opposite lane. There are situations where I would do one or the other.

Say both towers are high HP? Then I would try to place both on the same lane.

Doing so remember, a defensive Ice Wizard for an example will have far more value than if it was just one Furnace!

If one of the towers is in 3 digits. Then I will start chipping away at other Tower while letting one Furnace go to work on the low HP Tower. The excess Fire Spirits will be a waste otherwise!

Clash Royale Minion HordeMinion Horde- Ideally you want to use this on defense.

Works well to Mirror this if they Arrow or Zap them. Be careful though, as good as they are on defense.

They can easily be countered! Especially decks with say Fireball, Arrows and Zap.

You want to also try to punish them for overcommiting with say Minion Horde counters for an example.

Clash Royale Goblin GangGoblin Gang- Other Spell bait card.

You want to ideally get them to Log your Gang. Then Mirror Gang and then Barrel. That is an ideal situation especially if you catch them with really low Elixir!

You will do hundreds of damage to the Tower if they can’t counter effectively.

Good DPS on defense as well! Both mirrored and non mirrored won’t die to Zap! Try to avoid Ice Spirit and Ice Golem though because that will make them zappable.

Clash Royale PoisonPoison- Fireball works just as well, I prefer this because P.E.K.K.A. + Poison+ Log literally can shut down any and all pushes in the game. Especially if Golem decks start overwhelming you.

Also more damage than a Fireball too, so that’s a plus.

Albeit, it’s not instantaneous.

Clash Royale The LogThe Log – Zap or Arrows will work as replacements and it’s rather self explanatory.

Takes care of swarms and 96 chip damage each time you roll it down to their side. Though should be saved for specific threats. Like the Barrel!

Clash Royale P.E.K.K.AP.E.K.K.A – Tank killer. Some matches you don’t even need to use her.

Use her on Hog, Giant, Golem etc pushes. Try to get value with her.

Protect her from the Inferno Dragon! And keep her from getting swarmed and let her get to work on the tanks.

Game-play

Early game – (3:00- 2:00)

Early on I actually prefer to start off aggressively. One of the following moves will be more than ideal as a starting play.

  1. Furnace at the centre.
  2. Goblin Gang at the bridge
  3. Goblin Barrel in the non Tornado able spot.

Though playing this deck I have had some unfortunate starting hands. Such as; P.E.K.K.A, Mirror, Poison, Log.

In this case you can wait for them to make a play. But P.E.K.K.A in the back can be played just be careful about getting rushed. You will have to wait a while before you can play your second P.E.K.K.A by mirroring her!

The Mirror is always your failsafe. Especially in 2x Elixir when you will be able to gain the Elixir needed for that +1 card!

Try to get a feel of your opponents deck at this point. Figure out what cards you need to save, what you can cycle to get damage.

Not facing a Collector or 3 Musketeers? Then feel free to Poison that E-wiz at the Tower and ignore him if they don’t add like a tank in front. Etc.

However in general I do prefer to just have more of an aggressive playstyle so I will usually continuously when maxed out drop like a Gang at the bridge to pressure and earn a reaction. Hopefully even getting them to Log it out.

Mid game – (2:00- 1:00)

Here is where you either bait out their Barrel counters or punish them not having one.

Zap is easy to deal with. Just get something tanking.

Mid game this is easy if you defend with a P.E.K.K.A. Get a good defense. Keep your P.E.K.K.A alive and on the counterpush you can Goblin Barrel ftw!

Ideally try to get a value Poison. It lasts for 8 seconds. That’s what I love about it. Unlike Fireball or Rocket. They don’t have to slightly delay say a defensive Skeleton Army etc. They have to wait for it to end in order to not lose whatever counters they use. Vs spell bait especially.

A combo I really like is if their Log is out of cycle I use Barrel + Poison. Knight is seldom used alone vs the Barrel so I catch the Goblin Gang too! Which allows me to save the Log exclusively for their Goblin Barrel.

So around this time, in a nutshell, you will want to work around their counters and stack your Furnaces!

This will allow you to exert more pressure and potentially whittle away their towers HP to spell cycle range!

Late game – (1:00- end of OT)

Over here one thing I would really recommend doing is, similar to Miner Poison, use Goblin Barrel Poison!

Just as long as you aren’t facing say a 3 Musket deck or anything of that sort. Even then you can simply Mirror your Poison on them, depending on that cycle of yours.

I will either try to Log them and Barrel them to death. Or cycle Barrel + Poison.

Each swing from the Gobs will give you a 100 + damage!

Also remember to defend. Your P.E.K.K.A, Furnace, Horde etc are your defences. Try to bait spells out which allow you to get the green light to defend with!

That is what you ideally should be doing. Get whatever value Poison you can get that will hit their Tower and when you can afford it, Mirror Poison + Log their Tower.

Match-ups

Here I will discuss some of the match-ups you might end up facing and how you will be able to to deal with each of them effectively.

Clash Royale The LogLog bait (Classic)

Vs the Knight Princess one, I try to keep my Furnaces up all the time. They will have to cycle Knight or Gang to defend, allowing me to to get a good Elixir advantage.

Poison out their Princess. Always have either Goblin Gang or Log in cycle for the Barrel. Just keep in mind they might do a sneaky Barrel + Log on your Tower to get your Gang if you’ve used your Log.

P.E.K.K.A won’t be much use here. Try to get the Poison chip damage.

Also if they Rocket, you can just stack Furnaces behind the Tower and in the center for more pressure! The Fire Spirits do wonders vs Knight + Gang! So you can save your Log for the Barrel all the time.

So some major points I want to get through are always Poison Princesses, stack Furnaces to have them drop troops into the Furnace.Poison Princess off even if you must Poison the other Tower. Or if you have a good idea of rotation just Log her saving the mirrored Log for the Barrel.

poison princess

Poison out their Srincesses and stack up Furnaces. Ideally opposite lane of where they are targetting!

using log

Only use Log if you really know their cycle. I knew he didn’t know I had Mirror and he had Barrel in cycle so overall for a +1 trade I logged his Princess and Barrel.

Clash Royale P.E.K.K.AP.E.K.K.A – Vs P.E.K.K.A decks this shines.

Just try to avoid the Poisons that the opponent might get because other than P.E.K.K.A and Furnace everything else dies to Poison!

Take out the E-wiz with your Horde, Gang etc. And P.E.K.K.A on P.E.K.K.A usually cancels each other out.

Remember to capitalize with your Mirror in mirroring only what you really need!

For example, you Gang and they Log. they have a Bandit? Don’t play the Horde. Mirror the Gang!

