Hi guys, seems like a lot of new players are looking for a decent way to play more than 2 Clash Royale accounts on 1 iOS/Android device. Today I am going to show you the easiest way to do that and I will try to keep it as simple as possible!
How to play 2 or more Clash Royale Accounts
You can play more than 1 Clash Royale account on any device, now matter it is Android or iOS.
Apple using Apple ID (or Game Center Account) to manage Clash Royale accounts.
Yes, that’s it. You need only 1 Google ID and 1 Apple ID then you can load your Clash Royale account on any device.
How to load 2 or more accounts on iPhone, iPad and iPod
First, make sure your current account is already connect with your Game Center ID by opening app Game Center then going to the tab Games. If you can see Clash Royale in the Games tab, along with game achievements, everything is okay now.
Go to Settings ~> Game Center ~> Tap on your Game Center ID and choose Sign Out.
After Signing Out from your current account, enter ID and Password of your second account in order to play the second Clash Royale account. If you don’t have any other Apple ID, you can create a new one right on your phone, or at here. You need a Game Center ID for every Clash Royale account in order to save the progress and load them whenever you want.
After Signing In with the new one, open game and start playing with the new account.
Normally the game will ask you to load the other game account after switching the GC ID. If it doesn’t ask you to load the second one, you should restart your device, open app Game Center, choose Clash Royale and then open game via Game Center.
If you can’t load the progress of the second account, please following these steps:
Thanks Speckledorf a lot for sharing this
Go to Settings on your device, scroll down and open Game Center.
Tap on your Apple ID -> Sign Out -> Sign In with the new Apple ID -> Close the Settings Window.
On your homescreen, open the Game Center app, choose Clash Royale.
In order to load the second account on your Android device, simply go to Settings -> Accounts -> Add Accounts -> Google then enter your Google ID information.
Then, open game, go to Settings menu in game and double tap on the green Connected button in order to load your new account from a list of Google ID.
If you have a red Disconnected button, that means your current account isn’t connected to the correct Google ID, you should connect it to the right one as soon as possible otherwise you may lose it in the future.
If you can’t load the new account after switching to it, make sure you are using the latest Google Play Services Version. If it still doesn’t work after updating all of your Google Services, you should remove all of your Google Accounts and try to re-add them.
Don’t hesitate to comment If you have any problem when switching to the another game account guys! I’m always here to help you!
Okay guys today I am going to show you a stunning new Clash Royale Bowler Deck for Frozen Peak (Arena 8) and Legendary Arena (Arena 9). This deck was made and shared by Ash. I am pretty sure that you will like it!
Clash Royale Bowler Deck for Arena 8 and 9
Yesterday I have received a pack of Bowlers from the Super Magical Chest so I decided to give this deck a try. Since yesterday, I have been getting a lot of success with this deck and getting numerous 3 crown wins in Arena 9.
Bowler + Giant is such an insane and powerful combo which has over 5000 HP. Can you guys take this combo down with ease? Unless you have a well protected Inferno Tower! Also, the Bowler complements the Giant extremely well! Bowler can easily get rid of threat such as Goblins, Barbarians as well as push back heavy hitters such as the Mini P.E.K.K.A. The main weakness of this deck is the Minion Horde. In order to deal with them, it’s recommended to use Arrows, instead of Fireball or Zap. Zap is not enough to 1 hit Minion Horde and Fireball costs more Elixir than Arrows.
Fire Spirits are another extremely useful support that you can use in almost every deck these days. These guys will help you easily deal with Barbarians and Minion Horde. Read more about the best uses of Fire Spirits at here. Musketeer is used because she has a perfect attack range which helps her protect the Giant + Bowler combo from far behind.
Because this deck is pretty weak against air decks, air-targeting defensive building is a must. You can use either Tesla or Inferno Tower, but due to the Average Elixir Cost, it’s better to use the Tesla in this deck.
How to use this deck?
Take a look at this video guys!
