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Top Common Mistakes while playing Clash Royale + Tips Inside

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Hey guys, this is a huge collection of the top common mistakes people usually make in Clash Royale.

I am definitely not the best player (I’m in top 100,000 probably lol) but I can see people making obvious mistakes every day. That’s why I decided to post this “super mega ultra long” guide to help people guys improve the gameplay!

As I don’t have massive experience with every card, feel free to comment If you have any advice or question!

Top Common Mistakes in Clash Royale

General tips and mistakes

  • Don’t play a card If your opponent has the direct counter to it in his hand.
    Tracking cards is very easy: Once your opponent uses a card, he will have it after playing 4 more cards. Be wary in case your opponent can cycle through his deck quickly.
  • Always count your opponent’s cards to see whether he is hiding any surprising card (usually Three Musketeers, Rocket, Lightning, Graveyard…).
  • Never underestimate Epics and Legendaries in Challenges. You are probably used to the ladder, where commons and rares are overleveled a lot.
  • If a card don’t solve a situation or don’t affect the battle, don’t play it!
  • Know when to give up on a push.
    Assuming that you launch your best push towards the opponent Tower and he deploys 3 Musketeers to defend. If you can’t touch them, your push is gone. If you Zap them, the 0.5s stun does nothing and the damage is useless. In this case, it’s better to give up!
  • Know when to sacrifice your Tower’s HP.
    For example, let that Mega Minion get 2 hits on your Tower instead of using Fire Spirits to defend, which can easily counter the opponent’s Minion Horde.
  • Sometimes, you event have to sacrifice your the entire Tower.
    For example, a P.E.K.K.A 3 Musketeers is coming down to your Tower. All you have is only 3 Elixir, which is enough to place the Knight down. The Knight is totally useless against this push, your Tower will be wreaked anyway. If you waste 3 Elixir for nothing, they might get your King’s Tower too. It’s better to wait until you can play a better card.
  • Think twice before using the card for the first time of the battle.
    Assuming that your opponent uses Minion Horde and you have Electro Wizard and Arrows in your hand. They both will do the job very well but try not to reveal Arrows too soon since it’s the hard counter to his Minion Horde when he needs it the most.
  • Watch the shadows of the flying troops, not their bodies. While playing, you should notice that sometimes you use Fireball to kill the Minion Horde but you might miss some.
  • Sometimes, getting positive Elixir trade is not the priority. You should factor in counterpush value too.
    For example, use Executioner instead of Arrows to counter the Minion Horde then transfer into the counterpush.
  • If your pushes always get stopped, consider using spells to damage his Tower (Rocket, Fireball, Lightning). Simply go on full defensive mode and use your spells to damage the Tower repeatedly. Hold your finger on a card to see how much damage it does.

Top Common Mistakes and Tips for Cards

Mirror:

  • Don’t place troop and the mirrored one at the same time and in the same place as your opponent can counter them all with the same cards.
  • Since mirror is a good surprising card, think twice before revealing it. Also pay attention If your opponent has played only 7 cards.
  • 2 Fireballs can do 500 damage to your opponent’s Tower. Use them to win the battle!

Ice Spirit

  • Ice Spirit + Zap can finish Minions.
  • Ice Spirit damage is enough to kill Fire Spirits and Skeletons. Due to his range and speed, he can reach them in the blink of an eye.
  • Make sure you place the Ice Spirit at a safe distance to make the most of it.

Skeletons:

  • Wasting 1 Elixir to cycle your deck isn’t a bad idea. This applies to Ice Spirit too.

The Log

  • Before Logging the Princess, consider she might move before getting hit by The Log.
  • Hitting troops with the side of your Log can push them to the side. If you use The Log right on their heads, it can push them towards.

Zap:

  • You should avoid late zapping. Don’t Zap the Skeleton Army If your Hog is almost gone. This is very important right now as people are using Zap bait deck a lot.

Fire Spirits

  • All 3 Fire Spirits do 500 damage. They are useful against not only swarm but also Tower and low-HP troops.
  • Don’t place them too close otherwise they will get killed before jumping but not too far (they might get Zapped).
  • While dealing with Fire Spirits, keep your troops far away from your Tower otherwise they will hit both.

Goblins

  • They are one of the best tank-and-spank troops. At the moment, the easiest way to get an equal trade is to use The Log on them. Save your Log If you face Goblins!

Spear Goblins:

  • It is very difficult to avoid Spear Goblins from doing chip damage so be very careful If your tower is at low HP.

Ice Golem

  • You should learn how to push him properly. Normally, place a troop 1 tile right behind him to push him. If your troop gets ahead of Ice Golem, congrats, you have just wasted 2 Elixir.
  • Stop considering him a reliable offensive troop to counter Skeleton Army as your opponent can just place the Skeleton Army behind the Ice Golem.

Rage

  • Rage is a super surprising card. By using it, you can easily turn a low-danger push into a more menacing one right when your opponent makes mistakes.
  • Raged Witch spawns Skeletons a lot faster. This can shut down possible counters.
  • Rage could be used as a cycle card so you can try to play it as often as possible.
  • Affected troops stay raged for a short time after leaving the rage circle.

Clone

  • This is another surprising card so you should use it only when your opponent can’t Zap the clones or when you can get the benefits from the death effects.

Mega Minion

  • A lone Mega Minion can be take out by any troop (with the help of the Crown Tower).

Skeleton Army

  • If your opponent has The Log, deploy your Skeleton Army at the middle to avoid The Log from killing the whole Skeleton Army.
  • Against a good Zap user, your Skeleton Army work work well only the first time.
  • Not only Valkyrie, Bowler, Executioner, Fire Spirits are good against Skeleton Army but also Dark Prince, Baby Dragon, Wizard, Minions etc.
  • Once you get one Tower, the Skeleton Army has more offensive usage.

Bomber

  • Bomber is a great splasher with relevant DPS. If he gets locked on your Tower, he can deal serious damage.
  • Never use Bomber without keeping him safe. He has good DPS but bad HP and bad attack range.

Tornado

Knight

  • Don’t ignore him. A full HP Knight can do tons of damage to your Tower.

Ice Wizard

  • If your opponent deploys the Tombstone and you don’t want to attack first, place your Wizard down on the same lane. He will continuously stop to kill Skeletons, giving you a lot of time.

3×3 size buildings

  • If a Giant is already locked on your Tower, place your building right on him to force him to retarget it. This doesn’t work with Hog Rider.
  • A building placed 5 tiles from the river and 2 tiles from the Crown Tower will attract any troop coming from the lane nearby. Only Princess, X-Bow and Mortar can target it from the other side.
  • A building placed 4 tiles from the river and 2 tiles from the Crown Tower will attract any troop coming from the lane nearby and tower-targeting units coming from the other lane. This is very useful at separating tanks and supports. Doesn’t work with Royal Giant, Dart Goblin, Lava Hound and Balloon (If placed at the corner).
  • Place your building 3 tiles from the river and 2 tiles from the Crown Tơer to attract any troop coming from both lanes bus Musketeer and Wizard will be able to snipe it.
  • Exploit high HP buildings such as Bomb Tower and Barbarian Hut for defense.

Goblin Barrel

  • Variate the Goblin Barrel positioning to trick your opponent. If your opponent uses The Log to deal with your Barrel, drop them at the very corner. If they place a Valkyrie in the front, drop Barrel at the bottom.
  • Wait a second before Zapping them because you might miss the Zap. It’s a lot easier to counter Goblin Barrel with The Log!

Guards

  • Most Clash Royale players don’t know that Guards have a little attack range. If the enemy Valkyrie is already locked on something else, the Guards can hit her freely.
  • Guards are excellent against Graveyard as spell can’t kill them. Also, they have a little attack range so they can kill Skeletons without moving much.

Princess

  • Use her to annoy your opponent If you want to force he to push first. A Princess at the bridge always requires a response.
  • On defense, place her on the opposite lane so your opponent can’t touch her.
  • If your opponent places the Princess at the back, play your Princess at the bridge so she can hit both the Tower and the enemy Princess.

Arrows

  • Try not to reveal your Arrows soon. Use something else to kill the opponent’s swarms first.

Miner

  • You shouldn’t send the Miner alone to take out Elixir Collector. Couple him with any other card, even Archers. Give your opponent a hard time to deal with 2 threats simultaneously.
  • Unless your deck is about doing chip damage, avoid using him for that purpose only.
  • Miner has a slightly ranged like Guards.

Minions

  • Due to their high attack speed, they are great against Skeleton Army.

Dart Goblin

  • On defense, place him on the opposite lane, just like while using Princess!

Valkyrie

  • The slow movement speed is her only downside. You can makeup for this by pushing her with Hog Rider, Prince etc.

Musketeer

  • Exploit her attack range! You can use her to outrange Cannon and to defend from the other side of the field.

Baby Dragon

  • Note that Baby Dragon and Minion Horde have troublesome interactions. Depending on how many Minions get hit by the Baby Dragon, the result may vary.
  • Watch his shadow before placing any troop to deal with him. I have seen so many people wasting their Fire Spirits, thinking the Baby Dragon was too far away.

Mini P.E.K.K.A

  • Never use him alone on offense. Couple him with any support! Mini P.E.K.K.A can leave so many troops at a sliver of HP so couple him with any support to take those troops down in one shot.

Hog Rider

  • A lot of players still don’t know about the pig push. This is probably the best Hog Rider trick you want to use in every battle!
  • Exploit his river jump! Use this to kite troops! They will chase your Hog till the river, then go to your Tower while the Hog is mid-air, then chase the Hog again when he lands.

Freeze

  • This is probably the best surprising card in Clash Royale. Only use it when you are pretty sure that your opponent can’t counter your troops, or when he is on low Elixir.