Try to bait out their Poisons with Furnace, or Lightning. Then Mirror it in the same lane.

Exerting more pressure down that lane and get them to play into you.

If they run Hog. Quite literally all your troops except the Barrel counter the Hog! Just be aware of what spells they have in cycle.

Clash Royale GolemGolem

Deal with their pumps and ideally Log + Poison on defense because troops stacked behind the Golem can mean bad things for your P.E.K.K.A. Especially a Night Witch stacking up troops.

I faced a few Golem Witch decks. Witch is even worse with her Skeletons. So deal with their pumps and then try to cycle back to your Poison by the time their Golem reaches the bridge.

pekka vs golem

Defensive Poison if you get value. In this case he was using an off meta Golem deck but the Witch is very deadly vs your P.E.K.K.A. So in order to try to negate the Skeleton spawn and significantly damage her I used a Poison.

Clash Royale MinerMiner Control

Try to not get any value Poisons. Use Gang even if he Poisons them on the Miner because this will mitigate a lot of Miner damage only really getting Poison damage on the Tower.

Assuming they can’t punish you hard, you want to Barrel, then Mirror once they use their Log and catch like an E-wiz, Bats, gobs, Bandit in the Poison.

Typically P.E.K.K.A or Mega Knight are in these decks. Use your P.E.K.K.A. Inferno Dragon can be tricky to deal with. Just try to snipe with your Horde. If they counter Horde well start trying to bait out Poison on Tower, then try to Mirror Horde once they maybe arrow/ Zap the Horde for an example. Though Inferno Dragon isn’t a huge bother because you will not rely on P.E.K.K.A for damage!

Clash Royale GraveyardGraveyard

I faced a few Graveyard decks in my runs so I like to simply Poison the Graveyard early on.

Bait out Poison on Furnace, stack them and then pressure with Barrels to bait out Zap etc. Don’t give them value Poisons and try to save your Log for their Graveyard!

P.E.K.K.A is great at blocking all their tanks at the bridge so the Tower doesn’t lock onto them as well! Only really do this if they don’t have either Inferno in the push or deck. Otherwise their counterpush will be deadly!


I think I covered all there is to really cover with this deck. If you have questions or queries just comment below. Hope you guys have fun with this deck. Cheers. Lolman out.

Top Ladder Cards for Legendary Arena – Kairos Ladder Tier List

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Hello everyone! I am continuing my series of Card Tier Lists with the Legendary Arena V2. My goal is to have the Competitive Tier List by the end of the week for those of you that are curious. After that, I’ll continue with my 2v2 Tier List and try to keep up to date with a Tier List every week.

For this Tier List, you’ll notice that I’m not going into detail as to why I moved each card. I wish I had time to type it all up, but I recently started Grad School and just don’t have the time to write everything up. So, if you care about the why behind the card moves, I cover each change in the accompanying video with this list found in one of the links below.

I used my own experience, the experience of several collaborators, and the Usage and Win Rates gathered from StatsRoyale to complete this list. It may not be perfect, but it’s pretty good. If you disagree with a point, I would really love to hear your reason as to why!

Note on the Stats: The data was collected before the Balance Changes and helped me build a framework on the Tiers that I tweaked as needed after the Balance Changes. Also, StatsRoyale uses 0.5 for draws which means that Win Rates will average a little higher than in Grand Challenges because there are more draws in the ladder. Also, mirror matches are included in the data, so that skews things a for cards with higher usage rates, but the data still helps reveal which cards are More and Less successful.

cards

Kairos Ladder Tier List v1.0

Note about the Tiers: The Tiers are defined according to 1-2 words on how good they are for the current meta (From Poor, to Excellent).
There are some cards like the Royal Giant that could be in a higher tier depending on how overleveled they are.
I did my best to Rank cards by maintaining a balance between how good cards are when they are adequately leveled up and how easy it is to adequately level up those cards to be competitive in the current trophy range.

Note: My goal is to do another *Competitive Tier List** as soon as the meta settles down a bit. Hopefully in the next week, but possibly the week after.*

Note on the Stats: The data was collected before the Balance Changes and helped me build a framework on the Tiers that I tweaked as needed after the Balance Changes.
Also, StatsRoyale uses 0.5 for draws which means that Win Rates will average a little higher than in Grand Challenges because there are more draws in the ladder.
Also, mirror matches are included in the data, so that skews things a for cards with higher usage rates, but the data still helps reveal which cards are More and Less successful.


This Tier List is brought to you in partnership with StatsRoyale to provide you with the current Usage Rates and Win Rates in The Legendary Arena for each card. These stats help provide additional insight to help classify certain cards into the correct tier, but I also used my own experience and opinion to determine which tier they all fall into.

DISCLAIMER

  • This Tier List is for The Legendary Arena. So let’s put the other arenas aside, along with challenges and tournaments. The Metas are completely different and Cards may be Tiered differently in thos metas.
  • Just because a card is in a high tier does not mean that it should be in all decks
  • Just because a card is in a low tier does not mean that it can’t be used in a competitive deck
  • A deck filled with High Tier cards may not be a great deck. Cards that compliment each other tend to help make the best decks, regardless of their tier
  • Cards are listed by Tier first, and then alphabetically, not by superiority or rarity. Alphabetical listing should make it easier to find the card you’re looking for
  • Cards in bold are cards that have been moved into a new Tier and their Old Tier is listed in parentheses
  • My opinion may be different than yours and that’s just fine. What’s important is that you share your opinion so the community can benefit from it

S Tier – Excellent

Clash Royale fireballClash Royale Ice SpiritClash Royale KnightClash Royale The LogClash Royale Zap

S Tier cards are Excellent to use either because of their stats, versatility, or because they fit very well the current meta.

Card V2 Usage % V2 Win % Usage V2-V1 Win V2-V1
Fireball 27.2% 53.2% -6.8% -1.3%
Ice Spirit 12.3% 53.1% -7.7% -3.2%
Knight 19.9% 54.9% -10.0% -1.4%
The Log 26.6% 54.5% -15.9% -0.6%
Zap 37.8% 53.3% -7.8% -1.5%

Note: Not all S Tier cards need a nerf. Some are “Excellent” to use because of the meta, and some are “Excellent” because they simply offer a lot of value.

A Tier – Very Good

Clash Royale Electro Wizard
Clash Royale LightningClash Royale TornadoClash Royale ExecutionerClash Royale Baby Dragon
Clash Royale Hog RiderClash Royale Giant
Clash Royale ArchersClash Royale BatsClash Royale Goblin GangClash Royale GoblinClash Royale Minions

A Tier cards are Very Good to use at the moment. They aren’t as game-changing as S tier cards, but are still seen in many top tier decks.

