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Clash Royale Clan Wars (Idea)

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clash royale clan wars

Hey everybody! KairosTime here, with an idea on how Clan Wars could be implemented into Clash Royale! Clan wars would be another fun game-mode that would help promote the most skilled players in the game and allow them to support the rest of their team by winning wars.

clash royale clan wars

Clash Royale Clan Wars? Possible?

War Matchup and Duration

Winning War

 

 

War Loot

 

 

Other Notes

    • In order for this to be fair, live spectating should not show elixir count
    • This type of setup promotes activity because the players that play the most will win the most cards
    • This would allow skilled players in the clan help lower clan members improve their card collection
    • Even if your clan loses, and you lose 10 matches, you still get 10 cards
    • If your clan wins, and you win 10 straight matches, you would win 90 cards!

 

Watch my video where I talk about this, and include some X-Bow Giant Skeleton Gameplay!

Thanks for Reading!

Thanks for taking the time to check out this idea! If you like the idea and want Supercell to hear this, you know what to do! This is KairosTime ticking by! We’ll see you in the Arena!

Top 10 Tablets for Clash Royale

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As requested, today, I am going to show you the names of the best tablets which give you the highest performances for playing Clash Royale.

I have gathered all of the best tablets at the moment and have picked out the best 10 tablets here for you.

The most important element while choosing gaming tablet is definitely the performance as lags just won’t cut in on a great gaming tablet. The quality of display matters a lot, especially for players who really want to enjoy the impressive graphics of Clash Royale, like me. Also, gaming tablets should be as compact as possible.

Since performance is quite expensive in the tablet market, just don’t expect too much of a great gaming tablet with the affordable price.

Best Tablets for Clash Royale

iPad Pro 9.7

ipad-pro

Screen size: 9.7-inch | Resolution: 1536 x 2048 pixels | CPU: A9X | RAM: 2GB |  Battery: Up to 16 hours | Rear camera: 12MP | Front camera: 5MP

The iPad Pro 9.7 is definitely the best tablet you can buy at the moment. Please note that this is the smaller screen version, not the 12-inch screen one. This tablet has the most powerful internal compartments from Apple at the moment. Although there are tons of impressive Android tablets at the moment in the market, iPad Pro is still located at the first spot since the new iOS 10 brings lots of features and power to this tablet. Are you a really Clash Royale addict? Trust me, you can’t find any other tablet which allows you to play Clash Royale up to 16 hours continuously! Also, with the support from Smart Keyboard and Pencil, and four speakers, you will never regret buying the iPad Pro 9.7!

Pros: Excellent CPU; High Retina screen resolution; Great speakers.

buynow

Google Pixel

google-pixel-c

Screen size: 10.2-inch | Resolution: 2560 x 1800 | CPU: Tegra X1 | RAM: 3GB | Battery: up to 10 hours | Rear camera: 8MP | Front camera: 2MP

The new Android 7.0 really makes Google Pixel C the best Android tablet at the moment! With a fantastic screen display, heaps of power and stunning design, If you are a fan of Android, there is no reason to not love this tablet. With plenty of power, you can play Clash Royale for up to 10 hours with the brightest screen without worrying about “low battery”. Also, If you want to splash the cash, the additional keyboard is an excellent accessory for you. This is definitely not a laptop replacement but with the price and what it offers, look no further!

Pros: Fantastic screen; Premium design; Plenty of power.

buynow

Samsung Galaxy Tablet

galaxy tab s2

Screen size: 8.0-inch/9.7-inch | Resolution: 1536 x 2048 | CPU: Octa-core | RAM: 3GB | Battery: 4000mAh/5870mAh | Rear camera: 8MP | Front camera: 2.1MP

This is the top notch iPad rival! There are lots of reason to buy this Samsung Galaxy Tab S2! This is one of the best tablets Samsung has produced so far. Excellent at gaming, reading and web surfing. This tablet has the sensational AMOLED screen which can be picked up in 8-inch and 9.7-inch variants. With the excellent battery and slicker interface, we rarely see anything like this in the Android tablet market.

Pros: Thin and light; Impressive 3GB RAM; Improved Interface.

buynow

iPad Mini

ipad-mini-4

Screen size: 7.9-inch | Resolution: 1536 x 2048 | CPU: Dual-core 1.5 GHz | RAM: 2GB | Battery: 5124mAh | Rear camera: 8MP | Front camera: 1.2MP

The iPad Mini 4 is definitely the best 7-inch tablet at the moment! If you really like the look of iPad Pro and iPad Air, but don’t have enough budget or find them too big, the iPad Mini 4 is an obvious choice for you! Maybe it is not as beautiful as its brothers, this tablet is highly portable and powerful with the price.

Pros: Brilliant screen; Sleek design; Touch ID finger scanner.

buynow

Sony Xperia Z4 Tablet

sony-xperia-z4-tablet

Screen size: 10.1-inch | Resolution: 2560 x 1600 | CPU: Snapdragon 810 | RAM: 3GB | Battery: 6000mAh | Rear camera: 8.1MP | Front camera: 5.1MP

Want to find a lighter, faster and waterproof, you must give the Xperia Z4 Tablet a try!

If you have a PS4, the Xperia Z4 allows you to stream your video game screen directly from the PS4 to the tablet via wifi when you are in another room. Also, you can link your PS4 controller to your Z4 tablet then you can play games from anywhere you want. The included keyboard dock also makes for an excellent stand!

Pros: Gorgeous display; Lightweight design; Keyboard dock included

buynow

iPad Pro 12.9″

ipad-pro-12

Screen size: 12.9-inch | Resolution: 2048 x 2732 | CPU: Dual-core 2.26 GHz | RAM: 4GB | Battery: 10,307mAh | Rear camera: 8MP | Front camera: 1.2MP

This iPad Pro with 12.9″ screen is definitely not for everyone due to its size and cost, but If it really fits your need, you are unable to find any better tablet! With stunning graphics, excellent multi-tasking and the pseudo-Mac experience, this iPad Pro is an excellent replacement for the laptop/PC when you are away from the desk.

With the incredible screen resolution and powerful CPU + RAM, If you are Youtuber, you can definitely produce and edit your gameplay videos with this tablet. I have seen couples of replays with 2k quality on Youtube. They are insane!

