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Clash Royale Update: November Balance Change

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So finally Supercell has announced the upcoming Clash Royale Balance Change Update on November 30th 2016. In this update, Supercell is toning down Mega Minion (as we predicted before) and making the Elixir Collector great again.

Clash Royale Balance Change Update

Clash Royale November Balance Change Update

Below is Ash’s opinions on the new Clash Royale update (balance changes).

Mega Minion: Hit Speed decreased from 1.3s to 1.4s; Damage decreased by 6%.

This is no surprise. Mega Minion is too valuable for only 3 Elixir and can beat all other 3 Elixir and 4 Elixir unit (except Tesla) one on one. In total, this is about 15% DPS nerf. Unfortunately, even with this nerf, the Mega Minion is still going to be a beast. The Mega Minion will continue to beat threats such as Musketeer, Baby Dragon, and Wizard one on one. And in my opinion, it’s really not too significant.

The Mega Minion was used by over 84% of the Top 100 players in the Global Leaderboards for the last 3 weeks. This nerf may reduce the usage down to around 75% I would. The 2nd most used card is The Log, which is used around 65%, so yea, I really don’t see another card surpassing Mega Minion, unless the Mega Minion gets a bigger nerf than this.

Elixir Collector: Lifetime decreased from 80s to 70s; Production Speed increased from 9.8s to 8.5s.

I feel like this is a huge buff and feel like it’s unneeded. It’s only been a few weeks since Elixir Collector was changed.

The Elixir Collector wasn’t dead, it was still a fine high risk high reward card and also worked perfectly fine in 3 Musketeer decks too. But now with this significant buff, the Collector will now produce Elixir faster, making it super super deadly during double Elixir time.

Beatdown decks will be stronger than ever during double elixir. It will still remain risky, but the reward is now really high. You get a 3 Elixir profit in 70 seconds, that’s a crazy return value in my opinion.

I feel like Supercell just rushed this card, thinking it was dead. The Elixir Collector metagame was one of the worst metas in the game, where in its prime, it was in about 90% of top players’ decks. I would hate to see that happening again.

Poison’s damage increased by 10%

Many people believe that this is a significant buff, but in my opinion, it’s not really not significant and Poison will still be very underused.

Poison’s main attribute used to be its slow down effect. A 10% buff means Poison will do 60 damage per second instead of 55 for 10 seconds at Level 4. And in total, it will do 50 more damage to troops and building, and 25 more damage to Crown towers. Which is insignificant in my opinion. It’s not going to kill Skeletons from a Graveyard, in fact, it’s going to be the same thing beause Level 9 Skeletons have 67 HP and Level 4 Poison will now do 60 damage per second, so it will still take 2 seconds to kill Skeletons.

So yea, I don’t think a 10% damage increase is going to Poison a better option than Fireball or Lightning in most decks.

Tombstone spawn speed decreased from 2.5s to 2.9s

2.9 seconds from 2.5 seconds. This is also not much nerf.

The biggest difference will be that you’ll have to time place down your Tombstone safer to block a Furnace. You’ll have to wait for the first round of Fire Spirits to dissipate before playing down your Tombstone. While the Tombstone will spawn 2 less Skeletons over its 40 second life time, not really that big of a deal.

The Tombstone will still remain as the best defensive building, and I’m very confident in saying that.

Lava Pup HP decreased by 1%

This change only affects like 0.000001% of the players, and I’m one of those players who’s affected pretty badly like this.

This is simply so that a Level 12 player’s Arena Tower can 2 shot Level 4 Lava Pups, instead of 3 shot. I don’t like it because my highest level Legendary is my Level 4 Lava Hound, and it’s the card that I use to mainly trophy push with because of that. Not only that that, Level 4 Lava Pups already get 1 shotted by Level 13 Zap Spell. This is a big blow for me.

Ash explaining the new balance changes in this video:


Clash Royale November Balance Change – A Closer Look Into The New Poison Buff

Shared by Galbers Gaming

Supercell back in October removed the slow effect (movement speed and attack speed) from Poison which completely annihilated it, but they felt it was needed to rid Clash Royale of Goison and they didn’t want to risk not going far enough to remove the combination from the game. Well they succeeded, there is more variance in the arena but in it’s place Lightning now stands just about supreme and is used in two very strong decks at the moment: the Giant with Bowler and the Lava Hound. Supercell is apparently looking at Lightning so maybe come end of December we will see a buff to Elite Barbarians and a slight nerf to Lightning but anyway I digress let’s get back on topic, POISON!

Poison has been completely unused since that nerf, in fact the only time I saw it was in the entertaining Double Elixir Challenge where I lost to a very good (annoying) spawner deck on my 12th win attempt, yes I’m still a little bitter! So it was inevitable that it would get a buff at some point especially when a fireball does more damage and instantaneously. So this 10% damage increase is certainly a good start at bringing the Poison spell back into the arena from the Graveyard :), and right now there are decks out there where I can see this spell really working and in some instances even being as strong as Poison was back before it was nerfed! Big shout I know and it is to do with the Ice Golem with Poison interaction against the Barbarians, this is something which no one has seemed to pick up on yet but before I talk about that here is some background:

Past

Before the Poison destruction back in October, it slowed units speed and attack speed as well as did damage over time. At that time Hog Rider Poison was a thing, obviously it was not as prolific as Goison but it was there.

Current Decks that will be affected by an increase in Poison popularity:

  • The Ice Golem Hog Rider cycle deck is one of the stronger decks at the moment, one card which shuts this down relatively well is the Barbarians – Poison used to be used in conjunction with Hog Rider to combat Barbarians.
  • There are also some tricksy Graveyard decks doing the rounds – Poison will shut these decks down.
  • There will also be more Elixir Collectors post Wednesday’s update, although the Elixir Collector will still be a risky card to play especially in the current Lightning Meta – Elixir collector has always been an attractive Poison target even now pre-Poison buff.
  • The Clone Spell will be released in just over a week’s time, upon release there will be more Zap Bait decks where Poison will be helpful as well as be a slightly expensive option of destroying the cloned units themselves, four elixir Poison to the three elixir Clone.

With all of this in mind, Poison is looking more attractive especially post the ten per cent damage buff.

Post Poison buff – 10% damage increase

  • In an Ice Golem Hog Rider cycle deck (one of the stronger decks currently) the inclusion of the buffed Poison with the Ice Golem’s death damage will be able to kill Barbarians (this is also currently the case with the Fireball & Ice Golem’s death combination), but wait that’s not all. On the Ice Golem’s death a slow will activate, making this already potent combination even stronger and very similar to the Poison back before it was nerfed! My video below explores this as well as the post Poison buff: Ice Golem, Hog Rider and Poison deck.
  • Poison will also now be able to kill the Wizard and Musketeer should you be able to keep them in the poison long enough…
  • Poison Freeze was also a thing for the level 12s and 13s so maybe that too will make a comeback.