Fireball

  • Don’t always use the Fireball when a troop is passing by the Tower. Only do this when you want to end the game during the last seconds.
  • Fireball is a great way to gain positive Elixir trade! Wait for them to place more troops before using it!

Tesla

  • Because the Tesla is underground while inactive, don’t try to use any spell on it except the Freeze.
  • Because the Tesla won’t pop up If your troop is not in its attack range, you can’t snipe it. Also, the Tesla won’t pop up to counter Royal Giant all the time.

Lumberjack

  • Lumberjack is not really a Mini P.E.K.K.A substitute anymore.

Inferno Dragon

  • Note that he flies at the different height than most troops. Watch his shadow to see where exactly he is.

Mortar

  • Try not to overreact to a Mortar. 2 full duration Mortars are not enough to take out a Tower (with their 45 DPS).
  • The Mortar retargets immediately after killing a troop, not right before firing the next shot.
  • If the Mortar is already locked on your Tower, don’t place your Princess next to it or she will die in 1 shot.
  • Always remember that the Mortar has a minimum attack range.

Electro Wizard

  • An ignored Electro Wizard can deal 1000 damage to your Tower.
  • The Electro Wizard reset his target’s targets every hit. For example, If your Tower is attacking the Electro Wizard and your opponent sends a Miner to your Tower, your Tower will hit the Miner.

Dark Prince

  • Don’t underestimate the Dark Prince! He has the highest splash damage in Clash Royale (for a troop, except Fire Spirits). When left alone, he can do 1000 damage to your Tower.
  • He has a shield. Don’t try to Rocket or Fireball him!
  • He is one of the best spell-bait cards in the game.
  • His charge has 360° splash damage so don’t try to surround him with Skeleton Army.

Barbarians

  • Overleveled Barbarians give you a lot of benefits, meaning they are pretty weak in Challenges. For example, a Barbarian survives the P.E.K.K.A’s blow but at Tournament standards he can’t.
  • They are very slow. Don’t use them on offense.

Goblin Hut

  • Although the Goblin Hut’s chipping isn’t dangerous as Furnace chipping but the difference is Spear Goblins can stay alive. Couples of Spear Goblins behind a Giant could do a lot of damage, or, could bait Zap out.
  • Don’t place the Goblin Hut behind a Tower because you could get a Rocket. Also, you can’t use its HP to defend. It’s better to place it in the middle.

Bowler

  • Remember that tanks, Princes and Battle Ram are immune to his knockback.

Balloon

  • Watch its shadow! This is very critical to counter a Lavaloon push.
  • Play your Minions at the back of the Balloon so they won’t get killed by the death bomb.
  • Balloon can be distracted easier than the Lava Hound. You can pull the Balloon to the center without the Lava Hound.

Giant/Golem

  • Don’t use Giant on Golem on defense unless you understand what you are going to do. Play them If you have enough time to place supports down. I have faced couples of players using Giant to deal with my P.E.K.K.A Three Musketeers push. Using Giant to let the Tower shoot the P.E.K.K.A a few more seconds is such a waste.
  • Place your building 4 tiles from the river and 3 tiles form the Tower nearby to pull them from any side.
  • Play your Minions far from the Golem so they can attack from the maximum distance and they will survive the Golem’s explosion.

Minion Horde

  • Try not to split the Minion Horde while dealing with it. For example, a bad Fire Spirits placement can’t kill the whole Minion Horde.
  • If your opponent has Fireball, vary your Minion Horde placements to minimize the risk.
  • If your opponent uses Arrows, wait a little bit before using your Minion Horde as Arrows users usually play predictive Arrows.
  • Well played Rocket can kill the whole Minion Horde.

Witch

  • Witch has more HP than Musketeer and Wizard. She has the same HP as the Ice Wizard. Keep this in my whenever you want to finish her with your spells.
  • She always retargets after spawning Skeletons.

Wizard

  • Wizard now can snipe the same buildings of Musketeer from the other side of the river.
  • He can manage the Mega Minion pretty well.

Prince

  • Prince has a little melee range. Because of this, he can reach targets before you think. Also, you can’t force him to retarget immediately by placing troops in between.

Elite Barbarians

  • Always try to split them.
  • If an Elite Barbarian is distracted by your troops and the other still targets your Tower, pay the attention to the one hitting your Tower because most of the time your Tower targets the wrong one.

Graveyard

  • Graveyard is one of the best surprising cards. Play it only when you know you can deal some serious damage because your opponent will hold at least one Graveyard counter after the first use.
  • Place the Graveyard carefully. You don’t want Skeletons to trigger the King’s Tower. Take a look at here for more details!
  • King’s Tower and one Crown Tower can easily deal with the Graveyard by themselves.

Elixir Collector

  • Expect Elixir Collectors can easily deal with a lone Miner. Try to couple with Miner with something.
  • Electro Wizard is perfect against Miner because he forces Miner to retarget the Tower nearby.
  • Be careful before playing Fireball on the Elixir Collector. Most Elixir Collector users want to bait Fireballs out.
  • Sometimes you want to let the Miner/Goblin Barrel destroy your Elixir Collector so they could activate the King’s Tower afterwards
  • Only Zap the Elixir Collector If your want to cycle through your deck and your Zap is not useful against the opponent’s deck.

X-Bow

  • X-Bow can easily manage small troops.
  • Consider using the X-Bow as your defensive building If you turn on the defense mode.
  • Don’t panic If you face X-Bow. The most important rule.
  • Unlike Mortar, don’t ignore the X-Bow too much as it can take down a Tower on its own (a full HP X-Bow deals 3440 damage during its lifetime).

Rocket

  • If your opponent hasn’t revealed the last card, it might be Rocket. People are more likely to protect a 300HP Tower than a 700HP Tower, this is what Rocket users really enjoy.
  • Stop placing troops at the back If you face a Rocket user.
  • Note that Rocket goes in an arc. It takes less time to hit targets near your King’s Tower than far.

Royal Giant

  • Royal Giant can snipe buildings placed 4 tiles from the river.
  • Organize your response unless you can melt him in seconds. It’s okay to take some damage on your Tower and making a good counterpush. Avoid placing your troops in wrong order.

Giant Skeleton

  • If you want to kill melee troops by using him, consider place one more troops to keep them inside the bomb radius. Against ranged troops, don’t place any other troops, let them walk into the bomb radius.

Lightning

  • The Lightning always take a while to trike, especially the third. So many troops may escape during this time.
  • The Lightning hits highest HP targets first.
  • If you want to finish the Tower with your Lightning, make sure the Tower there aren’t 3 higher HP targets there.

Sparky

  • Don’t panic If you face Sparky, it is still pretty easy to counter so far. People in low Arenas usually throw everything they have at it, that’s why they lose tons of Elixir.
  • If you place the Sparky on one lane and your opponent rushes on the other, use a building or Tornado to pull the enemy troops in your Sparky’s attack range.
  • Don’t place troops next to your Tower while dealing with Sparky.
  • Sparky + Tornado is a very funny and powerful defensive combo against ground troops.
  • When the Sparky is full of charge, it will stay for one second then vibrate for one second then fire.
  • Sparky shouldn’t be used as the main win condition. It’s better to treat it like co-win condition of support troop.
  • Skeleton Army + Sparky is one of the most formidable ground defensive combo in the game.

P.E.K.K.A

  • P.E.K.K.A is more powerful in Challenges and Tournaments.
  • Give up your push If you can’t destroy the defensive P.E.K.K.A.
  • Most P.E.K.K.A decks rely on counterpushing.
  • It’s better to think of P.E.K.K.A as a defensive card and the support for your troops on offense since she can be distracted easily.

Lava Hound

  • Right before the Lava Hound gets killed, place any troop under him to distract the Lava Pups
  • Lava Hound can be used on defense to split your opponent’s ground troops from air troops.
  • Lava Hound can be used defensively. You can split thier ground troops from their air and ranged troops, having an easier time in defense.

Three Musketeers

  • You can split them anywhere, not only behind the king.

Updating….

shared by Handsome_Claptrap

History of Clash Royale – 50 Amazing Facts!

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Hey guys it’s Ash and today is the one year anniversary of Clash Royale, since the day it was released globally.

So to celebrate, today we’re going to go through the amazing history of Clash Royale from the day it was released.

We’re going to talk about the evolution of the game, prominent card updates and the evolution of the best decks and the meta. So I hope you guys enjoy!

History of Clash Royale - 50 Amazing Facts!
History of Clash Royale – 50 Amazing Facts!

Happy birthday Clash Royale! –  Shared by @Radicalrosh

The History of Clash Royale

1) Clash Royale first softlaunched on iOS on January 4, 2016, exclusively to eight select countries: Canada, Hong Kong, Australia, Sweden, Norway, Denmark, Iceland, Finland, and New Zealand. Unfortunately, I lived in the United States, but was still able to download Clash Royale from the Canadian app store by changing my location.

2) You had to pay Gold to battle multiplayer or friendly battles. This severely limited playing as it meant that you would have to spend your Gold on battles, rather than saving them for upgrades.

3) January 11, 2016 – At this early stage of the game, the Prince, Witch, and Goblin Barrel were considered the best cards in the game and were immediately nerfed by end of the first week the game was launched.

4) February 2, 2016 – This was one of the biggest balance update.

5) Friendly Battles began incorporating Tournament Standard level caps for fair-play matches.

6) The Freeze Spell was the best card in the game by far due to its 4 tile radius and long duration. So it received a much needed nerf, decreasing its radius to 3 tiles. Funny thing is, even after this big nerf, the Freeze Spell was still the best card in the game for months.

