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Freeze Spell – 19 Advanced Tips and Strategies

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Hello guys, today I am going to share with you the ultimate guide to using Freeze Spell, which was written by D-mate.

This guide will also include how to make a deck with Freeze, how to play Freeze, and how to counter Freeze! Now I know many of you don’t want to read, so I have done bold out the most important points to follow. Enjoy!

freeze-spell-clash-royale

Ultimate Guide to Freeze Spell

Summary

 

 

    is unlockable from Arena 4 (P.E.K.K.A’s Playhouse).

  • It prevents all enemy units (troops and buildings) inside its radius which were played before the Freeze Spell from attacking/moving.

Clash Royale Freeze

Radius Cost Rarity Type
4 4 Epic Spell
Level Duration
1 4 sec
2 4.3 sec
3 4.6 sec
4 4.9 sec
5 5.2 sec
6 5.5 sec
7 5.8 sec
8 6.1 sec
Changelogs
  • 2/2/2016: Radius decreased from 4 to 3. Duration increases 0.3s per level (instead of 0.4s).
  • 18/5/2016: Duration decreased by 1s.

Strategy

How to use the Freeze Spell

The Freeze Spell, despite being a very niche card, has a ton of uses. It’s potential on offense and defense are limitless. In This section I will share 8 great tips on how to utilize Freeze to its full potential.

The Freeze Spell surprises people: use that to your advantage This is a huge point. Nowadays considering Freeze to be in most decks is very rare. Because of this, most players leave low health cards without a tank alone. There is simply no need to worry that the Miner or Hog or Musketeer or inferno dragon or Mini P.E.K.K.A or……… will get to the Tower. You should use this to your advantage and save the Freeze Spell for when it is needed most. Wait until you can get a guaranteed 1000 damage push. This will allow you to take full advantage of the surprise effect

Don’t over spend This is a more basic point, but only use the Freeze if you planned to use it. *Only after you have gone through the numbers, looked at the math, and see a good risk/reward payout should you use it. *The Freeze Spell adds a lot of Elixir to a push, and if it can’t be rewarded properly, or your already down Elixir, there counter push may be devastating.

Find the Elixir cost sweet spot for pushes with Freeze and stick to it Finding the right time to use the Freeze is critical. *Too small of a push and it’s a waste of Elixir. Too big of a push and they can punish you with a counter push. *Depending on how aggressive your deck is, is can range from 8 Elixir with a Hog Freeze to a 13+ with a P.E.K.K.A double Prince.

Its value comes from its offense-not its defense Rarely will you ever want to use the Freeze for defensive reasons. The only card I would suggest using defensive Freeze with is the Valkyrie, and even then it’s crazy expensive for its value. *Usually i only consider using a defensive Freeze until after you take out a Tower. *This is because the Freeze cannot deal any direct damage on its own. Only after you take out a Tower can you afford to use this to prevent last minute Tower damage, because offense has become a second priority, the Elixir disadvantage isn’t as bad.

Wait for your cards to have minimal health before freezing Yes, this one I obvious and basically every Youtuber shares it when they use Freeze as if you haven’t heard it a million times, but it is so important and is easy to learn. Troops in a Freeze will do the same damage if they have 1 hp or 1000, and have les of a fear of dying. Holding the Freeze allows you to stop there entire defense, and has no disadvantages.

Beware of Counter-spells Even if units may not be able to attack them, spells still work just as well. For some combos, such as double Prince, this advice can be mainly ignored, because the chances that somebody will think to Fireball low health Princes, if they even get that low, are highly unlikely. Balloon struggles with Fireball, so if they use it as there main Balloon defense, place the Freeze when the Balloon has half health. For cards such as the Skeleton Army, make sure there counter spell is out of rotation. *This will allow your units to get the full potential out of the Freeze and not just be blown away by spells *(get it, because the tornado spell spell blows units? Never mind :p).

If you can already deal a decent sum of chip damage, don’t bother with Freeze! Like any card, only use it when it is value. For example, if they counter your Hog with an Ice Wizard, he will already get enough chip damage in to get his value, and the Freeze would be a waste for double the cost. However, if they defense with Barbarians, Ice Wizard, and ice spirit, then of course you should use a Freeze, because the added value you get as extra with the Hog is enough to negate the loss of Elixir from the Freeze. And I’m imagining a rocket riiight down the Center. Ahhhh, that was satisfying.

Always have an answer on defense *There are a few ways to be able to have a good defense. *The first is to use a low cost deck that can always have an option available to defend after the Freeze. The second is to use Elixir pumps so that you have a surplus of Elixir ready to be used. The third is to wait for double Elixir, which will work the same as number 2. And finally, you can have such an offense that you prevent them from having a strong offense.

Remember the Freezes duration for last minute defensive Freeze Although the Freeze Spell feels like it has an incredibly long duration, don’t expect it to save your Towers. If you have a Royal Giant near your 400 hp Tower and 10 seconds left, a single Freeze won’t be able to shut it down. *Remember it and understand that it will never last nearly as long as you want.

freeze-spell-2

How to make a Freeze deck

The Freeze Spell is a very nice card. In the wrong deck, it’s potential for loss is devastating. Played wrong, you can take an immediate 4 Elixir disadvantage, sometimes even losing a Tower, or the match. However when played right, it can allow for a devastating win. For a deck with Freeze, we are looking for a few things:

A win condition that can quickly make its way to the Crown Tower! This is important because the offensive value of Freeze is that it allows you to keep a card on the Tower dealing direct damage. If your card is too slow or too easily distracted, such as the case with Giant, the Freeze Spell isn’t for you.

Can deal with defensive swarms! Another important point. The Freeze Spell costs 4 Elixir and deals no damage on its own, so you must deal able to play an efficient defense. Without it, the damage outputted is simply not enough to negate there offense.

Can manage Elixir to have enough to play Freeze when needed! This mainly has to do with the Freeze Spells 4 Elixir cost. Although it isn’t too high, being able to play a 4 Elixir card when needed can be difficult. For example, decks with a 2.8 average Elixir cost, such as a cycle deck, would have a hard time fitting Freeze in because they play too aggressively and don’t have the time to save an extra 4 Elixir. Likewise, if you use a Golem deck then the pushes are already too expensive to make the Freeze Spell viable. Generally, the best deck for the Freeze Spell are ones where the cost is from 8-13 the deck it is played in is both not too expensive and not too fast.

Deck Freeze Spell Fits in (and not), strategy for that deck, and a pre made deck!

So now we know what you want in a deck with Freeze. Here is a list of decks it works best in! I will have a guide on how to play each along with a deck after the list.