Card V2 Usage % V2 Win % Usage V2-V1 Win V2-V1
Archers (S) 10.9% 54.3% -6.5% -2.1%
Baby Dragon 20.7% 53.7% 6.9% -0.2%
Bats (C) 9.2% 52.8% 8.7% 1.9%
Electro Wizard (B) 21.9% 54.6% 4.5% -0.1%
Executioner 11.7% 53.9% -0.9% -0.7%
Giant 10.5% 51.5% -4.0% -2.2%
Goblin Gang (S) 14.5% 53.0% -9.1% -1.4%
Goblins 6.1% 52.7% -6.6% -2.5%
Hog Rider 27.7% 53.7% -0.2% -1.4%
Lightning (B) 10.1% 52.2% -5.2% -2.3%
Minions (S) 13.7% 52.7% -7.5% -1.6%
Tornado 12.6% 52.2% -3.8% -2.8%

B Tier – Good

Clash Royale Ice WizardClash Royale BanditClash Royale Inferno DragonClash Royale Lava HoundClash Royale Mega KnightClash Royale MinerClash Royale Princess
Clash Royale BowlerClash Royale GolemClash Royale Goblin BarrelClash Royale BalloonClash Royale P.E.K.K.AClash Royale PoisonClash Royale X-BowClash Royale Skeleton Army
Clash Royale Mini P.E.K.K.AClash Royale elixir collectorClash Royale Inferno TowerClash Royale Ice GolemClash Royale Mega MinionClash Royale RocketClash Royale TombstoneClash Royale Valkyrie
Clash Royale ArrowsClash Royale BarbariansClash Royale Fire SpiritsClash Royale Minion HordeClash Royale MortarClash Royale MusketeerClash Royale Royal Giant

B Tier cards are Good to use, especially if they add something to your deck that you want, but there may be better options for the meta.

Card V2 Usage % V2 Win % Usage V2-V1 Win V2-V1
Arrows (A) 23.6% 53.1% -0.2% -1.2%
Balloon 13.3% 51.9% 6.2% -1.4%
Bandit 9.9% 54.7% 3.3% -0.2%
Barbarians (A) 5.4% 54.8% -7.2% 0.0%
Bowler 4.0% 54.4% -2.5% -0.6%
Elite Barbarians 12.7% 53.0% -2.6% -1.4%
Elixir Collector (A) 8.0% 51.0% -8.2% -3.0%
Fire Spirits 9.3% 52.2% 2.2% -2.1%
Goblin Barrel 17.0% 51.0% 8.1% -2.2%
Golem (A) 9.2% 52.7% -3.0% -1.1%
Ice Golem 5.4% 52.5% -1.2% -1.6%
Ice Wizard 12.5% 53.9% 2.4% -0.9%
Inferno dragon (C) 12.1% 54.0% 5.6% 0.0%
Inferno Tower (A) 11.5% 52.3% 0.2% -2.3%
Lava Hound 5.2% 51.3% -0.8% -1.7%
Mega Knight 3.1% 56.6%
Mega Minion (A) 9.3% 53.4% -10.4% -1.3%
Miner (A) 13.8% 53.2% -1.6% -0.5%
Mini PEKKA (A) 9.8% 53.0% 5.4% -0.9%
Minion Horde 21.5% 52.7% 4.5% -1.3%
Mortar (A) 1.7% 53.6% -1.6% -6.2%
Musketeer (A) 11.8% 54.4% -0.5% -0.7%
PEKKA 11.1% 52.8% 5.2% 0.2%
Poison (A) 7.4% 51.2% -4.5% -3.2%
Princess 14.0% 53.7% -0.5% -0.7%
Rocket 11.0% 50.8% 1.5% -2.5%
Royal Giant 3.6% 52.6% -4.7% -0.7%
Skeleton Army 34.1% 52.9% 18.8% -1.2%
Tombstone (A) 4.1% 52.3% -3.8% -2.4%
Valkyrie 17.2% 53.8% 8.9% 0.5%
Xbow (A) 1.9% 46.7% 1.3% -12.5%

C Tier – Fair

Clash Royale LumberjackClash Royale GraveyardClash Royale Night Witch
Clash Royale FreezeClash Royale GuardsClash Royale WitchClash Royale Dark Prince
Clash Royale Three MusketeersClash Royale WizardClash Royale Dart GoblinClash Royale Battle RamClash Royale Furnace
Clash Royale BomberClash Royale CannonClash Royale Skeleton

These cards can be used well but they are usually put into a deck to finish the deck off or with the deck built around making them work. There are likely better options in higher tiers.

Card V2 Usage % V2 Win % Usage V2-V1 Win V2-V1
Battle Ram (B) 3.7% 52.6% -4.3% -2.2%
Bomber 5.3% 53.2% 1.7% -0.2%
Cannon (B) 2.1% 51.0% -3.5% -5.5%
Dark Prince 3.5% 53.4% 2.5% -2.1%
Dart Goblin 2.1% 51.7% 0.6% -1.2%
Freeze 5.0% 49.1% 1.3% -3.7%
Furnace 3.9% 53.0% -2.4% -1.5%
Graveyard (B) 7.1% 51.0% -3.1% -4.1%
Guards 1.4% 53.7% 0.2% -0.7%
Lumberjack 9.2% 54.6% 4.5% 2.3%
Night Witch (B) 8.6% 53.9% -16.4% -0.5%
Skeletons (B) 4.1% 49.5% -6.3% -6.5%
Three Musketeers 3.3% 51.0% -3.2% -1.7%
Witch 19.2% 53.4% 13.5% 1.8%
Wizard 30.9% 53.4% 21.6% 1.0%

F Tier – Poor

Clash Royale Sparky
Clash Royale mirrorClash Royale Giant SkeletonClash Royale Clone SpellClash Royale Cannon CartClash Royale PrinceClash Royale Rage
Clash Royale HealClash Royale Barbarian HutClash Royale Bomb TowerClash Royale Goblin Hut
Clash Royale Spear GoblinsClash Royale Tesla

F Tier cards are Poor options to use either because of their stats, how situational they are, or because they don’t fit well into the current meta.