Pros: Expansive screen; Hugely powerful; Excellent speakers.

buynow

Google Nexus

google nexus 9

Screen size: 8.9-inch | Resolution: 1536 x 2048 | CPU: Dual-core 2.3 GHz | RAM: 2GB | Battery: 6700 mAh | Rear camera: 8MP | Front camera: 1.6MP

This is the a perfect all round Android tablet! Since last year, Google has been reducing the Nexus 9 price a lot. With only $221, we are likely unable to find anything better than this one. With lots of power and impressive screen resolution, you can fully enjoy Clash Royale at a very affordable price!

Pros: Great value for money; Stock Android experience; Solid performance.

buynow

Sony Xperia Z3 Tablet Compact

sony-xperia-z3-tablet-compact

Screen size: 8.0-inch | Resolution: 1200 x 1920 | CPU: Snapdragon 801 | RAM: 3GB | Battery: 4500mAh | Rear camera: 8.1MP | Front camera: 2.2MP

Are you a fan of small screen Android tablet? Don’t like tablets with big and combersome size? Give this one a try! Although this one is not the best Sony’s tablet, it offers waterproof chassis, super slim profile, bright display and solid specs. It is comfortably slip in your bag, gives you interesting Clash Royale battles at anywhere.

Pros: Great battery life; Very thin and light; Waterproof body

buynow

iPad Air 2

ipad-air-2

Screen size: 9.7-inch | Resolution: 1536 x 2048 | CPU: Triple-core 1.5 GHz | RAM: 2GB | Battery: 7340mAh | Rear camera: 8MP | Front camera: 1.2MP

Before iPad Pro 9.7 released, the iPad Air 2 was the best tablet in the world. But, If you don’t have enough budget for the iPad Pro 9.7″, with only $299.99, the Air 2 is brilliant! If you are a big fan of Apple, this price is undeniable! With excellent high res Retina screen, Triple-core 1.5 GHz CPU and loads of battery, you can fully enjoy the game for up to 12 hours before you need to charge the tablet again. Also, with the release of the new iPad Pro, Apple has been reducing the Air 2 price a lot. With Apple’s range of tablet optimized apps, it will take a long time till this iPad is slow, at least for a few more years.

Pros: Sleek design; Superbly powerful.

buynow

Okay guys so that’s everything I want to share with you today! Hopefully you have found find your ideal table after reading this! Don’t forget to share this with your friends If you like Clash Royale Arena. You rock guys!

Ultimate Guide to Ice Golem

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Hey guys it’s Ash and in this post, I’m going to teach you guys everything you need to know about the Ice Golem and more! I like to describe the Ice Golem as a 2 Elixir mini-tank that targets buildings and has the ability to slow down nearby units upon death. My favorite cards in game are cheap cards that offer a lot of utility, such as the Ice Spirit and Zap. And I believe that the Ice Golem is another very important and very good utility card that will play a major role in this game.

Ice Golem Clash Royale Information

Clash Royale Ice Golem Guide

Summary

  • Players will be able to unlock the Ice Golem from Frozen Peak (Arena 8).
  • The Ice Golem targets building only. He is a melee troop. Based on his Elixir cost, he has great HP but small damage.
  • He is an excellent mini-tank that deals a small splash damage upon death (which can’t even take out Skeletons) and slows down everything nearby 35% for 3 seconds (same with the Ice Wizard)
Hit Speed Speed Deploy Time Range Target Cost Rarity
2.5 sec Slow 1 sec Melee Buildings 2 Rare

Strategies to Using Ice Golem

On offense

To start off, the Ice Golem is not meant to be an offensive threat. He’s one of the weakest units in the game, dealing only 28 damage per second at Level 7, even weaker than a Lava Hound. He has a slow down effect that activates after his dies. The slow down effect lasts for 3 seconds and has a radius of 2 tiles. He is a support troop that excels in defense. I’ll show you guys some key examples of how to use the Ice Golem as a defense later. But first, let’s talk about how you can utilize him on offense.

You can ignore a lone Ice Golem, as he will barely do any damage by the time he reaches your tower. However, you should almost never ignore any threat behind an Ice Golem. A 4 Elixir combination with Goblins behind an Ice Golem can take down a whole Arena Tower.

The Ice Golem is a very slow troop, but you can push him with fast troops like the Hog Rider, Prince, Dark Prince, or Goblins to make him travel faster.

ice-golem-guide-1

Another very good way to use the Ice Golem on offense is by splitting Three Musketeers. You want to split your Three Musketeers of course to prevent them all getting hit by a Fireball or Poison, and since the Ice Golem is a very cheap mini tank, you will have the Elixir to support two of your Musketeers with it, and also have enough Elixir to support your other the other Musketeer with an Ice Spirit. This 12 Elixir combination is more deadlier than a 12 Elixir split Three Musketeer combination with Miner or Knight.

Lumberberjack and Ice Golem are also a very fun combination because the Lumberjack is of course a very fragile unit, so you can complement his speed behind an Ice Golem, pushing the Ice Golem faster. So imagine a combination of Ice Golem in front of Lumberjack, and then a slow troop like the Balloon behind them. If Ice Golem dies, he’ll slow down every unit, including the Arena Tower within his 2 tile radius. Allowing your Lumberjack to do more damage and Balloon to get to the Arena Tower quicker. And then when your Lumberjack dies, the Balloon will not only move faster, but also drop his bombs quicker.

Remember, the Ice Golem isn’t very tanky, he has less hit points than a Knight, so he’s definitely no substitute for a troop like a Giant. He’s best used defensively, So let’s now talk about his huge defensive potential.

His slow down effect lasts for 3 seconds, slowing them down by 35%, similar to an Ice Wizard. However, one important thing to note is that the slow down effects of Ice Golem, Ice Wizard, and Poison do not stack. A Poison Spell slows down all units by 20% within its radius. So if you have your Ice Golem inside your Poison to defend with too, then his slow down effect will slow down all units within it by 35%, which will mask the Poison Spell’s effect.