7) The X-Bow was the most hated card in the game. It was a nightmare for new players to deal with as it was a highly reactive card. It was a super strong card as it only took 3 seconds to deploy and target and had lots of Hit Points and also had an insane 13 tile range. So this card received a 15% HP decrease and was limited to only targeting ground units. Yes, the X-Bow used to also target air units.

History of Clash Royale - 50 Amazing Facts!
History of Clash Royale – 50 Amazing Facts!

8) The Pekka went from being a 8 Elixir card to a 7 Elixir card.

9) Almost all defensive buildings had their lifetimes significantly decreased as these buildings made defending too easy, to the point where gameplay was severely slowed down, leading to lots of draws.

10) The Cannon and Mortar both used to cost 6 Elixir. Because of their high cost and inability to target air units like the Inferno Tower, they were rarely used, so their Elixir costs were significantly reduced. Cannon became 3 Elixir and Mortar became 4 Elixir.

11) February 9, 2016: The Tombstone was the strongest and most used defensive building in the game, spawning 6 Skeletons when it was destroyed. So the Skeleton count was reduced to 4 Skeletons instead.

12) The Musketeer used to cost 5 Elixir, but the Wizard overshadowed her as he was much better because he was able to do splash damage, damaging multiple units within his vicinity unlike the Musketeer, who was only a single target attacker. So the Musketeer’s cost was reduced to 4 Elixir.

13) February 19, 2016: Spell cards such as the Rocket and Fireball used to do so much damage to Crown Towers, to the point where players would just use a bunch of buildings in their deck with little to no offense and just keep Rocketing your tower to win the game. This was actually a powerful strategy and quickly became super annoying. So damage to Crown Towers by Spells were reduced by 20%.

14) With almost all defensive buildings being nerfed, the Hog Rider was the king of the game. And the deadliest combination in the game at this time was with Hog Rider and Freeze Spell.

15) February 29, 2016:

  • Six new cards were introduced: Princess, Ice Wizard, Royal Giant, Three Musketeers, Dark Prince, and Poison. The two new Legendary cards proved to be insanely good for the cost of only 3 Elixir, becoming must have cards.
  • Meanwhile the Royal Giant was considered to be one of the worst cards in the game, being laughed at by most players.
  • The Poison Spell was the most underrated card in the game. It was an extremely powerful card when it had the ability to slow down troops and buildings, but it was overshadowed by Freeze Spell for a very long time.

16) The Arrows card was the most used card in the game since day 1 of soft launch, but one of the single biggest game-changing balance update was made this day. The Zap Spell was given a 1 second Stun effect. The Zap Spell quickly went from being one of the least used cards to being the most used card the game.

17) At this time of the game, the most powerful deck was considered to be a deck that took advantage of both Princess and Ice Wizard along with Pekka, Prince, and Dark Prince. All of these cards are either Legendarys or Epics, which made it very difficult for free-to-play players to compete against other players who could spend a lot of money unlocking and upgrading these cards.

18) March 2, 2016 – The day Clash Royale was released globally on iOS and Android.

19) March 23, 2016 – The Princess and Ice Wizard both had their HP decreased. While the Prince and Dark Prince both had their charge speeds decreased by 13%. This was due to the popular Pekka Double Prince deck taking over the meta, being overused by top players.

20) This is also when the Royal Giant started seeing buffs. The Royal Giant was given a monstrous 20% damage increase. He became a great card, but very few people used him, and he was still laughed at. We should’ve respected the Royal Giant more.

21) Along with the Poison Spell, the Giant was also one of the most underrated cards in the game. On February 2nd, the Giant got a 5% HP increase, and on March 23rd, the Giant got another 5% HP increase. The Giant was an insanely powerful card, but most people just preferred to use Hog Rider or Golem or Pekka instead. It took a while for people to realize how crazy the Giant was, especially with all these buffs he was getting under the radar. The Poison Spell also got a 5% damage increase, but boy, if people only knew how crazy the combination of Giant and Poison was at this time.

champion jackson

Jason – The first Clash Royale Championship!

22) 4/16/2016 – The Helsinki Tournament

A live tournament with over 200 participants, full of top players, was held in Helsinki, Finland. The champion of this tournament was Jason, who won with an unique strategy, using a Giant beatdown deck with the Elixir Collector. Although this strategy is everywhere today, many players back then were unfamiliar with it, until Jason dominated the tournament with it in spectacular fashion. The Giant was finally revered as a top tier card. The Elixir Collector also received a lot of recognition. Many people didn’t realize it, but the Elixir Collector was the most overpowered card in the game.

23) April 3, 2016 – This was also one of the biggest balance change update in Clash Royale. Players started receiving Gold for winning battles and more Gold was placed inside chests.

24) Six new cards were introduced: Fire Spirits, Furnace, Guards, Lava Hound, Sparky, and Miner.

25) The Royal Giant was given a 1 tile range increase, which allowed it to outrange most defensive buildings, most notably the Inferno Tower. This was another big buff to the Royal Giant, and his usage started to rise and rise.

26) May 3, 2016 – At this time, the Royal Giant was everywhere. It didn’t take long for him take over the meta because he’s a Common card, making it easy to level him up quickly. The Royal Giant quickly went from being one of the worst cards in the game, to the most hated card to battle against in the game. The X-Bow was the most hated card for about four months, but to this day, the Royal Giant is still the most hated card. It’s been 10 months, and so many people still despise the Royal Giant.

27) At this time, the Miner was the best card in the game. Most top players were using the Miner in their decks. But surprisingly, he was given an additional 6% HP increase.

28) May 18, 2016 – The Cannon got a 5% HP decrease, after getting an 11% HP decrease two weeks before that, and a 10 second lifetime decrease before that update. The Cannon was getting nerfed more and more every update. Funny thing was, it didn’t stop there. A month later, the Cannon got another 8% HP nerf.

29) Surprisingly, even after the Cannon got nerfed a crazy amount of times, it was still one of the most used defenses in the game because the Hog Rider was everywhere and the Cannon was the cheapest answer.

30) Hog Rider with Freeze Spell was still super good, being the favorite combination by top players for months until this update. Freeze Spell got another big nerf, this time it received a 1 second duration decrease. This opened doors to the Poison Spell, which was hiding in the shadows for far too long. It also opened doors to one of the strongest decks in the game at that time, the Hog Trifecta, which used Hog Rider, Valkyrie, and Musketeer together with the Poison Spell. And the synergy behind this deck was crazy good.

31) While the most hated card, the Royal Giant, only received a 4% HP decrease.

32) The cost of Furnace went from 5 Elixir to 4 Elixir, which was a very big buff, but it took time for people to realize just how deadly it was.

33) June 21, 2016 – For the first time, the Hog Rider got a nerf, a 6% HP decrease. But that was very small, and the Hog Rider continued to be one of the most used cards in the game. The Hog Rider is one of the most important cards in the game, and I feel like it’s currently an untouchable card. I don’t expect it to ever get another nerf.

34) The 1 Elixir Skeletons went from spawning 4 Skeletons to 3 Skeletons. It was an insanely good card, offering so much value for only 1 Elixir, so this nerf wasn’t surprising.

35) Cannon again received another 8% HP nerf. It’s crazy to think just how much HP the Cannon used to have after getting nerfed five straight balance changes.

36) July 4, 2016 – On Independence Day, four new cards were introduced: Ice Spirit, Bowler, The Log, Lumberjack. Ice Spirit quickly became a top 5 card in the game. While The Log was surprisingly one of the least used cards in the game and was often laughed at. The Log at this time did not push back bigger Ground units such as Giant and Prince. The Zap Spell was still the most used card the game by far.

37) A new Tournaments game mode was introduced, which is currently known as Custom Tournament. At this time players were able to create a tournament with an insane 200,000 gems, where the top player can win 15,000 cards. Fun fact, I was the winner of the first 800 player tournament by Supercell. I won 6,000 cards by coming in first place. I used a deck with Miner and Goblin Barrel. I then won 10,000 cards coming in 2nd place in a 1,000 player tournament that week with a Sparky deck. Sparky used to be a great card back then.

38) After a couple of weeks in the highly competitive 200,000 gems tournaments, a new deck rose. This was, in my opinion, the most powerful deck of its era. The Giant Poison Beatdown deck, which popularly consisted of Giant, Poison, Elixir Collector, Musketeer, Mini Pekka or Prince or Bowler. I was killing it in tournaments, until all of a sudden this deck showed up. It was the most annoying deck to face because it simply had no weakness, and if your opponent had the Elixir Collector in their starting hand, it gave them a huge advantage. And at this time, the Zap Spell was given the power to reset the Inferno Tower, making the Zap Spell even better, and Giant even better.

39) September 19, 2016 – Four new cards were introduced: The Mega Minion, Ice Golem, Inferno Dragon, and Graveyard.

Supercell finally allowed players to mute Emotes. After stating that they wouldn’t allow players to disable emotes, Supercell received a lot of criticism from the community. But Supercell did listen to the community, and they did give us the power to mute emotes.

40) Challenge Mode was added and it quickly became my favorite feature in the game. Finally, I was able to use my skill to obtain lots of cards at a great deal. Because of this, I’m almost a maxed level player right now.

41) Giant received a 5% HP nerf. This was a funny nerf because it did absolutely nothing. The Giant Poison beatdown was still super good, and even after this nerf, the Giant’s usage kept rising. More and more people kept using the Giant and Poison. More than half the players in the top 200 global leaderboards used the same deck.