This all looks very good on paper but we will just have to see how it works in practice. I’m pretty sure it will work in some decks but if doesn’t work you didn’t hear it from me… if it does work, you heard it from Galbers Gaming first 😉

Anyway, please let me know if you:

  • Agree/disagree with me
  • Know of any other little “niches” that will arise from the ten per cent Poison damage increase
  • Have any decks in mind where Poison would fit it
  • And most importantly of all, do you think Goison or some sort of Tank Poison will come back to the Clash Royale arena?!

Thanks for reading, if you have any questions please do not hesitate to ask and please don’t forget to subscribe to Galbers Gaming’s channel for more strategy and tips.

What do you think about these changes guys? Please share your opinions!

Legendary-Free Furnace Deck for Challenges

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Furnace Poison Deck

Hey everyone, Blaxeturner here with another challenge winning deck. I have won two Challenges with this deck, one of them being a flawless challenge win. All my cards were tournament standard except for a level 3 Poison.

Furnace Poison Deck

Clash Royale FurnaceClash Royale elixir collectorClash Royale MusketeerClash Royale Mini P.E.K.K.A
Clash Royale Ice SpiritClash Royale PoisonClash Royale ZapClash Royale Knight

Furnace Poison – Challenge Winning Deck

Furnace – This card is severely underestimated by some. It used to be the top meta card in tournaments and took the game by storm. It started to die down when a poison meta was rising however there are ways to reduce the impact of poison on your deck. If left alone, this card can deal a devastating 800 damage to your opponent’s tower. Constant pressure on your opponent like this can shut down many decks immediately. Keep in mind, it is best if you have a level furnace that will spawn Fire Spirits to reach your tower

Elixir Collector – This deck is able to control and pressure your opponent. With the extra Elixir advantage, you can increase this pressure by placing multiple Furnaces (out of Poison range!) cycle through your cards to constantly Poison your opponent’s troops, and provide a steady Elixir control when your opponent also plays Elixir Collector. Make sure to place your Elixir Collector away from your furnaces. This forces your opponent to either poison your furnace or your elixir collector, either one will give you the positive elixir trade.

Musketeer – Probably one of the most important cards in this deck. She will be both your offense and defense. On defense, with her long range, she will be able to take out opponent troops while standing protected next to the tower. Her high DPS allows for tanks and split supporting troops to be taken out easily. She is also a killer when surrounded by Fire Spirits and Ice Spirit usually forcing your opponent to use a Zap during offensive play.

Mini P.E.K.K.A – He’s one of the best tank killers in the game and he’ll be a troop that you’ll want especially in the current meta. His fast movement speed and high damage will put a lot of pressure on your opponent when supported by the Furnace. Probably one of the best cards at the moment. Take a look at here for more details!

Ice Spirit – One of the top cards in the game due to its amazing defensive and offensive versatility and also because of its immunity to zap. A recent orange juice video noted its synergy with the Musketeer. You’ve got both in your deck along other great support (Knight and Furnace). Take a look at here for more details about the Ice Spirit, the best troop in Clash Royale!

Poison – Just an overall great card due to its ability to take out Minion Horde and slow down the tower allowing you perform great combos. Poison will also be your secret weapon to deal with Giant Poison decks. If you can Poison your opponent’s troops when your opponent is coming in for a Poison push, the Poison will cancel out allowing for an even match. If positioned correctly, you can also force your opponent to either poison your Furnace or your Musketeer allowing a poison free territory on your side.

Zap (or The Log) – Surprisingly Log works very well in this deck, but sticking to the “No Legendary” part, Zap works just as fine. Both serve different purposes but they are in here as they will clear away those little bitty troops such as Goblins and Skeletons from wishes allowing your Mini P.E.K.K.A to defend well or reach your opponent’s tower.

Knight or Goblin Barrel (or Miner) – The preferable one here would be the Knight, but the Goblin Barrel has its own benefits too. They all cost 3 elixir and provide either a Zap lure ability or a tanking ability. The Knight has been an underestimated card which provides excellent value for 3 elixir. There are few cards that can take out the Knight for less than 3 elixir. The Knight here will be tanking mainly for your Musketeer and also on defense, it can tank while your Mini P.E.K.K.A hacks away at distracted troops. The Goblin Barrel has also great synergy as often, your opponent will Zap your Fire Spirits behind your Mini P.E.K.K.A or Musketeer to counter it (which is already a positive elixir trade for you as the Fire Spirits cost less than 1 elixir to produce), the Goblin Barrel will provide for either extra damage, or lure your opponent’s Zap to allow for a confident push knowing your opponent has no zap.

General Gameplan

Control your opponent

The Furnace is probably the best control card in the entire game. It will shut down your opponent’s Minion Hordes, Lava Pups, goblins, and Witches. To non-splash vulnerable units, they will still do around 150 damage per spirit which is a significant chunk of their health. If left alone, the furnace can chip 800 damage.

400;”>Poison is also a great way to control your opponent with the rising meta. When your opponent poisons you during a push, Poison them back to make it even while also gaining crown tower advantage and to pop cheap troops your opponent decides to place. This deck is one of the best defensive decks.

Furnace and Elixir Collector

Your goal during each match will be to make as have as many Furnaces and Elixir Collectors as you can. Just 3 furnaces will chip 2400 damage from a tower.

Make sure to distant your Elixir Collector and Furnace to force your opponent to choose between Elixir Collector or Furnace to Miner/Poison.

Think of this like a pumpy Golem deck or an intense chip damage deck. You want to gain as much elixir advantage over your opponent has possible.

Counter Pushing

This deck may surpass all others in terms of counter pushing. The furnace will constantly generate fire spirits to support your counter push. It is not rare for a Musketeer, Mini P.E.K.K.A, or Knight to be wandering after an attack by your opponent. With this, you must burst at your opponent. After an attack will always be the time that your opponent is weakest in elixir and defending against Mini P.E.K.K.A and Musketeer surrounded by Fire Spirits and Ice Spirit will be very difficult, especially when you Poison their towers as well. If you do have the Miner, it is excellent to tanking for the tower having your opponent make the decision to take out the miner or the incoming troops.

No Aggressive Pushing

This Furnace deck is not a Hog Rider deck. You can’t push the other side very easily when your opponent places a tank in the back. However, this deck does specialize in defending well and counter pushing which will give you the extra Musketeer or Mini P.E.K.K.A left over on defense to push with. Pop a Knight in front and the push will be perfect especially with the Furnaces constantly pumping Fire Spirits.

How to deal with Giant Poison

This is really the only matchup that needs an explanation. As stated before, place your Elixir Collector and furnace out of poison range from each other. This way, they can either Poison your pump, or your Furnace, giving you the positive trade either way.