Another thing to note is that he does not reset the target of units with his slow down effect. The effect will not reset the charge of Inferno Tower, Sparky, nor Inferno Dragon. And one very important thing to note is that the Ice Golem’s slow down effect will also slow down air units but it will NOT inflict any damage onto them. A Golem’s death damage also has no affect air units.

  • The Ice Golem’s death damage will not kill any unit in the game. Not even Level 4 Skeletons from a Level 4 Skeleton Army.
  • Ice Golem’s death damage + Poison will NOT kill Musketeers or Wizard. However, Fireball + Ice Golem’s death damage WILL kill Musketeers or Wizard.
  • Ice Golem’s death damage + Poison or Fireball will NOT kill Barbarians.

On defense

Now let’s talk about the Ice Golem’s best defensive attribute, and that is kiting. The Ice Golem is the best “kiter” in the entire game for his cheap 2 Elixir cost. Making super deadly on defense.

Let me give you some examples of his amazing ability:

  • Say your opponent has a troop such as the Mini Pekka, Prince, or Mega Minion behind his Giant, which most players commonly have. You can use the Ice Golem to safely kite away the Mini Pekka while you safely kill the Giant with your own Mini Pekka.
  • Got a Prince charging onto you? Fear not, just use the Ice Golem to kite it away. By pulling the Prince to the center, both Arena Towers will target it and then the slow down effect will slow it down. The Prince won’t be able to even touch your tower!
  • Got a Pekka coming at you? Fear not, just use the Ice Golem to kite it while using an air troop to take them down.
  • Got Barbarians coming at you and you don’t want to waste a Fireball? Use the Ice Golem to distract them away from your weakened tower.

Ice Golem Advanced Tactics – Kiting and Pushing

Hello fellow clashers! This is usc1313 and today, I bring to you some of the uses for the newly released Ice Golem showcasing its various capabilities by itself as well as combined with other cards. KairosTime featured my video replays with some awesome commentary in his most recent episode of Kairos Coaches!

Ice Golem is a fantastic card because it offers something completely unique when compared to every other card in the game. With 1100 HP and the ability to target buildings, there is finally an official ‘Mini Tank’ in the game. These two aspects give it the unique ability to kite units reliably for only 2 elixir. With correct placement, the Ice Golem is fabulous as dismantling pushes and separating units. It’s large HP pool also makes it excellent at damage mitigation and prevention.

Optimal Placements of Ice Golem:

  1. The square closest to the river should be used for kiting troops behind tanks.
  2. The square towards the middle of the map should be the placement for kiting troops not behind tanks.

Take a look at the screenshot below for more details.

optimal-ice-golem-placements

Elixir Collector Defense: While not an ideal counter for Miner, the Ice Golem provides enough of an HP pool to prevent the Miner from dealing any damage to an Elixir Collector. An important part of this is the positioning of the Ice Golem. It is better if it is placed so the Miner pops up in front of it so the Ice Golem pushes it as it walks away.

Musketeer + Ice Spirit Defense: It is common to toss an Ice Spirit in front of a Musketeer in order to cycle your deck. This push can deal serious damage if not dealt with correctly. An Ice Spirit is rendered useless in this situation, and the Ice Golem provides a much more reliable counter.

Barbarian Defense: Timing and placement are crucial for this technique. The Ice Golem needs to be planted 4 tiles from the river and 1 tile into the opposite lane in order to pull 3 of the Barbarians.

Prince Defense: This technique is extremely hard to pull off and negate all damage. Due to the AI of the Prince, the path it took (down into range of both towers after it killed the Ice Golem) is not a regular occurrence. For a more consistent counter, adding an Ice Spirit, Skeletons, or any other distraction units is a safe way to negate all tower damage. This also works with: Lumberjack, Mini P.E.K.K.A., Knight, Valkyrie, and Dark Prince, but I included a replay in the video for the Prince because it is the hardest to do.

Lava Pups Defense: Lava Pups can be a tricky troop to deal with if your deck is light on AOE spells or Air Defense. The Ice Golem provides a meat shield for your tower, saving your tower health and preventing you from dropping a more costly troop like a Valkyrie or Giant. A big key is dropping it as late as possible so the Pups closest to the tower do not target the tower instead.

Giant Skeleton Retargeting: This strategy works with any troop. The Ice Golem shifts the position of the unit, forcing it to retarget. If used correctly, it can save thousands of damage from your tower by retargeting big threats off of your tower.

Double Prince Defense: An Ice Golem combined with any ranged troop can completely negate damage from a Double Prince Push. If you add an Ice Spirit in, you can negate all damage onto your troops to set you up for a better counter attack.

Giant Mega Minion Defense: This push has gained popularity due to the difficulty of targeting a Mega Minion directly over a Giant. The Ice Golem solves this problem by drawing the Mega Minion into the other lane, leaving high DPS troops free from harm to melt the Giant. The key is in the placement of the Ice Golem. It needs to be placed directly at the river to draw the Mega Minion away from the Giant as soon as possible. The earlier you draw away the Mega Minion, the sooner you can place down your Mini P.E.K.K.A.

Lava Hound Mega Minion Defense: An experienced Lava Hound player will play the Mega Minion on the border of the map to prevent it from being lured. This can be countered by using the Skeletons to draw the Mega Minion close enough to your Ice Golem to kite it into the other lane. It is key to place Ice Golem as late as possible so the Mega Minion locks on before it walks away.

Giant + Musketeer + Mini P.E.K.K.A: This is just an example of using the Ice Golem to buy time. It stalls the Musketeer and Mini P.E.K.K.A. as well as giving the Valkyrie extra time to take out the support by absorbing shots from the opposing troops.

Giant + Prince + Mega Minion: This is a perfect example of how to dissect an opponents push. The crucial timing in this example is not dropping the Mini P.E.K.K.A too early, otherwise the Mega Minion and Prince will ignore the Ice Golem. The spacing of the defending troops also takes away the opportunity for a valuable Poison.

 

What do you think about the Ice Golem? How will you use him? Please share your opinions!

Executioner – The New Clash Royale Card – Basic Information and Tips

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Clash Royale Executioner will be released tomorrow guys! Let’s take a quick look at this insane and unique card so you will be ready to play with him once released!