42) The Log could now could push back all Ground units, big or small, which was one of the single biggest balance changes to a card. This propelled The Log from being one of the least used cards in the game to a top 5 card.

arena 8 deck giant poison

43) October 20, 2016 – Finally, after Giant Poison took over the meta for several months, Giant, Poison, and Elixir Collector were all nerfed. Giant received a 5% HP nerf, which isn’t much. But the Poison Spell no longer slowed down movement or attack, which destroyed the card. The Elixir Collector’s cost was raised to 6 Elixir, which took a big hit.

44) The nerf to the Elixir Collector was much needed because it became the most used card in the game by top players, surpassing the Zap Spell. At one time, about 90% of the top 200 players carried the Elixir Collector in their decks. So I was happy that the Giant Poison meta finally came to a conclusion and we didn’t have to carry Elixir Collector in every deck. This was a much needed balance change.

45) The Log was now able to to roll faster and further and received a 9% damage increase. This came out of nowhere, since The Log was a really good card after it was able to push back ground units. So no one saw this coming, it made no sense to make The Log even better. The Log is currently the most used card by top players.

46) Skeleton Army’s Elixir Cost was reduced to 3 Elixir from 4 Elixir, Skeleton Count decreased to 16 from 21, and most importantly, the level of the Skeletons increased by 5. This buff was huge. It quickly made the Skeleton Army from one of the worst cards in the game to one of the best.

47) November 1, 2016 – Four new cards were introduced: Elite Barbarians, Tornado, Clone, and Electro Wizard. Elite Barbarians were a very unpopular card as they were deemed too weak for the cost of 6 Elixir. Tornado was also a very unpopular card when it first came because of its weak pull. It had a hard time pulling large units.

48) Ice Golem’s damage was increased by 74%, which was huge, allowing it to one shot Skeletons. It quickly made the Ice Golem into a top 5 card, with its ability to now damage air units and kill a Minion Horde instantly with Zap Spell as well.

49) November 30, 2016 – At this time, the Mega Minion was the most used card in the game by top players. It was just too good for the cost of only 3 Elixir. It does a lot of damage, survives Fireball, flies, and is hard to pull when backed up by a large unit like a Giant.

50) Mega Minion received a 6% damage nerf, and a hit speed reduction to 1.4 from 1.3. Which is a very small nerf and the Mega Minion continued to be the most used card by top players even after this nerf.

51) Graveyard was also recently unlocked and it became an instant success. The Graveyard quickly became one of the deadliest cards in the game. Top players stopped using Ice Wizard and Musketeer and instead carried Archers to counter Graveyard. But it still wasn’t enough when you could support Graveyard with Fireball or Freeze.

Clash Royale Clan Chest

Clan Chest was introduced on December 15th 2016.

52) December 15 2016: New Clan Chest feature was added, allowing clan members to work together to complete a treasure trove of rewards. Players were also given the ability to request for Epic Cards on Sundays.

53) Elite Barbarians were given one of the biggest buffs ever in a single balance change. They received a 19% HP increase, 14% damage increase, and Hit Speed increased to 1.4 from 1.5. They quickly proved to be too good.

54) January 23, 2017 – Elite Barbarians received a 4.4% HP decrease, 4% damage decrease, and hit speed decrease to 1.5. This made them more balanced.

55) Electro Wizard received a big buff, a 9% HP increase, which meant that he could not be one-shotted by Fireball anymore.

56) This is when the Executioner started to take over the meta. After the Executioner was released, he instantly proved to be too good with his large splash radius and range, high HP, and his odd ability to stun units, which was later fixed.

57) Zap Spell receives a very big 6% damage decrease, which means that it can no longer one shot Goblins.

58) February 13, 2017 – After the Executioner ruled over the game for a few weeks, he was nerfed significantly, damage decreased by 6%, range decreased by 0.5 tiles, axe radius decreased by 10%, and removal of his stun effect. He’s no longer overpowered.

59) Poison received a significant buff, in which its damage per second increased by 24%, meaning it now lasts 8 seconds instead of 10. This was huge, allowing Poison to one shot Skeletons and build up damage quicker. Poison now has a home to many top decks.

60) 1 Elixir Skeletons once again spawn 4 Skeletons. With so much competition with Ice Spirit, the 1 Elixir Skeletons are finally back. They do a lot of damage for only 1 Elixir and are excellent for cycling cards and keeping your average elixir cost low.

61) February 23, 2017 – Goblin Gang makes its appearance and quickly finds a home in decks that utilize the Goblin Barrel and Princess thanks to Goblin Gang’s ability to bait out The Log or Zap Spells.

62) Currently, the most used card by top players is The Log. Zap Spell used to be the most used card for a very very long time, but now since Zap Spell no longer one shots Goblins, it’s not the cheapest answer for the Goblin Barrel anymore. And with so many players now using bait decks with Goblin Barrel, it’s just so important to carry The Log in your deck.

hog rider royal giant 2

After over a year of balance changes, the game is currently very balanced with tons of diversity. There are many different great decks that you can use. Unlike previous metas where one or two popular decks are used by top players, the current meta is a lot more diverse. I’ve never seen so many top players use so many different decks.

So what can we learn from the history of Clash Royale? Well there’s actually a bunch of things we can learn from it:

  • If a card isn’t good or very few top players are using it, then it will get a buff. If the card was really bad for a very long time, then expect it to get a huge buff. The Royal Giant was considered to be a horrible card and no one used it, but then it got a huge buff and now it’s one of the most hated cards in the game for over 10 months now. The Skeleton Army was also considered one of the worst cards in the game for about 8 months, until its big buff. The Log was considered to be the worst Legendary card for a long time and was rarely used, and now it’s the most used card in the game.
  • Supercell does listen to the community, as they do make balance changes from popular demand. Sometimes it takes awhile, but they eventually get it done. People wanted more Gold, Supercell gave more Gold from battles and chests. People wanted to obtain Legendary cards easier, so Supercell increased the drop rate of Legendary cards. Supercell increased the number of cards you can donate and received. They introduced more new chests such as Epic and Legendary Chests. And so on.
  • New cards that are introduced usually are either really bad or really good. Cards such as Elite Barbarians, Tornado, Bowler, and Ice Golem were all considered bad cards when they first came out and required some key balance changes to make them good. While cards such as Mega Minion, Graveyard, and Executioner instantly changed the game when they were first introduced.

So hope you guys enjoyed this and found it interesting!

Thanks for reading, don’t forget to subscribe for more daily Clash Royale content.

I’ll see you guys again soon. Later!

How I Reached Arena 7 as a F2P Level 1 Player

99

What’s up, Corrosive Logic here with another guide, How to reach Arena 7 as a level 1 player.

So first of all I just want to quickly say that I’m definitely not the first to do this. Lots of players find themselves getting bored with their main account so they decide to set out on an adventure, or maybe they just want to challenge themselves.

You might be one of those players, so why not create a new lvl 1 account and see how far you can get?

arena 6 level 1

Part I: How I Reached Arena 6 as a F2P Level 1 Player

Getting to 1700 as a lvl 1 is definitely not the easiest thing in the world, but also not the hardest. The highest Lvl 1 that I know of has reached just over 2300 trophies, I’m not sure if anyone has ever gotten higher, and I’m pretty sure that that player used some money for chests in order to get some Legendaries.

I can’t tell you 100% step by step how to do it, as there are lots of different decks you can use, but I can definitely give you some guidelines and tips.

If you’ve given any thought to the subject, you have probably already established the obvious, you need Epics and/or Legendaries if you want to get high.

The reason for this is simple. I’m currently at about 1900 trophies with my Lvl 1 Account, and the average player I meet will be a lvl 8, with lvl 1 Leggies, lvl 2-3 Epics, lvl 5-6 Rares, and lvl 7-8 Commons. As a lvl 1, all of your cards are going to be lvl 1, so the closest card levels you will have with your opponent will be your Epic and Legendary cards.

Think about it, when I use my lvl 1 Arrows against a lvl 8 Minion Horde, my Crown Tower will still need 2 shots on each minion to kill them… I guess that scenario pretty much sums it all up.

Below I will show you the deck that I used and talk about it a little about it, but since the deck you’re going to use is probably going to be different I will focus on some other, more important topics:

  1. The Deck’s I used
  2. What Buildings Should I use?
  3. Good Epics and Bad Epics to Use
  4. What Commons/Rares Should I use?
  5. Playstyle as an under-leveled player
  6. My Experience during this Lvl 1 Journey (Tilting a lot)

Here is the deck that I used when I was at 1700 exactly, yet I often changed this deck around.

  1. Valkyrie – My Valkyrie existed for the lone purpose of killing skarmy, as a lvl 1 rare it wasn’t strong enough to do anything else.
  2. Arrows – Skarmy/Spam Killer, can help mitigate some of the damage from goblin barrels but it won’t kill goblins
  3. Tombstone – Used to kill prince, draw tanks and also buy some time with the skeletons by distracting troops
  4. Giant Skeleton – When your opponent has a big push coming with barbs/witch/wizard etc. you can stop it all with a nice boom! Also it is my tank on offense.
  5. Baby Dragon+Witch – Two Cards used very similarly, they backup my tank and provide splash damage in my deck which is very important.
  6. Goblin Barrel – Offensive card, used with any push that’s taking shots from the crown tower
  7. Prince – Just a very powerful epic in lower arenas

Clash Royale ValkyrieClash Royale ArrowsClash Royale TombstoneClash Royale Giant Skeleton
Clash Royale WitchClash Royale Goblin BarrelClash Royale Baby DragonClash Royale Prince

However when I reached 1800 I had to make lots of changes to my deck in order to gain more trophies.

First of all, at this point my Valkyrie was just too weak and it dying to Goblins, so I had to replace it with Fireball. Then I got the Balloon so sometimes I played with Balloon instead of Goblin Barrel but this varied. I also got the Inferno Dragon, so I replaced Tombstone with it in order to kill tanks. Occasionally I would play Lightning instead of Fireball but if you played someone with both Skeleton Army and Minion Horde there was no way you could win.