 

 

#1: Hog Rider Deck

This is the best deck to use Freeze with. The synergy between these two cards is amazing. Hogs DPS combined with his speed and cost make him ideal for the Freeze Spell. To make a Hog Freeze deck, you will want a deck built almost entirely around defense. Then you can prevent maximum damage AND still defeat a Tower in 2 pushes. The strategy is to put as cheap a defense as possible and take the Elixir advantage to push with the Hog. Because these decks offer little offensive capabilities, rarely do the best counter pushes do anything more than chip damage. Here is my preferred Hog Freeze deck: Hog Rider, Ice Wizard, Freeze, Zap, Princess, Cannon, Knight, Fireball. If you don’t have a legendary, or not the two provided, try: Hog Rider, Barbarians, Minion Horde, Freeze, Zap, Fireball, Elixir Collector, Cannon.

#2: Double Prince/ P.E.K.K.A Double Prince Deck

Another strong deck to play Freeze with. The double Prince combo can deal tons of damage, and the Freeze Spell adds to this immensely. Be it giving them time to tear through a horde of Barbarians or to finish off that Tower they defended with a Minion Horde, the offensive capabilities are endless. However, you have to play it right. Playing at almost the opposite side of the spectrum of Hog Freeze, your goal is to tear down as many Towers as possible, as quickly as possible. You won’t be able to pull off a strong defense, so when you get one Tower, simply sacrifice yours to take down the second. It’s bonuses with P.E.K.K.A is strong as well. Often times it wont be to get extra Tower hits, because if it gets to the Tower it will usually take it out anyways, but instead is used to kill there defense, be it Barbarians, Prince, Goblins, and more. For double Prince, use: Prince, Dark Prince, Elixir Collector, Zap, Fireball(or Princess), Freeze, Goblins, and ice Golem. For a P.E.K.K.A double Prince use: P.E.K.K.A, Prince, Dark Prince, Elixir Collector, Freeze, Zap, Arrows, Goblins, Cannon.

#3: Balloon deck

This deck plays very similar to Hog Freeze, the main difference being that the Balloon is much slower, using its higher damage and air ability to make up for it. Its strength in the current meta is poorly shown, due to the introduction of the ever popular Mega Minion, but unlike other decks, it also adds the element of surprise. Being an air troop also adds to its strength, because if they don’t have a a powerful air defense, Balloon Freeze almost guarantees a hit on there Tower. However, this combo is also a very high risk deck. Against the right opponent, such as one who uses spells and Ice Wizard for air defense, you can easily reach the Tower. However against Air decks such as the Lava Hound, the Balloon will struggle to reach the Tower, and offer a lot of strong counter pushes that the damage will not make up for. I would suggest a deck of Elixir Collector, Balloon, Freeze, Ice Wizard, Guards, Knight, Fireball (or Arrows), and Zap. If you don’t have the Ice Wizard, Princess, Baby Dragon, Musketeer, and Minions are strong substitutions.

#4: P.E.K.K.A deck

Using the Freeze Spell with P.E.K.K.A shows the Freeze Spell functioning in a similar pattern to rocket. It has potential to destroy Towers and win games, but many times the Freeze Spell can sit and not be rarely used, if at all. Save the Freeze Spell for a push at 1:00 or OT. At that point you will have learned there decks strengths and weakness to P.E.K.K.A. Do they carry skeletons? Do they have a Elixir Collector? Do they have a Freeze of there own? These questions are some of a few you will want to have solved before the first Freeze. Usually you want it when they either have little to no Elixir or not enough for a melee card counter. Take advantage of the surprise and place it down only when it offers a huge reward. The P.E.K.K.A hits with a powerful punch, and often times 2 swings and some support damage chip will win a Tower. I would suggest trying P.E.K.K.A, Freeze, Elixir pump, Musketeer, Zap, Fireball, inferno Tower, &land your choice of any splash card.

#5 &6: Mortar deck and X-Bow *Freeze plays as a last second stall in this deck. *Have a Mortar locked on to a 600 health Tower? Freeze there units used to prevent Mortar damage to let it get those last few hits, and it can also played as a defense card in this deck. Mortar decks should have a defensive option for everything, because sometimes the offensive option is stopped very easily. For this, it usually involves playing a conservative Elixir game to defend big pushes with a Freeze and melee troop. However, I would personally advice against using Freeze with the Mortar. It can fit and work well, but often that slot can be better filled by another card. Try: Mortar, pump, ice wiz or Bowler, Freeze, Zap or log, Barbarians, Guards, flex slot of any 4 Elixir card.

#7: Miner Deck The Freeze Spell has so many uses in this deck. It’s main use is as a surprise card for an offensive push, be it a Zapped Minion Horde, delaying a threat to the Miner, and to just to allows tons of chip damage off of low hp cards. If you prepare Freeze in your deck, I would suggest trying to maintain as much Elixir as possible, and place cards while trying to stay above 1 Elixir to always have the Freeze Spell a close option. For a deck: Miner, Minion Horde, Goblins, Mini P.E.K.K.A, Zap, Freeze, Cannon, Musketeer.

#8: Lava Hound deck

The lava pups that pop up from the Lava Hound do a ton of damage. They are well spread out and overall a threat equal to 3 Elixir Minions. *The Freeze Spell is an option that is very high risk but together with the right cards can bring huge reward. *For this try to have a semi-tank in there and Freeze when it almost dies and that he doesn’t have a quick counter spell such as Arrows. A sample deck would be: Lava Hound, Elixir Collector, Freeze, Minions, Baby Dragon, Arrows, Fire Spirits, Miner or flex card of any semi-tank.

#9-11: Giant, Golem, and Royal Giant decks

As a general rule, tanks simply don’t work well with the Freeze Spell. There slow speed largely reduces the times you would use it, and cards that deal with the defense instead of an immediate pause of it work much better. If you do want a deck, use: Giant/Golem/RG, Freeze, Elixir Collector, Musketeer, Mega Minion, Fireball, Zap, Mini P.E.K.K.A, flex slot of card of your choice.

#12: Rocket deck No. Just no. *Why you would ever need a Freeze Spell with a rocket deck confuses me. *I won’t even bother sharing a deck.

 

How to Counter Freeze

Even if Freeze is not a strong card in the meta, it is often one of the more annoying ones. Being able to temporarily shut down any group of cards at once can be infuriating. Here are 5 tips on how to counter the Freeze Spell.

Constant pressure can prevent the Freeze to be played* In that sense it is similar to rocket. **The Freeze Spell is only viable if they have a big enough push to deserve it so as to not waste Elixir, so keeping the pressure onto defense and not offense can shut down Freeze plays.

Don’t bunch up all the cards used in the defense *The Freeze Spell has a decent sized radius, but that doesn’t mean you can’t exploit its limited size. *Using a mix of ranged support and melee support can exploit it, as can using air and ground units. Using this can make them choose which defensive card to Freeze while also making them waste or not play a 4 Elixir spell.

Use defensive units that can be killed by a spell This may seem counter intuitive, but it actually works. *Usually if they will have the Freeze selected and they see a card they can use a spell to kill, such as Minions against Arrows, they will Freeze then a spell to kill them, *making them take an Elixir loss much bigger than needed. The skeleton army is great for this, because it has a high dps for a low cost, and if they use a Freeze and a Zap or log, you can get a great value.