Card V2 Usage % V2 Win % Usage V2-V1 Win V2-V1
Barbarian Hut 0.9% 44.0% 0.0% -11.2%
Bomb Tower 0.8% 47.4% 0.1% -6.3%
Cannon Cart 0.4% 46.3% 0.2% 1.9%
Clone 8.8% 47.0% 7.5% -1.8%
Giant Skeleton 7.5% 53.4% 5.8% 0.6%
Goblin Hut 2.0% 47.3% 0.3% -6.7%
Heal Spell (C) 0.7% 44.5% -0.9% -7.4%
Mirror 9.6% 46.0% 7.1% -3.8%
Prince 9.9% 51.7% 7.5% -2.4%
Rage 13.0% 51.0% 9.6% 1.6%
Sparky 4.5% 52.0% 2.7% -2.2%
Spear Goblins 4.6% 50.5% 2.3% -2.2%
Tesla 0.9% 48.8% 0.1% -2.6%
Previous Version

S Tier – Excellent

Clash Royale The LogClash Royale Ice SpiritClash Royale ZapClash Royale ArchersClash Royale KnightClash Royale Goblin GangClash Royale MinionsClash Royale fireball

S Tier cards are Excellent to use either because of their stats, versatility, or because they fit very well the current meta.

Card V1 Usage % V1 Win %
Archers 17.4% 56.4%
Fireball 34.0% 54.5%
Goblin Gang 23.6% 54.4%
Ice Spirit 20.0% 56.3%
Knight 29.9% 56.3%
Minions 21.2% 54.3%
The Log 42.5% 55.1%
Zap 45.6% 54.8%

Note: Not all S Tier cards need a nerf. Some are “Excellent” to use because of the meta, and some are “Excellent” because they simply offer a lot of value.

A Tier – Very Good

Clash Royale Miner
Clash Royale ArrowsClash Royale GoblinClash Royale MortarClash Royale Barbarians
Clash Royale TombstoneClash Royale Mega MinionClash Royale Mini P.E.K.K.AClash Royale MusketeerClash Royale Hog RiderClash Royale GiantClash Royale Inferno TowerClash Royale elixir collector
Clash Royale TornadoClash Royale PoisonClash Royale Baby DragonClash Royale ExecutionerClash Royale X-BowClash Royale Golem

A Tier cards are Very Good to use at the moment. They aren’t as game-changing as S tier cards, but are still seen in many top tier decks.

Card V1 Usage % V1 Win %
Arrows 23.8% 54.3%
Baby Dragon 13.80% 53.9%
Barbarians 12.6% 54.8%
Elixir Collector 16.2% 54.0%
Executioner 12.6% 54.6%
Giant 14.5% 53.7%
Goblins 12.7% 55.2%
Golem 12.2% 53.8%
Hog Rider 27.9% 55.1%
Inferno Tower 11.3% 54.6%
Mega Minion 19.7% 54.7%
Miner 15.4% 53.7%
Mini PEKKA 4.4% 53.9%
Mortar 3.3% 59.8%
Musketeer 12.3% 55.1%
Poison 11.9% 54.4%
Tombstone 7.9% 54.7%
Tornado 16.4% 55.0%
Xbow 0.6% 59.2%

B Tier – Good

Clash Royale BanditClash Royale Ice WizardClash Royale PrincessClash Royale Electro WizardClash Royale Night WitchClash Royale GraveyardClash Royale Lava Hound
Clash Royale SkeletonClash Royale Fire SpiritsClash Royale CannonClash Royale Minion HordeClash Royale Elite BarbariansClash Royale Royal Giant
Clash Royale Ice GolemClash Royale Battle RamClash Royale ValkyrieClash Royale Rocket
Clash Royale Skeleton ArmyClash Royale Goblin BarrelClash Royale BowlerClash Royale BalloonClash Royale LightningClash Royale P.E.K.K.A

B Tier cards are Good to use, especially if they add something to your deck that you want, but there may be better options for the meta.

Card V1 Usage % V1 Win %
Graveyard 10.2% 55.1%
Elite Barbarians 15.3% 54.4%
Minion Horde 17.0% 54.0%
Skeleton Army 15.3% 54.1%
Cannon 5.6% 56.5%
Bandit 6.6% 54.9%
Electro Wizard 17.4% 54.7%
Skeletons 10.4% 56.0%
Bowler 6.5% 55.0%
Battle Ram 8.0% 54.8%
Lightning 15.3% 54.5%
Princess 14.5% 54.4%
Fire Spirits 7.1% 54.3%
Ice Golem 6.6% 54.1%
Rocket 9.5% 53.3%
Royal Giant 8.3% 53.3%
Valkyrie 8.3% 53.3%
Balloon 7.1% 53.3%
Goblin Barrel 8.9% 53.2%
PEKKA 5.9% 52.6%
Ice Wizard 10.1% 54.8%
Lava Hound 6.0% 53.0%
Night Witch 25.0% 54.4%

C Tier – Fair

Clash Royale Inferno DragonClash Royale Lumberjack
Clash Royale BomberClash Royale Bats
Clash Royale HealClash Royale Dart GoblinClash Royale FurnaceClash Royale WizardClash Royale Three Musketeers
Clash Royale GuardsClash Royale Dark PrinceClash Royale FreezeClash Royale Witch

These cards can be used well but they are usually put into a deck to finish the deck off or with the deck built around making them work. There are likely better options in higher tiers.

Card V1 Usage % V1 Win %
Three Musketeers 6.5% 52.7%
Wizard 9.3% 52.4%
Furnace 6.3% 54.5%
Inferno dragon 6.5% 54.0%
Dart Goblin 1.5% 52.9%
Freeze 3.7% 52.8%
Lumberjack 4.7% 52.3%
Heal Spell 1.6% 51.9%
Witch 5.7% 51.6%
Guards 1.2% 54.4%
Bomber 3.6% 53.4%
Dark Prince 1.0% 55.5%
Bats 0.5% 50.9%

F Tier – Poor

Clash Royale Sparky
Clash Royale Spear GoblinsClash Royale Tesla
Clash Royale Goblin HutClash Royale Barbarian Hut
Clash Royale mirrorClash Royale RageClash Royale Clone SpellClash Royale PrinceClash Royale Cannon CartClash Royale Bomb TowerClash Royale Giant Skeleton

F Tier cards are Poor options to use either because of their stats, how situational they are, or because they don’t fit well into the current meta.

Card V1 Usage % V1 Win %
Cannon Cart 0.2% 44.4%
Barbarian Hut 0.9% 55.2%
Sparky 1.8% 54.2%
Prince 2.4% 54.1%
Goblin Hut 1.7% 54.0%
Bomb Tower 0.7% 53.7%
Giant Skeleton 1.7% 52.8%
Spear Goblins 2.3% 52.7%
Tesla 0.8% 51.4%
Mirror 2.5% 49.8%
Rage 3.4% 49.4%
Clone 1.3% 48.8%

Note: F Tier cards can be used in a competitive deck, but the deck typically needs to be built around making them work, and they will still be inconsistent in competitive matches. Not all F Tier cards need a buff in my opinion.

ladder cards

New S Tier Cards

These cards are Excellent to use in the Legendary Arena because of their ease to level up, because they can be used in almost any deck, and because of their versatility on both offense and defense. With the recent balance changes, I didn’t feel like any Win Condition could honestly be a good fit for the S Tier. The choice for which Win Condition to build a deck around has become harder to make!