To stop their pushes, use the Furnace to lure the Giant to the middle and place the Musketeer next to the tower out of Poison range of the Furnace to slowly deal damage to troops behind the Giant (the Giant lured to the middle will leave troops behind it vulnerable). Use Ice Spirit, Zap (or Log) and Poison to slow down the progress of your opponent troops and Mini P.E.K.K.A to deal damage to them. The Knight is also great for finishing troops such as the Ice Wizard or Bomber as well as distracting Mega Minion.

Okay guys hopefully you have found this guide helpful. Don’t hesitate to comment If you need any help. Cheers!

Legendary Control Deck

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Legendary Control Deck

Hey what is going on guys, this is RSivak back again with a great Legendary Control Deck I stumbled upon.

I lost to this deck and decided to try it out and found it to be a great control deck.

Legendary Control Deck

Legendary Control Deck for Arena 10

A little background on Control decks, this is a play style for those who defend the enemies pushes, while building up an elixir advantage and chipping away with that advantage. It’s a fun deck to use but not one in which players who like to be the offensive will prefer. Lets get into the cards! Bear in mind this is a Legendary heavy deck.

Cards Breakdown

Clash Royale Miner

Miner: Your chip damage card, dealing some damage to the tower for a cheap elixir cost, use him often to whittle their tower down to zero. This card cannot be replaced. Miner will mostly land guaranteed  hits on a tower, Goblin Barrel, Knight cannot be so surefire.

Clash Royale Princess

Princess: Shoots flaming arrows in a circle to decimate small swarms of pesky troops, great for chipping a tower from a distance, she can deal 140 damage onto a tower per shot and can take out a weakened tower solo. Cannot be replaced, she is so versatile and her ability to stay away from the melee and deal damage gives her a huge benefit.

Clash Royale The Long

Log: The last legendary, and the only replaceable one. Arrows, Zap, Fire Spirits all work, but the Log is the most effective. Shoves back the push, and kills any weak or weakened troops, meant to hold off the opponent push for a couple seconds so your troops shut down the push faster.

Read the best tips for The Log at here!

Clash Royale Mega Minion

Mega Minion: The Meta Minion, your air defense and Bowler smasher, this card is a must since a lot of your troops are weak to Arrows, and Zap I wouldn’t recommend switching for Minions. Great defense card and should be pretty much used only on defense, since it moves so slow it can be a bit underwhelming and easily shut down on offense.

Clash Royale Furnace

Furnace: Strong chip damage card, I don’t think Furnace is overpowered just because it can land a hit on the tower, Goblin Hut Goblins and Barb Hut Barbs guarantee hits on the tower if undefended, so why should the Furnace be different? Anyway, the great thing about this card is it can be used even if under leved. I am using a level 7 Furnace in the 3500’s range against level 10’s and I find myself holding my own quite well with this deck. It is great at weakening the enemies push, and dealing some chip damage if you throw a Miner at the tower before it can focus on the spirits, allowing them to deal a hefty 300+ damage not counting the Miner whacking away as well!

Clash Royale Skeleton Army

Skeleton Army: Your strongest tank shredder, got a Hog Rider, or Elite Barbarians coming at your tower and at low elixir? Skarmy and then poof, they get cut down so fast, weak to Zap of course, so I recommend you bait the Zap, if you have an Inferno Tower down and they sending in a Giant, drop Skarmy well away from the Inferno Tower, so they Zap only one while the other takes down the tank.

Clash Royale Inferno Tower

Inferno Tower: The second defense building, this will cut thru Golems, Lava Hounds, Giants and Hog Riders with ease. Save it for when you need, no point in dropping it and they push with a tank after it dies. Your backup with Skarmy, make the opponent Zap only one while the other kills their push.

Clash Royale fireball

Fireball: Fireball has been on the rise lately, and for good reason, instant 200+ Crown tower damage for a 4 elixir cost, I like to Fireball glass cannons when they walk near the tower I am focusing on, gives we a good bit damage and weakens their push. Perfect because it is not too expensive.

Read more about Fireball at here!

General Gameplan

This is not an offensive deck!

You want to counter the opponents push for a positive elixir trade. Then drop a Miner and Furnace for a bit of chip damage.

I like to start off with a Furnace, and then if I can drop a Miner on the tower the Fire Spirits are heading to right after, this can deal a hefty 400-500 damage if not defended against.

Another thing I like to do is when the Fire Spirits leave the Furnace, I drop a Princess at the bridge and this forces them to wait a second or two until the Fire Spirits are clear before they attack the Princess allowing her to get 2-3 shots onto the tower, of course don’t do this unless the Arena is empty of distractions for your Princess, you want damage onto their tower, not one wasted on a couple of skeletons heading the other way.

Defend, defend, defend, this deck can deal with pretty much any deck that you come across.

Double Elixir makes this deck stronger than ever, with the ability to get 2-3 Furnaces down, your swarm of Fire Spirits can be nightmare for your opponent to counter and with a Miner whacking away with his shovel can make an enemy desperate.

Stay calm and defend their pushes, I like to place a Furnace between the two Arena Towers and if they push with a Tank, the Inferno Tower right in front of the Furnace can be a deadly defense.

If you defend well you should have no trouble, I find myself winning games with 2000+ hp on all towers.

Counters:

I find Lightning and Rockets can be troublesome until double elixir when I get so many Furnaces down that they have trouble killing them all. Giant decks can be the most troublesome of all the Beat down decks as they can get multiple Giants down with relative ease, you can usually get multiple Inferno’s down with ease as well.

Tips:

That’s it guys! Hope you liked the guide and found it useful. Hope it helps you guys push further! Cheers!

Ultimate Spell Cycle F2P Deck

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Hey everyone, it’s Unstoppable with a very strong Spell Cycle deck.

Many people condemn Spell Cycling as something that takes “no skill”, however I’d say Spell Cycling is one of the most skilled decks one could use. I will write some reasons why spell cycling takes a lot of skill to use down below. Even Pompeyo, the number one player in the world, said that some of his favorite high skill decks to use include spell/Rocket cycle as well as X-Bow.

It is a legitimate strategy that is hard to pull off, but with the right rotation and plays can be managed easily.

Ultimate Spell Cycle F2P Deck
Ultimate Spell Cycle F2P Deck

Spell Cycling can counter so many meta decks. It relies on ultimate defense and positive Elixir trades. Once you make enough positive Elixir trades, you will need to store up Elixir by using an Elixir Collector. This gives you an additional +2 positive Elixir trade. The more positive Elixir trades the better, right? After some time, Elixir rolls in like crazy, allowing you to begin to Rocket or Fireball their tower for the win. Although this may sound dirty or unfair, skilled players will not allow you to gain that Elixir advantage for the easy Rockets or Fireballs. Thus you will need to learn to create these Elixir advantages by using the guide below.

During the double Elixir challenge (it also works in regular grand and classic challenges), I used a Rocket cycle deck to achieve 12 wins.