The Freeze Spell does no direct damage: exploit this This is probably the biggest point. The Freeze Spell can allow units to get damage, but it as a card can’t kill them. This allows you to basically get a free 4 Elixir for a counter push, and when exposed right, it can obliterate Towers. Always watch there Elixir, though. If they have multiple pumps or had an Elixir advantage before hand, they may be able to destroy your counter push at a good trade, allowing for another Freeze push.

Learn there risk value and push it Every player will have a different amount of risk. Some may use the Freeze at exactly 4 Elixir while you have 8, others may only play it if they have 6 or more and a 2 Elixir advantage. Either way, we can use this to our advantage. If they take large amounts of risk, counter pushes can win you the game. If they have low risk, constant pressure can reduce the threat. Either way, adapting to there playing style can make Freeze look like a Zap.

Thanks for reading! Please share any questions or comments below, as well as how much you read. D-mate out!

How to use Archers effectively

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Clash Royale Archers

Let’s talk about Archers today! I am going to show you some great tips on using them and you will easily see why Archers are very popular at the moment.

Clash Royale Archers

Clash Royale Archers and How to use them

Summary

  • Archers are unlocked from the Training Camp Tutorial.
  • This card spawns two medium-ranged and single-target Archers. They have medium HP and pretty low damage.
Hit speed Deploy time Range Target Cost Summons
1.2 1 second 5.5 Air and Ground 3 x2
Level HP Damage DPS
1 120 41 34
2 132 45 37
3 145 49 40
4 159 54 45
5 175 59 49
6 192 65 54
7 211 72 60
8 231 79 65
9 254 86 71
10 279 95 79
11 307 104 86
12 337 115 95
13 370 126 105

Changelogs

    • 24/8/2016: Damage increased by 2%
    • 23/1/2017: HP decreased by 4%
StrategyFirst, let’s take a look and see some ideal counters to the Archers at the moment.
    • The Log/Zap/Arrows leave Archers with a sliver of HP.
    • Fireball: 1 hit Archers of course but only use Fireball If you can hit the Tower and other troops as well.
    • Ice Spirit: Tower will finish them off one by one.

 

  • Fire Spirits, Goblins, Guards, Princess, Mega Minion, Bomber, Knight.

Bait Strategy

Although Archers are not really good at baiting out spells but they still come in handy. I usually use Archers to bait out Log so I can use the Princess later safely but only before my opponent is aware that I have the Princess.

Sometimes Archers are also very good at baiting out Fireball/Arrows when they are next to Crown Tower/Elixir Collector.

On offense

Beatdown Decks

With only 3 Elixir, you will get one of the best support cards at the moment. When I play Archers on offense, I usually place the tank at the bank and then place the Archers down once it is about to reach the bridge. They will real tons of damage while your tank is soaking damage.

As a cheap support cards, Archers are pretty tanky as they survive Zap, Log and Arrows.

Be careful If your opponents attempt to kill your Archers! If they are one of your main damage dealers, back them up with some cheap cards:

    • Log
    • Zap
    • Fire Spirits/Ice Spirits: Watch out Log!
    • 3 Minions: Don’t clump them together otherwise your opponent will Fireball them all. I usually place Minions at the middle in this situation.

 

  • Mega Minion.

Cycle Decks

At the moment, I usually put Archers in my Miner/Hog Rider cycle decks. For just 3 Eiixir, they are super efficient.

Why playing Miner decks, I usually place Archers at the back to build up Elixir for a push. Once they are about to cross the river, I send the Miner to soak damage for them.
When you want to rush a bit, place Archers at the bridge then send Miner immediately (since Archers are pretty slow).

It’s pretty similar strategy with Hog Rider cycle decks. Place Hog Rider in front of the Archers to tank for them.

On defense

Archers are so good on defense. While Archers are defending, the only card which can kill them for an effective trade is the Fireball. In the current meta game, they are extremely useful against decks using Lightning.

I usually place Archers at the middle to pull and attack opponent’s troops. In the middle, they are safe from being hit by Fireball:

archers placement

If I also play a defensive building to pull the opponent’s tanker from his supports, I will usually place the Archers next to the Crown Tower, as you can see in the screenshot below. Also, most of my opponents don’t usually use Fireball on the Archers after sending a big push since it’s too expensive.

archers-placement-2

Split Tech

This is my favorite part. Since Archers are 2 separate units, you can create lots of effective strategies with them! Below are the two most popular ones;

  • Place them right behind the King’s Tower to prevent your opponent from easily rushing you.
  • Place them in the very middle. The first Archer will target the oncoming troops immediately while the second one is walking away. When the opponent’s troops come into range, the second Archer will stop walking and attack them, pull them further.

Decks

Hands down, the Archers can be effectively used in almost any deck. Here are some good ones I have been using at the moment:

  1. Miner, Princess, Log, Rocket, Archers, Tombstone, Mega Minion, Minions
  2. Golem, Baby Dragon, Lightning, Tombstone, Archers, Mega Minion, Log, Arrows
  3. Hog, Archers, Ice Golem, Mega Minions, Fireball, Three Musketeers, Barbarian Hut, Log.

Are you using Archers?

Clash Royale Mac OS – How To Download and Play!

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Clash Royale Mac

I have been receiving loads of request from visitors asking the easiest way to download and install Clash Royale Mac.

Today, I am going to show you some of the best ways to play this stunning video games on your Mac devices (Macbook Pro, Macbook Air, iMac,…)

At the moment, this method is working well with almost any version of Mac! Just ensure your device has more than 2GB of RAM and you will be fine!

Clash Royale Mac

In this tutorial, I am going to introduce to you an outstanding Android Emulator which is working extremely well on almost any Mac OS X version. It is called Bluestacks. This software is pretty popular so I think a lot of players have heard about it.

Why do I choose Bluestacks?

I know that there are couples of great Android emulators out there for Mac but they are either unstable or hard-to-use. I had used use some emulators in the past before I heard about Bluestacks but they had loads of problems for casual users. Some of them even didn’t support Google Play and I had to install Google Play manually, which didn’t work smoothly at all!

Bluestacks is a super-easy-to-use Emulator as you just need to download and run it, nothing else!

There isn’t any complex step during the install progress. It just takes you no more than a few minutes to finish everything.

Preparation:

  1. A good Internet connection.
  2. Download Bluestacks for your Mac from the button below!
  3. A cup of coffee.

Okay, after finishing all 3 steps above, please follow my steps:

How to download and play Clash Royale Mac

After downloading, you can easily find the Clash Royale installer in your Downloads folder. Its name should be like this: BlueStacks-Installer_version.dmg

Double-click on the downloaded file to start installing Bluestacks!

Normally, MacOS may takes couples of seconds to verify the file:

clash royale mac install 1

If the system shows any box like this, simply press Open:

clash royale mac install 2

Then, click on the Continue button as shown

clash royale mac install 3

Then click Install to start installing the emulator:

clash royale mac install 4

Once the installing progress completed, open Bluestacks!

