Home Blog Page 20

Top 5 Powerful Decks with Legendary Cards!

195

Hey guys it’s Ash (YouTube) and today I’m going to share a bunch of the best decks with Legendary cards. A deck with Miner, a deck with the Lava Hound, a deck with Lumberjack, and so on.

legendary decks

Top 5 Powerful Decks with Legendary Cards

Lumberjack Deck

Clash Royale LumberjackClash Royale GiantClash Royale WitchClash Royale Minions
Clash Royale Ice GolemClash Royale The LongClash Royale LightningClash Royale elixir collector

Let’s start with a Lumberjack deck. The Lumberjack is really good with the Giant, Witch, and Minions. The Rage Spell he creates will not only increase the attack speed and damage of the Witch, but it will also allow her to spawn more Skeletons faster. When buffed by the Rage effect, Giant and Minion can also deal a ton of damage. I managed to take a Tower in the first push with this deck a few times when testing it. Elixir Collector now is a great choice for almost any beatdown deck. Lightning is also a great to deal with Executioner, Electro Wizard, Mega Minion, Furnace, Elixir Collector an so many other core defensive troops.

Hog Cycle

Clash Royale Hog RiderClash Royale SkeletonClash Royale Ice SpiritClash Royale fireball
Clash Royale PrincessClash Royale Electro WizardClash Royale The LongClash Royale Mini P.E.K.K.A

Next deck is a Hog Rider Lightning cycle deck with Princess and Ice Wizard. If you don’t have the Ice Wizard, then you can use the Ice Golem in this deck. Or if you don’t have the Princess, you can go with Fire Spirits instead. And if you have The Log, you can use it instead of Zap. If you love Hog Rider decks, then you’re going to love this.

LavaLoon

Clash Royale Lava HoundClash Royale BalloonClash Royale Mega MinionClash Royale Minions
Clash Royale SkeletonClash Royale TombstoneClash Royale ArrowsClash Royale Poison

Next we have a LavaLoon deck. The Lava Hound with Balloon is one of the deadliest offensive combinations in the entire game. Also, because Poison can do a lot more DPS now, you can easily use it on offense to get rid of Minion Horde, the most dangerous counter to this combo.

Although it’s an expensive push, we still have great defense and only a 3.5 average elixir cost. Instead of Poison and Zap, you can also try Lightning and Arrows, but I prefer the lower average elixir cost, which can allow me to play Lava Hound and Balloon quicker.

Grave Control

Clash Royale GraveyardClash Royale KnightClash Royale Ice GolemClash Royale Electro Wizard
Clash Royale SkeletonClash Royale PoisonClash Royale The LongClash Royale Inferno Tower

Next we have this very OP Graveyard Poison control deck. Simply use your Knight or Ice Golem to distract their Arena Tower while you drop your Graveyard to quickly take their tower. The Poison Spell gets rid of some of the best counters to Graveyard such as Skeleton Army Minions, Archers, Barbarians, Minion Horde and so on. If you have the Electro Wizard, you can use him instead of the Musketeer or Archers. Take a look at this guide to see how Graveyard Poison works in general.

Miner Spell Bait

Clash Royale MinerClash Royale Goblin GangClash Royale Skeleton ArmyClash Royale Goblin Barrel
Clash Royale Inferno TowerClash Royale PrincessClash Royale RocketClash Royale The Long

Lastly, we have a Miner Goblin Barrel bait deck. If you have the Princess, then use her instead of the Dart Goblin and if you have The Log, use it instead of Zap. Simply play your Goblin Barrel while you have their Arena Tower distract with the Knight or Miner after you’ve baited out their spell card. Don’t play too aggressively with this deck. Slowly chip away damage off of their Arena Towers with the Miner and Goblin Barrel and then finish them off with the Rocket.

Detailed strategy for each deck will be updated soon.

If you have any great deck with Legendary card, don’t hesitate to share with us!

Ultimate Guide to Deck Archetypes

38

Hey, Nitrome95 here and today I am going to show you my ultimate guide to Deck Archetypes in Clash Royale.

When it comes to choosing a deck archetypes, which is a style of play, it comes with a few advantages when playing.

  1. Your cards will be much higher level because you focus on specific cards relating to your archetype.
  2. You will get really good at one type of deck and push higher and win more tournaments.

A style of play usually consists of the archetype and the main card (known as the win condition). The objective of your win condition is to get to the tower. The archetype describes HOW you are going to get to the tower.

In this guide, I will be listing archetypes with descriptions, and win conditions that commonly are found in these archetypes(in a separate guide). Here, I will describe the most important ones from easiest to hardest to play in more detail. So without further ado, let’s jump into to the deck archetypes. (Note: No one archetype is better than the other, rather they take a different type of person to play.)

Deck Archetypes

Clash Royale Deck Archetypes

Cycle Deck

IMO the easiest archetype to play. Use cheap cards to send mini pushes at the opponent, while leaving yourself enough elixir to defend the enemy’s pushes. If you use too much elixir in a push, your opponent can easily counter it, then cripple you with their own push.

Remember, your goal with this style is not to cripple your opponent with a big push, but rather to keep the pressure up to prevent your opponent from forming a big push, as well as chipping at your opponent. Some common support cards for this archetype are: Ice Golem, Princess, other cheap troops, Inferno Tower, Tombstone. If you want to learn more about cycle decks, check out M4son on Youtube.

Spell Bait Deck

This archetype’s main goal is for the opponent to waste their spells, and then overwhelm with hordes as their win condition. This is the only archetype that uses such win conditions, as they are usually easy to counters. You will have several win conditions in this deck, usually including Skeleton Army, Minion Horde, and Goblin Barrel. Inferno Tower is commonly used in this archetype because zap counters Inferno, allowing you to send a push with your horde troops.

In the beginning of the game, you will want to put down a Goblin Barrel to:

  1. Bait out a spell.
  2. Get chip damage.
  3. Instill fear in you opponent to be careful with their spells.

If you plan on defending with your horde troops, make sure that they don’t have a spell. This can be deadly for your opponent, as most of the horde troops will survive and set up for a powerful counterpush. Bait decks will usually contain Knight, Miner, or Hog Rider, not as a win condition, but as a quick tank. There are tons of guides on Clash Royale Arena if you want to learn more about bait decks.

deck-archetypes-2

Beatdown Deck

Similar to a cycle deck, a beatdown deck is a very aggressive deck. Beatdown used to be one of the easiest decks to play with giant, elixir collector, poison, and Mega Minion being op at one time. However, know I think it’s at a good spot. In the first 2 minutes, you will want to build up the elixir advantage via positive elixir trade defending (Orange Juice :)) and/or Elixir Pumps. You will want to probe their counters with low risk pushes in the first 2 minutes also so you can get a feel for your opponent’s card rotation. Then once you hit the double elixir mark, send in a slow push, usually from the back, but a defense to offense combo also works. You should be able to overwhelm your opponent that way.

Keep in mind that you should still seize any opportunity to take the tower in the first 2 minutes, and at many times this will be the case.

These decks often use Poison, Fireball, Bowler, Lightning, Mega Minion, Tombstone, Graveyard, and Ice Wizard to support your win condition. The Youtuber, phonecats, is a pretty good beatdown player that you should check out if you want to learn more.

Spawner Deck

The nightmare of every arena 3-6 player, but don’t learn this as a main style. There are so few people in arena 9 that use this style, and the people that do have much higher potential than they are because they are holding themselves back. Not to insult any spawner players, or anything, but it’s really hard to be successful with spawners with all of these spells, as well as Bowler hard countering spawners.

spawner-deck

Spawner Deck in action

Three Crowns

Pretty much a beatdown on steroids times 1000000. You will use the same techniques as beatdown, except your defensive tools will be weaker and your offensive tools will be much stronger. You will trade more tower damage for larger elixir trades and pump like there’s no tomorrow. When double elixir time hits, unleash hell and overwhelm your opponent with all your might.

On a more serious note, if you make one tiny mistake, you won’t be able to build a push big enough for the three crowns. These decks include these cards to support the win condition: Golem, P.E.K.K.A, Mega Minion, Sparky, Inferno Dragon, and other high risk, high reward cards. When you get to really skilled players (3500+), it comes down to getting a one crown with one push. Colton, the runner up of the king’s cup, uses a Golem Graveyard deck that follows a similar strategy.

Control Deck

My favorite archetype to play. It is almost like a more expensive cycle deck. It uses the same idea of chipping down the opponent and quickly punishing mistakes, while still relying on solid defense with elixir advantages to overwhelm your opponent. Mainly a hybrid between cycle and beatdown. Why do I make this sound so good, yet also list it as a more difficult archetype to play? Control decks require tons of practice to play and get the feel for, and relies heavily on your fundamentals and advanced tech. In fact, this deck relies most on elixir advantage out of all of the decks to dictate the match the way you want it to go.