The exact deck that got me 12 wins included: Princess, Rocket, Mirror, Elixir Collector, Ice Wizard, Inferno Tower, Skeleton Army and Log.

However, some replacements will cause this deck to work even better. Here is the new and improved deck without Legendaries! This works better ever since new cards came out and control cards are better than ever: Inferno Tower, Elixir Collector, Rocket, Fireball/Mirror, Ice Golem, Archers/Mega Minion, Skeleton Army, Ice Wiz/Log/Ice Spirit/Bowler

 

Cards Breakdown

Clash Royale Inferno Tower
Clash Royale Inferno Tower

Inferno Tower: One of the best defensive buildings in the game. It can shut down Royal Giant, Giant Skeleton, Lava Hound, Giant, or Golem easily for a huge positive Elixir trade. It also acts as a brick wall against Hog Rider. Its biggest fear is Lightning.

Because of this deck’s heavy control nature, Zap will be pretty useless against it, as you an simply place a Skeleton Army or an Ice Spirit to buy you some more time for the Inferno to shred the tank into pieces.

Clash Royale Ice Spirit
Clash Royale Ice Spirit

If you face a tank+Lightning combination, you will need to use a combination of troops to stop the support as well as the tank. It is best to either Skeleton Army the support and place your Archers to deal with the tank. If you need to, distract the support with your Ice Golem and Skeleton Army the tank. Either way works in case your opponent completely destroys your Inferno Tower with Lightning.

Clash Royale elixir collector
Clash Royale elixir collector

Elixir Collector: The most important card in this game. You can’t Rocket your opponent’s tower for free. The Elixir Collector is the card that generates the Elixir for you to do this.

I would not play this card in the beginning unless your opponent does a passive move like split Archers or Tombstone/Furnace. Remember, for every Elixir Collector you place, you get a positive 2 Elixir trade.

It is fine if your opponent Fireballs it, however if they send a Miner, defend your Pump at all cost! Skeleton Army the Miner for a neutral Elixir trade. Or Fireball the Miner onto your king tower. That is an advanced trick where you will want to Fireball the center of your tower and that will send the Miner onto your king tower.

If your opponent Rockets your Pump, you may have to play for the draw, as it is hard to cycle Rockets without an Elixir Collector.

Clash Royale Rocket
Clash Royale Rocket

Rocket: One of the main win conditions of this deck. This is great for Elixir Collectors, huge deathball pushes (witch, Musketeer, Wizard clumped together will give you a 8 Elixir positive trade).

I would Rocket anything that is 5 Elixir and above if you could clip the tower as well for instance, a Wizard placed behind the king tower that is making its way to the opponent crown tower. Rocket that. Basically you get 490 damage for just 1 Elixir spent. Totally a good trade. Rocketing a Musketeer is fine, however if they have a cheap cycle deck they may outplay you with their Hog Rider. Rocket Elite Barbarians if you don’t have Skeleton Army in cycle.

The ideal situation is if you can build up a couple Elixir Collectors and thus begin to cycle Rockets and get tons of damage on the opponent tower.

Clash Royale fireball
Clash Royale fireball

Fireball/Mirror: Fireball and Mirror are actually interchangeable cards in this deck.

Fireball is great as it kills Archers, bombers, minion horde, and can severely damage a trio of Musketeers for a huge positive Elixir trade. It is great for cycling as well. However, this will make the deck quite expensive.

Mirror, on the other hand, is great if you need to Mirror Skeleton Army. That is a huge trick that your opponent can often do nothing about.

If they place Hog Rider, and you Skeleton Army it, and they Zap it, then mirrroring your Skeleton Army is a great move!

If your Rocket was used on the opponent Elixir Collector, and the opponent uses Three Musketeers, then you can simply Mirror the Rocket for a positive two Elixir trade!

Mirroring an Elixir Collector if you have a huge Elixir lead already practically spells GG for the opponent. In tricky Lightning situations, you may have to Mirror your Inferno Tower!

With Mirror there is no end of possibilities.

Clash Royale Archers
Clash Royale Archers

Archers/Mega Minion: So far this deck lacks a good air targeting card.

The Inferno is great against Lava Hound, but you still need something to clean up those Pups. Archers or Mega Minion can both fill this spot in relatively well.

Both can create great positive Elixir trades, with Archers good against graveyard, and Mega Minion + Ice Spirit combo is great against Elite Barbs, Hog Rider, and higher HP troops.

If left alone they chip the tower as well a few hundred HP.

Clash Royale Skeleton Army
Clash Royale Skeleton Army

Skeleton Army: Another defensive MVP. These ledoots create so much value.

An exaggerated situation is a Skeleton Army countering P.E.K.K.A + 3 Musketeers + Rage entirely for a 16 Elixir trade!!! Obviously it doesn’t always work that well, but you get the idea. Skeleton Army a Musketeer, Skeleton Army a Mini P.E.K.K.A, Skeleton Army a Miner, Skeleton Army a Hog Rider. Skeleton Army everything except for Valkyrie and Minion Horde 🙂

If you want to Skeleton Army a Bowler, it is advisable to surround it, or first distract with an Ice Golem. Skeleton Armying a Goblin Barrel can get you out of a stick situation as well. Mirrored Skeleton Army is absolutely lethal if your opponent does not run enough spells.

Control Card: Finally, you need a control card to stall for time. For instance, a troop you can place behind your king tower in the beginning of the game.

Control cards include Ice Spirit, Log, Bowler, and Ice Wizard. These are the best control cards in the game.

If you want something cheap, go with Ice Spirit. If you encounter a lot of Hog Riders, go with Bowler. Ice Wizard is one of my personal favorites. Log is great against the zap bait Meta. It is your choice.

Gameplan and Tips:

First of all, go slow! Don’t start off with a Rocket or Elixir Collector.

Sometimes it pays off to see your opponent’s first move:

  • If they split Archers, Tombstone, Pump, or Furnace (something passive), then Pump up. That means they can’t rush you with as much Elixir.
  • If they play a Wizard in the back, that is a prime Rocket opportunity. If they don’t play anything, start with your control card in the back.

This is a game of out thinking your opponent.

You must get a commanding lead in Elixir. That is the whole point of the deck. Whenever you make a positive Elixir trade e.g., Ice Spirit onto a Mega Minion, Ice Golem countering a Musketeer, take the opportunity to trade that Elixir trade for an Elixir Collector. That will generate even more Elixir in the future for you. Always protect your Collectors. They are the key to winning.

Clash Royale Ice Golem
Clash Royale Ice Golem

Learn your opponent deck and know what to save

  • If they are playing a Mirror barrel deck, use your Log on the first one, and Skeleton Army the next
  • If they are using 3 Musketeers, you can Rocket their Collectors but make sure you save your Fireball for the 3 Musketeers.
  • For tanks and Royal Giant, use your Inferno Tower at the right time. If they Lightning it, use your Skeleton Army as a last defense.