At the Bluestacks homescreen, click on the Orange Search button and simply search for Clash Royale then press enter. By doing this, you will be redirected to the download page of the game. Simply tap on the Download button to download the game then click at the Open button to start playing Clash Royale. Depending on your internet connection, this may this up to a few minutes.

clash royale mac install 5

As you can see here, I could Clash Royale on my Mac without any problem after downloading the game.

clash royale mac install 6

 

Frequently Asked Questions About Clash Royale Mac

While playing Clash Royale Mac using Bluestacks, you may face some of the problems below.

I have noted down some frequently asked questions from users using Bluestacks. So don’t hesitate to comment If you have any unmentioned problem because maybe a lot of people have already faced it too.

What are the minimum System Requirements If I want to play Clash Royale on Mac?

You can play Clash Royale on most Mac devices so you don’t need to worry about this too much! Just make sure your Mac has at least 2GB of RAM and 10GB free storage.

I can’t find find Clash Royale in Google Play. There is something wrong here!

This is probably not because of Bluestacks. Google services are not available in some countries including China. No worries because there are so many other ways to download and play Clash Royale Mac. You can simply download the game form any other Android market, or you can download this apk file of Clash Royale then install it directly on Bluestacks.

I can’t hear any sound…

First, check If you have turned off the sound of Bluestacks. Look at the right sidebar. If you didn’t do that, simply reinstall the software. This usually fixes the problem right away.

I got this problem: Error retrieving information from server. [RH-01]

Please follow these steps to fix the problem:

  1. Open the Google Play app, wait for a few seconds.
  2. Press the Home button to return to your homescreen.
  3. Go to the Settings Menu of your device → Applications → Manage Applications.
  4. Go to the ALL tab then search for Google Play Store → Open it → Clear Cache → Force Stop.
  5. Back → Open Google Services Framework → Clear Data → Force Stop.
  6. Restart the device and everything should be okay now.

Updating….

If you have any question, please comment and I will do my best to help you out! Don’t hesitate to ask me anything! I will answer every single question about playing Clash Royale on Mac devices!

Deck Archetypes for New Players

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Hi guys, In this guide I am going to share with you the best deck achetypes for players who are new to Clash Royale! By understanding the archetypes, you can easily deepen your understanding of the game from now on.

Clash Royale Levoit
Clash Royale Levoit

Deck Archetypes for New Players

Beatdown Decks

This is probably the most common archetype so far. Beatdown decks are usually pretty aggressive. They focus on talking out your opponent’s Tower by using the pure strength. This deck archetype is very easy to learn and very diverse.

They require you to build up huge pushes to demolish the opponent’s Towers.

For example, the most obvious Beatdown decks are Golem, Giant, Lava Hound and other decks which are based on heavy tanks.

Control Decks

This kind of deck focuses on controlling the battle and talking Elixir advantages. Basically, you can think of it as the anti-beatdown deck.

While using control decks, you always want to fight on your side of the map.

Control decks dissect huge pushes by spending less Elixir then doing chip damage on the opponent’s Tower until they are totally destroyed.

Most Control Decks have a defensive building, which could be Cannon, Tesla, Inferno Tower etc, depending on the meta.

Some common cards which can be seen in most Control Decks: Miner, Bowler, Rocket, Barbarian Hut, Furnace…

Siege Decks

This is my favorite archetype. Siege decks use buildings as the main win conditions.

Most Siege Decks use either X-Bow or Mortar to attack from their sides of the map. By using Siege Decks, you can force your opponents to come to your side of the map to ‘defend’, otherwise they will suffer bad damage.

It is extremely annoying once the full HP X-Bow is locked on your Tower. You ‘have to’ take it out as soon as possible. That’s why a lot of players really hate Siege decks.

However, this deck archetype requires lots of skills. You need to protect your offensive building from opponent’s troops and predict their moves. This is not an easy task.

Deck Archetypes for New Players
Deck Archetypes for New Players

The rock-paper-scissors effect

There is a rock-paper-scissors effect between these archetypes!

  • Siege has an advantage over Control.
  • Control has an advantage over Beatdown
  • Beatdown has an advantage over Siege.

That’s why there isn’t any ‘perfect deck’. Your deck could purely counter some archetypes but it always gets countered by something else.

But, there are always some cards ‘a bit’ stronger than the others. That is how the meta game is created.

Conclusion

    1. Most competitive decks fit into the archetypes above.

 

  1. Beatdown decks
    1. use huge push to take out opponent’s Tower.

 

 

 

    1. players always fight on their sides of the map to make the most of the Crown Towers.

Control decks

    spend less Elixir to defend and do chip damage.

  1. Siege decks use buildings as the primary win conditions. They fight from their sides of the map.
  2. Control > Beatdown > Siege > Control.

Shared by Levoit007

Push to Arena 9 with Miner Furnace Control Deck

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Hello everyone, My nickname is Verdant and today I will be showing you my Miner Furnace deck that’s keeping me at 3.8k with 10/7/3/1. Also, I strongly believe that you can use this deck and get into Arena 9 with ease.

Miner Furnace Deck for Arena 8

Miner Furnace Control Deck – Push to Legendary Arena

So I’ve been this game since March and have always preferred chip cycle decks over Beatdown decks. Before unlocking the Miner i used to run a Hog Cycle deck but ever since i unlocked him, I have been trying to find a perfectly balanced deck for him, and i think i did. Currently I’m on Phonecheetahs and working on my way to 4000 trophies.

Clash Royale MinerClash Royale FurnaceClash Royale Ice SpiritClash Royale Zap
Clash Royale fireballClash Royale Mini P.E.K.K.AClash Royale MinionsClash Royale Guards

The Deck

Miner (Lv 1): The win condition of this deck. All your pushes should include him. When facing heavy decks running Elixir Collector, always send your Miner to get the positive Elixir trade, force your opponent to react and not form a complete push.

Ice Spirit (Lv 10): Honestly one of my favorite cards in the game. Just for 1 Elixir this card can make a huge difference on offense. Ice Spirit+Zap can completely take down a Minion Horde or take the Guards’ shield. Ice Spirit + Mini P.E.K.K.A is my favorite defensive combo to deal with tons of pushes. I strongly recommend you take a look at this guide for more details!

Zap (Lv 10): By far the best spell in the game. Complements the Ice Spirit perfectly. Always try to add him to your pushes. Very versatile and can be used in almost any situation.

Fireball (Lv7): Used to be overshadowed by Poison but after the balance changes it has become very viable. Use it for Barbs, Mega Minions and huge clumps of Medium health troops, if you used correctly you will get amazing value. Take a look at this in-depth guide for more details about the Fireball!

Mini P.E.K.K.A (Lv7): The staple card of the deck. Your tank stopper and main damage dealer. Excellent at turning defense into offense. When facing Hog cycle decks always try to counter him with Mini P.E.K.K.A and start mounting a counter push with Miner and ice spirit. The best tank killer at the moment! Take a look at here to read more about the Pancake hero!

Minions (Lv10): Completely punishes decks with little air defense. Can destroy ground troops running to your side of the map and turn them into counter pushes. Miner+Ice Spirit+Minions can destroy towers if the opponent isn’t ready for it. If your opponent runs Balloon consider saving minions for defense.