What buildings should I use?

There’s only 2 viable buildings, Inferno Tower and Tombstone. A lot of players like using the Inferno because with enough time even a lvl 1 Inferno charged up can kill any tank. Tombstone is what I used, the Skeleton damage didn’t do anything but I only used the Skeletons to distract my opponent. All other buildings are just useless at lvl 1. Currently I have the inferno dragon so I don’t even use a building.

Good Epics and Bad Epics to Use

Splash, Splash, Splash. Down here, almost EVERYONE has Skeleton Army and/or Minion Horde in their deck. Because of this, you need some epics that can deal splash damage.

In my case, I had the Baby Dragon and the Witch. So when you are making your deck try your best to have 2 splash cards at the very least.

  1. Skeleton Army is probably the best epic to use, but I don’t have it yet. It’s amazingly high DPS allows you to take down tanks really quickly. Only problem with it is zap and arrows of course.
  2. Prince is one of the more powerful epics in the lower Arenas, great for taking out rares e.g. Valk, Wizard, Musketeer.
  3. Giant Skeleton is another great doot card, amazing for taking out massive pushes and it can be used as a tank just like the Giant.
  4. Balloon/Gob Barrel are both very good offensive cards to use, but only have one of them in your deck.
  5. Poison is your best replacement for Fireball, better than Lightning because it can take out all the small troops that players use in lower arenas. Lightning is still good however for taking out Wizard/Musketeer/Witch, cards that do appear quite often in the lower arenas.

Epics you shouldn’t use include:

  • X-bow (you don’t have other good Epics to build a deck with it)
  • Rage/freeze (these cards don’t increase in power but instead they increase in duration each time you upgrade them, so in a sense they are the worst cards at lvl 1 but the best at lvl 8)
  • P.E.K.K.A (Just too costly, you face too many hut spam decks here and lot’s of cards that can distract it)
  • Commons/Rares You Should Use?
  • Arrows/Fireball: Since Skeleton Army, Gobin Barrel and Minion Horde are so popular you definitely need at least one of these cards in your deck unless you have princess and ice wizard….(not likely)
  • Valkyrie: Only good for killing Skeleton Army, but it becomes extremely weak after 1700 trophies.
  • Tombstone/Inferno: Only viable buildings, already mentioned them above.
  • Skeletons: At lvl 1 they will practically do no damage but if you need a cycle and/or distraction card then maybe you could try them in your deck.

Playstyle as an underleveled player

First of all, never rush your opponent until you’ve established a secure elixir advantage. You need all the Elixir possible to defend against your opponent, remember your tower only has 1400 HP and the damage coming from it is very low, not to mention that your opponents troops are going to be much stronger.

I’ve often tried rushing my opponent at the start of the game with for example Prince+Goblin Barrel. I manage to do a good amount of damage on their crown tower but now they can come back with a massive push and I don’t have nearly enough elixir to defend.

So because of this, almost all of your pushes must come from defending. That is the only way you are going to be able to beat lvl 8’s and 9’s. However, if you have already defended multiple times and you are now at an elixir advantage then it is okay to do a quick push at the top.

Guys I’ve said this multiple times already, but literally everyone has Skeleton Army down here. Because of this, you must always have Arrows ready to counter them. Skeleton Army will counter practically all of your pushes, so sometimes the only way to win a game is to prediction arrow their Skeleton Army.

So basically, you have to play more cautiously than ever down here. Normally you can probably just leave archers on your tower and suffer maybe 400 damage, but as a lvl 1 you can’t afford to do that, you have to literally counter everything they throw at you in order to preserve your tower health. It is impossible to play perfect defense, your opponent’s troops are going to overpowered so they will always be able to do some damage.

Offensively, you’ve got to understand that your deck won’t have great combos. Normally, there’s no way you can make a good deck that has cards that synergies with 6 Epics in your deck. However, because of the lvl 1 situation, you have to use Epics so your deck has to have extremely functional cards on an individual level. You will notice that you will have to use almost all your cards both defensively and offensively. So your main pushes are just going to involve placing the high HP card in front and the splash damage cards behind it, there is nothing else to it.

Here are some of the deck I used:

level 1 deck 11 level 1 deck 12 level 1 deck 13

My Experience During my LvL 1 Journey

From 0-1500 it was fun. You could beat players because you were more skillful, and plus the lower you are the more viable lvl 1 Commons and Rares are.

But then I reached 1600 and that’s when the tilting started. Every game was very hard fought to win, it was just extremely frustrating when someone can use Skeleton Army on one side, then Mirror it on the other side. I can only Arrows one of them so all they need to do is rage the other side and I can do nothing about it. So at this moment in time I will honestly admit that I am not enjoying it, but that is mainly when I lose. I relish every game I win because of how tough the challenge is.

So now that you’ve read my guide, it’s YOUR turn to go out there and challenge yourself… on a lvl 1 account!

(Final Note: As a lvl 1 player you have full bming rights lol !!!)

Part II – How I Reached Arena 7 as a Level 1 Player

A few weeks ago I made a guide with tips and advice for players playing on a LvL 1 account (the Part I above). At that moment I had reached 1900 trophies as a LvL 1. However, I changed my deck up a little bit and I managed to reach arena 7 with it!

There’s been quite a few players at 2k trophies as a lvl 1, but I managed to do it with a deck that has only 1 Legendary, and I honestly really like this deck which is why I’m sharing it with you today! Also I have a video below with gameplay of the deck and commentary on how to play it!

Clash Royale Goblin BarrelClash Royale Inferno DragonClash Royale Baby DragonClash Royale Zap
Clash Royale fireballClash Royale WitchClash Royale PrinceClash Royale Giant Skeleton

This deck isn’t just for lvl 1’s, it can work very well at any level up to Arena 9!!

I have called it “The Epic Deck”, because it contains 5 Epics! Obviously as a Level 1 it’s going to be a lot harder to play with Commons or Rares, which is why I only included 2 in this deck.

First of all, before you complain about having no Legendaries, let me tell you what replacements you could have in this deck.

  • Inferno Dragon – Can be replaced with Inferno Tower, Skeleton Army and Musketeer
  • Goblin Barrel – Can be replaced with Balloon
  • Zap – Can be replaced with Log or Arrows
  • Giant Skeleton – Can be replaced with a Giant
  • Witch – Can be replaced with Skeleton Army

Offense:

Now as a level 1, I have to be extremely cautious and play lots of defense in order to translate defense into offense. However, if you are a higher level it is still always good to defend well and conjure big counter pushes that can’t be stopped!

Ideally, what you want to do with this deck is to use some high power cards/pushes, then kill their counter to your push with your spells. Skeleton Army is such a Common card at these arenas, which is able to counter all of your pushes. That is why you MUST have Zap ready at ALL times. If you have a big push going, zapping their Skeleton Army just as it spawns often means good game. If they have Minion Horde then you will need to prediction Fireball it to take down their crown tower!

The Goblin Barrel is so useful in this deck, for the most part you should play it when you have other troops tanking for it.

Some useful offensive combos:

  • Splash behind a heavy hitter e.g. Witch behind Prince
  • Tank + Goblin Barrel
  • Baby Dragon + Inferno Dragon (if they have used their air counters)
  • In a 1 tower down each situation, there is an extremely good combo that works 90% of the time for me: Play the Giant Skeleton in the middle on their side, where it will walk directly to your opponents crown tower. At the same time, play the Goblin Barrel on their crown tower. Have Zap ready. This surprise combo has won me so many games in clutch overtime situations, and is extremely satisfying when you pull it off!

Defense:

Playing defense with this deck can be tricky, as you don’t have small distracting troops. If you are playing someone with a tank e.g. Golem/Giant, then you have to save your Inferno Dragon for it, every time. This deck has no buildings, so every defense should convert into offense if you have enough elixir.

Overall, the basic way to play defense is to find out what your opponent’s offense is, then use your cards to counter accordingly.

For example, when playing a bait deck with Skeleton Army/Goblin Barrel/Minion Horde, then you obviously have to keep the Baby Dragon, Witch and Fireball for defense.

Against a massive push coming towards you, use the Giant Skeleton’s bomb to kill them. I found this to be extremely useful against Sparky decks. Giant Skeleton is also good enough to counter prince pushes, because of its high HP.

Unfortunately the Giant Skeleton’s bomb will not be able to counter Elite Barbarians because of their speed. Because of this, upon the Giant Skeleton’s death you need to place troops to distract the Elite Barbarians in order for the bomb to be able to kill them. If you are above 2000 trophies you will probably be facing a lot of Elite Barbarians, so replacing a card in this deck for Skeleton Army or even guards might be a good idea.

Finally, I would like to mention playing against Hog decks.  Pre 2000 trophies I’ve yet to see a half decent Hog player, but playing without a buildings means that your opponent will always be able to get hits with it. I would suggest using the Inferno Dragon, which still means the Hog will get 2 shots. In my opinion you can possibly trade the Inferno Dragon for a building in this deck, but as a LvL 1 that’s obviously not possible so I never tried it.

Conclusion:

Thank you for reading my guide, since I put so much effort and time into them I would really appreciate it if you could watch my video and subscribe to my channel as your support would encourage me to write more guides!

Clash Royale Furnace – The Complete Guide

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Hi, I’m DarkMilk and I am a level 10 who has been playing Clash Royale since the game was released to the public. My PB is 3300 and I am in the clan U.S.A 2 (you can check me out if you want). I have always wanted to make a guide and the furnace is one of my favorite cards along with the mortar. I really like the furnace because it forces the opponent to constantly defend the Fire Spirits it spawns. My current 12-win challenge deck is Mortar, Furnace, Archers, Ice Wizard, Ice Spirit, Skeleton Army, Log, and the Rocket.