Clash Royale fireballClash Royale The LogClash Royale Zap

Fireball, The Log, & Zap – These 3 cards have the highest usage rate and rightly so! In almost any deck you’ll find at least 1 of these decks, if not 2, and sometimes 3. The Fireball makes great value +1 level higher, Zap is easy to keep competitive, and The Log is good at lvl 1 or 2 for a very long time.

Clash Royale ArchersClash Royale KnightClash Royale MinionsClash Royale Goblin Gang

Archers, Knight, Minions, & Goblin Gang – All 4 of these cards offer Excellent versatility in a myriad of situations, both on offense and defense. Because they’re commons it’s really easy to keep them leveled competitively.

Clash Royale Ice Spirit

Ice Spirit – The Ice Spirit is a great option in almost any type of deck as a quick cycle card that also offers great utility. It has a high Win and Usage rate, but also does well when underleveled.

New A Tier Cards

Clash Royale GiantClash Royale Hog RiderClash Royale Mortar

Giant, Hog Rider, & Mortar – The traditional Archetype Triangle is finally restored as these three are all in the A Tier. I think they’re all Very good to use and should do a very good job at keeping each other in check.

Clash Royale GolemClash Royale MinerClash Royale X-Bow

Golem, Miner, & Xbow – If you have the patience to focus on leveling up the Golem or Xbow on Epic Sundays, I think these are also Very Good for the current meta. The Miner is also a very good option if you can keep him up to a competitive level. Luckily, he can still cause some problems for your opponent if he is slightly underlevelled.

Clash Royale PoisonClash Royale TornadoClash Royale Arrows

Poison, Tornado, & Arrows – These 3 spells also find themselves in the Very Good category depending on the deck that you’re building. With a lack of 3M Heal in the ladder, Poison is a good option if you can level it up, and Tornado does well even when underleveled. The Arrows had a very surprising Usage Rate, and although that may be to the Night Witch being in the meta, I still think the Arrows are a Very Good option to use as Spell Bait is seeming to make a comeback in the new meta.

Clash Royale ExecutionerClash Royale Mini P.E.K.K.AClash Royale Barbarians

Executioner, Mini PEKKA, and Barbarians – I selected these troops as Very Good for the meta when it comes to strong defenses. The Mini PEKKA is an obvious choice to use since his buff and his ability to defend against all the Very Good Win Conditions. The Executioner finds his place here as the king at defending swarm troops, and is decent even if underleveled, even when not paired with the Tornado. With Siege entering back into the meta, I think the Barbarians will be a great defense in the meta. They shred through tanks, are almost impossible to stop after your opponent has dropped an Xbow, and make it tough on the Miner and Hog Rider as well. They’re easy to level up quickly which is why I think they’re justified in this spot.

Clash Royale Inferno TowerClash Royale Tombstone

Inferno Tower & Tombstone – I think both of these are very good options when it comes to defensive buildings. The Inferno Tower does a great job at handling big tanks and pairs well in Control and Siege Decks. Tombstone is a good option if your deck struggles against faster ground threats or if you want some skeletons to distract your inferno tower.

Clash Royale Baby DragonClash Royale MusketeerClash Royale Mega MinionClash Royale Goblin

Baby Dragon, Musketeer, Mega Minion, & Goblins – These cards do a good job at jumping between offense and defense, and do a Very Good job at countering popular cards. The Musketeer should only be used if you have her leveled up competitively so that Fireballs +1 Levels won’t 1 shot her. But she’s a Rare so it should be easy to keep her leveled up competitively.

Clash Royale elixir collector

Elixir Collector – I love this card for so many reasons. It works great to help you build up that massive push that will crush your opponent, and works super well in Siege Decks for 2 reasons: it forces your opponent to go on the offense when you want them to, and acts as Fireball or Rocket bait so your Siege building is left untouched. It fills many unique roles that other cards can’t which makes it a Very Good card to use.

New B Tier Cards

Clash Royale Lava HoundClash Royale GraveyardClash Royale P.E.K.K.AClash Royale Goblin BarrelClash Royale BalloonClash Royale Battle Ram

Lava Hound, PEKKA, Graveyard, Goblin Barrel, Balloon, Battle Ram – These Win Conditions are considered to be Good in the current meta. They really aren’t bad options to use, but they are either too difficult to level up to a competitive point, or they require a deck built around making them work.A lot of these work well in Hybrid Decks (2 WC’s from different archetypes), or Double Decks (2 WC’s from the same archetype) when paired up with other Win Conditions that are a bit more reliable in the Legendary Arena.

Clash Royale Royal GiantClash Royale Elite Barbarians

Royal Giant & Elite Barbarians – I actually thought about putting these guys in both the A Tier and the C Tier, but I thought that would be weird, so I put them in the middle. They’re easy to level up and overlevel, and are A Tier cards when overleveled, but they’re really poor cards when underleveled. At about 4600 trophies, cards start to be maxed and even maxed RG’s and EBarbs really stop working. At that point, they become C Tier cards and you almost never bump into them. But before then, they are viable options if overleveled, so I put them in the B Tier.

Clash Royale RocketClash Royale Lightning

Lightning & Rocket – I think these are Good cards to use, but they aren’t as versatile as the S Tier and A Tier spells. I think the B Tier is a good place for them to start out at.

Clash Royale Night WitchClash Royale Electro WizardClash Royale BanditClash Royale PrincessClash Royale Ice Wizard

Night Witch, Electro Wizard, Bandit, Princess, & Ice Wizard – These Legendary cards are Very good, if not Excellent cards to use in tournaments, but because it’s difficult to level them up to a competitive standard and they lose the edge they have in other metas. The Ice Wizard took a hit with his decrease in overall DPS with his “buff” which means that he’s not likely to 1-shot Skeletons or Bats any time in the ladder. He’s great in tournaments, but only good in the Legendary Arena (unless you happen to have him maxed).

Clash Royale BowlerClash Royale Skeleton ArmyClash Royale Ice GolemClash Royale ValkyrieClash Royale Minion HordeClash Royale Fire SpiritsClash Royale Skeleton

Bowler, Skeleton Army, Ice Golem, Valkyrie, Minion Horde, Fire Spirits, & Skeletons – These cards are good cards to use and I didn’t see much reason why they should be any higher or lower. Some of them are outshined by other cards, or these cards fill specific roles that work in a few types of decks.