Furnace (Lv7): I’m not going to lie, Furnace is a tough card to play if it doesn’t reach your opponents tower. If your opponent can completely stop your pushes, that is where the Furnace comes in. Forces your opponents to react to a card on your side of the map and letting you form a bigger push. Mainly used for defense or chip damage.

Guards (Lv 3): By far my favorite card simply because this bad boys counter so many cards. Exclusive for defense the Guards are one of the best cards in the current META. Save them for single target troops. If surround a Sparky with Guards it will take her 4 shots to completely kill them all. Can not be saved which makes them great Hog counters.

General Gameplan

Control the set of the game

This deck is great because it forces your opponent to generally attack you and help you form a counter push. The Furnace will help you get your opponent to either waste elixir or tank 200~ per spirit.

1x Elixir Period

This is your time to shine. You will want to have your Furnace or Miner on your starting hand. If you get your Furnace, play it slow and counter your opponent moves. If you get a Miner you will want to start a push at the bridge just to test the waters and see how your opponent counters. If you do not get either of this cards play Minions or Ice Spirit near your Crown Tower and you should already have a Miner of Furnace on your hand.

During this period you will want to learn all the cards that your opponent has and mess up his cycle. For example, if he has arrows always try to bait his arrows with guards or force his guards so your Mini P.E.K.K.A doesn’t run into trouble. You generally do not want to start pushes from the back nor push with a bare Mini P.E.K.K.A + Miner push.

Ways to play the deck

This is deck is so good because it has many versatile cards and can be played 3 different ways depending on your opponent cards and cycle.

  • Miner+Mini P.E.K.K.A + Ice Spirit: Main push, deals great damage if your opponent doesn’t have a good counter. Can run into trouble when facing Guards, so what you will want to do is either time the fire spirits that come out of your furnace to help your push, or Ice Spirit+Zap to break the Guards’ shield. If your opponent keeps countering this push try using the next one.
  • Miner+Ice Spirit+ Minions:  Very similar to the first type of push but this one focuses on punishing decks weak to air. If your opponent has Arrows completely stop using this type of push and try using the one above. The Miner will tank and even if the minions are zapped they will survive with 1hp and the ice spirit will freeze the tower. Can completely take a tower if it isn’t countered correctly. In case that your opponent runs both Arrows and Guards refer to the last type of push.
  • Furnace Cycle: The last method to reach your opponent tower ( and the most defensive one). What you will want to do is stack up 2 furnaces on the same lane and constantly pressure your opponent. Even though this method is mentioned last it can be as effective as the first two mentioned. When playing at tournaments this method isn’t recommended since it takes a lot of time to take a tower and time is gold when playing against the clock.

Matchups

Personal Tips

  • Get to know your opponent ‘s deck and his counters. This deck is based on having a perfect read on your opponent’s deck and how he defends. Usually you will want to focus on one type of pushing method during the entire game.
  • Make the best of your Ice Spirit. I cant stress enough how good this card is on offense. Adding it to a push can determine the difference between 3 Mini Pekka hits on a tower and none. Always have Zap to go with this troop.
  • If you get a tower down to 300~, stop pushing that side. I’m surprised not many people do this but not destroying a tower when it has very little HP can actually win you the game.
  • Once the first Crown is taken, your opponent’s King is activated and while it doesn’t matter when running a Beatdown deck, Miner decks are different and your attacks are much weaker when two cannons are shooting at your only tank. If you can hold on to taking a tower, do it.

Alright guys this has been it, hope you enjoyed this deck and hopefully give it a try. If you have any questions don’t hesitate on posting a comment!

Guards – Basic Information and Advanced Tips

99

Guards are always one of the best defensive units in Clash Royale due to their good DpS, low Elixir cost and especially their shields! They are excellent in tons of matchups, If you know how to use them properly.
I have been using them for months, since the first day they got released. Below is my short do and don’t do guide to the beloved Guards!

Clash Royale Guards

Clash Royale Guards

Summary

  • Guards are beefed up Skeletons, which are unlockable from Arena 7 (Royal Arena).
  • Guards have shields and adorable small spears. Regardless of the incoming damage, the shield can always block it. However, underneath that shield, they are very similar to Skeletons in damage, HP and movement speed.
Hit Speed Speed Deploy Time Range Target Cost Count Type Rarity
1.1 sec Fast 1 sec Melee Ground 3 x3 Troop Epic
Level HP Shield HP Damage Damage per second
1 68 150 68 61
2 74 165 74 67
3 82 181 82 74
4 90 199 90 81
5 99 219 99 90
6 108 240 108 98
7 119 264 119 108
8 131 289 131 119
Changelogs
  • 18/5/16, increased the Guards’ hitpoints and damage by 8%.
  • 21/6/16, removed the pushback when their shields break.
  • 12/12/17, increased the Guards’ hitpoints and damage by 5% and their hit speed to 1.1 seconds (from 1.2 second).

Strategy

Shared by Molekule

Do

Use them on defense, of course

Guards do the best job when they don’t have Barbarians, Valkyrie, Minions or Fire Spirits. Use them on your side to get the first strike!

Guards are technically ranged units

Yes, they are not melee troops. They carry not only the shield but also a small and adorable spear. They have a very short ranged mechanic, like the Prince, so they can easily avoid body-blocking while clumping up (not like Barbarians) and while attacking a single unit. One of the most interesting facts about the Guards is that they can outrange Valkyrie, as long as the Valkyrie is locked something else. Due to the attack range and their attack speed, they can get the first strike most of the time, making them very strong on defense.

Use them against single-target troops

Guards are the hard counter to any single-target and troop-targeting unit in Clash Royale. Single-target units usually have pretty high damage-per-hit, which is nothing when dealing with the shield. Regardless of damage, nothing can break through the shield. P.E.K.K.A needs 6 swings to remove Guards (don’t try this at home guys).

Understand them well!

Guards always spawn in an upright triangle, having a small space in the center and 1 Guards facing forward, as you can see in the screenshot below. You can easily take advantage of this by surrounding splash troops like Witch, Sparky or Wizard, making them able to hit 1-2 Guards at one time.

clash-royale-guards-2

One of my favorite trick is to drop the Guards in front of a charging Dark Prince. The Dark Prince splash damage can only hit the first Guard, giving the other Guards full HP shields to deal with other incoming threats.

Kite air troops

I usually use Guards to kite air troops like Mega Minions, Minions, Lava Pups, Baby Dragons, Inferno Dragon… Using Guards in these situations always give you positive Elixir trades. As the air units is approaching your Tower, drop your Guards in their agro range to protect your Tower.

Each Guard can take 2 hits from the Mega Minion, giving your Tower enough time to take it out. Inferno Tower has to recharge after breaking every single shield. Kiting Baby Dragon is a bit harder as you need to make sure that your Guards are not in Baby Dragon’s attack range due to the deploy time.