Clash Royale Furnace

Clash Royale Furnace

  • The Furnace is unlockable from Arena 5 (Spell Valley).
  • The Furnace spawns two Fire Spirits at a time.
  • It also makes great brick-oven pancakes.
Elixir Spawn Speed Target Deploy Time Lifetime Type Rarity
4 10 sec Air & Ground 1 sec 50 sec Building Rare
Level HP Fire Spirits Level
1 570 3
2 627 4
3 689 5
4 758 6
5 832 7
6 912 8
7 1,003 9
8 1,100 10
9 1,208 11
10 1,328 12
11 1,459 13

Trivia

  • The Furnace was not released right when Clash Royale was released, it was released in the May update
  • The Furnace can spawn up to 6 pairs of Fire Spirits during its lifetime, causing hundreds of damage if left alone
  • The best spell counter to the Furnace is technically the Poison spell because it gives the best elixir trade although it doesn’t actually destroy the Furnace. It kills one wave of Fire Spirits and damages the Furnace so it can’t spawn another 3 waves of spirits. This graph from Orange Juice shows the effect of spells on the Furnace:

spells-vs-furnace

Changelogs

  • The Furnace was originally released during the May Update on May 5th, 2016.
  • During balance changes on May 18th, the Furnace’s elixir cost was decreased to 4 (from 5) and it’s hitpoint’s were decreased by 14%. It’s lifetime was also decreased to 40 seconds (from 50 seconds).
  • During later balance changes on the 21st of June, the Furnace’s lifetime was increased to 50 seconds.
  • 19/4/2017: HP decreased by 5%

Why should I use Furnace?

The Furnace is one of the most versatile, unique cards that can be used for many different things. The Furnace can be placed to provide support for a tank or one specific card that you want to protect or the card can be used to get constant chip damage on a tower. If the Furnace is leveled high enough, one of the Fire Spirits will always get to the tower dealing about 200 damage. Thus a level 10 tower with 2726 HP would be destroyed from about 13 Fire Spirits (3 Furnace placements).

Deck Usage

The Furnace continually spawns a pair of Fire Spirits every 10 seconds. Because a pair of Fire Spirits can easily take out a Minion Horde or Minions, the Furnace is usually placed behind the crown tower

furnace-behind-tower

Or placed in this position to defend a troop or building like Royal Giant or Mortar:

furnace-center

Thus, the furnace is commonly found in miner control decks as well as Royale Giant decks.

Here are some examples:

 

 

    • Princess/Ice Wizard, Mini Pekka/Lumberjack, Spear Goblins/Minions/Skeleton Army, Zap/Arrows, Fireball/Lightning/Rocket

 

    • The point of these types of

decks is to defend your opponents pushes and consistently get chip

    • damage on your opponents tower with Fire spirits, Miner and possibly the Princess. In this type of deck, the Furnace is placed behind the crown tower to get damage on the opponents towers.

 

Using the Furnace on Defense

The furnace is mostly an offensive card but it can be used on defense to defend against Hogs, Giant pushes, and Lava Hound pushes. The Furnace is helpful because its Fire Spirits provides splash damage to the units that are coming towards the tower.

Defending Hog and Giant Pushes

The furnace has a good amount of hitpoints and can survive a few shots from a hog rider. Using the center placement for the furnace can provide great defense because it lures the opponent’s troops to the middle of the map, enabling them to be hit by both towers.

Defending Lavahounds

When I am playing a Lavahound deck i usually place the Furnace in the back corner to provide constant damage on the opponent’s push. Also when the hound pops the Fire Spirits kill off a few of the pups.

Countering the Furnace

The Furnace is a hard card to counter for a positive elixir trade because it is 4 elixir. The Fireball and the Poison spell doesn’t kill the Furnace and the Rocket and Lightning spell is a negative 2 Elixir trade. I would suggest playing a Miner on the Furnace if it is in the back corner of the map. If the opponent places a Furnace in the middle of the map you can play a Giant or a Hog, which will take the furnace out if the opponent doesn’t play a hard counter. Another way I counter furnace is playing a baby dragon or archers if they are in my deck. Both cards kill the fire spirits and have enough health to get to the furnace and take it out.

Conclusion

If you made it here I’m surprised! Thanks for reading this guide, please rate it and comment what you think! Please and thank you! Also, I hope you learned something from this!

Shared by dankmelk

Clash Royale Arena 1 Guide for Beginners

79

Hello guys and gals, Galbers Gaming here bringing to you the first chapter of my Arena Series: Arena 1 Guide & Strategy. If you are reading this, it is most likely that you are new to the game which is awesome as it is an amazing game. You will have some ups and downs but do not be disheartened, stick with it and you will have fun along your journey through the various arenas.

Clash Royale Arena 1

Clash Royale Arena 1 – The Beginner’s Guide

Please do not feel you have to follow this guide to the tee, the whole point of a game is to have fun so please do not let me hinder that! Any questions or requests please don’t hesitate to fire them my way and please don’t forget to subscribe to my YouTube channel Galbers Gaming for more strategy, guides and tips in Clash Royale, it really does help and allows me to produce the content like the article you are reading right now 🙂

Training Camp

I am not going to spend too much time on this as Supercell has done a good job at instructing new players on the basics, the five things you should take away from these early games are:

  1. You can place troops right at the back behind your King Tower, the building block of starting a big push down one side of the arena
  2. You should have the higher health “tank” in front of your lower health supporting units, this will allow your lower health units more time to do more damage
  3. You should not damage the enemy’s King Tower (with a loose fireball or arrows) as this will activate the tower whereby it will start firing at units within its range
  4. “Kiting” or enticing certain enemy units to the center of your side of the arena. This increases the distance that a particular unit has to travel to get damage on your tower allowing your units and towers more time to take it down, this technique should especially be used to take down a Pesky Prince.

Upon completing the Training Ground you will receive two Wooden chests, there will be two epic cards inside of each. Hopefully you will receive the Prince but if you didn’t don’t worry it really doesn’t matter what Epics you receive!

goblin-stadium

Arena 1

Below is a table of all the units available to you in Arena 1. I have ranked them all on an alphabetical system with A being the best, and F the worst. This ranking is very much a general one, there are ifs and buts, but I will not go on to explain the tiering as there is simply no need to go and complicate things at this stage! As you are most likely a new player you may not have all the common and rare cards available to you, in which case you may be stuck with what I deem to be a lower tier card, again don’t worry, this will sort itself out with time. Please note the below table should only be used for Arena 1 gameplay:

Card Rarity Arena Elixir Cost Tier / Rating
Giant Rare TC 5 A
Epic 1 3 A
Prince Epic TC 5 A
Valkyrie Rare 1 4 A
Goblins Common 1 2 B
Musketeer Rare TC 4 B
Epic TC 3 B
Common 1 2 B
Witch Epic TC 5 B
Archers Common TC 3 C
Epic 1 4 C
Knight Common TC 3 C
Mini P.E.K.K.A Rare TC 4 C
Bomber Common TC 3 C
Rare 1 5 D
Fireball Rare TC 4 E
Lightning Epic 1 6 E
Arrows Common TC 3 F

Tips and Combos

Clash Royale Giant

Giant

This big guy is your bread and butter in terms of doing an aggressive push. Drop him right at the back of the arena and have him followed by any ranged troops. Be wary of the opponent using a Valkyrie to kill your supporting troops. Giant Witch is a particularly strong combination, this push is in the video at the end of this segment.

Clash Royale Prince

Prince

If you were lucky enough to get this guy, a Valkyrie Prince combination is exceptionally tricky to stop in Arena 1. A Giant Valkyrie Prince push is essentially GG, this push is in the video at the end of this segment.

Clash Royale Goblin Barrel

Goblin Barrel


As either your Giant, Valkyrie, Knight or even Baby Dragon is just crossing the bridge chuck out the Goblin Barrel directly on top of the enemy’s tower that will target the units previously stated. In this arena there is only Arrows (equal Elixir trade) which can stop this card which makes it very strong.

Clash Royale Valkyrie

Valkyrie

At the beginning of the battle use this card sparingly, this is the card to counter the Witch (and Giant combination) as well as the Skeleton Army, two very strong cards that you want the Valkyrie to deal with.

Clash Royale KnightClash Royale Goblin

Knight Goblins Push

My favorite push and probably will be for the next few arenas. When I know that I am up on Elixir (through defending efficiently or through the opponent spending elixir inefficiently, like fireballing a “naked” tower), I like to drop the Knight on the bridge followed by the Goblins. The Goblins will push the Knight to the Tower where they will promptly destroy it if left alone. Great examples of this in the video below.

Clash Royale GoblinClash Royale Spear Goblins

Goblins and Spear Goblins

The reason I rate these units quite so highly is because they are Elixir cheap units which allows you to “cycle” through your deck back to your ‘strong’ card, be that a Giant or Prince, etc. They are solid cards which are used throughout arenas, but at this stage of the game they are even stronger as there is no danger of them being Zapped (a cheap spell that kills Goblins). They also allow you to “kite” or draw the opponent’s Mini Pekka, Knight, Prince into the middle of the arena for a positive elixir trade, which is show multiple times in the video below.

Clash Royale Skeleton Army

Skeleton Army

If your opponent has Arrows/Valkyrie/Bomber make sure you either play your Skarmy when your opponent arrows does not have this counter in hand (ie just after they play it) or split your Skeleton Army up. To split your Skeleton Army you play it anywhere down the middle ‘line’ of your side of the arena. If you have destroyed one of the opponents tower’s you will have to split your Skarmy closer to the river.