Make positive Elixir trades, turn into Elixir Collectors, and Rocket for the win! This is the key of the deck!

Often this will turn into an overtime match. Be patient and wait for the best opportunity to Rocket. Never over commit (e. G., Mirroring Elixir Collectors even though you are at a disadvantage in Elixir, or placing a Collector down right when you reach 6, Rocketing Archers, etc)

Finally, don’t be afraid to play for the draw. Sometimes if the opponent simply keeps Rocketing your Pumps, it may be impossible to win the match. Playing for the draw is easy due to this deck’s hyper defensive nature.

That’s it for this deck. I hope it helps!

Good luck! For any question, please comment below!

Anti-Elite Barbarian Tornado Deck for Arena 8+

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Are you finding it hard to deal with Elite Barbarians?

Since the new balance change Elite Barbarians have rose to the top. They are probably even more popular than the Mega Minion now.

Many decks now include them, even using them as a win-condition like the Royal Giant. So I, Victorapple, put together this simple 3.4 elixir deck that shuts them down, while also packing quite a punch.

Anti-Elite Barbarian Tornado Deck

Clash Royale Princess

Anti-Elite Barbarian Tornado Deck

Bowler: Starting off is the Bowler.

Clash Royale Bowler

Bowler’s unique linear knockback attack is perfect for keeping Elite Barbarians away from your tower. Not only that, he’ll kill any supporting troops behind them as well.

The popular Ice Golem + Elite Barbarians also can’t bypass a single Bowler. Being quite tanky, too, he can survive a beating and support a counter-push. No replacements, not even Wizard.

Ice Golem: One of the most versatile cards, can be used defensively or offensively depending on the situation.

Clash Royale Ice Golem

Kite Mini-P.E.K.K.A, Lumberjack, Elite Barbarians, or whatever with it.

You can use it to cut off supporting troops in a big push, or cause a troop to retarget. Offensively, you can use it as a tank for your troops.

Put it in front of your Archers, your Bowler, your Elite Barbs to help tank. Its death damage and slow is also really good.

Knight can be used as substitute, but Ice Golem is superior.

Elite Barbarians: Yes, this deck also uses Elite Barbarians.

Clash Royale Elite Barbarians

These guys are your tank shredders and tower killers. Counter tanks with them, then counterpush with them.

If you know your opponent is in low elixir, just plop them in an empty lane and watch the carnage.

Non-replaceable.

Archers: I prefer these gals over Spear Goblins because they can’t be Zapped or Arrowed or Logged at tournament rules. I also take them over Musketeer because in this deck there aren’t many “swarm” troops.

Clash Royale Archers

Archers can be used as a distraction as well in desperate cases. Plus they are cheaper.

You can counter push with them if they successfully defend an attack.

Mega Minion: Second anti-air defense.

Clash Royale Mega Minion

You can also use this guy to cut off and kill supporting troops like Witch.

Can be replaced for normal Minions. I take Mega Minion because it isn’t vulnerable to splash.

This guy can’t stop Elite Barbarians by itself, but with kiting from Ice Golem it can help stop them.

Tornado: Still an underused card, I think the buff is amazing.

Clash Royale Tornado

With the stronger pull, it opens up tons of new possibilities. The pull is strong enough to stop Hog Riders and Giants alike from moving.

Defensively, combining it with Princess and/or Bowler can shut down devastating pushes.

Offensively, use it to displace priority counter troops like Wizard or Ice Wizard into the other lane, rendering them useless, or force that cowardly Musketeer into range.

Using it offensively with the Bowler, you can drag all their troops directly in front of their tower, so the Bowler hits all of them and the tower with his boulder.

Such a great under appreciated utility card.

Log: Even more displacement with the Log!

Clash Royale The Long

This is usually used to clear troops like Skeleton Army or Princess, but also used to provide further disruption when needed.

It’s possible to Log a troop out of the Bowler’s boulder, so play it smart.

Replaceable with Zap.

Princess: You may have some air splash cards like Ice Golem and tornado, but that’s not enough to stop Minion Hordes from destroying your tower. Introducing your friendly neighborhood Princess!

Clash Royale Princess

Great backline support troop when counterpushing. You can also use it to support Ice Golem in defending Elite Barbarians (That is the point of this deck, after all). If you don’t have, arrows is a decent replacement, but Princess is better.

General Gameplan

Pre 2x Elixir:

The key is to play extremely defensive with this deck. Avoid tossing out Elite Barbarians, Bowler, or Princess unless for countering, because doing so will either cause you to have little elixir to defend or not have something able to defend.

Tossing out Elite Barbarians just to have them countered will leaving you with nothing to defend, say, a Golem. Just play reactively to your opponent and support small counter pushes.

2x Elixir:

Time to make plays. Try to press a bigger counterpush than before, such as Archers+Bowler+Elite Barbarians+Ice Golem.

This is devastating, combined with support from your 4 other cards can easily take down a tower once Elite Barbs lock on. However, a good Fireball could stop the push, so play smart.

Specific Deck Matchups:

Hog Rider/Trifecta Decks: Tornado/Bowler can take care of Trifecta no problem. A sole Hog Rider can be countered Mega Minion for positive Elixir but some damage to tower, or Elite Barbarians for negative elixir but little to no damage. Both cases troops will survive for counter push. You can toss out an Ice Golem to soak up the freeze from Ice Spirit. Hog Freeze, bait the Freeze with Archers, then counter Hog with above. Hog Ice Golem is trickier, but Bowler can help.

Giant/Golem/Royal Grant Beatdowns: I can’t stress this enough. Save Elite Barbarians to Counter them. They usually will survive to aid with a counterpush, even if they are Fireballed. Without Elite Barbarians, you lose the DPS to destroy the tank before it does damage to your tower. Mega Minion and Archers ain’t going to be enough. Counter push as usual.

Lava Hound: Gosh, these are annoying. Archers and Mega Minion are go to, but they can easily be Fireballed. After the Pups pop out Tornado and Princess/Ice Golem will be fine. Ice Golem can be used earlier to cut off supporting troops like Mega Minion or Baby Drag. Toss out Princess in opposite lane or Bowler in same lane to cycle to your anti-air troops. Bowler can also tank. Offensive wise, if they run Tombstone, make sure you have a Bowler and/or Princess supporting Elite Barbarians. Log also comes in handy for Skeleton Army. If they run Miner, Elite Barbarians can take care of him, just care the negative elixir. Graveyard Lava Hound is trouble some, wait for a good moment to Log or Bowler is your best hope, using Archers to kill the Skeletons leave risk to the Lava Hound. In normal Beatdown decks, Archers are fine for taking out Graveyard.

Zap Bait Decks: These are easy. Log, Princess, Ice Golem, Bowler for splash. Archers are good for Skele Army and Minions, Mega Minion or Ice Golem can deal with Sparky.