Wait until you have a very good reason to use them

Guards are situational opportunists. They are extremely useful in many situations but outclassed by Goblins and some other troops. Hold them until the card they counter reaches your side of the Arena.

Assuming you use Guards to deal with Hog Rider, then your opponent drops a Sparky at the bridge, what would know do? Know when is the best time to use them and you will do great!

Use them with experience. Hands down Guards are a fairly technical card. Keep practicing and remember what matchups are the best, know where are the best places to drop them.

Don’t

Use them on offense proactively

Guards will lose lots of potential If your opponent can quickly react to them. For example, your opponent can easily drop the Valkyrie in the middle of the group to take them out. I always recommend using Guards on counter-push but not using them proactively on offense.

Drop them against splash troops. Of course there are a few exceptions but Guards don’t work well against most splash troops. Fire Spirits are the worst matchup as they can kill Guards in the blink of an eye.

Use them under level 3

This is very important If your opponents are likely using cards at Tournament standard. If you use level 1 or 2 Guards, your opponent can easily Zap their shields off. Make sure your Guard shields can survive Zap!


Okay so that’s everything I want say about the Guards so far. Hopefully they can help you get tons of positive Elixir trades (Hey Yarn you there?)

Clash Royale November Balance Change Update (1/11)

33

Hey guys, today Supercell has announced the new balance change update which will be released on November 1st. In this update, Supercell are taking a look at Ice Golem, Ice Spirit, Inferno Tower and the Rage Spell.

november-balance-change-update

Ice Golem Death Damage increased by 74%

This change helps Ice Golem kill Skeletons nearby upon death at Tournament Rule card levels. This is such a great buff since people are using Skeleton Army and Tombstone a lot!

Ice Spirit Freeze duration decreased from 2s to 1.5s

The special Freeze ability is what makes Ice Spirit the best troop in Clash Royale pre-update. But, undoubtedly, 2s are too much with only 1 Elixir cost. We all knew this change would happen!

Rage effect increased from 30% to 35%

Rage is always very fun to use and is the surprising part of most decks containing it. But, currently its userate is very low. With the insane buff for this 2 Elixir Spell, I strongly believe we will face the Rage Spell a lot in the Arena!
As a result, Lumberjack’s Rage effect will be also increased from 30% to 35%.

Inferno Tower HP decreased by 6%

At the moment, Inferno Tower is the best defensive building in Clash Royale, working as the solution to deal with big tanks. Hands down, sometimes it’s very hard to remove the Inferno Tower from the map.


Also, as you can see in the image above (provided by Supercell), there is a new 3 Elixir card, which looks like a “Tornado.

Seems like we will see this new card soon in the Arena:

Most Popular Decks in the Current Meta

150

Hi, I’m the InvincibleDabber7 and I want to share some of the most popular decks in the current meta. The statistics are based on Woody’s Popularity Snapshot, a list compiling the decks that the top 100 people used.

Most Popular Decks in the Current Meta
Most Popular Decks in the Current Meta

Most Popular Decks in the Current Meta

DECK #1: The Giant-Prince Beatdown deck – 16 Appearances

Giant, Prince, Furnace, Lightning, Zap, Log, and choose ONE set, (Musketeer AND Minions), (Executioner AND Mega Minion)

Clash Royale Giant
Clash Royale Giant
Clash Royale Prince
Clash Royale Prince
Clash Royale Furnace
Clash Royale Furnace
Clash Royale Zap
Clash Royale Zap
Clash Royale Lightning
Clash Royale Lightning
Clash Royale The Log
Clash Royale The Log
Clash Royale Executioner
Clash Royale Executioner
Clash Royale Mega Minion
Clash Royale Mega Minion

 

 

 

 

 

 

 

 

 

This deck relies on the Furnace to pressure your opponent. It is a passive structure which forces your opponent to make the first move, thus allowing for a measure of control. The Giant is the main offensive card, and is supported by the Lightning spell, which destroys defensive buildings and medium-health troops. The Prince is a high DPS dealer as well as the surprise card, making it the secondary win conditionThe Log and Zap are the utility spells, eliminating swarms, as well as stunning your opponents cards. Lastly, the Executioner and Mega Minion/Musketeer and Minions are a strong defensive combo as well as excellent at supporting the Prince and Giant.

DECK #2The Hog-Barrel Control deck – 15 appearances

Hog Rider, Goblin Barrel, Princess, Minions, The Log, Skeleton Army, Ice Golem, and Inferno Tower.

Clash Royale Goblin Barrel
Clash Royale Goblin Barrel
Clash Royale Hog Rider
Clash Royale Hog Rider
Clash Royale The Log
Clash Royale The Log
Clash Royale Princess
Clash Royale Princess

 

Clash Royale Minions
Clash Royale Minions
Clash Royale Ice Golem
Clash Royale Ice Golem
Clash Royale Skeleton Army
Clash Royale Skeleton Army
Clash Royale Inferno Tower
Clash Royale Inferno Tower

 

 

 

 

 

This deck is a fusion of Control and Chip. The Hog Rider is the main win condition, and use it with the Ice Golem for an excellent combo. The Ice Golem is also excellent on defense against swarms. Goblin Barrel is the other win condition, and try to bait out the Log or Zap before you use it. However, you can bait out the Zap with the Goblin Barrel, and thus they won’t have many answers to your Skeleton Army or Inferno Tower, the tank shredders of this deck. Add the Minions to the foray and you’ve got three High-DPS cards. Princess is an excellent chipper, splasher, and all around a great card. The Log is used as a utility spell, and if your opponent keeps playing Skeleton Army to counter your Hog, don’t be afraid to throw down prediction Logs.

DECK #3: Golem Beatdown – 6 appearances

Golem, Archers, Baby Dragon, Mega Minion, Elixir Collector, Tombstone, Lightning, The Log

Clash Royale Golem
Clash Royale Golem
Clash Royale Archers
Clash Royale Archers
Clash Royale Baby Dragon
Clash Royale Baby Dragon
Clash Royale Mega Minion
Clash Royale Mega Minion
Clash Royale elixir collector
Clash Royale elixir collector
Clash Royale Tombstone
Clash Royale Tombstone
Clash Royale Lightning
Clash Royale Lightning
Clash Royale The Long
Clash Royale The Long

 

Pump it up! The Elixir Collector is very important in this expensive Golem Deck, and is joined by the Tombstone, a defensive, but passive, structure. The ArchersBaby Dragon, and Mega Minion, form the defensive Trifecta – one ranged, one splash, and one high-DPS, and then transition into a threatening offensive when paired with the Golem. Golem is the main win condition of this deck, and it has the most health of any card in the entire game. Lightning is used to eliminate buildings, while The Log eliminates swarms and the like.