These decks often use Furnace, Tombstone, Ice Golem, Ice spirit, ice wizard, Skeleton Army, Fireball, archers, and sometimes goblin hut. You can mix up the way you play your deck in some cases depending on your opponent’s deck. (Again, my favorite Youtuber), you can check out M4SON for more control insight, or my favorite video that inspired me to play control:

Siege Deck

Yup, now we get to those decks that almost no one uses. I like to say this- only 1% of Clash Royale players use siege, which is X-Bow or Mortar. Of that 1%, 10% think it’s the most op and trolly thing in the world. The other 90% are absolutely amazing at this deck. Play an X-bow user with high trophies and you will know what I mean. The goal of this archetype is to get an offensive building down (X-Bow or Mortar) and defend it from your opponent as it wastes away at your opponent. However, this strategy is hard to play because

  1. It requires you to predict your opponent and think five steps ahead to outsmart your opponent with only a second of reaction time.
  2. Once you lose a tower, it is much harder to win because your opponents can place their troops on top of the offensive building.

Be patient and learn your opponent’s cycle to win against your opponent.

This archetype often uses the support cards: Mega Minion (you get the pattern?), Ice Golem, Ice Spirit, Skeleton Army, fire spirits, and sometimes rocket. Check Patriots34, Woody, and John Cena all from Reddit clans to learn how to play this archetype.

Rocket Chip Deck

I can already hear your groans through the computer screen about “no skill Rocket”, but I just want to ask you one question; “Have you ever played rocket?” Chances are, if you are complaining, then you should try to play Rocket; it is the one of the most infuriating decks to play. You have to defend constantly to gain the elixir advantage, only to watch it go away in the form of the Rocket for 500 or so damage. Then rinse and repeat. You will always be at an elixir disadvantage and open to an all out push if you are not careful with when you send your rocket.

One Rocket misplay, and you might as well leave because you WILL at least lose a tower, if not 3 crowns. However, if you can successfully play Rocket chip, you will have several major advantages:

  1. Your opponent will not be able to penetrate your defenses and you can sit back and Rocket.
  2. Rocket can obliterate any push as a panic button.
  3. It makes people really salty when you beat them.

You will want to check this guide as a beginner to make a rocket deck. I don’t know any famous players that play this style, but that doesn’t mean you can’t get good at it.

deck-archetypes-3

Final Pointers

Wow! That was a pretty long guide. Be sure to practice these a certain archetype a ton to get good at it. At first you might lose battles, but it will help a lot in the long run. Don’t be afraid to mix up these archetypes to make new strategies (Spawner Three Musketeers is a deadly combo).

Comment below if you want to see a guide about win conditions, or a guide about how to counter these decks.

Battle Ram Rocket Deck – 12-0 in Battle Ram Challenge

62

What is up guys, Corrosive Logic here with another deck guide! So the Battle Ram challenge has started, and I managed to go 12-0 first try, using my free entry in the Classic Challenge!

Battle Ram Rocket Deck
Battle Ram Rocket Deck
Clash Royale Battle Ram
Clash Royale Battle Ram
Clash Royale Miner
Clash Royale Miner
Clash Royale Rocket
Clash Royale Rocket
Clash Royale Tornado
Clash Royale Tornado
Clash Royale Ice Golem
Clash Royale Ice Golem
Clash Royale Tombstone
Clash Royale Tombstone
Clash Royale Executioner
Clash Royale Executioner
Clash Royale The Long
Clash Royale The Long

Battle Ram Rocket Deck

This deck was made by Marcel_p, one of the top players in the world. He’s probably better than me at using this deck, but after getting 12 wins I think I can make a good stab at explaining the deck! I also made a video with replays and explanation if you want to check it out.

Proof of 12-0:

Battle Ram Rocket Deck
Battle Ram Rocket Deck

I was just about to start writing about some card replacements, but then I remembered everyone can use every card in this Challenge haha!

Quick Look at the Deck:

Executioner – Every single person I played in this challenge so far has used the executioner, which really shows how overpowered it is right now, so obviously that is why I’m carrying it in this deck

Miner/Rocket – This is your main win condition.

Tombstone – This building is being used as a counter to the Battle Ram

Tornado – A great spell that synergies very well with the Executioner

Offensive Strategy

First of all, even though the Miner/Rocket is supposed to be the win condition, I do most of my damage with big counter pushes using every card in this deck. So keep in mind that defending well can lead to easy damage on your opponents crown tower. With everyone playing Executioner, you can exploit this, as every time they play it close to the tower you can Rocket it for immense value. Also with most players using Giant Beatdown decks you can rocket their big pushes.

A lot of people are complaining about the Battle Ram being bad, but I disagree. If your opponent has no buildings, misplaced their buildings, or don’t have it in cycle, it’s actually not hard to get the Battle Ram to their tower. If it’s charging, it deals around 450 HP which is almost a Rocket! I would say in every game I got about 2 hits on their towers using the Battle Ram, from simply waiting for them to make mistakes. Also you can use the Ice Golem/Battle Ram combo just as if it was a Hog Rider.

Whenever you have an elixir advantage, you can start chipping away at their tower. If they play a tank at the back and you have enough Elixir, definitely use that miner which deals around 500 damage if left alone.

Defensive Strategy

First of all, I’m going to tell you to be very careful of Lightning, which a lot of players are using in this challenge. If they use their Lightning, that’s when you know you have to spread your troops out as far away as possible, and play the Tombstone at the top beside the bridge.

Of course since everyone is using the Battle Ram, I would suggest you don’t use the Tombstone unless you really have to! The Log momentarily stops the Battle Ram, which is what you can do to slow it down or as a last resort.

The Executioner is the amazing defensive weapon that you can use to counter anything! You can pull troops together with the Tornado, for your Executioner to throw his axe at. This combo is amazing for destroying big pushes. The Tornado is an underrated card, if presented with the chance, definitely pull your opponents troops to your king tower if you can.

The Ice Golem is also a really good defensive card! This mini tank provides so much value as it tanks for your other troops on defensive.

Lastly I would like to mention the Miner. If I have nothing better to use, I will often use the Miner on my opponents support cards when defending. Its surprisingly high HP can take out troops like Electro Wizard, musketeer, and even the executioner!

Conclusion:

Overall this deck is what you would call a Miner Control Deck. It is pretty much the opposite of beatdown decks,  you must “control” the game by defending really well, and penalising your opponent for mistakes. I really enjoyed playing this deck, so again shoutout to Marcel_p for making it!

As always I would appreciate it if you could subscribe to my youtube channel as your support encourages me to continue writing these guides!

Best Deck Cards to Replace

572
best clash royale decks

Best Clash Royale Decks (with Replacements)

This page contains the best Clash Royale Decks for Grand Challenges, Tournaments, Ladder (Trophy pushing), and all other game modes!

First, here are the latest Clash Royale deck guides on Clash World at the moment. For the top Clash Royale battle decks of the current meta, please scroll down to the next section of the page.

Best Decks Cards:

Best Deck Cards Copy Best Deck Strategies Best Card Strategies
Giant Fireball Lightning Knight Arrow copy deck Defense and Balance with Attack
Lightning Lava Balloon Inferno Dragon copy deck Synergy and Defense with Attack
Megaminion  Royal Giant  Furnace  Log copy deck Defense with Balance
ESWC 10/2016 Winner
Knight Minions Graveyard Freeze copy deck Defense with Synergy
Golden Knight Giant Graveyard copy deck Attack with Defense

 

 

 

best clash royale decks
Best Clash Royale Decks (with Replacements)

Best Clash Royale Decks of 2020: Pre-Clan-Wars II Edition

Updated according to August Balance Changes

Clash Royale P.E.K.K.A. Deck – Bridge Spam Deck

 

Clash Royale P.E.K.K.AClash Royale BanditClash Royale Royal GhostClash Royale Battle Ram
Clash Royale MinionsClash Royale ZapClash Royale PoisonClash Royale Electro Wizard

copy deck

With the recent nerf to Bats, Spells, and Royal Delivery Deck, Bridge Spam Deck has bounced back into the Clash Royale meta.

Play the best offensively, and try to utilize the PEKKA for Clash Royale defense deck – which can be translated into a very quick offense. Battle Ram and Bandit are the best two main pressure Clash Royale cards, so keep them in the cycle. Use Royal Ghost as mini-swarm-killer, anti-Princess, anti-glass cannon and all-round Clash Royale cycle card.

Minions is best for quick Balloon/Lavahound/Horde defense Deck. You can also split them in the back for a Clash Royale card cycle.

Electro Wizard is the best defense deck. Combined with Minions/PEKKA, nothing gets through to your Clash Royale towers!