Clash Royale CannonClash Royale RocketClash Royale Lightning

Cannon – I feel like the Cannon will be a Good option with Siege coming into the meta, but it’s important that it’s leveled up to do a decent job.

New C Tier Cards

Clash Royale Inferno DragonClash Royale LumberjackClash Royale Dark PrinceClash Royale WitchClash Royale Guards

Luberjack, Inferno Dragon, Dark Prince, Witch, & Guards – These cards are difficult to maintain at a competitive level, and fill very specific roles that are required in only a few types of decks. Overall they are fair cards to use, but can be used with the right deck. I’m not convinced the Dark Prince is ready for the ladder, and the Inferno Dragon has too little health when underleveled to be the offensive threat he can be in challenges.

Clash Royale FreezeClash Royale Heal

Freeze & Heal – These cards work in only 1-2 types of decks and usually aren’t the greatest option unless you have the skill to pull them off. If you can make a deck around making them work well, they are definitely a beast to deal with.

Clash Royale Three Musketeers

Three Musketeers – Fireball is everywhere in the Ladder. These lovely lassies really struggle because of that unless they’re leveled up adequately, but if you’re going to climb with them, they need to be overleveled so you can pass players with card levels above your own. They do work well in Fireball Bait decks if you build them right though!

Clash Royale BomberClash Royale BatsClash Royale Dart GoblinClash Royale FurnaceClash Royale Wizard

Wizard, Furnace, Dart Goblin, Bomber, & Bats – These either have to be overleveled in order for them to help you climb (Wizard/Furnace), or only fill certain roles that are often-times better covered by other cards (Dart Goblin/Bomber). I think the Bats are definitely better than they were, but we’ll have to see if people are ready to invest in upgrading them before we’ll know if they’re better than the C Tier for the ladder. I do have a hunch that they’ll be going up to the B Tier on the next version of my Ladder Tier List.

New F Tier Card

Clash Royale SparkyClash Royale Giant SkeletonClash Royale Prince

Sparky, Giant Skeleton, & Prince – These cards are just not good options when it comes to Win Conditions for the Ladder (I know… the Prince isn’t really considered a Win Condition, but I’ve had some people argue with me that he is, and they’ve brought up some valid points, so I decided to include him here). Not only are these cards hard to level up competitively, but they are just too easy to counter by the skilled player. You can get some towers here and there with them, but not consistently.

Clash Royale Cannon Cart

Cannon Cart – I almost considered not including the Cannon Cart on the Tier List because so few people have it leveled up high enough to be competitive in the Legendary Arena, but I couldn’t just ignore it. It’s almost never used in challenges and tournaments, and because it’s an Epic card, I don’t think it should be used in the ladder unless it gets a buff. It just offers too little value for 5 elixir. We’ll see if someone comes out with a meta-breaking deck including the Cannon Cart though!

Clash Royale mirrorClash Royale RageClash Royale Clone Spell

Clone, Rage, & Mirror – Ah yes, the F Tier spells! I really enjoy messing around with these cards because they act as great surprises, but they require a very well-made deck to even work sometimes and they are incredibly difficult to make work consistently. I did however have someone tell me Rage was OP in my stream yesterday! Maybe he knows something I don’t!

Clash Royale TeslaClash Royale Goblin HutClash Royale Barbarian HutClash Royale Bomb Tower

Barbarian Hut, Bomb Tower, Spear Goblin Hut, & Tesla – These cards just aren’t good. I’m glad they aren’t good as well (except maybe Tesla) because they would make the meta extremely defensive to the point of not being fun.

Clash Royale Spear Goblins

Spear Goblins – They just don’t do enough DPS to warrant putting into very many decks. They don’t even work very well in spell-bait decks. I honestly think they could be buffed with a 4th goblin. I wouldn’t want their DPS or health to be buffed because that would make the goblin gang stronger. But a 4th goblin would add DPS and they’d still be easily removed with Zap or the Log. That’s just my own secret desire though.

Do you consider yourself a highly competitive tournament player?

I’d love your expertise in helping ensure this Tier List is as accurate as possible! Send me a DM for details on how you can help with polishing this list before it comes out!

Competitive Collaborators who helped make this list as accurate as possible!

  • SFTrickshots
  • Toufix
  • ARGLE BARGLE
  • Henry Ren
  • Many more silent collaborators from behind the scenes

This Tier List is accompanied by a YouTube video of my own making that you can find here:

 

October Update Recap! Touchdown, Daily Quests, New Shop and Free Offers!

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clash royale october update
clash royale october update

In this page, I will be listing all of the announced information of the upcoming Clash Royale October update.

I will keep this page updated until the update comes out.

touchdown mode clash royale

Clash Royale October Update!

New Gamemodes

Touchdown Mode: 

  • Do everything you can to get a troop cross the touchdown line at the end of the Arena.
  • Troops will run in straight lines until get lured.
  • 1 troop crossing the line = 1 Crown. Get 3 Crowns first to win the game. Otherwise, the one who gets more Crowns in 3 minute will win the game. There will be sudden death also.
  • x1 Elixir and x2 Elixir phrases remain. The first 2 minutes are x1 Elixir and the rest is x2 Elixir.

clash royale touchdown mode

As you can only play troops behind that white line, cards like Graveyard, Miner, Goblin Barrel etc are also affected.

Read more about the Touchdown Mode at here.

Mirror Challenge:

Play vs the same deck and same rotation. Every deck contains the Mirror card, which is the gamechanging factor.

There is no excuses here. Only the best player will win the game unless the lord of connection is not standing by your side.

Join and get the one-time rewards!

  • 3 Wins = Golden Chest
  • 6 Wins = Giant Chest.

clash royale quests

Daily Quests

This is, hands down, the most exciting thing that we have been waiting for months.

We will have daily quests, probably up to 3 Quests per day. Finishing these quests will give you Quest Points, which will be used to open a chest in the menu (which could be Gold Chest, Epic Chest, Giant Chest, Magical Chest, Super Magical Chest or Legendary Chest).

quests menu

Here are some Quests we have at the moment. There are still a lot more!

  • Win a 2v2 Battle x times.
  • Win a 1v1 Battle x times.
  • Play [Type] cards x times in 1v1 Arena Battles.
  • Open x chests.
  • Collect x cards.
  • Play cards with Common rarity x times in 1v1 Arena Battles.
  • Play [Rarity] Cards x times in 1v1 Arena Battles.
  • Play cards that cost at least x Elixir y times in 1v1 Arena Battles.
  • Request cards from your Clan x times.
  • Play card [Name] x times.
  • Play the combo [Name] x times.