Okay guys thank you a lot for reading this short guide about of Bowler. Hopefully you have found this deck helpful. Don’t hesitate to comment If you have any question/advice. Good luck!
Because the Knight use rate in high Arenas is very low, I am going to point out some great uses of this guy, especially while dealing with Legendary Cards. I am not really a fan of Knight but right now I am trying to put him in my decks, to replace Mini P.E.K.K.A and Valkyrie.
At this time, Valkyrie and Mini P.E.K.K.A are used a lot. And in some decks, we can definitely use Knight instead. I am going to compare the Knight to them, at the Tournament levels, to see which actually fits your deck!
Ice Wizard/Princess: Each of these 3 cards can easily counter Princess and Ice Wizard, but only the Knight can make it a good trade. Also, after defending with Knight, you could run a bigger counterpush.
Lumberjack: Each of them can easily deal with the Lumberjack but only Knight provides the positive trade. And because no one sends Lumberjack alone, you will have a bit more Elixir to defend properly.
Sparky: At Tournament Levels, Valkyrie and Knight can soak 1 hit from the Sparky. Both Knight and Valkyrie can solo kill an unsupported Sparky on your side but Knight will give you a better positive Elixir trade.
Basically Knight is the middle lane between Mini P.E.K.K.A and Valkyrie, this provides him a better scope towards countering Legendary cards in high Arena. People just can’ see his hidden potentials because most players haven’t upgraded him to the Tournament level. If you have a chance, consider using him in your deck! I agree that Mini P.E.K.K.A and Valkyrie are much stronger in lots of situations but the Knight is actually good for lots of decks. Also, do you think that Valkyrie and Mini P.E.K.K.A will be nerfed soon?
Yes, probably 4. In Ash’s sneak peek video, there are 58 cards in total, meaning there will be 4 new cards. Hopefully there will not be all Legendaries guys LOL.
Other new stuffs:
Before joining a Friendly Battle, you will be able to choice which Arena to fight in (from Arena 1 to the one you are currently in).
TV Royale button will be moved to the middle screen (Battle screen), meaning it will replace the old Training Button.
I will try to keep everything updated and combine them all in this page so please bookmark this page (use Ctrl + D If you are browsing via your computer). Also, please share this page with your friends! Your rock!
Hey guys it’s Ash and in this video I want to give you guys my opinions on what the Top 5 best Common cards are in the game right now. Common cards are the easiest cards in the game to obtain and upgrade, so if you guys want to know what Common cards to invest the most of your Gold and donation requests on, then keep watching.
Top 5 Common Cards in Clash Royale You should upgrade
Zap
Let’s start with the best common card in the game, the Zap Spell. The Zap Spell is sooooo good, that you might scratch your head thinking why it’s a Common card while The Log is a Legendary card. Unlike The Log, the Zap Spell can target air troops, especially the Minion Horde and quickly weaken them to allow your Arena Tower to one-shot them. While also unlike The Log, the Zap Spell gives you a 1 second stun effect, which will help you so much in just about every battle. Its stun effect not only paralyzes troops and buildings, but it also resets their target. It also resets the charge of an Inferno Tower. It resets the charge of a Sparky, which is just incredibly important at high level play. It just an incredibly useful card and from ladder statistics and tournament statistics, it’s proven to be the most used card in the game. The Zap Spell actually had more usage than Legendary cards such as Princess, or Ice Wizard, or Miner in tournaments. So yea, make sure you work on leveling up your Zap Spell, it is one of the most important cards in the game to level up. Why? Because if your Zap Spell is not the same level as your opponent’s Goblins, then you will not kill them in one shot, and that makes a very huge difference. Imagine rushing in with your Hog Rider and your opponent uses level 9 Goblins. If you have Level 9 Zap Spell, you can one shot all those Goblins and your Hog Rider can do some crazy damage. But if your Zap Spell was level 8, then those Goblins will survive and quickly kill your Hog Rider. Just one level makes a very huge difference.