Replacements: Clash Royale Minions can be replaced with Mega Minion Deck for added DPS and the best survivability, or Magic Archer for better defense and anti-air. Electro Wizard can be replaced by Electro Dragon. The other Clash Royale cards are irreplaceable and are the best deck.

2.6 Best Clash Royale Hog Cycle Deck

Best Deck Building Guide
Best Deck Building Guide

Clash Royale Hog RiderClash Royale fireballClash Royale Zap
Clash Royale SkeletonClash Royale Ice SpiritClash Royale MusketeerClash Royale Cannon

copy deck

This is seriously one of the best Clash Royale decks out there – and I’m not surprised it lasted through the Freeze meta. A best 2.9 Clash Royale player can consistently push trophies, often around a hundred daily.

The Best Clash Royale trick is to be ruthlessly offensive, know your opponent’s cards and have a minimalistic defense – consisting literally of one glass cannon and one tank. Your best push must be Hog + Spell or Hog + Ice Golem + Ice Spirit.

Be careful of over-committing on Clash Royale offense, or you will lose your best towers. It’s easy to defend, as there is always something to put down – but once that Clash Royale Musketeer dies, you’re dead too. Cannon doesn’t do much against Clash Royale flying troops, so try to save your Musketeer for the Balloon/Lava Hound.

Use Clash Royale Skeletons to stop the Prince and Mega Knights. You can kite them into the middle and finish them off with Ice Golem + Cannon.

Replacements: None. This Clash Royale cards in this deck are easy to obtain and level up.

Best Clash Royale Musicmaster’s X-Bow Deck

Clash Royale elixir collectorClash Royale X-BowClash Royale Ice GolemClash Royale Skeleton
Clash Royale Ice SpiritClash Royale MusketeerClash Royale fireballClash Royale Tesla

copy deck

Best Clash Royale Decks above is for defending an attack. The best Clash Royale defense Deck, almost as good an offense. There are 2 ways you can play this best Clash Royale deck: either play a pseudo bait style by baiting Clash Royale Rocket/Fireball using Collector, or playing a deep defense, with a defensive X-Bow to support your offensive one.

Keep cycling Clash Royale cards until you figure out your opponent’s best cards. If it’s a spell cycle, play Collector in front of the Clash Royale King Tower.

In most cases you wanna be defensive. The exception arises against Clash Royale Lava Hound and Gole – Always pressure with an Clash Royale X-bow in the opposite lane when they drop their tank in the back. Make sure not to over-commit when defending your X-bow so you have enough to defend their best push.

Just like with 2.6 Hog cycle, be careful on Clash Royale defense or you’ll plummet down the ladder.

Replacements: Tesla/Cannon? I wouldn’t recommend this one, but it gives you a faster Clash Royale cycle at the cost of not being able to defend air. Musketeer can be swapped with Archers to make the Clash Royale deck even cheaper.

Best Classic Clash Royale Siege Barrel Deck

Now we’ll move on to easier decks of our top Clash Royale decks here. Royal Giant is and has always been one of the best & easiest decks to play in the Clash Royale game.

You have the very best Clash Royale defense against both ground and air, Royal Giant shuts down X-bows and Mortars with ease. The only real worries are the Clash Royale Pekka, Golem and Hog Rider.

Against Pekka, pair your Royal Giant with Guards to protect him from the deadly Clash Royale blade.

Versus Golem, you have to, just like X-bow, punish their investment with a Royal Giant at the Clash Royale bridge in the opposite lane. Space out your best Clash Royale units on defense to avoid giving them Lightning/Poison value.

Hog Rider is the most difficult Clash Royale matchup. It’s important to protect your furnace so it can survive for their next Clash Royale push, as they will be back to their hog before you have it back in cycle. Don’t play your lightning unless you can hit 3 of the following: Clash Royale Hog, Musketeer, Ice Golem, Cannon, Princess tower.

Electro Wizard can be replaced by Musketeer or Archers.

Best Clash Royale Golem Beatdown Deck

Clash Royale GolemClash Royale Barbarian BarrelClash Royale TornadoClash Royale Lightning
Clash Royale Baby DragonClash Royale Dark PrinceClash Royale Mega MinionClash Royale Lumberjack

Also on the easier side of Clash Royale decks, your plan is simple. Build up the best Golem push that your Clash Royale opponent cannot defend. Sounds simple, but once you drop that Golem, you’re completely dry on Clash Royale elixir. And your opponent is ready to punish you. You have two options, either defend their best push or focus on your own, letting them take your Clash Royale tower down.

There are a lot of Clash Royale decisions that have to be made quickly now. Figuring out the best solution is the key. Will your opponent’s best push take your Clash Royale tower? Do you have enough Clash Royale elixir to defend it? Will you be able to commit to your own push if you do? Will your opponent be able to defend your best Clash Royale push if you don’t defend?

It’s easiest if they drop a small push like a lone hog Rider or battle Ram, you can counter it with a Clash Royale tornado or Mega Minion. Then make the best move to steamroll your opponent. In fact, sacrificing tower health for the best Clash Royale elixir advantage is crucial so you can play a large Golem push safely. If your opponents, however, support their push with an Ice Golem in front or a Bandit behind, you should consider leaving it. Then focus on taking your opponent’s best Clash Royale tower, and possibly 3-Crown them.

Lumberjack can be replaced by Night Witch.

Best Clash Royale Three Musketeers Deck

Clash Royale Minion HordeClash Royale Giant SnowballClash Royale Barbarian BarrelClash Royale elixir collector
Clash Royale BanditClash Royale Battle RamClash Royale Ice GolemClash Royale Three Musketeers

Three Musketeers are back! Sort of.

The deploy time nerf makes them almost useless on Clash Royale defense Deck, center placed Musketeers are vulnerable to Fireball.

Start out the game with an Ice Golem in the back, then place a bandit in the other lane. Once you’re at full Clash Royale elixir you can put the Musketeers at the river. This will hopefully bait out their Clash Royale spell and allow you to pump up.

You can also start out more passive throwing small spells at Clash Royale towers and waiting for your opponent to make a move, or cycle to a pump.

Bandit can be replaced by Clash Royale Dark Prince.

Best Clash Royale P.E.K.K.A Bridge Spam Deck

Clash Royale P.E.K.K.AClash Royale Baby DragonClash Royale Dark PrinceClash Royale Magical Archer
Clash Royale Barbarian BarrelClash Royale Electro WizardClash Royale LightningClash Royale Giant Snowball

I wanna say this is one of the most intuitive Clash Royale decks to play.

There are three situations when you should consider the best Clash Royale pushing: when you’re ahead in elixir, as a punish play when your opponent invests in the back, or when you have leftover defending units.

Always save you Pekka for their Clash Royale tank, or for when they build up the best push. Against air Clash Royale decks you’ll rarely if ever be using it.

The most important thing to remember while playing this Clash Royale deck is to not over commit on offense. It’s a control-pressure deck, so you want to play the best Clash Royale defensively until you find an opportunity to push, kind of like you would with an X-bow deck.

The Clash Royale Ram rider can be replaced by Battle Ram, Electro Wizard can be replaced by Musketeer.

Best Clash Royale Ram Rider Bridge Spam Deck

Clash Royale LumberjackClash Royale Barbarian BarrelClash Royale BanditClash Royale Giant Snowball
Clash Royale MusketeerClash Royale Ice GolemClash Royale MinionsClash Royale Ram Rider

This is a pressure-control-cycle Clash Royale deck. With a 9 Clash Royale Elixir cycle, you can quickly get back to your ram rider and bandit.

It’s the best offense-oriented with more bridge spam cards but a weaker Clash Royale defense.

Keep your best Clash Royale Musketeer alive at all cost – it’s your highest range DPS and due to the long-range, she can sit in the middle of the Clash Royale arena, taking out pushes from all sides.

Ram rider is one of the best versatile cards in the Clash Royale game, being able to take out small swarms and immobilizing larger units both on Clash Royale offense and defense. Against balloon or Hog, you can defend with a Ram Rider and take no damage, while dealing the best damage to your opponent’s Clash Royale tower.

Snowball and Ram Rider is one of the strongest offensive two-card combinations in the Clash Royale game. Snowball knocks their knight or Mini Pekka away, letting the Rider snare it in its place. Against swarms, Snowball can either completely take them out or render them vulnerable enough for the Clash Royale rider to finish them off.

The legendaries in this Clash Royale deck are necessary for it to work as intended.

Best Clash Royale Prince Rascals Bait Deck

Clash Royale Goblin GangClash Royale Dart GoblinClash Royale PrincessClash Royale The Log
Clash Royale Goblin BarrelClash Royale PrinceClash Royale RocketClash Royale Rascals

Bait has been in the Clash Royale meta for over 2 years but has taken multiple forms. This is the most evolved form. It features the Prince and Rascal as the best defensive Clash Royale units and another method for baiting small spells. Although this Clash Royale deck struggles if your opponent is able to build up the best push, it is able to apply lots of pressure to prevent this.