Siege Decks: Ice Golem and Bowler are good distractions, Mega Minion and Elite Barbarians can destroy the Mortar and XBow respectively.

Spawner/ Chip Decks: Really annoying, but Bowler and Princess can just sit there and clear them out.

Three Musketeer Decks: Who cares if they got split? Tornado the back together and splash them with Log or Bowler or Princess. Keep Elite Barbarians to kill the tanks protecting them.


Hopefully you guys found this guide helpful! Please comment If you have any advice/question!

Most Common Mistakes Against Hog Cycle Decks

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Hey guys! This is the second post of the series “Most Common Mistakes”.

Last time, I showed you guys some terrible mistakes people usually do while dealing with Beatdown decks. And this time, I am going to talk about Hog Cycle deck since the 2.6 Hog deck is very dominating at the moment.

Also, I have the knowledge, which could be qualified as a very good one, about the Hog Cycle. I made it to 4,700 trophies with a Hog cycle deck (cards at 11/8/5/1).

So, I decided to pick Hog Cycle as the second episode of this series.

Most Common Mistakes Against Hog Cycle Decks
Most Common Mistakes Against Hog Cycle Decks

What is Hog Cycle deck?

The Hog Cycle Deck is a very cheap deck evolving around Hog Rider. When using Hog Cycle deck, you can easily cycle through the deck to your Hog while also out-cycling its counters. This kind of decks applies a huge lane pressure and makes loads of damage to the Tower on any mistake from the opponent. Otherwise, you can always easily chip away the opponent’s Tower with cheap Hog pushes.

Similar to beatdown decks, Hog Cycle can destroy you on a simple mistake!

Last posts of the Series

The Most Common Mistakes Against Hog Cycle Decks

Over-committing: Don’t spend more than enough Elixir on offense because your opponent might play a quick Hog push when you can’t do anything but just watch it. Hog pushes are very cheap. Hog players can easily use their Elixir advantages to punish you.

Placing a building too early: Although it’s not too bad in many cases but your opponent still can easily bypass your buildings and destroy your Tower by running the pig push. The only way to deal with this is to place your building near enough from the Rider so the Hog can’t bypass it, but it also means the Hog can destroy it a lot easier. This is not good in both cases. Also, If you place your building too early, it will lose a decent amount of HP, which could completely change the outcome of the battle.

Defending with weak units: As Hog players always use Fireball, The Log, Zap, Ice Spirit, Ice Golem etc, I strongly recommend you do not defend Hog Rider with Skeleton Army, Minions, Skeletons, Goblins etc unless it’s your last choice. Good Hog players are always ready to react. In fact, Hog Players usually use Fireball, Log or Zap on offense even without knowing your cards.

Thinking Barbarians are a good Hog counter: Although Barbarians are excellent at stopping Hog, most Hog users have tool to take down Barbarians with ease. The popular 2.6 Hog Rider deck has Fireball, my deck has Fire Spirits + The Log and other decks have Freeze, Rocket…

Using heavy deck or having only 1 Hog counter: If you have only one Hog counter, that’s okay as long as you can cycle to it on time. If not, you need at least 2 counters. They are cards you need to keep as the defense against the Hog. Counter could be either a card or a combo.

Being too focuses on one lane: Good Hog players always attack on two lanes, depending on the situation, so watch out for this because a simple undefended Hog push can destroy your Tower before you even notice it. You need to care about how Hog cycle is played in order to deal with it.

Placing units on the wrong lane: Assuming that you are a beatdown player using a Musketeer, you will not want to place your Musketeer on the lane the Hog is coming down If your tank is on the other lane. Place her in the middle (but she is still on the other side) so that she still can defend from the other lane. You will still able to make a strong push!

Most Common Mistakes Against Hog Cycle Decks
Most Common Mistakes Against Hog Cycle Decks

Overdefending: This is overcommitting on defense. Hog users usually launch the Hog Push to apply the pressure on the other lane while you are trying to build a big push, forcing you to split your Elixir. Do not defend it perfectly! What does this mean? It means If you manage to defend by spending just a very few Elixir, you will still be able to launch your unfinished push on the other lane. If you spend a lot of Elixir on defense, your push might be very weak and not enough to touch the Tower. Sometimes, as a beatdown player, you need to try the high risk high reward style: Just let the Hog hit your Tower to build a strong push which can’t be stopped.
Moreover, a lot of players defend against Hog pushes with the Inferno + Log/Zap, that’s a lot of Elixir. You don’t need to do that because you can pull the Hog to the range of the both Towers.

Misplacing your building: Yea this is a popular one! People do this a lot! Misplacing your building is fatal against good Hog players. You need to place it so that the Hog won’t Ignore it when your opponent does the pig push. This can easily transform from a sure loose to a sure win.

Not taking damage when you are low on Elixir: You need to build up Elixir when you have the Elixir disadvantage. Ignore units you can ignore like Goblins, Minions, Archers etc coming at your high HP Tower. Sacrificing Tower HP is the key to victory sometimes. Make sure the units you are going to ignore can’t do massive damage on your Tower otherwise you will not be okay at all.

Not reading your opponent: As mentioned before, the key point to counter Hog decks is to know how your opponent is using it. You have to care about not only skill, gameplay but also his cards. Hog Rider decks usually feature cards which could surprise you like Fireball, Lighting, Rocket or Freeze.

Against Hog Rocket decks, don’t let them do chip damage on your Tower: Because Rocket does a lot of damage, letting the opponent Hog Rider hit your Tower multiple times is going to cost you the game! They don’t have to make successful push. They just need to chip away your Tower then use the Rocket to finish off.

Against Hog Lightning decks, you need a good defensive troop + building: The building is for baiting, the defensive unit is for killing the Hog. Place the building, wait for the Lightning then place your defensive troop down!

Against Hog Freeze decks, you really need a building: If you don’t have any building, it’s pretty hard to stop this combo! If you have a building, a many Hog Freeze users will waste their Freeze during the fight sometimes. Just place your building, wait for the Freeze then place your defensive troops!

Against Hog Fireball decks, you need to defend pretty hard and make at least mistakes possible: Hog Fireball is pretty spammy. They will usually use the Hog Rider + Fireball combo during the x2 Elixir time to finish off your Tower. Vary your defensive troop and building placements  to deal with the Fireball.

 

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Best Ways to Counter Giant + Mega Minion Combo

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Hello fellow clashers! This guide to defeating the Giant + Mega Minion combo is brought to you by usc1313, a pro clasher whose goal it is to make it to 4,000 trophies with Tournament Level Cards! It comes with a video guide on all of the examples in this article with detailed explanations done by KairosTime.

counter-giant-minion

How to counter Giant Mega Minion

Even with its recent release, Mega Minion has already secured its place as a staple card in the Meta, being usable in so many different types of decks! It’s versatility and ability to transition from defense to offense make it a popular choice in Giant Poison, Miner Inferno, and Lava Hound Miner decks. The combination of Mega Minion behind a tank makes for a intimidating push for as little as 8 elixir when paired with the Giant. With the lack of Air Defense in many decks, this simple push can be devastating if not dealt with correctly.