Barbarians
The Common Barbarians card is a card you unlock at Arena 3, and immediately you realize how powerful this card is. Barbarians are one of the best defensive cards in the entire game. Correct placement of Barbarians can allow you to defend against just about anything. For example, surrounding Sparky with Barbarians can easily allow you to counter Sparky. Royal Giant, Three Musketeers, Golem, Pekka, Hog Rider, Prince, Giant Skeleton and so many other big threats can be shut down by Barbarians. So yea, if you’re someone in Arena 3, 4, or 5, then you should be requesting for Barbarians all the time. They are just so good in all Arenas.
Royal Giant
The Royal Giant is a beast. The biggest problem with Royal Giants in the game is when you’re dealing with an opponent with a high level Royal Giant. Because the Royal Giant is a Common card, he’s just so easy to level up. He’s the only ranged aggro card in the game, and is one of the best offensive cards in the game as well. So if you’re in Arena 7 and you unlocked the Royal Giant, be sure to upgrade him. He outranges most defenses and he has that uncanny ability to directly target your opponent’s 2nd Arena Tower once you’ve taken down the first one. He makes it easier to get 2 Crown wins.
Fire Spirits
Arena 5 is like the golden arena in my opinion because you unlock two super value cards, the Zap Spell and Fire Spirits. What makes the Fire Spirits so good is how much value they provide. For example, Fire Spirits on a pack of Barbarians or Minion Horde will easily give you a 3 Elixir in profit. These guys are really strong for a 2 Elixir card, they do serious splash damage. Here’s a fun fact, the only other troop that can take down Minions in one shot other than Fire Spirits is the Wizard. The Fire Spirits cost 2 Elixir, while the Wizard costs 5. It’s just so much easier to form powerful combos with the cheap Fire Spirits than the expensive Wizard. You can even take down the 9 Elixir Three Musketeers card with the combination of Zap Spell and Fire Spirits, a 4 Elixir combo taking down a 9 Elixir card. Fire Spirits are also very valuable against other threats such as Goblin Barrel, Guards, Skeleton Army, Goblins, Archers, and so on.
Minions
A couple of months ago the 3 Elixir Minions card was almost nonexistent. Very few people were using this card because the Minion Horde was just so much more superior back then. Back then almost no one used Zap Spell because the Zap Spell didn’t have a stun effect and also Legendary Cards such as Princess and Ice Wizard didn’t exist. Fire Spirits also didn’t exist. But now with so many threats for the Minion Horde, people have moved on to using the safer 3 Elixir Minions so you don’t lose ridiculous value using an expensive 5 Elixir Minion Horde. Here’s a fun fact, the 3 Elixir Minions are the strongest 3 Elixir card in the game. They do almost twice as much damage together than the Archers card. Because of how powerful they are, it’s makes them one of the best defensive cards in terms of value. And this game is all about using your Elixir efficiently and making value moves. They also fly, making them invulnerable to ground threats such as Prince, Pekka, Bowler, and so on. So that’s why the Minions are on my top 5 Commons list and is also a card I use in many of my decks.
So that’s my Top 5, but unfortunately I wasn’t able to fit one last card that I believe will be having a big effect to the game soon.
Ice Spirit
The Ice Spirit is a 1 Elixir card with high value. Think of it like a moving Zap Spell, but with 2 seconds of freeze. Like the Zap Spell, you can use it to reset the target of troops and buildings. And unlike the Zap Spell, because the Ice Spirit is a troop card, you can use it to distract other troops. It just provides so much great value for 1 Elixir. And that’s what I love the most about it, is that it only costs 1 Elixir, allowing me to lower my Average Elixir Cost and also cycle through my cards faster.
If your own card levels are too low, or usually lower than your Clan card levels, consider upgrading them.
You should upgrade multiple cards at once, rather than upgrading just a few cards to maxed.