Clash Royale Executioner

Clash Royale Executioner

Summary

  • Executioner is unlocked from Arena 9 (Jungle Arena).
  • Executioner is an Epic card, which costs 5 Elixir to deploy
  • He is ranged troop, dealing area damage. He has high HP and moderate damage.
  • He throws his axe and it will fly back in a straight line, dealing the damage twice.
Cost Hit Speed Speed Deploy Time Range Target Count Transport Rarity
5 2.4 sec Medium (60) 1 sec 5 Air & Ground ×1 Ground Epic
Level HP Damage DPS
1 760 106 x2 44 x2
2 836 116 x2 48 x2
3 919 128 x2 53 x2
4 1,010 140 x2 58 x2
5 1,109 154 x2 64 x2
6 1,216 169 x2 70 x2
7 1,337 186 x2 77 x2
8 1,466 204 x2 85 x2

Changelogs:

  • 19/4/2017: Damage increased by 6%

Strategy

Being updated…

Due to his long attack range, great area damage and the special ability to attack both air and ground units twice, he is a decent replacement for Witch, Wizard, Bowler and Bomber in so many decks.

He kills Skeletons, Spear Goblins and Fire Spirits on the first pass. On the second pass, he can kill Minions, Goblins, Archers, Princess, Ice Spirits etc.

He is excellent against swarms, especially against Goblin Gang, which will be released soon in next 2 weeks. Just keep in mind that his attack speed is very slow (2.4s) so you want to place him far enough from the enemy troops.

Since Executioner has a linear attack, he is pretty similar to Bowler. Place him behind Ice Golem, Giant, Royal Giant, Golem or Hog Rider to make the deadly pushes. On defense, he is great at dealing with the tank all glass-cannons behind it.

Since Zap can’t 1-shot Goblin Barrel anymore, you can use Executioner to take out 3 Goblins in a Barrel (with a precise timing of course).

Mini P.E.K.K.A, Knight and Mega Minion are some great counters to the Executioner. Otherwise, surrounding him with Skeleton Army, Barbarians or Elite Barbarians can easily take him out.

Here are some gifs of the Executioner for you (all shared by Yarn from Orange Juice)

You can watch this video for more details:


Note: If you have any big chest (Giant, Magical, Super Magical or Epic Chest), save them for the Executioner but don’t open them immediately once the card gets released because you will get only 1 card.

Wait until you unlock the Executioner from Free, Silver, Gold or Crown Chest before unlocking the bigger ones. Or, If you are lucky enough to buy him for 1,000 Gold in the shop on the first day, go for it!

Also, as Supercell is offering some Chinese New Year Packages in the shop, you shouldn’t buy them until the Executioner unlocked.

Take a look at here for more details about this!


Do you have any idea on using this new? Don’t hesitate to share with us and help us build this page!

Dark Prince or Valkyrie?

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“Dark Prince or Valkyrie?” This is not an easy question for lots of players. I have been facing lots of great decks, which could be better If use Valkyrie instead of Dark Prince. That’s why today I am going to give you a detailed comparison about these two at Tournament level.

Dark Prince or Valkyrie

Dark Prince Vs. Valkyrie

At Tournament Level (Valkyrie level 7 and Dark Prince level 4)

 

Card Rarity HP Shield Damage per hit DPS
Valkyrie Rare 1548 No 211 140
Epic 931 266 HP 179 119

Both have Medium movement speed and 1.5s attack speed. These are the main reasons lots of players find it hard to choose the better one.

Our Valkyrie has the 360 degrees splash damage, approximately 18% more DPS and 30% more HP. Seems like Valkyrie is the better one, right? Yes she is, but the Dark Prince has his own unique advantages: His shield and the charge ability, which turns his movement speed to fast and doubles his damage.

Both them can take 3 hits from the P.E.K.K.A and Mini P.E.K.K.A and 2 hits from the Sparky. But, the shield gives you a huge advantage while dealing with the Inferno Tower. When the shield breaks, the Inferno will reset its high DPS.

A lone Valkyrie can deal 1266 damage to the unprotected level 9 Crown Tower while the level 4 Dark Prince can deal 1254 damage. The Valkyrie has the special splash damage which helps her deal with defensive troops much more effective.

In most situations, the Valkyrie can live much longer with better damage and better job at dealing with swarms. A level 6 Valkyrie can 1 hit Goblins at level 10 while the level 3 Dark Prince can’t even finish level 9 Goblins. With the help from her special ability, she can easily remove all distractions and protect the pushing troops nearby, faster and better than the Dark Prince.

In the very famous deck, Trifecta, Valkyrie fits the splashing tank role perfectly. Her movement speed doesn’t matter a lot since the Hog Rider can easily push her. While Prince Decks are not really used a lot, Trifecta, Miner Decks, Giant Decks (where Valkyrie can be found) are much more popular at the moment.

Basically the Dark Prince is really the better choice in Prince decks, where he can match the Prince’s movement speed. But, in those decks, Valkyrie is acceptable.

All in all, Valkyrie is better. But it is just my 2 cents. What do you think about this topic? Please share your opinions!

Goblin Gang Log Bait Deck

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Sup guys, LukeTheLegend here back with the new Goblin Gang Log Bait deck!

Goblin Gang Log Bait Deck
Goblin Gang Log Bait Deck
Clash Royale Goblin Gang
Clash Royale Goblin Gang
Clash Royale Goblin Barrel
Clash Royale Goblin Barrel
Clash Royale Princess
Clash Royale Princess
Clash Royale Elite Barbarians
Clash Royale Elite Barbarians
Clash Royale Inferno Tower
Clash Royale Inferno Tower
Clash Royale Ice Spirit
Clash Royale Ice Spirit
Clash Royale Fire Spirits
Clash Royale Fire Spirits
Clash Royale Zap
Clash Royale Zap

Goblin Gang Log Bait Deck

This is a Zap bait deck. It was built full of synergies, which can easily eliminate the Elite Barbarians’ counters such as Skeleton Army, Minion Horde, Witch, Knight, Barbarians, Guards etc. All of them will get steamrolled If you can play the right cards.

This deck is all about synergy and it requires very precise timing and plays.

Nothing is better than the feeling when you use Fire Spirits and a quick Zap to kill Barbarians instantly, giving your Elite Barbarians a clear way towards the enemy Tower.