One of the best things about playing this Clash Royale deck is not overcommitting. It will leave you very vulnerable, and falling behind on Clash Royale elixir is usually fatal due to the lack of counters against popular win Clash Royale conditions.

Closing out the Clash Royale games can be difficult with this deck. Rocket serves as your best finisher method for taking care of large groups of Clash Royale troops but must be used with precision.

The Log can be replaced by another small spell but is preferred. Princess is necessary for all of the best Clash Royale bait decks.

Best Clash Royale Lava Hound Deck

Clash Royale Baby DragonClash Royale Night WitchClash Royale PoisonClash Royale Barbarian Barrel
Clash Royale Inferno DragonClash Royale BarbariansClash Royale MinerClash Royale Lava Hound

Lava Hound can be played in many different ways. This best Clash Royale decks include Lava Hound bait, LavaLoon, and LavaClone. They focus on either capitalizing on the Lava Pups spawned or creating the best Clash Royale air pushes. Many features a swarm card in the form of Guards, Barbarians, or Goblin Gang.

Each Clash Royale deck plays differently, but all decks are based your best defense. Use your best skills to defend using your limited defensive options. Then capitalizing the win with the best Lava Hound push.

These Clash Royale decks do have some bad matchups and are meta-dependent, but can really be the best in certain metas.

Lava Hound is obviously necessary, but Clash Royale Nightwitch and Inferno Dragon aren’t mainstays. Lava Hound Bait is your best budget option.

deck building guide
deck building guide

How to build Clash Royale Decks Guide for Newbies

Hello everyone, it’s Trop (and Scarlett) although you might have known me by a different name if you were around for the Clash Royale Arena days.

There are plenty of the best Clash Royale decks to go around. But if you ever need the best deck, you can always pop onto the leaderboard, hit that copy button, and you’re good to go.

So why would you want to make your own Clash Royale deck?

There are a few answers to that question and at least one of them probably applies to you.

Allow me to list a few Clash Royale reasons:

  1. You’ve already tried every Clash Royale meta deck and need something new to spice it up.
  2. You do try your best to make your own Clash Royale decks but they just…suck.
  3. You want to have the satisfaction of winning a Clash Royale challenge with something purely of your own creation (or want to be featured on a famous websites/youtube channels).
  4. You want to have a better understanding of the Clash Royale game.

There are many more, but let’s get into the actual Clash Royale deck building while I still have your attention.

Choosing the Best Win Conditions For Your Clash Royale Deck!

Using Golem and Miner as the Best Win Conditions
Using Golem and Miner as the Best Win Conditions

The very best thing you want to do when making a deck is to decide how you are going to win the Clash Royale game within 5 minutes.

  • Perhaps you will use your best troop that you can consistently get onto the Clash Royale tower like the Miner.
  • Perhaps you will use some Clash Royale combos Deck to maximize damage like balloon freeze.
  • Perhaps you want to make a Giant deathball of troops that obliterates the tower in the best Clash Royale push.

All of these and others are valid Clash Royale strategies, so let’s see the best win conditions we have available.

In general, I like to separate the win conditions of the game into two categories: Primary and secondary Clash Royale win conditions.

  • A primary win condition is one that will do the best tower damage over the course of the Clash Royale game.
  • A secondary win condition is one that will be used to put pressure on the Clash Royale opponent or bait out counters for your other win condition if you have another.

The secondary win condition is especially important if the Clash Royale opponent has a hard counter to your primary win condition.

While spells can be Clash Royale win conditions, I will not include them in this section to reduce confusion.

When choosing the best win conditions, I would say that the best Clash Royale decks have 1 primary win condition and have at least 1 or 2 secondary win condition. Having 2 secondary conditions, which is usually some sort of Clash Royale cycle chip deck .

While you can definitely have 2 primary Clash Royale win conditions, it usually makes your deck too expensive or leaves you lacking in defense. You can also have 1 secondary win condition but you will lack Clash Royale offensive pressure and damage. The key to the best winning decks are to have a balance of both the best offense and the best defense. Your winning decks need to be able to defend against an attach from your opponent while you plan your best offensive attach on your opponent.

Primary Clash Royale Win Condition Deck

Here are all the cards I consider to be primary win conditions from lowest to highest Clash Royale elixir cost:

Clash Royale Goblin BarrelClash Royale Goblin Barrel – Generally used with other cards like Princess or Goblin Gang which die to light spells like Log or Zap.

elixir golemClash Royale Elixir Golem – generally used with cards that are very dangerous only when not alone such as night witch or healer; when played by itself it gives the opponent the advantage so it should never be unsupported

Clash Royale Battle RamClash Royale Battle Ram – Typically only used in bridge spam decks with cards such as royal ghost, bandit, or dark prince; it’s best win through ground superiority and punishment of elixir deficits (this applies to all bridge spam cards).

Clash Royale Hog RiderClash Royale Hog Rider – mainly used as the best solo win condition but can work well with mortar; needs to have ways to eliminate counters so it will typically be paired with earthquake or fireball

Clash Royale Ram RiderClash Royale Ram Rider – typically only used in bridge spam decks as well and has the same synergies as the battle ram, but can be used similarly to the Hog Rider; also has decent defensive capabilities.

Clash Royale GraveyardClash Royale Graveyard – only used in decks with 1 or more high HP units such as the Giant or the Knight in order to tank tower damage while Skeletons build up.

Clash Royale GiantClash Royale Giant – struggles to get to the tower on its own but is powerful with glass cannon cards for support such as the Musketeer

royal hogsRoyal Hogs – usually only played with Clash Royale cards that can bait Fireball or push more than one lane at the same time such as the Hunter, the Zappies, or the Three Musketeers

Clash Royale BalloonClash Royale Balloon – Struggles to get to the tower when placed on its own if the opponent has an air-targeting troop in hand, so it’s usually played with cards which can tank the damage like the Ice Golem or the Miner

Clash Royale goblin giantClash Royale Goblin Giant – Has the exact same role as the Giant but can better protect itself!

Clash Royale Royal Giant

Royal Giant – Struggles to get through buildings so a building destruction spell such as Clash Royale Lighting or Earthquake are necessary!

Clash Royale X-BowClash Royale X-bow – Can be played defensively and offensively; all enemy ground troops must be killed before it can attack the opposing tower; also easily killed on its own, so cards which can protect it and preserve its HP like the Knight and the Ice Golem work well with it!

clash royale lava hound Clash Royale Lava Hound – Can do a lot of damage on its own if left without a response; mainly relies on air superiority(having more air troops than they have counters to air troops) to reach the tower; support the Lavahound using cards like the Baby Dragon or the Mega Minion or tank damage for the Lavapups to do damage using cards like the Miner

Clash Royale GolemClash Royale Golem – plays very similarly to the Giant, but Golem pushes have greater damage potential with the tradeoff of being left without much elixir to defend if a Golem is played

Clash Royale Three MusketeersThree Musketeers – generally played with a hybrid of heavy spell bait and bridge spam with troops to tank damage for the Musketeers while their high dps shreds the opponents defense; the Elixir Collector and the Minion Horde are ideal spell bait for this card

Secondary Clash Royale Win Condition Deck

Here are all the Clash Royale cards I consider to be secondary win conditions from lowest to highest elixir cost:

Clash Royale wall breakersClash Royale Wallbreakers – A very high-pressure light spell bait card; works very well with either the Miner or the Goblin Barrel along with other cheap bait cards like the Bats.

Clash Royale Skeleton BalloonClash Royale Skeleton Barrel – A light spell bait card which also works well with the Miner, the Goblin Barrel, or other cheap bait cards to exhaust swarm counters.

 

Clash Royale MinerClash Royale Miner – Provides consistent chip damage as well as a way to tank damage for any unit; similar to mini tanks like the Ice Golem and the Knight but the ability to be placed anywhere makes it much more offensive; can be placed in nearly any deck with few exceptions; synergizes exceptionally well with the Poison

Clash Royale Royal GhostRoyal Ghost – Can only be countered effectively by ground tanks and some ground swarms; he works well as a Clash Royale bridge spam card.

 

Clash Royale BanditClash Royale Bandit – High-pressure bridge spam card which can only be countered effectively by ground tanks and swarms and occasionally air troops placed early enough.

Clash Royale MortarClash Royale Mortar – A source of chip damage which is played defensively as often as it is played offensively; synergizes with win conditions which whittle down the tower over the course of the game such as the Hog Rider and the Miner.

To be continued…

How To Improve Your Best Clash Royale Decks

Covering your Clash Royale Deck’s weaknesses

The best way to find out your deck’s greatest weakness is while using the deck in Clash Royale battle. Play against many different decks and find out what Clash Royale card(s) your deck struggles with the most. It doesn’t always have to be a certain card, it could be an archetype.