DECK #4: Golem-Balloon-Rage – 6 appearances

Golem, Balloon, Rage, Dark Prince/Executioner, Arrows, Skeleton Army, Elixir Collector, Mega Minion

Clash Royale Golem
Clash Royale Golem
Clash Royale Balloon
Clash Royale Balloon
Clash Royale Rage
Clash Royale Rage
Clash Royale Executioner
Clash Royale Executioner
Clash Royale Arrows
Clash Royale Arrows
Clash Royale Skeleton Army
Clash Royale Skeleton Army
Clash Royale elixir collector
Clash Royale elixir collector
Clash Royale Mega Minion
Clash Royale Mega Minion

We pump up with The Elixir Collector. The Skeleton Army is used in place of a defensive structure, while the Mega Minion helps it eliminate high-health units. The Dark Prince or Executioner splash away smaller units, with help from the classic Arrows. Golem adds a bite to this deck, being an incredibly powerful and high-health troop, and Balloon goes right behind it, destroying towers along the way. But the real surprise of this deck is when you Rage it all up – say good bye to your enemy’s towers in a matter of seconds.

DECK #5Royal Giant Furnace – 5 appearances

Royal Giant, Furnace, Musketeer, Minions, Lightning, Log, Zap, and Skeleton Army.

Clash Royale Royal Giant
Clash Royale Royal Giant
Clash Royale Furnace
Clash Royale Furnace
Clash Royale Skeleton Army
Clash Royale Skeleton Army
Clash Royale Minions
Clash Royale Minions
Clash Royale Musketeer
Clash Royale Musketeer
Clash Royale The Long
Clash Royale The Long
Clash Royale Zap
Clash Royale Zap
Clash Royale Lightning
Clash Royale Lightning

Yet again, we have the Furnace applying tons of pressure on your opponent, and when you pair these angry fire spirits with the mighty Royal Giant you crush and burn. The Lightning helps eliminate pesky Wizards, Witches, and Musketeers, while the Log and Zap destroy those incredibly annoying swarms. The Musketeer, Minions, and Skeleton Army destroy tanks with the help of your Furnace, while providing excellent support to your Royal Giant – especially Minions for distracting defensive buildings like the Inferno Tower, Royal Giant’s worst enemy.

DECK #6 – Hog Freeze Control/Cycle – 5 appearances

Hog, Mini P.E.K.K.A, Goblins, Minions, Elixir Collector, Princess, Freeze, and Zap

Clash Royale Hog Rider
Clash Royale Hog Rider
Clash Royale Mini P.E.K.K.A
Clash Royale Mini P.E.K.K.A
Clash Royale Princess
Clash Royale Princess
Clash Royale Goblin
Clash Royale Goblin
Clash Royale Minions
Clash Royale Minions
Clash Royale elixir collector
Clash Royale elixir collector
Clash Royale Freeze
Clash Royale Freeze
Clash Royale Zap
Clash Royale Zap

The Hog Rider sprints away and off towards your enemy towers, supported with many – such as the evil, greedy, green Goblins. With this combo, execute Pig pushes and bypass pesky buildings. However, this deck has no defensive building, but it does have the Elixir Collector, which helps the deck cycle a lot faster. As well as the Goblins, the Mini PEKKA deals incredible damage and shreds Giants, Golems, Hogs, and the like. Minions also deal high DPS, and are a great support for the Hog. Princess is excellent all-around, but its main use is chipping at towers in this deck. The Zap destroys Skeleton Armies, and with the Princess destroys Minion Hordes. Lastly, the Freeze spell adds an element of surprise in this deck, and paired with the Hog it is absolutely devastating.

DECK #7LavaLoon 4 appearances

Lava Hound, Balloon, Mega Minion, Minions, Skeleton Army, Fireball, Zap, and Tombstone

Clash Royale Lava Hound
Clash Royale Lava Hound
Clash Royale Balloon
Clash Royale Balloon
Clash Royale Minions
Clash Royale Minions
Clash Royale Mega Minion
Clash Royale Mega Minion
Clash Royale Tombstone
Clash Royale Tombstone
Clash Royale Skeleton Army
Clash Royale Skeleton Army
Clash Royale Zap
Clash Royale Zap
Clash Royale fireball
Clash Royale fireball

The Lava Hound soars above ground in this air deck, and is a meat shield for the incredibly powerful Balloon. The Fireball destroys most of the counters to the Balloon, as well as being incredibly valuable on defense – and it is joined by the Zap spell, which has excellent synergy with the Fireball. The Mega Minion and Minions support the LavaLoon combom while also helping out on defense. The Skeleton Army destroys tanks on defense, along with the Tombstone.

DECKS #8 and #9 – Zap Bait – 4 Appearances Each

Skeleton Army, Minion Horde, Goblin Barrel, Log, Furnace, Mirror, and Choose: (Rocket, Fireball), (Miner, Bowler).

Clash Royale Skeleton Army
Clash Royale Skeleton Army
Clash Royale Minion Horde
Clash Royale Minion Horde
Clash Royale Goblin Barrel
Clash Royale Goblin Barrel
Clash Royale The Long
Clash Royale The Long
Clash Royale mirror
Clash Royale mirror
Clash Royale Furnace
Clash Royale Furnace
Clash Royale Miner
Clash Royale Miner
Clash Royale Bowler
Clash Royale Bowler

The Skeleton Army is a powerful tank-shredder on defense. Zapped? No problemo. Just use Mirror to surprise your opponent. The Mirror works particularly well with the Goblin Barrel – they have to let either one go. The Furnace also is an extremely annoying card when it comes down to it. And the Minion Horde can absolutely obliterate opponents if you don’t have your counter in cycle. The Log is used in this deck with lack of a hard counter to Goblin Barrel. If you use the Miner and Bowler, this deck will be played in a control-style, counterpushing with the Miner and defending with the Bowler. If you use Bowler and Fireball, you use Bowler as the main tank. If you use Rocket and Fireball, you play this deck like a Siege deck.

DECK #10: Bowler Graveyard Freeze – 4 appearances

Bowler, Graveyard, Freeze, Tombstone, Musketeer, Minions, Ice Golem, and Zap

Clash Royale Zap
Clash Royale Zap
Clash Royale Bowler
Clash Royale Bowler
Clash Royale Graveyard
Clash Royale Graveyard
Clash Royale Freeze
Clash Royale Freeze
Clash Royale Tombstone
Clash Royale Tombstone
Clash Royale Minions
Clash Royale Minions
Clash Royale Musketeer
Clash Royale Musketeer
Clash Royale Ice Golem
Clash Royale Ice Golem

 

 

 

 

 

 

 

 

 

Yes, even after half of the cards in this deck were nerfed, this deck is still here. The Archers and Mega Minion have been replaced by the Musketeer and Minions after the nerf to the former two. The pair are excellent against air combos. The Bowler is a defensive card and is excellent at transitioning from offense to defense, and paired with the deck’s win condition, the Graveyard, is a formidable combo. Freeze is strong with the Graveyard and can devastate a tower in mere seconds, and joins Zap, the utility spell of this deck. The Ice Golem is also effective at tanking for the Graveyard, while can also be used defensively. The Tombstone is the defensive building in this deck and can apply pressure when needed.


Thanks for reading! I hope you enjoyed my guide and try to use one of these decks!