In this guide, I am going to explain the roles of each card, how to use them effectively and some great tricky plays you will definitely want to try out.

Elite Barbarians

One of the best cards in the game. These guys are your offensive heavy hitters. Of course they are also insane on defense.

Offense

Chip damage: Ice Spirits, Princess, Fire Spirits

Standard Pushes: Do standard pushes with you have the Elixir advantage.

Counterpushes: Very effective. I usually deploy Elite Barbarians at the bridge with the survived troops behind (or in front of If it is Ice Spirit).

Opposite Lane Pressure:

When your opponent drops an expensive troop (or some key defensive troops) down, you can make an aggressive push on the other lane. However, It depends on some many factors:

  • Your current Elixir. Make sure you have enough Elixir to defend afterwards.
  • Cards you have in rotation. Make sure you have cards to attack. Prince/Elite Barbarians are great at opposite lane pressure. They force your opponents to defend, splitting their Elixir, prevent them from launching huge pushes.
  • However, I need to mention this, the Ice Golem can easily nerf the opposite lane pressure by kiting your troops to the same lane as their tanker.
  • Tower HP + Timer: For example, If there is only 30 seconds left, you have to do 400 more damage to the left Tower to win the game, and your opponent is pushing down to your left lane, you usually don’t want to push on the right side, which has a full HP Tower. Instead, defend then counterpush! However, while dealing with spawners, don’t hesitate to push on the higher HP tower!

Also, Princess is also very good at demanding a reaction. She is not weak to Ice Golem but you should watch out for The Log. However, this is a spell bait deck. At least she can bait a spell out, allowing you to defend a lot easier.

Another great way to apply the pressure is to use Goblin Barrel. Goblin Barrel baits spells super effectively, especially Zap (on the ladder, If your opponent’s Zap is overleveled), which synergies very well with the Inferno Tower. But also make sure you can defend If they ignore your Goblin Barrel.

What cards do you have in your rotation? Are they enough to defend? Also, since this deck can cycle incredibly fast, it’s great to use Prince or Elite Barbarians on defense, potentially leading into the counterpush afterwards.

Defending:

In some situations, it is very effective to split your Elite Barbarians. For example, against a simple Miner push, you can defend the Miner with only one Elite Barbarian and push on the other lane with the left one. Against Bowler, make sure they surround the Bowler.

Princess

She is a super effective opening play, counterpusher, chipper, baiter and pressure play. If your opponents have overleveled Zap which is usually used to 1-hit the Princess, they are about to be punished. While using Princess to support your push, stagger both horizontally and vertically to protect her more effectively.

Princess + Ice Spirit, Princess + Zap and Princess + Fire Spirits are the best combos you should use If you want to do some chip damage with her and making your opponent panic.

She can counter Minion Horde (Ice Spirit), Barbarians (Fire Spirits), Witch, Skeleton Army, Tombstone (play your Princess on the edge so she won’t target the Skeletons).

Lane Baiting Strategy with the Princess: Once your opponent places an expensive card down, drop your Princess right at the river, on the opposite lane. If your opponent uses something more expensive to kill her, push on that lane!

But please note that a Hog down the same lane as your Princess is a pretty bad sign because there will probably be a The Log following. You should wait for The Log to come rolling before using your Skeleton Army, or use Prince/Elite Barbarians to counter it!

log bait deck 2

Ice Spirit

Ice Spirit is still one of the best troops in Clash Royale after the recent balancing update. In this deck, it serves as a combo-card, an incredibly defensive tool a chip card.

Synergies:

Ice Spirit + Elite Barbarians is a cheap but very effective combo. This combo can kill Ice Wizard in one strike from each elite barbarian.

Ice Spirit + Zap, Ice Spirit + Princess, Ice Spirit + Fire Spirits are the best If you want to prevent your opponent from dealing chip damage. They work great with both Miner and Princess.

Advanced Tips

  • Leading Spirit: If your opponent keeps stalling your pushes with Ice Spirit, use your own in front of your pushes to make the equal trade.
  • Ice Spirit can be paired with your Princess to deal with the enemy Princess. If your Princess is still being protected by your Towers, Ice Spirit can protect her from Miner. Ice Spirit (or Fire Spirits) can also be used to predict the counters to your Princess such as Minions but you should watch out for The Log.
  • Ice Spirit is my favorite anti-Tombstone troop. While pushing, you can place your Ice Spirit down on the opposite lane to disable the enemy Tombstone.
  • An Ice Spirit can deny two waves of Fire Spirits. After the first Fire Spirit gets killed by your Tower, drop your Ice Spirit down to soak damage from the second Fire Spirit, leaving it at a sliver of HP. And, it will hit the the second Fire Spirit wave right after that.

Fire Spirits

This is one of the most fantastic cards in the game. I strongly recommend you take a look at here for more details!

Goblin Gang

New card, really good, highly recommend you take a look here for more details!

Inferno Tower

It is not really easy to use Inferno Tower as it might seem. Place it in different placements in different situations.

  • Against standard tank, place it in the center, pulling tanks from the maximum distnace.
  • Against Royal Giant + Minions, a very common push, you should place your Inferno Tower at the edge.
  • Against Lightning, play your Inferno Tower further up so the Lightning. Have your Ice Spirit and Fire Spirits ready in case your opponent plays Minions at the river.
  • When one of your Towers is down, consider placing the Inferno Tower toward the edge of your side so your opponent can’t drop swarms on it.

If your Inferno Tower gets Zapped, answer with your Ice Spirit or Skeleton Army. If your Inferno Tower still has a decent amount of HP, try to place your Princess at the bridge and troops used to counter her will be killed.

Goblin Barrel

This card can be used against some spawners and support troops, though that is not its best application at all. I usually use it to take out Collectors rather than the Tower (lots of my opponents misplay their Zap because of this). Sometimes, I play Goblin Barrel right on top of Mini P.E.K.K.A, Musketeer, Tombstone etc (situationally).

Mix up the placement! If your opponent has The Log and you are about to use the Goblin Barrel, toss it to the outside edge.

Sometimes, you need to outcycle your opponent’s spell by using your cheap cards.

Zap

Here are some best combos you will want to use with Zap: Ice Spirit  + Zap; Princess + Zap; Fire Spirits + Zap.