Clan Wars in Bronze League usually have cards approximately at Tournament Standard so you don’t need to level up everything so soon. Upgrade your cards accordingly as your Clan claims to higher leagues.
The first day of the Clash Royale Clan War is the Collection Day. During the first day, you have 3 matches to play in the War Map (screenshot above).
There are different game modes here for you to choose: 2v2 Ladder, Sudden Death, 2v2 Double Elixir, Draft Mode and Double Elixir. Once a game mode played, it will be replaced by a different game mode.
You use your own cards to play on the Collection day.
The winner will get more Clan Cards than the defeated one. The higher League your Clan is, the more Clan Cards your members can get.
Tips for the Collection Day
You can easily see and change your deck right on the Collection Day screen.
Play any game mode you want.
The winner will have x2 more cards than the defeated one. It’s definitely worth doing your best to get the win. If all of your members have 3 wins on the first day, that’s such a huge opportunity for your Clan on the second day.
Draft matches have the Tournament Standard. If your card levels are not great, it is always recommended to play Draft.
If all of the 50 members in your Clan participate in the War, your Clan will be matched with other 50-member Clans.
On the War Day, you have to build up a deck based on your Clan Cards.
You can’t use cards you haven’t unlocked yet, and your Clan Card levels can’t be higher higher than your own ones. So consider upgrading your own cards again at here.
Some players might have more than 1 match to ensure all of the Clans have the same matches played.
If you do not want to participate in the War, do not play in the Collection Day.
If you get hard-countered in a match and you just can’t win it, do the best to get a crown to help your Clan.
Win matters, play aggressive decks to win the match. Since the opponent Clans likely never get matches against you, there is no reason to take the tie.
Tap on your Clan’s boat to see more details about your Clan.
You can nudge players who haven’t used their attack yet.
Rewards!
The rewards will be determined based on your Clan Trophies.
Gain more Clan Trophies to progress through the Clan Leagues.
Multiple tanks and heavy spells can be very annoying.
Only need 1 tower then defend.
Weaker in 2x elixir
Almost always can get a draw.
Once lost a Tower, you will be in a tough situation.
Control
You will want to control the pace and the tempo of the game.
Make sure your opponent follows your cycle. And like siege, have a deck that can defend really well at mitigating damage and giving up the least amount of damage possible.
Typically cheap to mid-range average elixir decks.
There are two other sub-archetypes in this section are: Cycle and Bait.
Siege+ Bait: Mortar Bait – Hog Rider or Miner, X-Bow with Elixir Collector, etc.
Siege + Control: X-Bow P.E.K.K.A, Mortar P.E.K.K.A, etc.
Pros
Cons
Typically can’t be hard countered.
More skills based so you need to make decisions on the fly.
Harder to predict with a more diverse playstyle.
2nd win condition will take up 1 slot. Sometimes can be tedious.
Building Deck Around The Win Condition!
Before we get further, I want to explain some terminologies I will be using in the guide
Win condition – Card that gets you the most damage output.
Heavy spell – Spell that does typically above 200 damage.
Light spell – Cheap spell, less than 4 Elixir, for clearing swarms.
Glass cannon – Low-mid HP troop with high damage-per-second (DPS). Typically die to spell (or survive with just a little of HP). Examples: Witches, Wizard, Musketeer etc.
Mini tank- Mid HP unit. Medium DPS. Used for sponging damage but not too reliable vs heavy pushes on their own. Examples: Ice Golem, Knight etc.
Now that you’ve built your deck, you will want to give it a test go. Perhaps a challenge, tournament or friendly battle.
When I was testing some decks above, I created a few of them on my own.
I am not saying they will be perfect! Playing a game or two with them will show you where to improve the deck, what to change etc. Know what cards might be better.
Hey guys, it’s Royal Giant FTW here with the Royal Lightning Deck. This deck is currently being used a lot above 4,000 trophies and also in Arena 8 and 9.