Once you have that figured out the weakness, modify your Clash Royale deck to cover that weakness. Covering your decks weakness is the best way to find a winning deck.

You could do this by replacing one Clash Royale card with something that fills a similar role but also covers your weakness. For example, if you struggle against Inferno Dragon, you can sub in Electro Wizard for Musketeer.

Sometimes you will have to adapt your Clash Royale playstyle if you struggle against a certain archetype or Deck.

Your substitutions don’t always work. Keep play testing your deck to find the best suitable Clash Royale cards to use.

Always remember: No Clash Royale Deck is perfect, but no matchup is unwinnable.

Choosing the best Clash Royale Spells for your Deck

Spells are one of the best parts of your Clash Royale deck. They define your attack and defense to provide balance in finding your best deck. The Clash Royale Spells are used to fill in the weaknesses of your deck and fulfill certain Clash Royale card roles that your cards is missing. Balancing your spells in a decks will provide you with the best winning conditions.

Clash Royale Decks can use either 1 spell, 2 spells, or 3 spells.

Too many, or no spells can be bad for a deck. Such deck is defenseless to an offensive attack.

1 Spell – With only one Clash Royale spell, you will need to use a versatile direct damage spell. Usually, it’s either Zap or Arrows. Having only one spell allows for the use of more troops but weakens your ability for direct damage and to damage your opponent’s troops with spells.

2 Spells – 2 Spells are the most common amount used in the best Clash Royale deck. One spell is a high-damage spell while the other is a low-damage spell. This gives you a versatile spell arsenal for the best offensive and defensive conditions.

3 Spells – Having 3 spells gives your deck a lot of spell versatility and allows you to control the Clash Royale battle more. You have 1 high-damage spell that you reserve for certain situations and 2 versatile spells to use on the fly.

Use spells that fill in weaknesses in your Clash Royale deck!

For example, if you are using a Clash Royale Golem deck, use a Lightning spell to be able to take out an Inferno Tower. If your deck lacks splash damage, use Fireball and or Zap/Log to make up for the lack of splash damage. If you are using a “special effect” Clash Royale spell (Rage, Freeze, Clone, etc.), use Arrows or Zap for a versatile spell or use two other spells to give you the ability to use a high-damage spell and low-damage spell in combination with your “special effect” spell. The combination of these spells provides the best offensive and defensive decks.

Creating the Best Clash Royale Synergy Deck

What is synergy? Synergy is when the combined effects of Clash Royale cards are greater than the sum of their separate effects. Some examples are Tank + Graveyard, Miner + Minions, and Executioner + Tornado. These combo-synergy provides the best winning decks when you such synergy correctly.

Your deck in Clash Royale game doesn’t always need to have every single card synergize. Too much synergy can make your deck too offensive or too defensive. Most Clash Royale decks are built around 2 or 3 cards which synergize very well on offense. The other cards are made to support that synergy. Now, look at your deck. Does it have a combo that synergizes well? If not swap out cards to create the best synergy for your winning deck.

Decide if you want to use synergizing spells or synergizing troops, or both. The Clash Royale synergy of spells will help with fast decks and synergy of troops are more for counter pushing or building up a strong push.

Here are the most important things to consider for your Clash Royale synergy:

  • Are they both card countered by the same card?
  • Is there a better synergy?
  • What is the Clash Royale elixir cost? Is it too expensive?

If you notice any weaknesses, go through the process of eliminating that weakness by having other cards to provide the best support.

For example, LavaLoon is countered Minion horde, so consider using Arrows in your deck.

Role Fulfillment in Clash Royale Deck

What is role fulfillment? Role fulfillment is the purpose that a card is in your best Clash Royale deck. A card can serve one purpose or more! Finding the best role fulfillment decks will provide you with the best winning outcome.

Clash Royale Role Examples
Win Condition Clash Royale GolemClash Royale Hog RiderClash Royale X-Bow
Second Win Condition Clash Royale BanditClash Royale RocketClash Royale Goblin Hut
Offensive Support Clash Royale MinerClash Royale Clone SpellClash Royale Freeze
Main Defense Clash Royale BarbariansClash Royale Minion HordeClash Royale P.E.K.K.A
Defensive Support Clash Royale Ice WizardClash Royale TornadoClash Royale Flying Zappies
Removal Spell Clash Royale fireballClash Royale LightningClash Royale Poison
Utility Spell Clash Royale The LogClash Royale Barbarian BarrelClash Royale Zap
Passive Building Clash Royale FurnaceClash Royale Goblin HutClash Royale Barbarian Hut
Defensive Building Clash Royale Inferno TowerClash Royale CannonClash Royale Tesla
Cycle Card Clash Royale SkeletonClash Royale Ice SpiritClash Royale Bats
Splash Damage Clash Royale ExecutionerClash Royale ValkyrieClash Royale Baby Dragon
Point Damage Clash Royale Mega MinionClash Royale Inferno DragonClash Royale P.E.K.K.A
Glass Cannon Clash Royale Dart GoblinClash Royale Flying MachineClash Royale Magical Archer
Mini Tank Clash Royale KnightClash Royale ValkyrieClash Royale Lumberjack

Sometimes Clash Royale decks will you many of the same types of cards. An example is Splashyard, which featured Baby Dragon, Bowler and Ice Wizard in combination with Tornado. This allowed for huge value on defense by clumping all units together and taking them all out at once with the splash units. Most Clash Royale Decks, however, will run cards that supplement each other but also have different use cases.

When assessing your deck, notice the roles that your Clash Royale cards have. Are you missing a role or do you have too many of one role? Use this knowledge to your advantage and see if different cards may work the best. Learning about each card and assessing any missing roles are the key strategies in finding the best Clash Royale winning deck.

Clash Royale Ladder vs. Challenge Decks?

People may classify decks as either Ladder or Challenge. What is it really that separates Ladder from Challenges?

The main difference is that Clash Royale Challenges are capped at level 9. This permits you to play most decks depending on your collection and also promotes more meta decks to be played. There will be much less off-meta Clash Royale decks, especially after a few wins. Check the decks on this page and ones on the leaderboards as suggestions, and know that your opponents will be frequently playing other top decks.

Also, some Clash Royale decks do better in challenges due to their ability to do well against in most matchups and have a high skill cap. This enables you to hit your best win levels.

Consider the Best Clash Royale Meta Deck

The meta is an important thing to consider when assessing your deck.

What is the meta? The meta is the strategy that Clash Royale players have found to be the most effective throughout the balance changes. Some previous metas are Giant Poison, P.E.K.K.A Double Prince and Hog Trifecta.

The meta can sometimes vary between different Clash Royale trophy ranges. For example, in the trophy range of 3000-4000, elite barbs are used in almost every single match, while in the top 200, Elite Barbs are never used.

Since the Clash Royale meta is used very frequently, if your deck is weak to the meta, your deck won’t be the best. If you are in the trophy range of 3000-4000, use a deck that can counter Elite Barbs since they are seen everywhere.

You may also choose to use the meta. Since the meta is the most effective strategy, it’s the most like to get you wins, right? For the most part, you don’t wanna be modifying meta decks on your own. Usually, every Clash Royale card is there for a purpose, and swapping out a card might ruin a hard-to-spot synergy or even the gameplan as a whole. Assessing the best meta synergy for your deck will provide you with the best winning gameplan.

Have Faith in Your Clash Royale Decks

The last thing I want to mention is to have faith in your Clash Royale deck. When you are using it, believe in yourself and have confidence.

Playing the same deck for a lengthy period lets you play it much better. While your playstyle improves, you will fix the weaknesses and mistakes that you normally make. Through much practice, you finally play the Clash Royale deck better than anyone else would.

The reason why changing Clash Royale decks can cause you to lose trophies is that you will still need the practice to master it. You will need to face many situations to figure out how to play your best in those situations.

Every Clash Royale card has many different uses beyond what you think you know. Using the same deck many, many times, allows you to discover the best secret tactics. When Clash Royale Three Musketeers first came out, nobody knew to split them. When people learned that and when cheaper mini tanks and cycle cards came out, it was finally worth playing Three Musketeers.

Of course, there are still disadvantages for specializing in one Clash Royale deck. Once that deck gets pushes out of the meta and starts to have little success, you will need to find a new deck when you have not practiced in any other archetypes. By playing a wide variety of decks in Clash Royale, you won’t specialize in any but will still be able to play well in every archetype.

-B-Yacht’CH (edit by zigge)

Hopefully, you have chosen the best Clash Royale decks for your play style after reading this page!

Don’t hesitate to comment and show us your best Clash Royale decks in the game.

Inferno Dragon – The Ultimate Guide

1

Hello guys, today let’s take a look at the Inferno Dragon, one of the most underrated cards in Clash Royale. In this page, you can find everything relating to this card, from basic information to the best tips strategies for him!