Playing against Goblin Hut

Ignore and push down the other lane. Have the Valkyrie ready if the opponent tries to flood using Knight and Goblin Spears.

Defending versus Giant, either:

Spells

I recommend you don’t use them in this arena. They have uses but they don’t apply consistently here as not all troops are available. If everyone was given a witch at the start of this game I would keep Lightning in my deck but this is not the case. Be wary of having your archers fireballed on your tower, if the opponent is looking to fireball your archers I recommend splitting them up.

Upgrading

At this stage it doesn’t particularly matter, however i would recommend not having the attitude of upgrading everything just ‘cos’. In the next guide, Arena 2 I will talk more on upgrading strategy.

Best Arena 1 Deck

Clash Royale GiantClash Royale PrinceClash Royale Goblin BarrelClash Royale Valkyrie
Clash Royale GoblinClash Royale Spear GoblinsClash Royale KnightClash Royale Musketeer

Giant: Get units behind this fella to set up a big push. This is and has been for a while now, the most popular tank in the game.

Goblin Barrel: With the lack of Zap or Log this card is very strong at this level, it’s still strong at the top level too where it is used in “Zap Bait Decks”

Valkyrie: Your counter to Skeleton Army, Witch and supporting troops behind the enemy’s Giant

Goblins: Potent push behind the Knight and allows quick deck cycling through its cheap elixir cost. Useful to kite troops like the Prince to the middle of the arena.

Spear Goblins: Same as goblins: potent push behind the Knight and allows quick deck cycling through its cheap elixir cost. Useful to kite troops like the Prince to the middle of the arena.

Knight: A cheap off-tank to allow additional pushes as well as counter pushes

Musketeer: High damage supporting ranged unit, get a high health unit in front of this Lady and she will do damage.

Best Arena 1 Deck With No Epics

Clash Royale GiantClash Royale ValkyrieClash Royale MusketeerClash Royale Knight
Clash Royale BomberClash Royale GoblinClash Royale Spear GoblinsClash Royale Archers

This deck is a good deck and performs very well despite not having an Epic. The reason for this is that it is the cheapest deck that you can create which adds flexibility to it – this means that you at any given time will have more options available to you than your opponent (unless they have the same deck!). Now yes this is a double edge sword as you may make a mistake but having more options is better as it gives you the chance to make the smarter decision, potentially a game winning one and it will allow you to improve quicker. In the video above I do a full battle using this deck that shows off the flexibility of it.

Bonus Part: Arena 2

In Arena 2 you are introduced to six new cards: Tombstone, Minions, Balloon, Skeletons, Giant Skeleton, Bomb Tower.

The Tombstone and Bomb Tower are you first defensive buildings. I would recommend incorporating the Tombstone into your deck as it is cheap and effective against the Giant as well as the Prince. Make sure you place it in the middle of your arena to ‘pull’ the units to it which will allow you supporting units and towers more time to destroy them.

With the Balloon now available to you, if you are lucky enough to pick it up you can run a Giant Balloon deck. The Giant takes the damage and allowing your Balloon.

Thanks for reading, if you have any questions please don’t hesitate to leave a comment below 🙂

Clash Royale November Update Recap – Hidden Updates Inside!

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New Clash of Clans Update

Hey guys, so Supercell is going to release the big Clash Royale November update very soon with new cards, balance changes and lots of new features. I decided to create this page to recap everything you need to you about the upcoming update.

Clash Royale November Update

Clash Royale November Update Recap

Balance Changes

In this update, Supercell is going to buff Ice Golem’s death damage and the Rage effect. Ice Spirit’s freeze effect and Inferno Tower HP is going to be nerf also.

Take a look at this page for more details about these balance changes!

Friendly Battle Rework

For the better battles, both players’ cards are set to the Tournament Rules in the Friendly Battle mode.

Here are some more hidden information I got from Yarn’s video:

  • Players no longer see the Elixir bar of friend’s opponent while spectating. People were using this as a way to “cheat”.
  • Card Request reduced to 7 hours (from 8 hours). Awesome!
  • Max Trophy requirement in Clan Settings now is 4000 trophies.
  • Muted opponents no longer show bubbles.

New Special Event Challenges

The first special event challenge is the King’s Cup, which is gonna be available on November 4th.

During the King’s Cup, your cards bring to Tournament Standard, even If your cards are below the cap. There will be also a new game mode in the King’s Cup which is called “Blind Mode”, giving both players random decks to play.

Read more about the King’s Cup at here.

4 New Cards

Yes, 4 new cards are going to be released soon my friends!

We now all know the first card is the Tornado, which was leaked by Supercell today:

clash-royale-tornado

And this is the leaked image containing the other three.

leaked cards clash royale november update

Take a look at this page to see the gameplay of these new cards!


Hidden Updates

Below are some hidden updates which were not reveled by Supercell. Asdamp mined the data from Clash Royale 1.6 game files (thanks a lot buddy!).

New Achievements:

Name Quantity Gems
Friendly battles 1 5
Friendly battles 5 10
Friendly battles 10 25
Challenge special events 1 5
Challenge special events 3 10
Challenge special events 5 25
Donations 5000 30
Donations 10000 50
Donations 25000 100

4 New Shop Packs:

Name Cost Contents!Notes
Red bundle $4.99 Charity bundle. Available only for iOS
Rumble Bundle $0.99 Magic Chest from your arena; 80 Gems
Rumble Bundle $4.99 500 Gems; 10000 gold
Rumble Bundle $9.99 1200 gems; Super Magical Chest from your Arena

Misc:

Updating…

Don’t forget to bookmark this page so you can visit it later with ease my friends!

Best Elite Barbarians Decks and Strategies

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Best Elite Barbarians Deck

Hello guys it’s Ash and today I am going to show you the best Elite Barbarians decks I have been using these days. Since Elite Barbarian were released, I have been tirelessly testing tons of decks evolving around the Elite Barbarians. Below are the 3 decks that I have been getting the best success with the Elite Barbarians.

Best Elite Barbarians Deck

Best Elite Barbarians Decks

But first, I want to give you guys my humble opinion on the new Elite Barbarians. After lots of tests, I feel like these new guys are pretty horrible. They are totally not deserved their 6 Elixir cost. However, this is a common card, which is always easy to be leveled up. Although Elite Barbarians have a huge offensive potential but they are common, they should be great on ladder, not in Tournaments or Challenges. Let’s talk about the Royal Giant! He is a big problem to lots of players on the ladder because of people playing very high level Royal Giants. Level 9 Royal Giant doesn’t do it very well in Challenge/Tournament. That’s why I feel like the Elite Barbarians can be great on the ladder but not in Challenges/Tournament.

Also, I have a small note here  for you If you want to build your own Elite Barbarians deck. They work best with fast troops. They are just so fast to build up for big pushes with Golem, P.E.K.K.A etc. Hog Rider, Fire Spirits, The Log and Lumberjack are the best companions of Elite Barbarians.

Elite Hog Freeze


The first deck I want to show you is the Elite Hog Rider Deck. Truly this deck is not very elite haha but personally I have found that Elite Barbarians and Hog Rider have a great synergy together since they are both very fast troops. Also, Freeze Spell is excellent when coupled with fast units. Once either Hog Rider or Elite Barbarians locked on a frozen Tower, you can quickly take it out in seconds.

If you don’t have The Log, you can absolutely replace it with Zap. Log works better with Hog Rider since it can remove the weakened Tombstone and also all of the Skeletons left.

Clash Royale Hog RiderClash Royale Elite BarbariansClash Royale FreezeClash Royale The Long
Clash Royale fireballClash Royale CannonClash Royale ArchersClash Royale Mega Minion

Elite Miner Bait Deck

The next one is another fast paced deck, Miner Elite Barbarians Bait Deck. I have found that the Elite Barbarians work best in this type of deck. You have lots of moves to bait out spells and when you have a potential push with the Miner shielding damage for Elite Barbarians, you can quickly take out any Tower.

Clash Royale MinerClash Royale Goblin BarrelClash Royale Elite BarbariansClash Royale Tombstone
Clash Royale Skeleton ArmyClash Royale Minion HordeClash Royale ZapClash Royale fireball

Elite Giant Beatdown

The last one is Elite Giant Beatdown deck. The best thing I like about this deck is that it is not weak to Lightning. If you have a Elite Barbarians, Giant and Musketeer push, the Lightning won’t hit the Musketeer since she has the lowest HP.

Clash Royale GiantClash Royale Elite BarbariansClash Royale MusketeerClash Royale Minions
Clash Royale ZapClash Royale The LongClash Royale fireballClash Royale Tombstone

 Here are some great guides on Clash Royale Arena you should read first before using these decks:

More details on using these decks:

Hopefully you guys like my Elite Barbarians decks! Good luck!

Ultimate Guide to Rocket Siege

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Rocket Siege Deck

Hello Clashers! This is KairosTime with a complete guide on how to play Rocket Siege from beginning to end! I’ve been playing around with Rocket decks for awhile now, and have had loads of success both in Challenges and in the ladder with this play style (I’m currently above 4000 trophies). This in-depth guide will help you have the success that I have had.

Rocket Siege Deck

Ultimate Guide to Playing Rocket Siege

Deck Building

In order to understand how to build a Rocket Siege deck, it is important to realize that this type of playstyle focuses on Defense first, and Offense second. This means that the majority of your cards should be focused on creating an unstoppable defense so that you can save up your elixir for guaranteed damage using your Rocket.