You can use Zap to win the Princess duel although this is not usually the best option.

Sometimes, it’s okay to Zap the Tombstone’s spawns as you can see here:

zap tombstone

But, do know your opponent’s deck before making risk moves.

Barrel Zap Combo: As we all know, Fire Spirits and Skeleton Army can easily shut down a Goblin Barrel. So If your opponent keeps using either to deal with your Goblin Barrel, pre-Zap to punish them!


See ya next time with my next guide! Bye!

Why you should use the Lightning Spell

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lightning clash royale

Hello guys, this is gonna be a quick guide to the Lightning card in Clash Royale. Hands down, Lightning is the most underrated spell in the current meta game. In the last update, Lightning got a huge buff offering the 0.5s stun effect, like the Zap spell. This makes the Lightning Spell excellent at dealing and coupling with Beatdown decks. Also, seems like Three Musketeers and Siege Decks are coming back to the ladders, this is definitely the best time to give this stunning card a chance in your deck!

lightning clash royale

The Lightning

Summary

Lightning can hit up to 3 targets. It always hits the highest HP targets in the radius of 3.5 tiles. All of the targets get stunned for 0.5s.

At Tournament Standard, Lightning does 864 damage each strike (2,592 damage in total)

How to use Lightning on offense

Seems like the Lightning has returned to Beatdown decks. Truly, Lightning was used a lot in Beatdown decks before when Siege deck was extremely popular).

On offense, Lightning has three main jobs:

  1. Finish off annoying units like Musketeer, Cannon, Witch, Wizards…
  2. Reset Inferno Tower, Sparky, Princes…
  3. Shred and stun mini tanks such as Valkyrie.

The Lightning Spell ties very well with tankers (Giant, Golem…) as their biggest weaknesses can be nullified when you can use the spell correctly. Some popular troops the Lightning can 1 shot: Ice Wizard, Wizard, Witch, Musketeer, Mega Minion…

Cost Duration Radius Target Stun Duration Count
6 1.5 sec 3 Air & Ground 0.5 sec x3
Level Damage Crown Tower Damage
1 630 221
2 693 243
3 762 267
4 837 293
5 919 322
6 1,008 353
7 1,108 388
8 1,215 426
Changelogs
  • 19/2/16, decreased the Lightning’s Crown Tower damage by 20%.
  • 19/9/16, gave the Lightning the ability to stun targets for 0.5 sec.
  • 9/10/17, reduced Lightning’s damage by 3%, and its radius to 3 tiles (from 3.5 tiles).
  • 12/12/17, decreased the Lightning’s Crown Tower damage from 40% to 35% of the full damage.

Lightning Vs. Poison

Most players like using Poison instead of Lightning because of the cost. But, consider using Lightning If your push can be easily countered by Mega Minion, Inferno Tower.

Here is an example for you

Assuming that I have the Lava Hound coming towards opponent’s Tower. My opponent places down Inferno Tower and Musketeer. I use Lightning when the Inferno Tower starts to emit the highest amount of damage. The Lightning kills Musketeer immediately, reset Inferno Tower’s damage as well as does a decent amount of damage to the Inferno Tower and the Tower nearby. It should be GG If the opponent doesn’t have the right card in his hand.

In this situation, Lightning is much better than Poison. If I had used the Poison, the result would have been nothing. Lightning wreck almost any building and glass cannon in this situation.

Another example for ground push

Assuming that there is a Mini P.E.K.K.A and Valkyrie trying to stop my push, I can easily Lightning and cripple them, getting them to the point where my support troops behind can easily kill them one by one.

However, the Poison is still better in some situations of course.

If you constantly face Minion Horde and Barbarians, Poison is obviously the better choice. If you face people using common Beatdown counters such as Mini P.E.K.K.A, Valkyrie, Inferno Tower, Cannon, Three Musketeers... Lightning rocks!

Lightning on defense

IMO it is actually better to use Lightning on defense. It’s likely designed to deal with glass cannon, Sparky, Princes…

While dealing with tank decks, save your Lightning exclusively for the glass cannons. If your opponent pushes with less than 3 troops, you can hit the tank as well.

 

I also don’t recommend using Lightning alone to deal with Double Prince, even when it resets their charges, the Princes still survive.

Against Sparky decks, Lightning is excellent. It reset the Sparky and kill all glass cannons coming behind (usually Musketeer, Wizard, Witch…)

 

Some other tips for you:

  • Lightning’s radius is pretty large. It’s also the second highest damage spell. Lightning is excellent at dealing with multiple buildings.
  • It’s not worth it to use Lightning to damage the Elixir Collector and the building nearby, but If you can kill something near by as well (Princess, Witch, Musketeer…), it is totally worth it.
  • Use the Lightning to target nothing, it does nothing at all. This is a tricky way to cycle your deck and confuse your opponent.

Do you like the Lightning? Please share your opinion guys!

Shared by Edward_A_HAll

The Slot Method for Deck Building in Clash Royale

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In this guide, I’m going to outline how I approach deck building, tweaking, and evaluating. I’m not a master, so feel free to let me know in the comments what I’ve missed! It’s general enough that almost all decks should fit under the guide, but some decks may not.

slot-method

The Slot Method for Deck Building

With that being said, let’s get to it!

If you would like me to analyze your deck in the comments, feel free to write it out!

TL;DR

1. Slot Definitions

  • Slot [1]: Win Condition
  • Slot [2]: Win Condition #2
  • Slot [3]: Win Condition Support
  • Slot [4]: Main Defense
  • Slot [5]: Defensive Support
  • Slot [6]: The Runner
  • Slot [7]: Versatile Response Card
  • Slot [8]: Spell

2. Deck Examples:

    • Hog Trifecta
    • Giant/Sparky Beatdown
    • Giant/Guards Beatdown

 

 

    • Miner/Furnace Cycle

 

 

 

  • Siege Beatdown

3. Testing Decks:

  • 1. Test in Friendlies with people near your trophy level
  • 2. Test in a tourney
  • 3. Test in the ladder after you are comfortable with the deck
  • 4. Look back and see which decks you regularly lost to. If it was the same person, take it with a grain of salt as that person might just have an edge on you in skill.