Inferno Dragon Clash Royale

Inferno Dragon – The New Legendary

Summary

Inferno Dragon is the new Legendary Card in Clash Royale. It is unlocked at P.E.K.K.A’s Playhouse (Arena 4)

Basically, the way Inferno Dragon works is just like the Inferno Tower. They have the same the same attack mechanic.

Don’t ignore the Inferno Dragon. It can shred your Tower in seconds If you don’t have either Zap, Lightning or Ice Spirit to reset his target.

  • His attack range is 2 tiles shorter than the Inferno Tower. His movement speed is also very slow.
  • Once it has locked on the target, it won’t chase the target. Once the target runs out of range, his Inferno Charge is disrupted and it has to re-engage.
Hit Speed Load Time* Speed Deploy Time Attack Range Target Cost Type Rarity
0.4 sec 1s Medium 1 sec 4 Air & Ground 4 Troop Legendary
Level Hitpoints Damage DPS
1 1,070 30-350 75-875
2 1,177 33-385 82-962
3 1,294 36-423 90-1,057
4 1,423 39-465 97-1,162
5 1,562 43-511 107-1,277
Changelogs
  • 15/12/16, increased the Inferno Dragon’s hitpoints by 5% and decreased its re-targeting time by 0.4 seconds.
  • 12/6/17, increased the Inferno Dragon’s hitpoints by 7%, and decreased its re-targeting speed by 0.2 seconds.
  • 12/2/18, increased the Inferno Dragon’s re-targeting time.

Load Time is the time Inferno Dragon needs to lock onto a new target. For example, Musketeer’s Load Time is 0.6s.

Strategy

Update: New Inferno Dragon Guide shared by VriskyS!

Below are a few basic rules on using Inferno Dragon that every user should know about:

  • Never use only Inferno Dragon to defend. This may work some times but the popular Lightning spell and Mega Minion can easily stop your Inferno Dragon.
  • Never use an Inferno Dragon without a reliable splash/high DPS card, which can kill both ground and air unit and can’t be killed by Fire Spirits, Arrows or Zap, which is more than a Mega Minion on support.
  • Watch your opponent’s move and memorize the hard counters to your Inferno Dragon. They usually are Lightning, Ice Spirit, Ice Wizard and Zap.

Some Tips

Okay and this is the bulk of the guide. I am going to show you everything about his strengths, weakness, tricks, abilities…

First of all, as mentioned in the first two rules, avoid leaving your Inferno Dragon alone. Always try to protect him with couples of spells or troops. Don’t let your Inferno Dragon come under fire from the enemies and don’t always think that he could kill a 1/2HP Giant in 2 seconds. Keep track of your opponent’s cards. A single Zap can give your Tower tons of damage.

On offense, you shouldn’t expect him to reach the Tower too much. If you use the Inferno Dragon on offense, your opponent will almost always panic then start throwing lots of troops around him. Take the advantage of this dude! My favorite move is to use predicted Arrows/Fireball.

Order of Attack!

Describe the functions of combinations you will take when use Inferno Dragon on offense.

  1. Drop your tank down at the back. I usually try to avoid coupling Inferno Dragon with Golem as his slowness would make the Inferno Dragon fly over head and die, or make you low on Elixir to play support. Giant, Lava Hound or even a Miner would be nice!
  2. Play support troops behind the Giant. Air supports are the best kind I want to play as they force my opponent to use his precious air-targeting troops. Make sure your support troops are always behind the tank.
  3. Drop the Inferno Dragon down behind the support above. Your push will look like this:
    inferno-dragon-push

This strategy often works best in the x2 Elixir time since it requires at least 12-13 Elixir to perform and you need some spells to help this combination, such as the Lightning, Arrows or Fireball in order to deal with Musketeer, Inferno Tower, Mega Minion…

If  your push is completely shut down, try to see what happened. Which is the main defensive factor shutting down your push?

  • If it’s an Inferno Tower, try to play a few cheap troops in front of the tank, or you can use Lightning to hit the Inferno Tower and defensive units nearby.
  • They separated your troops? Try to place your troops closer.

Defensive Inferno Dragon:

Never place your Inferno Dragon down too early. Wait until the tank come close enough. Don’t hesitate to sacrifice a few Elixir to defend and cycle to your Inferno Dragon (place your tank down, use Arrows/Log, etc.). It’s also great to place your Inferno Dragon close to the King’s Tower so the opponent supports will find it very hard to get to him.

Support your Inferno Dragon with Mega Minion, Minions, Wizards, Bomber or whatever you have. Try to protect your Inferno Dragon from Musketeers, Mega Minion… They can take out your Inferno Dragon in just a few hits.

After the Inferno Dragon take out the primary tank, use either troops or spells If the opponent still has troops left. But If it’s a Musketeer or Wizard, just let your Inferno Dragon and the Tower get the job done.

Placements

inferno-dragon-placement

Explanations:

  1. Slow push, place the Inferno Dragon here to start a push up. Anyway, it’s better to place your Lava Hound here.
  2. Place the Inferno Dragon, do the timing well to get him stuck behind a Lava Hound (which is placed at the #1 spot).
  3. Directly behind the King’s Tower and slightly to the left/right, depending on the lane you are pushing. I like to use this spot when I need to cycle to another card to defend. I don’t recommend using this spot on offense because it drags him to the middle instead of directly behind a tank, making it’s easier to pick him off with support troops.
  4. This is my favorite defensive placement. Placing him here makes it harder for flying troops such as Mega Minion or Minion Horde to stay behind the tank, and this gives Inferno Dragon a bit more time. This makes it much harder for the opponent to nail both the Tower and the Inferno Dragon with a Rocket.
  5. Counterpush and offense. Place him here when your tank and support troops reach the bridge.
  6. Ultra offensive. Place the Inferno Dragon here when you have taken out 1 Tower and want to reinforce your push. Sometimes I drop the Inferno Dragon here to quickly take out the opponent’s poorly placed tank.

Which decks should I use?

If you have the Inferno Dragon and want to build your own deck with him, use my pattern:

    1. Primary Tank (Giant, Golem, Lava Hound…)

 

    1. Primary Support (Mega Minion, Baby Dragon…)

 

    1. Secondary Support (Baby Dragon, Mega Minion, Minions, Musketeer…)

 

  1. Group Support and Distraction (Skeleton Army, Tombstone, Guards, Valkyrie, Barbarians…)
  2. Building (Tombstone, Tesla, Cannon)
  3. Support Spell (Lightning, Rocket)
  4. Support Spell (Zap, Arrows, Log, Fireball).
  5. I forgot the last spot… Oh it’s the Inferno Dragon of course!

Beside the Inferno Dragon, make sure you have at least 2 air targeting troops, and Mega Minion should be one of those two since he is pretty OP at the moment.

Or you want find some great Inferno Dragon decks shared on Clash Royale Arena at here.

Matchups

inferno-dragon-clash-royale

Below are the most popular decks at the moment. I am going to show you how to counter them with my Inferno Dragon decks!

Tank-based Beat Down Decks

When your opponent’s tank is about to reach the river, play your Inferno Dragon in the center, use your troops and spells to take out his supports. Use Lightning if you can hit 3 core troops. Remember, you always can use your tank to soak damage and let your Inferno Dragon to take out his tank.

Hog Rider Decks

If you have a defensive building, place it in the center to pull the Hog Rider, then you can use your support troops (If needed). Most of the time, your opponent will use a Ice Spirit supporting the Hog so be aware. If there is a Musketeer, don’t use your Mega Minion. If there is a Valkyrie, you can play Inferno Dragon to take them out. If he plays Miner, use Mega Minion or Skeleton Army/Guards to deal with it.

Siege Decks

X-Bow and Mortar Decks are pretty popular at the moment. If you play Rocket, save it exclusively to immediately take out the opposing X-Bow or Mortar + troops nearby. Lightning is also the other great choice to deal with Siege Decks. If they don’t place any distracting troops down, use your Inferno Dragon to melt it real quick. Also, be cautious because they often have an Inferno Tower which can kill your tank very fast. By the way, take a look at here to see the best X-Bow deck

Fast Cycle Decks

Analyze their decks and tactics. Save your Log/Arrows to deal with Goblin Barrel/Miner pushes. Arrows can be saved to deal with Minion Horde or even the 3 Minions. If they play Graveyard, use your ground support directly in the middle of the spell. You can also use your slow tank to distract those Skeletons.

Royal Giant Beatdown Deck

268

What is up guys, Corrosive Logic is back again with another deck guide!

A couple of days ago, I spotted a Royal Giant deck on ladder, and decided to give it a try. Naturally since I didn’t play the RG often, I wasn’t going to be very good, so I took the deck out for a test drive at a 100 man tourney…

Royal Giant Beatdown Deck
Royal Giant Beatdown Deck

Long story short, I was coming third before I lost and started tilting at the end! However, it wasn’t in vain as I was able to practice with the deck and afterwards I used it in a Grand Challenge to get 12 wins!