I started to use this deck in Royal Arena with Musketeer (since there was no Executioner) and I got to 2700 trophies. Recently, I got the Executioner and put him instead of Musketeer. After that I pushed to 2800 in one day!
Let’s start off with the cards in this phenomenal deck!
Clash Royale Royal GiantClash Royale ExecutionerClash Royale FurnaceClash Royale Skeleton ArmyClash Royale The LongClash Royale ZapClash Royale Minions
Average Elixir Cost: 3.9
Card Breakdown
Royal Giant – The reason I chose this mighty, burly guy as my favorite tank is because of his annoyance to the opponent and his ability to quickly lock onto the tower. If you pair him up with a stable support, he is very hard to stop and you will leave the opponent with the angry face after the match.
Royal Giant mostly takes no skill to use but here are some things you need to know:
Know when to put him down. If you think the opponent has the elixir lead, don’t recklessly send RG without even thinking or you will have massive disadvantage.
It’s actually OK to overcommit with him. He IS a burly tank after all, and this deck is totally the opposite of control decks. In double elixir time, go all in with your troops. It will pay off at the end, so don’t worry! 😀
So hands down this tank is one of the best in the game imo.
Executioner – Even after the nerf, this sneaky-looking guy stands strong. A loyal companion to all tanks, he can decimate Minion Hordes, Skeleton Armies, Goblins, Goblin Gang, etc. Executioner basically counters the counters to RG! He is also handy on defense, against Lava Hound, Zap Bait, and more.
Although he is basically a defensive and offensive beast, watch out for spells that can shut HIM down! If the opponent carries Rocket or a high-level Lightning, don’t put him close to the tower or else he will get his chance to make a good value by killing your Executioner and doing lots of damage to the tower.
Don’t forget, after you defend with him, always make sure to counterpush with RG to scare the opponent and take down the tower!
Furnace – This building is another good defensive card handy to kill swarms. Keep Furnace down in the middle to put some pressure on the opponent. The good thing is, even if you have an underleveled Furnace, I will still allow you to use it! Just put RG or Executioner in front of the two Fire Spirits and they will have no trouble getting to the tower. Not much to say, I bet a million bucks you guys already know how to use this meta building!
Skeleton Army – These skeletons shut down tanks and are experts at distracting troops. You can also use them as cycle troops if you have nothing to do. I wouldn’t counterpush if I were you because they don’t fir with all the other cards in this deck and plus it is easily countered. So for the whole game, use this bunch for defense and if the opponent does nothing, you can actually almost kill the tower with 15 skeletons attacking! If you don’t want to use Skarmy, I will have a replacements section below so you can look there.
Minions – Like the Skeleton Army, Minions are very good at killing tanks too! This is your primary source to kill Lava Hound, Balloon, and Graveyard, maybe Executioner for support defense. The reason I chose Minions over Minion Horde is:
Minions are cheaper so less risky playing.
Minion Horde is easily countered by low cost troops and spells (same as Minions, but at least the opponent won’t make a big profit because Minions are only 3 elixir)
Minions basically do the same job (killing lots of air and ground troops) as Minion Horde but cheaper!
Minions have always been a balanced card over the past metas (according to Ash) and they will always stand as a great defensive card. This doesn’t mean they are just defense, they are also good support for your RG! I totally recommend keeping this card in this deck as it it VERY important.
Zap – Not much to say, use for Skarmys, Goblins, any squishy troop that is good at defending RG. Zap is also a good defensive spell as it makes a good profit on Minion Horde for a positive elixir trade.
The Log– This is my first legendary I got and my favorite spell of all! You use it the same way as Zap, killing low-health swarms, but also this spiky madness is very good at defense, chipping the tower, and last-second knockbacks! The Log is so versatile at the moment because of all the usefulness it provides. Just remember, only Log things that are worth logging or else you just wasted it and the opponent can do something like Skarmy or Goblin Barrel for offense. Because of the Zap nerf a while ago, The Log is the only counter to Goblin Barrel for a positive elixir trade and no hits allowed. I think The Log is the best legendary right now imo.