Biggest Thing to Remember: Separate the Giant and the Mega Minion!

Because the Giant has a bigger hitbox than the Mega Minion, your troops are more likely to target him than Mega Minion. This is what makes this combination so difficult to counter. That being said, your goal should be to separate the two by either pulling the Giant, or by pulling the Mega Minion. Once you’ve done this, you can deal with them individually. Since the Mega Minion is the troop you should focus on killing first, pulling it away from the Giant is key for a solid defense. Excellent cards for this are: Buildings, The Log, Ice Spirit, Skeletons, and Spear Goblins.

Examples

Cannon Pull – This defense separates the Giant from the Mega Minion. It is very important that you place the cannon into the opposite lane so that it will only pull the Giant, and not the Mega Minion along with it. It also forces the Giant to walk the greatest amount of distance. You will want to watch the video to see exact placement. Other buildings, especially Inferno Tower, are substitutes for the Cannon as well. One building that has a harder time making this split successful is the Tesla Tower. That being said, it will still work if you place it in the center of the map.

Watch Cannon Pull Example

Hog Rider Distraction – This is done by distracting the Mega Minion with a Hog Rider, and then using the Ice Spirit or Skeletons to further distract the it while your other troops clear the Giant. This can take some practice to pull off, but can be a great way to get some damage on a tower on the same lane that your opponent is focusing their attack.

Ice Spirit Pull – This is one of the easiest ways to counter this combo, and is by far my favorite. The Ice Spirit draws the Mega Minion far enough away from the Giant to confidently place the Musketeer to target the Mega Minion. Archers or Spear Goblins also will get the job done. If you have a Mini PEKKA placed early enough, you can even avoid any damage on your tower from the Giant, and then strike with a counter attack!
Watch Ice Spirit Pull Example
Ice Spirit + Spear Goblins – This defense is similar to the one above, except that in this push, you can spend less to defend by allowing your Mini PEKKA to take some damage from the Mega Minion. Spear Goblins are weaker to Poison and vulnerable to Zap, so they are less reliable. That being said, if your opponent doesn’t have these cards in their hand, this is a cheap way to stop a big push. Any high DPS unit can be used to finish off Giant, Mini PEKKA is just the example.
Watch Ice Spirit + Spear Goblins Example
Barbarians + Ice Spirit – This defense is solid against the Giant Mega Minion combo and only costs 6 Elixir. Barbarians don’t see as much use as Mini PEKKA but stop this combo when paired with an Ice Spirit without allowing any tower damage. They provide enough distraction value and DPS to melt the Giant and hold up the Mega Minion.
Watch Barbarians + Ice Spirit Example
Mega Minion + Ice Spirit – Because the Mega Minion is such a strong card right now, chances are you most likely are using it in your deck! This is the most effective defense in my opinion because it offers a great opportunity for a counter attack by placing a troop at the bridge after defending. The key point to remember is to place the Ice Spirit far enough away so the opponents Mega Minion does not attack it.
Watch Mega Minion + Ice Spirit Example
Giant Pull – If you’re playing a Giant deck, this technique is a great way to make your own push as long as you’re ok with sacrificing some tower damage in order to counter attack the other lane. If a Mini P.E.K.K.A. is used instead of Goblins, it heavily reduces the tower damage taken as well as providing a dangerous option for dual lane pressure.
Watch Giant Pull Example
These are not the only ways to counter this push, but are some of the best. As long as you can separate the two cards, you can make a successful defense. Just be careful where you place defending troops because you know your opponent will most likely have poison on hand!

Bonus Lava Hound Example – The second deck type to really benefit from the addition of the Mega Minion is Lava Hound decks. This defense uses Skeletons in the middle of the map at the perfect time so that the Mega Minion is pulled across to the other side of the map. This allows you to clear the Lava Hound without also having to deal with the Mega Minion! It is crucial to place the Skeletons as late as possible so the Mega Minion chases the two Skeletons to the side after killing the first one.

Thank you for taking the time to read this post! I hope you learned something from the guide. If I hit 4000 with 9/7/4/1, I will do a deck guide with replays! All is welcome in the comments below.

Why you should use The Tesla

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Clash Royale Tesla

Tesla is definitely one of the most underrated cards in Clash Royale. Even after lots of buffs, people still don’t have this card a firm slot in their decks. In this guide, I am going to point out the best uses of the Tesla, the advantages of using it. Hopefully after reading this small guide, you guys will give this stunning defensive building a chance!

Clash Royale Tesla

Why you should use The Tesla

First, let’s take a look at the Tesla stats at Tournament Standard:

HP Damage DPS
954 135 168

And now, Musketeer’s stats at Tournament Standard:

HP Damage DPS
598 176 160

It’s obvious to see how beastly the stats of the Tesla are. With the exception of the attack range, the Tesla dominates the Musketeer.

Now, let’s talk about the matchups between the Teslas and some popular main damage dealers of the current meta game:

Remember that you can’t use the Tesla to pull troops as far as the Cannon. For the longest lure, place it somewhere in the middle.

Tesla Vs. Cannon

Tesla has better Damage, better HP.

Tesla targets both air and ground units. Most decks which have Cannon are pretty weak against air, indeed. Also, Lava Hound decks are used a lot in Challenges at the moment. So…

Tesla stays 10 seconds longer, helps you deal with lots of threats. Also, It’s totally possible to have 2 Teslas up at a time.

Your choice!

Tesla Vs. Inferno Tower


Tesla is cheaper: 4 Elixir Vs. 5 Elixir

Tesla is not designed to shred the beefiest tankers but it is great against almost any card. With the very fast attack speed and high damage, it’s great against not only small troops but also medium-sized troops.

Tesla is unzapable. The single Zap spell can easily ruin the Inferno Tower defense, but can’t shut down the Tesla.

Your choice!

Statistics

Cost Hit Speed Deploy Time Lifetime Range Target
4 1 sec 1 sec 40 sec 5.5 Air & Ground
Level Hitpoints Damage Damage per second
1 450 90 90
2 495 99 99
3 544 108 108
4 598 119 119
5 657 131 131
6 720 144 144
7 792 158 158
8 868 173 173
9 954 190 190
10 1,048 209 209
11 1,152 230 230
12 1,264 252 252
13 1,390 278 278
Changelogs
  • 9/2/16, increased the Tesla’s damage by 7%.
  • 29/2/16, decreased the Tesla’s hitpoints by 5%.
  • 23/3/16, decreased the Tesla’s hit speed to 0.8 sec (from 0.7 sec) and its lifetime to 40 sec (from 60 sec).
  • 3/5/16, decreased the Tesla’s range to 5.5 (from 6).
  • 18/5/16, increased the Tesla’s hitpoints by 5%.
  • 21/6/16, increased the Tesla’s hitpoints by 8%.
  • 9/10/17, increased the Tesla’s damage by 41% but decreased its hit speed to 1 sec (from 0.8 sec).