Later I also saw Surgical Goblin win ESWC using this deck, which shows how good it is! I thought he was the original creator of the deck but later I found out that the original creator was DiegoB, also an amazing player who you’ve probably seen before in Clash with Ash’s videos.

I also made a video with the chest opening, gameplay and breakdown of my 12 win run, so check it out below.

So enough of the chit chat and long intro, let’s get down to the nitty gritty strategy breakdown!

Royal Giant Beatdown Deck

Clash Royale Royal GiantClash Royale LightningClash Royale FurnaceClash Royale Electro Wizard
Clash Royale The LongClash Royale Ice SpiritClash Royale KnightClash Royale Minions

Card Functions and Possible Replacements

As with almost all Royal Giant decks, this deck carries the Furnace. It is so complementary with the Royal Giant for a number of reasons.

  • First of all, the Royal Giant stays almost at the bridge, shooting at the crown tower, it is not uncommon for it to be targeted by high DPS troops such as Minions, Skeleton Army, Goblins, etc. Unlike the Hog or Giant, these troops will also be beside the bridge, this short distance allows fire Spirits from the Furnace to kill these swarm troops.
  • Secondly, the Royal Giant is a 6 Elixir troop, not even counting the rest of the cards you’re going to use to support it. Because of this, your Elixir cost on each push is going to be massive therefore there’s a higher risk of being at an Elixir disadvantage. Fire spirits from the Furnace have to be reacted to, therefore you have more control over the game, even if you are down in Elixir your Furnace can constantly apply pressure and prevent your opponent from saving up for a big push.
  • Another card that often complements the Royal Giant is Lightning. Inferno is the obvious counter to RG, so Lightning is a must need in a lot of Royal Giant decks. However, the real MVP for RG synergy are Minions. Every, single, Royal Giant deck…..has Minions, for obvious reasons. It’s most often played to distract the Inferno, but the fact that it’s aerial and fast means that it can kill troops targeting the RG.

Moving on, we have Knight, which rises in popularity to counter Executioners.

Now that we can have a look at the Legendaries, I will also tell you the card replacements.

  • First of all, The Log can definitely be replaced by Zap. The Zap provides air defense, a faster reaction to Skeleton Army, and another way to reset the Inferno. I still prefer The Log because it can push back ground troops, allowing your RG to get more shots, and overall its knockback effect is very powerful defensively.
  • The Electro Wizard is unique as it can reset the Inferno, but the Musketeer is a possible replacement as it’s range and defensive functions are very similar.

Gameplan – Offense and Defense

At the start of the game, if I’m able to, I’ll place the Furnace 4 tiles from the river. Yes, this means that a Hog could reach my tower on the other lane with a pig push, but if I place it 3 tiles from the river then a Musketeer could snipe my Furnace, which is extremely annoying.

If they do indeed decide to pig push I still have good counters.

First of all, you can actually Log the Hog on its outer side, pushing it towards the Furnace.

Normally I just need to use Ice Spirit + (Knight/Minions/Electro Wizard) to nullify almost all of the damage. From then on, use the Furnace on the side that you have received damage, as it’s the side that you need to defend.

If I don’t have the Furnace in my starting hand, my next favorite play is a Knight at the back. This is a safe play as you are only expending 3 Elixir, and you can also make use of the knight later on.

I don’t think defending is an issue with this deck, you have great cards against practically every deck archetype.

Offensively, your Electro Wizard and Minions are great for killing enemy troops and distracting/resetting the Inferno.

If your opponent is countering with the Inferno. I will try Minions + Royal Giant. If that doesn’t work, I play the RG on its own about 2-3 tiles from the river. This gives me enough time to save Elixir so that when they play the Inferno I can Lightning it straight away, almost always guaranteeing that I do some crown tower damage. The Electro Wizard is also an option if they play the Inferno too close to the bridge.

Skeleton Army is another card that can shred to Royal Giant, so try and always have The Log ready. If your opponent has Elite barbs, then you definitely need to Lightning. A perfect Lightning can hit the Elite Barbarians and the crown tower, with the help of an Electro Wizard or Minions you can finish them off and let your RG wreck havoc.

Barbarians are the best single card counter to RG in this deck, but thankfully we don’t see much of them in tournaments or challenges. If matched up against them, you need to time your Fire Spirits with your RG deployment, then Log them and finish them off with any of your other support units.

Overall that is this deck’s general gameplan. In this guide I’m going to do something different, and actually talk about a few useful advanced strategies with this deck.

royal beatdown 2

Advanced Strategy

Sniping Inferno with Electro Wizard:

If they play the Inferno Tower 2 tiles from the river, you can actually play the Electro Wizard on your side to constantly reset it.

Playing RG at the Back:

There’s a few situations where I would play the Royal Giant at the very back.

First of all, never play it at the back against Giant/Golem/Lavahound beatdown decks. It’s just a terrible idea, your opponents support units will kill your Royal Giant a lot faster than you will kill their higher HP tank.

Against other decks it can be done, as long as you have enough Elixir to defend and maybe have the Furnace already in play. DiegoB actually told me that he plays the RG at the back every time unless he needs immediate pressure. The main reason I would do it is if nothing else is working.

If you are playing against someone really good, and they are countering you every time, then you’ve got to try something different, such as playing the RG at the back. I would only recommend it if you and your opponent are pushing in the same lane. Otherwise, your opponent could rush your other lane and force you to divide your push.

Playing the RG at the back also allows you to outcycle your opponent’s defensive structure. Against RG, you can’t pre-emptively place a defense, as the RG’s range would be too much. Because of this, they can only play it once your RG reaches the bridge. Thus, the RG travels so slowly that it allows enough time for you to cycle to a second RG after they have used their defense against the first one.  Obviously this is only doable during double Elixir.

You can also play the RG at the back if you know they are sitting on multiple RG counters. E.g. if a player has both the Inferno and Minion horde in hand, it’s a good idea to play RG at the back so that you can save up enough Elixir to deal with them.

Playing RG at the back is also good when your opponent has a bad cycle, I’ve often done this, resulting in my opponent wasting Elixir. For example, if I’m playing against 2.6 Hog cycle, I could play the RG at the back, on the lane that they have already done some damage on.

Against Hog cycle, the only good play is to rush the crown tower, however if they send the Hog on the same side of your RG you can counter it by playing any of your support units. Yes you will receive some damage but now you have lots of support behind your Royal Giant. As the Hog player their best move is probably to rush the opposite lane, but that tower is on full health and you will benefit on the spreading of damage between your towers.

Forcing more Lightning Value with the Ice Spirit against the Inferno:

After playing the RG 2-3 tiles from the river, you’re saving up for the Lightning but before that, you can play the ice spirit behind the Royal Giant.

This cheap, 1 Elixir card forces your opponent to play something to counter it and stop it from freezing the Inferno Tower.

Not only does this cost your opponent more Elixir, you now have an extra troop that you can Lightning along with your opponent’s Inferno, and crown tower.

They could possible just use Skeletons or their own Ice Spirit to cancel each other out, but if they don’t happen to have a cheap troop they may end up using an Ice Golem or Mega Minion to absorb the ice spirit.

Conclusion

Overall, it’s a very very solid deck in our current meta. Many top players are picking it up and it’s starting to see daylight in lots of tournaments, particularly because it has strong defensive cards against graveyard. I know there’s going to be some immature kid bashing on RG being “no skill” in the comments, but any publicity is good publicity!

As always, I would appreciate it if you could subscribe to my youtube channel as it encourages me to continue putting my time and effort into these guides. Thank you!

Know The Best Time To Play Your Cards!

77

Hello guys, today I am going to show you a very simple but golden tip from st1ckmanz. It is not the type of super advanced tip, but I believe lots of players need to pay attention to this If want to push further, especially while pushing to Legendary Arena!

best-time-play-card

“Play a card as late as possible but not later”

Yes that’s it!

This means, when your opponent starts attacking (or counterpushing) you, don’t be panic, don’t rush to drop your cards.

Wait until the right moment.

It is impossible to turn back after you drop your cards down and your opponent can easily deal with them accordingly.

Assuming that you attack with Hog Rider, your opponent drops Minion Horde to counter you, your Hog Rider hits the Tower once and dies. Now the Minion Horde is coming towards your Tower and you have the Princess in your hand. You should wait until they are almost about to touch your side of the arena to drop your Princess. If you drop her too early, she might get Arrows-ed or Miner-ed before hitting the Minion Horde. Of course you shouldn’t be too late otherwise those Minions will hit your Tower badly.