Daily Gift

We will have a Daily Gift system inside the Quests menu.

All you need to do is just to open the game and collect the gift every day. Do not skip any day or the rewards will be back to the Day 1.

The rotation of the Daily Gift will be changed every reset but you will get the same rewards after all. 5 days in total and you will be back to Day 1.

daily gift clash royale

Collecting Daily Gift gives you 5 Quest Points each time.

More details about the new Quests system at here.

new shop clash royale

Revamped Shop and Free Offers

Free Gold, Cards and Gems

Every day, you will have a chance to get free 200 Gold, 10 Gems, Silver Chest, Gold Chest etc. And on every Sunday, you can get an Epic card from the shop for free (It’s Epic Sunday guys, of course!)

free gifts daily
Sometimes you have this free offer. Sometimes you don’t. Sometimes you get free Gold but sometimes you get free Gems. It varies but we will find out the order soon!

New Card Prices

The card prices are changed a bit but not really.

From now Common Card now costs 100 Gold each. However, it’s consistent. Which means, If you purchase even 100 cards, the last card’s price is still 400 Gold.

The price is not doubled as before.

  • 1 Common Card = 10 Gold.
  • 1 Rare = 100 Gold
  • 1 Epic = 1,000 Gold
  • 1 Legendary = 40,000 Gold
  • 600 Gold = 20 Gems
  • And a lot more offers.

If you want to purchase a shop slot, you need to buy all of the cards there.

For example, as you can see in the screenshot above, you can’t buy 1 Inferno Tower for 100 Gold. You need to buy all of those 10 for 1,000 Gold.

This is truly a lot better shop than before since you can max out cards a lot easier. Instead of buy 1-2 cards every day, you can just save up Gold and buy a bunch later.

For insane, before, you need 3,000 Gold to buy 2 Golems at once but now it takes only 2000 Gold. If you want to buy 2 Golems with the price at 1,000 each, you will need to wait until 2049 to see Golem in the shop again.

Fact: Sometimes, there are slots which require you to buy with Gems. Seems not okay, but actually this gives you more value than turning Gems to Gold then buying them.

Balance Changes

Clash Royale SparkySparky (buff):

Damage decreased by 15%, attack speed increased from 5s to 4s.

Clash Royale Electro WizardElectro Wizard:

Attack Speed decreased from 1.8s to 2s (first hit only). Damage reduced by 4%.

Clash Royale LightningLightning:

Radius -0.5 radius. Damage reduced by 3%

Clash Royale ValkyrieValkyrie:

Damage increased by 5%. Valkyrie can now oneshot Princess and Dart Goblin.

Clash Royale GraveyardGraveyard:

Duration +0.5s, which means there will be 1 more Skeleton in total. Radius decreased from 5 to 4 tiles.

Clash Royale Cannon CartCannon Cart:

+5% HP and Shield Points. More reliable!

Clash Royale Spear GoblinsSpear Goblins:

Attack speed increased from 1.3s to 1.1s. Remember that this is an indirect buff to the Goblin Hut!

Clash Royale TeslaTesla:

Attack speed decreased from 0.8s to 1.0s. Damage increased by 30%.

Tesla is a lot more viable card now. It is able to oneshot Golins now.

Misc

New 2v2 Features!

During a Challenge, you can choose to play with your friends or with a stranger.

After a 2v2 battle, you can request the partner for a rematch and chat with them with lots of new emotes:

new 2v2 chat emotes

Misc

There will be some daily casual challenges, where all players above level 4 can enter.

The new thing is, If you lose a match, it doesn’t count. So you can just keep playing until you hit the threshold.

new challenges

Towers will have a new golden skin as leaked before:

golden skin tower clash royale

  • Tournament full refund will be removed. No more scams and spams in Tournament section. Source
  • New loading screen (fak yeah!). Source
  • And some more Quality-of-Life improvements soon! Source

Collected by JoseNL27

Mega Dragons – Meta But Off-Meta

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Do you hate Hog decks? Do you hate Beatdown decks? Do you hate Splashyard decks? Do you hate Royal Pains and Elite Barfs? Look no furthur! You Won!

Here with a new deck that’ll destroy the meta and any confidence your opponent had!

Currently hovering around 4k trophies, I have made an all new deck that is great at just about everything! However, if you don’t have many cards in this deck that are very high level, I would advise staying away from this deck or only using it in tournament.

mega dragons

Clash Royale Mega KnightClash Royale Inferno DragonClash Royale Baby DragonClash Royale Bats
Clash Royale TombstoneClash Royale ZapClash Royale RocketClash Royale Goblin Gang

lumberjack dark prince analytics

This deck is not highly dependent on levels outside of Goblin Gang requiring a high enough level to survive Zap, and Rocket dealing enough damage to take care of Executioners.

Don’t have all the stuff required? Understandable, so I’ve compiled a list of substitutes that you can utilize!

General Gameplan

3:00-2:00:

As with any semi-heavy deck, you should be using this time to find out what your opponent plays.

If you reach 10 Elixir, my suggestion is to wait for the opponent to make the first move.

If you want, you can place a Tombstone 4 tiles away from your King Tower, as a preliminary defense and a way to cycle and gain oppressive value.

If they rush Hog Rider and Ice Golem, You will have at least 2 of the following: Tombstone, Mega Knight, Inferno Dragon, Rocket, Goblin Gang, Bats. Many of these combinations will shut down that push. This is only 1 example of course.

What if they put RG at bridge? That’s a pretty easy shutdown. Wait for RG to walk across bridge, before placing a Tombstone.

It takes experience to find all the variety of ways to counter different setups with different hands, but when put in an experienced player’s hands, it does wonders on defense while observing.

2:00-1:00:

If you’ve managed to amass a massive counterpush, don’t be afraid to go through with it! If you’re being forced into a corner by spell bait, that’s fine.

You have double elixir coming up soon, and by then, the amount of splash will be unmanageable.

Otherwise, play defensively while allowing remnants of countering cards to go and chip down towers, as well as rocketing any good elixir trades such as an Executioner.

1:00-Overtime:

This is when the deck is allowed to extend a bit more outside of defense and chip.

Here, counterpushing is still key, but utilizing splash and Inferno Dragon, you can quickly create a very problematic situation for the enemy.

Try this: Mega Knight, with Inferno Dragon on top of it. Then, Baby Dragon is a little ways behind. Combined with a Zap, This becomes very hard to prevent a crown.

In general, this deck excels at defending massive pushes while getting a single crown for a win.