Just remember, if you try to make a replacement – SYNERGY ABOVE ALL

Executioner Bowler Beatdown Deck

71

I’m dankmelk (IGN: DarkMilk) and I am a Mortar enthusiast but I also enjoy playing beatdown decks, which I will be showing you today.

This Executioner Bowler Beatdown Deck is almost completely unstoppable, 12-0-1 for me right now.

The deck is a strong Tournament and Ladder deck, no matter what level your Executioner is.

The Executioner is similar to the Mortar except much stronger. Combined with the Bowler, they are unstoppable.

The deck is sort of expensive but there is a work around, and I haven’t had any elixir problems so far. Note: I am playing at about 3800 trophies.

Executioner Bowler Beatdown Deck
Executioner Bowler Beatdown Deck

Executioner Bowler Beatdown Deck

The Deck (levels in parenthesis)

Clash Royale Giant
Clash Royale Giant

Giant (7): The Giant is your main tank in the deck, bulky and strong, the Giant can protect your supporting troops with no problems.

Since the deck has no Zap, Inferno Dragons and towers can counter your Giant and melt it, but if you have a few support troops stacked up, the opponent won’t have enough time to take it out.

Can be replaced with Ice Golem or Knight if preferred.

Clash Royale Executioner
Clash Royale Executioner

Executioner (3): In my opinion, the Executioner is one of the best cards in the game atm.

It is extremely over-powered because it has a small stun, can hit air and ground, has lots of range, has splash damage and cannot be Lightninged.

The Executioner is a great defensive troop that has lots of offensive capabilities.

I normally use the Executioner for defense and then place a Giant and Archers in front of it.

The Executioner can take out a Minion Horde, a Skeleton Army, Barbarians, Tombstone, Inferno Towers, and many other defenses. This is what makes this deck strong, if it is combined with Bowler.

Clash Royale Bowler
Clash Royale Bowler

Bowler (4): The Bowler is also very strong at the moment because it can cause lots of damage to hordes, has great knockback, and also has great defensive and offensive capabilities.

Use the Bowler as a defense and then transfer it over to offense, similar to Executioner.

During double elixir time or when you have several Collectors down, you can place both the Executioner and the Bowler together to cause mass damage.

Clash Royale Archers
Clash Royale Archers

Archers (11): I would say the Archers are one of the most useful troops in the game at this time.

They can take out Minions, Skeleton Army, Barbarians, support troops, etc with just a few shots. They are also an effective counter to the Graveyard.

Unlike Goblins and Minions, Archers cannot be Logged, arrowed, or Zapped.

While being a great defensive troop, the Archers can be placed behind the Giant along with most of the other cards in this deck.

Splitting Archers can be used as a kiting tactic or when you have ten elixir.

Replacements (not as versatile): Musketeer, Ice Wizard.

Clash Royale Mega Minion
Clash Royale Mega Minion

Mega Minion (7): The Mega Minion is one of the only troops of its kind.

It is the air P.E.K.K.A that causes great damage and cannot be ignored.

While causing mass damage, the MM serves as a great counter to Musketeer, Ice Wizard, Princess, Hog, Valkyrie, and most all troops because it can take them out in just a few shots, even with the recent balance changes.

Playing the Mega Minion against hordes of troops is not recommended because it will likely be obliterated. No recommended replacements.

Clash Royale elixir collector
Clash Royale elixir collector

Elixir Collector (7): I usually never use the Elixir Collector because it is one of those buildings that was nerfed and is rarely ever seen.

I thought that the Elixir Collector was completely useless until I started looking for a cheaper card and then I was like hey Elixir Collector might be good in this deck.

With the Elixir Collector, you basically want to stack up a few during normal Elixir time and as soon as it hits double Elixir time you can rush your opponent with a huge push.

If your opponent always plays Miner on your Collector then you can play your Collector in the corner and tornado the opponent’s Miner into the King’s Tower. Otherwise I would recommend playing the EC in the middle of the map, right in front of the King’s Tower.

Clash Royale Arrows
Clash Royale Arrows

Arrows (9): With spell bait, Goblins, and Minions becoming more popular I would suggest using Arrows instead of Zap since it can take out opponents troops that are a few levels higher. It also can hit air and kill Lava pups, giving you a big advantage over Lava Hound decks.

Could be replaced with other spells but it is not recommended.

Clash Royale Tornado
Clash Royale Tornado

Tornado (3): I think the Tornado is easily the most exciting card in the deck because of how many interesting uses it has.

A couple of them are: pulling a Miner/Hog/Elite Barbarians into the King’s Tower and activating it or you can clump troops together then completely make them disappear with the Executioner and Bowler because they cause great splash damage.

When you have a large Bowler, Executioner, Giant push coming in and you know the opponent will play Barbarians or several small troops you can tornado the troops right into the tower. This allows the Bowler and Executioner to go to work against the troops and hit the tower at the same time.

An alternative to tornado is Zap or Log if you just hate the Tornado.

General Gameplan

Normal Play: In normal elixir time, I try to defend my opponents pushes as much as I can.

Fast paced decks are harder to defend against because this deck is a little on the expensive side of decks.

When I play against an opponent who uses decks that include a tank with multiple supporting troops, I can defend really well because I have a lot of splash damage troops like Bowler and Executioner which can easily take care of an opponents deck.

When I have full elixir I try to place an Elixir Collector and stack them up because they provide a lot of support.

If I defend my opponent in normal elixir time I sometimes place a Giant down in front of my surviving support troops and get a small push going.

Double Elixir Time: As soon as I hit about one minute and I have a few Collectors down, I place a Giant, Bowler, or Executioner in the back on the side that I have most damage or the side that my opponent is attacking.

Once I do this I try to stack up as many troops right behind the Giant as I can. With a Giant, Executioner, and a Bowler down, it is very hard to counter.

I would say the strongest counter to Executioner and Bowler would probably be the Valkyrie because for some reason the knockback on the Bowler does not work when the Valkyrie is smashed between the two troops.

Long story short, just stack as many troops behind the Giant to overthrow your opponent, similar to most beatdown decks.

Defense: Depending on what your opponent plays, you can play a cheaper defense such as Archers, Mega Minion, or you can defend a little more expensively like Bowler, Archers.

Defending faster paced decks is the hardest deck to play against because they are so much faster then you. To defend against them you want to try to get the most out of every troop you place.

For example, if your opponent places a Miner with a Minion Horde or Goblins, you can defend with a execution right behind the Miner so it can hit the extra support troops as well.

When I play against an opponent who uses decks that include a tank with multiple supporting troops, I can defend really well because I have a lot of splash damage troops like Bowler and Executioner which can easily take care of an opponents deck.

Hog decks are the easiest to play against in my opinion because you can defend really cheap and can completely overwhelm them with big pushes, usually resulting in a three crown.

Conclusion

This deck has worked great for me in challenges as well as in ladder play around 3800 and I hope it works out for you.

Some things to remember that I bet you’ve heard a million times, never overcommit, watch your elixir, stay positive and never give up! DarkMilk out!