After adding the Rocket in your deck, you need to decide between what your deck’s playstyle will be:

  • Rocket Cycle – This deck type relies on cheaper defenses that allow you to cycle back to your rocket and continually remove enemy supporting troops while blasting the tower to smithereens!
  • Double Rocket – With the Mirror added into the deck, this play-style is more defensive and allows you to clear an enemy tower’s last 1000 hp in a matter of seconds. This is probably my favorite because your opponent will be shocked when they see you Mirror Rocket their tower to death.

The next step is to select at least 2 defensive buildings that counter the current meta. Usually you will want a cheaper building (Tombstone, Cannon, or Tesla) and a tanky building to dish out the damage (Bomb Tower or Inferno Tower). That being said, these aren’t the only buildings that can be used. Here is a complete list:

After you have your defensive buildings, you want to ask yourself what weaknesses your deck already has. Is it going to be weaker to swarms or heavy troops? Once you know, you want to fill your deck with the most defensive troops that balance your deck by selecting some single targeting troops and some splash troops. Usually, the best defensive troops are cheaper cards that move slowly so they stay on your side of the field for the longest amount of time. Here are some of my favorite defensive cards to use in Rocket Siege decks:

You can definitely have other cards in your Rocket Siege deck, but these are the cards that I have found to work the best. Anything more expensive, or that moves too fast, is usually not the best, but could work if you play your cards right.

If you still need to another card in your deck to balance it out, it’s never a bad idea to have another spell. Having another spell isn’t always very necessary because your other very defensive troops and buildings should do a fine job at defending, but having a spell in every deck is usually a good idea. I recommend either Zap, The Log, or Arrows.

Here are some Rocket Siege decks that I’ve played with and have made successful if you want some examples:

rocket-siege-deck-1 rocket-siege-deck-2 rocket-siege-deck-3

How to Play

The first step in playing a Rocket Siege deck is knowing when to Rocket your opponent’s tower, and when not to. You definitely don’t want to just throw down the Rocket as soon as it’s in your hand, unless your opponent’s tower is nearly gone. Instead, you want to wait until you can clear enemy supporting troops when they’re within Rocket Range of the tower. The more expensive your opponent’s troop, the better it is to rocket it. Obviously, Elixir Pumps and Sparky are the best troop to Rocket when next to a tower, but I’ve even Rocketed 3 cost cards when I had the elixir advantage.

Because the best way to rocket a tower is when it has a support unit next to it, you need to make sure your opponent is committed to a lane before simply throwing down the Rocket. You can make sure your opponent is committed by letting them take some health off of your tower. Obviously you don’t want to just give it to them! Let them work for it, but make sure that when you do, you’re spending less elixir than they are. Once they are committed to a lane, you can start putting up your unstoppable defenses. Having 2 or even 3 defensive buildings up at a time is a great way to let your opponent struggle to get to your tower while you build up enough elixir to Rocket a nice chunk out of their tower.

Once your opponent is close to 1000 hp on their tower is when things get tricky. When they know that they are close to losing their tower, they will do anything to stop you from getting enough elixir to both defend, and throw down the rocket. At this point, I’ve even had people switch lanes when both my tower and their tower are below 1000 hp. It is important that you keep your cool and try to defend while spending as little elixir as possible. This is when your cheap defensive cards will really come in handy. If you play your cards right, you should be able to throw your rocket down and sit back and watch as the rocket slowly makes its wait to the enemy tower.

Thanks so much for reading this! If you have any questions, feel free to ask them in the comment section of any of my videos and I’ll them as soon as I can!

Ticking By,

KairosTime

Miner Cycle Spell Bait!

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Hello everyone, Azuraith here! I once made a guide on here a long time ago featuring hog/miner. Since then I have become quite the self proclaimed expert on miner usage. This new deck of mine features the miner and many spell bait spells. This deck pushed me from 3500 to 4100+ trophies. My card levels for this deck will be listed below beside each card. In this guide I will explain how the deck works in theory and how to properly use each individual card.

miner-cycle-spell-bait

Clash Royale MinerClash Royale PrincessClash Royale Skeleton ArmyClash Royale Goblin Barrel
Clash Royale GoblinClash Royale Fire SpiritsClash Royale ZapClash Royale Inferno Tower

Miner Cycle Spell Bait Deck

Now to get into the specifics of each card.

Miner: The Miner is the heart and soul of any cycle deck. It can be used to take out elixir collectors, huts, or used as a mini tank for your offensive pushes. Best legendary in the game for sure. Use it to take out pesky Princess‘ if you don’t have any other options. Try to never use it on defense, if you are playing the deck properly you should have MANY defensive options and never need to use it defensively.

Goblin Barrel: This is your main source of burst damage. There are several ways to use this card in the deck. You can hold it for a long time and wait for them to Zap something else to get big damage or you can use it as the Zap bait to defend strong pushes with your Inferno Tower/Skeleton Army. It is quite versatile in spell bait decks. However, don’t use it alone unless you are using it as bait or as a finish, this will limit it’s damage to less then 1000.

Skeleton Army: This card has recently received a HUGE buff. Before this patch the Skeleton Army was my #1 worst card in the game and now I use it in everything. It is an amazing defensive card that can stop high damage targets or annoying tanks. Not only can it take out enemy troops but it can serve as an amazing distraction and also as a surprise push troop. If you recently used your Zap and the opponents Lava Hound is about to “pop” then place down Skeleton Army, this will give your tower a large amount of time to take out many of the pups, however you will lose your Skeletons in the process. A solid push tactic at the end of the game, if you have taken out a tower already, is to place down the Miner behind the 2nd tower, throw Goblin Barrel on the side of the tower that is closest to the arena wall, place a Princess at the bridge, then put a Skeleton Army right in the center of their side. This push is DEVASTATING in the late game if they only have 1 spell such as log or Zap, since they will NOT be able to get 2 of them at once no matter what they do without taking HUGE DAMAGE.

Princess: This card is quite straight forward in the deck. Used as a hybrid offense/defense card. The Princess can help take out Minions, huts, Goblins, hounds. It is just amazing. But be careful for Princess placement. Do not place it with other low health troops as that will be bad for baiting spells.

Goblins: This card is severely underrated in my opinion. For only 2 elixir it can deal over 2000 damage if the Miner is tanking for it. That’s only a 5 elixir combo! Goblins will serve as great spell bait for this reason giving you plenty of opportunity to use Inferno Tower/Skeleton Army on defense or Goblin Barrel/Princess on offense. Goblins can also be a great defensive option in this deck as well. Place them between your two towers to pull Princes and Mini P.E.K.K.As to take them out with the help of the tower.

Fire Spirits: Another under appreciated card. Fire Spirits deal HUGE damage if they all attack successfully and can take out Minions, Barbarians (with the help of the tower), Mini P.E.K.K.A (if you pull it to the middle) and MANY other troops. Fire Spirits are primarily used on defense in this deck. However, they have a few interesting other purposes also. Use the Fire Spirits preemptively to protect to Princess. Most people will place Goblins/Ice Spirit/Fire Spirits at the bridge to take out your Princess. If you preemptively place your Fire Spirits when you think they will, you will destroy the defending troop and your Princess will get more shots on the tower. Also if you double drop Goblins then Fire Spirits on top, you will get a diamond shaped Goblins+Fire Spirits formation push. This is good for taking out small defending troops and doing big damage on the tower if they don’t defend. Be careful though, don’t use this combo if you have no baited Zap recently or do not have enough elixir to defend. Also this combo works best if a Miner is played first.

Zap: The best spell in the game, potentially the best card in the game. This is your utility card. It can be used to reset troops such as sparky, or really anything. It can be used to take out Minions, Minion horde, Lava Hound pups or to take out opponents defending small troops. Not much needs to be said about Zap, you should learn it, love it, live it if you haven’t already

Inferno Tower: This is your primary tank killer. If you notice that they have no tank then you may not use it sometimes but it is still a necessary card in the deck. This makes the deck more defensive then offensive and you should keeping that in mind when using the deck. As going on the offensive too often will leave you open to a beating. Play defensive bait spells, then push with small combos. If you know the opponent has Zap wait for them to Zap the Inferno before playing Skeleton Army as a secondary defense. These 2 cards combined are very difficult to get by and can shut down almost any push in the game. BEWARE OF BOWLER.

General Gameplan

This deck is what is known as a spell bait deck. Many of the cards deal high damage and cost very little forcing your opponent to use troops/spells to deal with them. Many of the cards such as Princess, Gob Barrel and Goblins are often targets for spells such as Zap, Log, Arrows, Fireballs. This means that they will never be able to get them all unless they use 3-4 spells in their deck, which almost never happens.

Placement of the troops in this deck is BY FAR the most important aspect. Since you are trying to force them to use spells and then counter with a card that needed that spell to be dealt with. You will need to NEVER place those troops together or else they will get 2 troops for 1 spell and your entire rotation will be ruined. Only place units together if you KNOWN that they do not currently have it in their rotation. Knowing the radius of each spell is important. You will primarily use Miner + other cards for big damage. Examples are: Miner+Goblins, Miner+gob barrel, Miner+Fire Spirits.

Princess is another main source of damage. It can be used to chip away at towers forcing the opponents to use cards such as log. It is also a GREAT defensive card. Learning Princess placement is important. Now that poison is nerfed, you see a bit more Barbarians and Minion hordes. Fire Spirits is your main defensive splash card, but it can be used on offense if you are keeping track of their rotation.

Use Inferno Tower to deal with large threats but NEVER use Inferno Tower+Skeleton Army because 1 Zap will deal with them both.

In conclusion, this new deck of mine has given me great success. I hope you try it out and find success with it as well. Check out my clan##NeoGeoRoyal we are top 50+ in NA and are pushing for top 200 global.