—————————————————————————

SLOT DEFINITIONS:

[Slot 1] : Win Condition Card & Dynamic Push-Maker

Examples:

    • Giant
    • Hog
    • RG
    • PEKKA
    • Golem
    • Miner
    • Prince (in early arenas)

 

 

    • Lavahound
    • Balloon (in early arenas)

 

    • Barbarian Hut

 

  • X-bow
[Slot 2] : Win Condition Card # 2

Examples:

    • Sparky
    • 3 musketeers
    • Balloon (with Giant)
    • Hog (with RG)

 

    • Dark Prince

 

 

  • Mortar
[Slot 3]: Win Condition Support

Examples:

    • Bomber
    • Princess

 

    • Fire Spirits

 

    • Musketeer

 

 

  • Wizard
  • Knight
[Slot 4]: Main Defensive Card

Examples:

    • Mini Pekka
    • Furnace
    • Defensive buildings
    • Tombstone

 

    • Minion Horde

 

    • Valkyrie

 

    • Skeleton Army

 

[Slot 5]: Defensive Card Support

Examples:

 

    • Baby Dragon

 

    • Elixir Collector

 

[Slot 6]: The Runner

Examples:

  • Musketeer
  • Mini Pekka
  • Princess
  • Ice Wizard
  • Furnace & Spawner Huts
  • Bowler
  • Guards
  • Witch
  • Valkyrie
  • Lumberjack
[Slot 7]: Versatile Response Card

Examples:

 

 

 

    • Goblins
    • Archers
    • Minions
    • Skeletons

 

    • Goblin Barrel

 

[Slot 8]: Spell Slot

Examples:

  • Arrows
  • Fireball
  • Mirror
  • Rage
  • Freeze
  • Zap
  • Lightning
  • Poison
  • Rocket

SLOT DISCUSSION:

SLOT 1:

When you read about decks, they’re called “Hog Cycle”, “Miner Cycle”, “RG Beatdown”, “Golem Beakdown”, “PEKKA Double Prince”, “Giant beatdown”, “Mortar Siege”, etc. Each deck has 1 singular card that characterizes how the deck is played and what its win condition is.

That’s the card in this slot. The play maker. The tower taker. The rage-quit inducer. This is the center of your deck, and it determines which archetype your deck fits into.

SLOT 2:

This slot is the secondary win condition card. This card supports the main pusher in such a way that the win condition is enabled.

When you think about the main push of your deck, this is the card that you’ll put down with your main dynamic card.

For example, this could be Musketeer with Hog or Giant; Dark Prince with Prince; Sparky with Giant; Mini Pekka with Miner; Goblin Hut with Barbarian Hut; or 3 Musketeers with Giant.

SLOT 3:

This slot is win-condition push support. When you are going on full offense, you’ll drop down this card to get your push to the tower. It doesn’t always have to be a troop—sometimes it is a spell (poison, zap, arrows).

You’ll see a lot of splash damage in this slot, as it clears out cheap units that can take out tanks quickly. Bomber, Wizard, Fire Spirits, and Princess all fit in here.

You’ll also see high DPS troops who’s goal is to get damage on the tower, like Mini Pekka and Musketeer.

SLOT 4:

This is the first of 2 defensive slots. You’ll use this card to handle enemy pushes and minimize damage on your tower. This is the main “wall” that enemy pushes will run into.

Cards that fit in this slot are defensive buildings, Minion Horde, Valkyrie, and Mini Pekka.

SLOT 5:

This is the second defensive slot. These cards will support the action of your main defensive card to stop pushes faster.

Cards that fit into this slot are Ice Wizard, Ice Spirit, and Baby Dragon. Your options aren’t just limited to these cards; most decks also pick from the list above for this second defensive slot.

This slot can also be used for an Elixir Collector. It doesn’t help on defense, per say, other than providing extra elixir to stop pushes with.

SLOT 6:

This is The Runner. This slot is both offense and defense: you can start this card on defense to stop a push and transition it easily into an offensive push. They’re efficient, and you can use them solely for offense or defense if necessary.

Cards that fit into this slot are Musketeer, Mini Pekka, Princess, Bowler, Guards, Witch, Valkyrie, Lumberjack, and Spawner Huts.

SLOT 7:

This is the versatile response card slot. These cards are there for when you are caught off guard and don’t have a good defensive card to play. You can drop any of these cards to distract/counter big pushes while you cycle to a good defensive card.

On the other hand, you can also drop these guys behind a big push. If you have the extra elixir, they can support your main push and make it even more powerful.

You want to pick these guys carefully because you want to be able to play them anytime and get maximum value from them. If they don’t target air, you may be caught off guard during an air attack—so you’ll want air-targeting defensive cards or an air-targeting Runner.

Cards that fit in here are Spear Goblins, Goblins, Archers, Skeletons, Goblin Barrel and Minions.

SLOT 8:

This last slot is the spell slot. Not all decks carry a spell, but almost all do. This is the slot where you can put your spell.

I know Goblin Barrel is a spell, but I listed it in Slot 7 because it functions more as a versatile response than a true spell.

DECK EXAMPLES

Let’s start by discussing HOG TRIFECTA:

    • Slot 1 (Win Condition): Hog
    • Slot 2 (Win Condition #2): Musketeer
    • Slot 3 (Win Condition Support): Poison
    • Slot 4 (Main Defense): Cannon
    • Slot 5 (Defensive Support): Elixir Collector

 

  • Slot 6 (The Runner): Valkyrie
  • Slot 7 (Versatile Response Card): Skeletons
  • Slot 8 (Spell): Zap

As you can see, it doesn’t perfectly follow the guide above—but it generally does. The main exceptions are in Slots 3 and 5.

Strictly speaking, Slot 3 is normally a troop, but it can also be a spell. If there are more than 1 spells in a deck, that’s why. One or both are mainly used to support offensive pushes.

This deck doesn’t run a true “defense only” second card, but an Elixir Collector in Slot 5. The reason the deck can get away with that is because Valkyrie is a classic Runner: it can be used on defense and then transition well into offense.