If you draw a lot of games, that’s fine. Better to draw than to lose!

Matchups

First of all, here’s how the deck does against many popular decks:

Clash Royale GolemGolem Beatdown: This is pretty difficult if the opponent is good at using Golem.

Remember that Tombstone, Inferno Dragon, Rocket, and Mega Knight are great at destroying these pushes

Goblin Gang and Bats will likely be Zapped or destroyed by the Golem explosion, but they work in a pinch.

Did they put Executioner + Witch + Wizard + Golem in one giant oppressive push? Spam laugh and rocket or Mega Knight that and win.

Otherwise, just play safe.

Clash Royale P.E.K.K.AP.E.K.K.A: If it’s a PEKKA + Mega Knight deck, Inferno Dragon is a great friend to have.

Tombstone keeps a Mega Knight at bay for a very long time, and you have Bats and Goblin Gang.

Don’t Mega Knight the PEKKA and you’ll do great against this kind of deck.

If all else fails, just remember that there’s a Rocket in this deck, and your cheapest cycle including Rocket is Rocket->Bats/Zap->Goblin Gang/Tombstone->Zap/Bats->Rocket. All 4 are great at defense, especially against a PEKKA.

Clash Royale GraveyardGraveyard: This matchup is laughable. You have 4 hard counters in this deck.

I don’t think Graveyard is much of an issue.

Poison Graveyard is countered by Baby Dragon and Mega Knight, while Freeze Graveyard is countered by Bats and Goblin Gang. Zap also does wonders against Graveyard, especially with the shortened duration.

If all else fails, Tombstone actually works very well as a temporary diversion against Graveyard.

The only issue is if this deck has a fast cycle and can Rocket your tower. This is when you need to play offensive. More will be explained.

Clash Royale Hog RiderHog Rider: Anyone who plays Hog Rider is in for a fair matchup. Tombstone, Mega Knight, Bats, and Goblin Gang are great counters to Hog Rider.

Don’t be afraid to overcommit to a defense against Hog Rider, such as Tombstone + Goblin Gang, because then you’ve got a Goblin Gang rushing down lane and potentially a half health Tombstone pumping out Skeletons for 2 elixir.

If they are using a cancer deck such as RG, EB, and Hog all in 1, then laugh, because you can push faster than they can destroy your towers in a worst-case scenario.

Clash Royale Royal GiantRoyal Giant/Elite Barbarians: This deck was made to counter these decks.

Inferno Dragon shuts down Royal Giant. Electro Wizard stands no chance against Mega Knight.

Elite Barbs are countered by almost everything in this deck.

Clash Royale Goblin GangSpell Bait: This is one of the harder matchups, but can be trivialized by utilizing clever placement of splash units, and destroying their crown tower.

Do they have Inferno Tower or Inferno Dragon? Don’t be afraid to Rocket or Zap it!

Mega Knight can destroy a lone Inferno Tower with Zap and still jump, so it’s very fun to play against a spell-bait deck that is ill-suited against massive amounts of splash.

Clash Royale X-BowSiege Decks: If necessary, place an Inferno Dragon, and maybe a Mega Knight if they have an Electro Wizard.

This type of matchup is typically pretty easy.

By utilizing your tower as a resource, your opponents will struggle to prevent massive damage against their tower or massive setbacks in elixir.

Spawner Decks: Thank your lucky stars there’s a Tombstone, Baby Dragon, Rocket, and Mega Knight!

Cards

Clash Royale Mega KnightMega Knight: Please don’t replace. This deck is called Mega Double Dragon for a reason. If you really want, you can replace it with PEKKA, but please don’t.

If you replace it with Golem then it’s a whole new archetype.

Clash Royale Baby DragonBaby Dragon: This deck is called Mega Double Dragon for a reason. If you really want, Witch, Wizard, Executioner, etc. work.

Any splash unit that can target air and kill swarms is great for this deck.

The only problem is, Baby Dragon is the only one out of all of these that can fly, is Lightning-Resistant, and also costs less than any of the other substitutes.

Clash Royale Inferno DragonInferno Dragon: This deck is called Mega Double Dragon for a reason. Inferno Dragon is a huge threat that has to be dealt with. If your opponent fails to kill it, and it locks onto the tower, GG.

Replacements could include Electro Wizard and Musketeer if you wanted a better offense, but this deck focuses on the defense, and nothing kills tanks easier than Inferno Dragon, and no other viable alternative survives Lightning. (Or PEKKA but that’s something else entirely)

Clash Royale BatsBats: What’s 2 elixir and paired with a tank can devastate a tower? Well, Ice Golem’s DPS is pretty scary.

But what are Bats actually used for? The answer is, a variety of things. Not only do they distract an Inferno anything, but they can deal a hefty amount of DPS. Also, they’re 2 elixir.

Clash Royale TombstoneTombstone: This is my favorite building card in the game. It is so useful for so many things.

Did your opponent send a Hog Rider down the bridge? You can place your Tombstone 3 tiles away from your King Tower on the opposite side of the tower, and the Hog will be dragged to it!

More importantly, the Tombstone is an amazing diverter against Beatdown, Control, and Elite Garbage alike. More details below as to why Tombstone master race.

If you replace Tombstone I’ll hate you, but possible alternatives are Cannon and Furnace. If you really want you can put Inferno Tower.

Zap – Tied with Log as the most versatile spell, this deck only utilizes Zap over Log because of its ability to target air and reset.Clash Royale Zap

Zap’s damage is actually critical for this deck because when you send a big push… well I’ll get into that later.

The only possible alternative that I find reasonable is Arrows. Poison is too slow, and that will be explained.

Clash Royale RocketRocket – Rocket is one of my favorite spells. It’s not only a safeguard against massive pushes but also is a great value extractor.

Elixir Pump is also a great value extractor. Literally. However, I find Rocket more effective as not only a secondary win condition but also as a wonderful way to prevent big pushes from happening against Beatdown decks.

Lightning is a great substitute, but I don’t recommend Poison or Fireball.

Clash Royale Goblin GangGoblin Gang – 3 Elixir for a high arena Skeleton Army? Sure.

There is no difference between using Goblins and Goblin Gang other than the fact that Goblin Gang gives you 2 Spear Goblins for 1 Elixir, at a cost of having to commit more.

I think that this is my ideal Zap bait unit, but if you want, you can use Skeleton Army, Goblins, or Skeletons (not highly recommended).

Ok great! You know how to make the deck. Now how do you play the deck?


If you have any questions on how to play this deck, put them in the comments and I’ll address them when I find the time to!

Who wrote this? We didn’t see any author name in the article.