One more thing, unlike both Inferno Tower and Cannon, due to its special ability, you can place the Hidden Tesla a bit early while dealing with Royal Giant with not too much worry. Also, it’s while underground, it’s invulnerable to all spells, except the Freeze.

So, what do you think about the Tesla guys? Please share your opinions!

The Ultimate Guide to Lumberjack

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Lumberjack is the outstanding 4 Elixir Legendary card which is unlocked from Arena 8 (Frozen Peak). His attack speed is incredibly fast (0.7s per hit). He targets singly ground unit only. Upon death, he drops a bottle of Rage offering the Rage effect for all troops nearby.

Lumberjack Guide Clash Royale

Clash Royale Lumberjack

Hit Speed Speed Deploy Time Range Target Rage Effect Cost Type Rarity
0.7 sec Very Fast 1 sec Melee Ground 0.4 4 Troop Legendary

General Strategy with Lumberjack

The Lumberjack is excellent in so many situations. A lone Lumberjack can deal an impressive amount of damage.

Place him behind a tank, the tank will soak all damage while the Lumberjack is dealing tons of damage. With his insane attack speed, he can easily take out defending units and shred any defensive tower.

Place him in front of a push If you want to make the use of his Rage effect early (when coupled with Balloon etc).

Lumberjack + Fire Spirits is my favorite small push. Place the Lumberjack in front of the Fire Spirits to soak damage and Fire Spirits will take out any defensive squishy defensive troops used to distract the LJ.

I have seem some impressive decks with the Lumberjack involve tanks such as Golem, Giant and Lava Hound. The tank should be placed at the back to allow you to build up Elixir for the big push. Place splash damage troops behind the tank (Witch, Wizard, Bomber…) after that. When the tanker is about to cross the river, place the Lumberjack either in front of or behind the tank. If you use him in front of the tank, he will die early and rage your push. If you place him behind the push, he can help you deal with defensive units.

Golem + Lumberjack + 3 Musketeer is an insane combo you can easily face these days in the Challenge mode. Lava Hound + Lumberjack and Giant + Lumberjack another great combo.

Another strategy I really like using these days is Hog Rider + Lumberjack. I usually start the push by placing a splash damage at the back, then, when it is about to cross the bridge, I place this combo down. Witch is ideal for this combo as the Rage gives her Skeletons tons of more DPS. You can also use Fire Spirits to immediate take down any swarm such as Skeleton Army or Minion Horde. If the Hog Rider and LJ make it to the tower, you will take the Tower down in just a few seconds, even without the Witch. Watching the raged Hog Rider hitting the Tower is one of the most satisfying feelings I ever have while playing Clash Royale. If your Witch survives, while being raged, she will attack very fast and deal unbelievable amount of damage with her Skeletons. Her Skeletons are also excellent at distracting defensive Mini P.E.K.K.A, Prince, Lumberjack…

Some great Lumberjack Guides on Clash.World:

Level HP Arena Damage DPS Rage Level
1 1,060 200 285 4
2 1,166 220 314 5
3 1,282 242 345 6
4 1,409 266 380 7
5 1,547 292 417 8
Changelogs
  • 24/8/16, changed the Lumberjack’s speed from fast to very fast, increased his hit speed from 1.1 seconds to 0.7 seconds and decreased his damage by 23%.
  • 19/9/16, decreased the Rage’s attack speed boost to 30% (from 40%) and its duration by 2 sec. This also affected the Lumberjack’s Rage.
  • 1/11/16, increased the Rage’s attack speed boost to 35% (from 30%).
  • 15/12/16, increased the Lumberjack’s hitpoints by 6%.
  • 13/3/17, increased the Rage’s level such that it is now 3 levels higher than the Lumberjack (a level 1 Lumberjack will drop a level 4 Rage).
  • 19/4/17, increased the Lumberjack’s hitpoints by 4%.
  • 24/1/18, increased the Lumberjack´s hitpoints by 7%.

How to counter him?

Pretty like the Mini P.E.K.K.A, our Lumberjack is excellent at dealing with tanky units.

High damage units such as Mini P.E.K.K.A, Prince, P.E.K.K.A… and tanky units such as Giant, Giant Skeleton, Valyrie… can easily counter the Lumberjack (assuming that Lumberjack is on the opponent’s side). They can either kill or help the Tower kill the Lumberjack before he makes it to the Tower. Also, even LJ attack speed is very fast, swarms can easily take him down (Skeleton Army, Barbarians, Goblins…). Air troops can also kill the LJ before he touches the Tower.

So, If LJ js your main damage dealer, try to couple him with splash damage troops in your push. Don’t hesitate to zap your opponent’s defensive troops If you can 1 hit them (unless your opponent has Sparky). Have your Zap ready, hover it on the opponent’s Arena so you can easily release your finger and use it immediately. As mentioned above, Lumberjack + Fire Spirits is my favorite combo.

Builders are the harder counters to Lumberjack. You will need to use a tanky units in front of the LJ to help him survive. Giant and Hog rider work great at this since they are building targeting units.

Lumberjack on defense

The Lumberjack is not only good on offense but also on defense. Indeed, he is such a beast on defense.

Place him at the middle to lure and kill the Mini P.E.K.K.A. Lumberjack is also pretty good at dealing with Hog Rider but the Hog still can hit the Tower 1-2 times.

You can also use him to deal with Miner although It’s an negative Elixir trade. Or, you can take some hits from the Miner to have a full HP Lumberjack.

At level 1, Lumberjack deals 285 damage per second. I really like using Lumberjack to stop tankers. For example, when the Giant is placed, I drop the Cannon down and use Lumberjack to take it down faster. If your opponent uses Giant Sparky combo, use Cannon to pull the Giant, zap the Sparky then drop your LJ right on top of the Sparky. Defensive LJ can help you launch an epic counterpush right after that.

If you want to deal with the Bowler, drop a tanky unit on one side and drop you LJ on the other side to quickly take out the Bowler.

If there is a Musketeer, drop the LJ right on top of it. LJ will take out the Musketeer before she can hit him the second time.

In conclusion

The Lumberjack is a beast on both offense and defense. With the impressive DPS and movement speed, he can take out so many troops. He can be used to spill the rage everywhere or for his damage. His damage can be used to take out tower or to stop pushes. Although he has a few weakness when it comes to air troops and buildings, he is still a great card.

Since this guide is still being updated, don’t hesitate to comment to share your opinions guys!

Shared by Deep_CR