GIANT/SPARKY BEATDOWN:

    • Slot 1 (Win Condition): Giant
    • Slot 2 (Win Condition #2): Sparky
    • Slot 3 (Win Condition Support): Fire Spirits
    • Slot 4 (Main Defense): Mini Pekka

 

    • Slot 5 (Defensive Support): Ice Wizard
    • Slot 6 (The Runner): Fireball
    • Slot 7 (Versatile Response Card): Goblin Barrel

 

  • Slot 8 (Spell): Zap

This deck (from Chief Pat) fits the guide really well, except for Slot 6. There isn’t a true “Runner” in this deck, but you could argue that Mini Pekka and Ice Wizard both fit that role, since they will eliminate enemy pushes so well.

GIANT/GUARDS BEATDOWN:

    • Slot 1 (Win Condition): Giant
    • Slot 2 (Win Condition #2): Musketeer (if this was 3 MUSKETEER BEATDOWN, 3 Musketeers would be here)
    • Slot 3 (Win Condition Support): Poison
    • Slot 4 (Main Defense): Mini Pekka

 

 

  • Slot 6 (The Runner): Princess
  • Slot 7 (Versatile Response Card): Guards
  • Slot 8 (Spell): Zap

This deck fits the guide really well. The only exceptions are for Slot 3 and Slot 5, which I already discussed in HOG TRIFECTA.

GOLEM BEATDOWN:

    • Slot 1 (Win Condition): Golem
    • Slot 2 (Win Condition #2): Minions
    • Slot 3 (Win Condition Support): Spear Goblins
    • Slot 4 (Main Defense): Minion Horde

 

 

  • Slot 6 (The Runner): Valkyrie
  • Slot 7 (Versatile Response Card): Goblins
  • Slot 8 (Spell): Arrows

This deck (from Galadon) has a solid core, filling the main slots. However, Slot 2, Slot 3, and Slot 7 can be interchanged.

This deck is basically arrow-bait, with support cards that can be interchanged with each other. It doesn’t fit within the slots as well because of how versatile it is: no card is fixed in one role.

This type of deck is powerful because you aren’t forced to play half of your deck in any one particular way. You have room to be flexible and adapt to your opponent.

MINER/FURNACE CYCLE:

    • Slot 1 (Win Condition): Miner
    • Slot 2 (Win Condition #2): Guards
    • Slot 3 (Win Condition Support): Zap
    • Slot 4 (Main Defense): Mini Pekka

 

  • Slot 5 (Defensive Support): Spear Goblins
  • Slot 6 (The Runner): Furnace
  • Slot 7 (Versatile Response Card): Princess
  • Slot 8 (Spell): Poison

This deck (from /u/Bellator_Gaius)

’s post) is flexible, like the GOLEM BEATDOWN deck above. You could argue to interchange Slot 2, Slot 3, Slot 5, and Slot 7 with each other.

As said above, this flexibility is why it is so popular in tournaments, where you have no idea what you are going to face.

PEKKA DOUBLE PRINCE BEATDOWN:

    • Slot 1 (Win Condition): PEKKA
    • Slot 2 (Win Condition #2): Prince
    • Slot 3 (Win Condition Support): Freeze
    • Slot 4 (Main Defense): Minion Horde

 

 

 

  • Slot 7 (Versatile Response Card): Princess
  • Slot 8 (Spell): Arrows

This deck (from Chief Pat) fits the slot guide really well.

ROYAL GIANT BEATDOWN:

 

    • Slot 2 (Win Condition #2): Minions
    • Slot 3 (Win Condition Support): Archers
    • Slot 4 (Main Defense): Cannon
    • Slot 5 (Defensive Support): Elixir Collector

 

  • Slot 6 (The Runner): Barbarians
  • Slot 7 (Versatile Response Card): Goblins
  • Slot 8 (Spell): Zap

This deck (from Molt) fits the guide well, except for the supporting cards. Slot 2, Slot 3, and Slot 7 can be interchanged.

This deck is an example of one with a strong core and flexible support cards.

MORTAR BEATDOWN:

    • Slot 1 (Win Condition): Mortar
    • Slot 2 (Win Condition #2): Miner
    • Slot 3 (Win Condition Support): Princess
    • Slot 4 (Main Defense): Minion Horde

 

    • Slot 5 (Defensive Support): Tombstone
    • Slot 6 (The Runner): Mini Pekka

 

  • Slot 7 (Versatile Response Card): Ice Wizard
  • Slot 8 (Spell): Zap

This deck (from /u/Wwoody123

) is a great example of a flexible deck. Slot 2, Slot 3, Slot 6, and Slot 7 can arguably be interchanged.

These examples show that the very best decks are those that don’t stick rigidly to this guide. Use it as an example of how to build a deck, but don’t be afraid to mix things in so you are able to adapt to anything and be flexible.

TESTING NEW DECKS:

Ok, so you’ve made it this far and want to know how to test decks. First things first, don’t rush building a deck. Think carefully about what cards you want, and start in order of slots. You’ll pick out your win condition and offensive support cards first, then pick defensive cards.

Once you have a deck, find someone in your clan around your trophy level. Play them a few times in friendlies and get a sense of how your deck performs. Ask them to play different archetypes, so you see if your deck is strong against, say Giant/Guards, but weak against Trifecta. Play more than one person, if possible.

After your friendly battles, tweak your deck. You can swap out cards for different things and see what works best. I tend to swap out supporting cards most often (Slots 2, 3, 5, 6, and 7), and I don’t generally swap out more than 3 cards once I’ve built a deck.

Once you have gotten your deck tweaked, play with it in a tourney. Don’t focus on changing your deck while you’re in the tourney, just play and try to win.

After the tourney is over, then look back at your battle log and see what you’ve won and lost against. This gives you valuable feedback on the strengths and weaknesses of your deck.

Once you’ve done all this, your deck is ready for the ladder! Play with it and continue to tweak as necessary, but don’t tweak continually. If you like your deck, don’t change it because of a string of losses. Take a break and come back later, and then see if you still need to change it.

That’s all I’ve got, thanks for reading!

Shared by MWolverine63.

Subscribe to Clash Royale Arena – Never Miss A Guide!

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Subscribe to Clash Royale Arena

Subscribe to Clash Royale Arena

Dear my friends,

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Subscribe to Clash Royale Arena

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