Lots of times I wait for the last possible moment to drop the Inferno Tower but the Giant passes it by. Mastering the timing in Clash Royale is one of the hardest skill since it’s the game-changing factor.

Here are some more familiar examples for you guys:

  • Your opponent drops Witch and Musketeer at the back. You have Fireball in your hand. Use Fireball in front of his Tower in case he could drop something else. Make the most of your Fireball.
  • Your opponent’s Skeleton Army/Princess is walking towards your Tower and you have The Log in your hand. Wait until it is about to hit the bridge because he could drop something else.
  • When your opponent has 10 Elixir and his Giant is about to cross the river, place your Inferno Tower down closer to the other lane to pull the Giant. Don’t rush to drop anything at the Giant. Immediately when your opponent drops the supports, choose your best cards to deal with them!
  • Sometimes you can also drop you cards quickly to counter his counters. For example, when your opponent drops Hog + Fire Spirits combo down, put your Ice Golem down to soak damage then place your Skeleton Army right in front of the Tower to stop Hog Rider.
    Otherwise you can do this in this situation: Your opponent drops his Hog down -> you use Skeleton Army to stop his Hog -> your opponent uses Fire Spirits -> you use Ice Golem to soak damage and protect the Skeleton Army.
  • The Giant Skeleton is crossing the river. You should wait for him to walk 2 more tiles to see his supports. If your opponent drops nothing, use your distracting troop to pull and kill the Giant Skeleton with the help of your Tower. Don’t put down the second card yet until he drops the support cards down then you can easily react!
  • Pretty similar to the example above but this time is the P.E.K.K.A. I usually keep placing my troops down, one by one, and lure the P.E.K.K.A to the opposite lane If my opponent doesn’t drop anything else down. If the opponent drops supports, I always have cards and enough Elixir to deal with it.
    He uses Wizard to deal with my swarms, I use Mini P.E.K.K.A to take him out.

When you see your opponent’s reaction, you can easily counter his counters. Sometimes you use cards not to make sure your opponent’s card dies.

I have seen lots of players running out of Elixir eventually because of overcommitting.

Be patient my friends!

Shared by IndoorBreathing

Clash Royale King’s Cup | King’s Cup Decks

126

Hello guys, in the next few week, we are going to have some insane special event challenges in Clash Royale. And the first one is the King’s Cup! Thanks Yarn a lot for sharing the very informative video as always!

Clash Royale King Cup event

Special Event Challenge: King’s Cup

Play the King’s Cup on Nov 4th!

In this update, there will be a new special events in the form of Challenges! The first one is the King’s Cup! Remember that this is just one of the many special events in the future. There will be so many more with different names!

The first entry is free. After you finish the first challenge, all other next entries will cost 5 Gems each.

The rules are pretty similar to the regular Challenges:

  • Three losses and you are out.
  • Card levels are capped at Tournament Standard. But unlike the normal Challenges, this event will bring all of your cards to the Tournament Standard. Which means, If you are level 8 player with level 7 commons and level 6 rares, you will obtain level 9 Commons and level 7 Rares during the Challenge.

Blind Deck Challenge: Also, we have a very fun rule of the King’s Cup Challenge! Each Challenge, you are going to be playing a blind deck, containing 6 defined cards and 2 random cards. You even can play cards you don’t own. This mode was design to be fun, not competitive.

Below is the list of decks in the King’s Cup Challenge:

kings-up-decks

Image shared by throwaway_the_fourth

King’s Cup prizing structure is exactly like the Classic Challenges:

classic-challenge-prizes

Updating…

What do you think about the King’s Cup my friends? Please share your opinions!

Elite Barbarians Vs. Barbarians

1

Elite Barbarians card is the new card which is going to be added into Clash Royale in next a few weeks! I have read tons of comment saying Elite Barbarians are totally not worth 6 Elixir, that they are trash. So in this small post, I am going to point how why they are actually effective, despite their low stats on paper.

Elite Barbarians

Elite Barbarians vs Barbarians

Let’s start by comparing Elite Barbarians to Barbarians at Tournament Standard first:

Level 9 Barbarians

  • 5 Elixir cost
  • x4 Troop count
  • 636 HP (Total 2544)
  • 106 DPS (Total 424)
  • 159 damage (Total 636)
  • 1.5 hit speed
  • Medium movement speed
  • Melee attack range

Lvl 9 Elite Barbs:

  • 6 Elixir cost
  • x2 Troop count
  • 890 HP (Total 1780)
  • 155 DPS (Total 292)
  • 233 Damage (Total 380)
  • 1.5 hit speed
  • Very fast movement speed
  • Melee attack range

With raw numbers alone, Elite Barbarians look very bad compared to the regular Barbarians. But, actually, Elite Barbarians are good for everyone who wants a large-scale defensive option.

Let’s take a look at some problems Barbarians are getting lots of troubles in the current meta game. Elite Barbarians can fix them all!

Elite Barbarians have enough HP to deal with AoE effects which usually devastate Barbarians. The Regular Barbarians are very vulnerable to wide variety AoE effects like Bowler, Baby Dragon, Fireball, The Log, Fire Spirits… All of these cards are extremely effective at dealing with Barbarians, especially after they cross the bridge, making Barbarians very easy to counter. Whereas, Elite Barbarians have better HP, making them extremely resistant to AoE. Elite Barbarians survive Lightning, which is pretty awesome comparing to any swarm troop card. It will take lots of works to take out defensive Elite Barbarians by the way, by that time, they will have sufficiently have defended against lots of defensive troops. Also, if your opponents have Lightning, you will be able to play other defensive troops/buildings without the fear of Lightning, due to the high HP of Elite Barbarians. Hence, Elite Barbarians will put your opponents in a difficult situation as they have to choose between using Lightning on Elite Barbarians or other defensive troops.

The very fast movement speed makes Elite Barbarians more relevant on offense and chasing troops on defense. The regular Barbarians are too slow, combined with their attack range and moderate HP, this makes their potential on offense limited.

Imagine your opponent using a typical Giant Bowler push and you have Barbarians in your hand. You definitely want to take out the Bowler with Barbarians. Barbarians of course can kill the Bowler If you place them right but it takes so long for them to walk to the next target, the Giant. By that time, your opponent will have lots of time to counter your Barbarians and the Giant will have done tons of damage to the Tower before getting killed.

But what If we use Elite Barbarians to defend instead? The Elite Barbarians will take out the Bowler quickly and catch up to the Giant in just a second.

Take a look at here to watch the gameplay video of the new cards.

In practice, Elite Barbarians actually deal with big push much more quickly, despite their lower DPS. Even If you place them in the wrong place while dealing with Hog Rider, they still chase it down quickly. Furthermore, on offense, Elite Barbarians pose the immediate threat which need to be answered quickly due to their insane DPS, just like the Lumberjack. Using them on counterpush forces your opponent to use more cards and more Elixir, giving you an Elixir advantage. Overall, Elite Barbarians are much more intimidating on offense than regular Barbarians.

Comparing to Barbarians, Elite Barbarians have a better balance of attack speed and DPS. The DPS distribution of Barbarians can be undesirable in some situations. Barbarians have a relatively slow attack speed (1.5s). They are unable to 1 hit Goblins. On the other hand, Elite Barbarians have the same attack speed but better DPS of 233. They can deal with swarm cards pretty well and can take out tanks incredibly fast.

Having 2 troops count is the pros! Specifically, Barbarians bump into each other when trying to move to a target, meaning they need a while to get the max DPS, wasting lots of time. On the other hand, an Elite Barbarians can move swiftly from a target to the other without obstructing the other Elite Barbarian. This allows them to always get the full DPS immediately. Also, Elite Barbarians can be absolutely used to surround and destroy Wizard, Sparky…

The only real disadvantage with Elite Barbarians compared to the regular Barbarians is their cost 6 Elixir, which is higher than the cost of Inferno Tower, Mini P.E.K.K.A, Minion Horde… However, imo it’s totally fine. By paying 6 Elixir to deploy the card, you have a more reliable defensive option than high risk/high reward cards above. Elite Barbarians simply can’t be played If you make some really bad Elixir trades but that’s okay since it compliments  you on making good trades instead of spamming troops. Elite Barbarians may be the lowest risk heavy defensive card since the Inferno Tower got nerf. Also, Elite Barbarians are insane on counterpushing, not like the Inferno Tower.

Just can’t wait to try out this new cards, especially when the Tank-Lightning decks are dominating after the Inferno Tower nerf

In short, Maybe the Elite Barbarians don’t have amazing stats but they have less weaknesses comparing to the regular Barbarians. They have the great capability of making positive Elixir trades. They also have the solid reliability. This is a stunning heavy defense card. It allows opponents who have the Elixir advantage to break through but If they don’t have, defender can counter with the expensive but reliable Elite Barbarians. Excellent card for players to love gaining Elixir advantage!

Shared by Asp_Irant