Lightning – This spell counters RG’s best counter: Inferno Tower! Maybe Inferno Dragon, but most people would use Inferno Tower. For this combination, RG + Executioner +Lightning, you have to start off with RG at the back, then put Executioner behind him, then have Lightning ready. The reason you should put RG first is because the opponent might counterpush on the other lane and you might need the Executioner for his push. Once that happens, you can aggressively push as normal and you most likely won the match. Just make sure to focus on defensive positive elixir trades and you will be fine!
Also use Lightning to take down any medium-health troop like Witch, Wizard, Ice Wizard, Three Muskies, Musketeer, Mega Minion, etc.
General Gameplan
Offense: Pressure, pressure, pressure!
RG and Furnace will keep the opponent busy for the whole game. During double elixir time, I highly recommend you overcommit to finish towers quickly and show the opponent that you are not a passive player! No need to care about your elixir as you will quickly regain your elixir anyway.
Like I said a while ago, when pushing, keep an eye on the other lane in case the opponent decides to counterpush. Have your Executioner, Minions, and Skarmy ready for anything that comes your way. Play aggressively, and don’t just stand there waiting for what the opponent will do.
Defense
Executioner + Minions + Skarmy + Furnace + Zap/The Log will pretty much defend anything. Hold off anything then counterpush with RG.
Lava Hound: Minions + Executioner will defend the Hound and any support behind it.
Beatdown: Skarmy for tank, Minions for backup. Furnace to pull tank to the middle so both towers can shoot it. Executioner or Lightning to kill support. When the opponent puts the tank, immediately put RG on the other side. He might me forced to use his support on the RG so you can easily defend the lone tank.
Zap Bait: Executioner, The Log, Zap, Furnace, this deck can hold off Zap Bait pretty well. Just don’t get tricked by the Goblin Barrel placement!
Siege: RG will shut down Mortar and X-Bow on its own.
The Electro Wizard is coming to Clash Royale very shortly and it’s likely we’ll see a few of them flying about before Christmas given the fact that anyone who wins 12 games in the upcoming Electro Wizard Challenge will automatically receive it as a reward. This is a great reward from Clash Royale as it really gives people an incentive to play the challenge in the hope that they’ll get the new legendary before anyone else.
Clash Royale Electro Wizard
Supercell have also been kind enough to release some footage showing just how powerful the new Electro Wizard will be. The below video takes a closer look at this footage and the stats of the Electro Wizard to ascertain just what it will be able to do and in which situations it will be most useful. Look out for the second slow motion footage as well where you can see just exactly what this latest card is doing.
At level one the Electro Wizard lands with a zap that stuns for 0.5 seconds and thus stunning units and buildings (hint – good bye spark and inferno!).
It does 169 damage which is the exact same as a level 9 zap and will kill Goblins and Skeletons as well as severely damage Minions and kill them if they are under-levelled.
This may seem like not such a big deal consider a wizard of an equivalent level will hit all the targets straight in front of it but there is a huge difference here.
As the video shows, the Electro Wizard can hit targets on opposite lanes from each other. This means that despite technically only having a 5 tile radius, it can hit targets over a 10 tile space as each lightning bolt from its hands is capable of 5 tiles. This will be utterly brilliant against split pushes.
Imagine for a second that you have a 3 Musketeer split push coming your way – normally something to make the most calm among us panic. You can plonk the Electro Wizard down in the middle of the map and it will hit the musketeers in both lanes. Essentially it will cover the entire width of the map making it a seriously powerful defensive unit.
One of the more subtle differences between this unit and the normal Wizard is that his has a fast movement speed instead of medium. This means it will be useful behind a Lumberjack or better yet Elite Barbarians as it will be able to keep up with them whilst providing cover fire to both ground and air.
Combine this with a Clone and you’ll see 4 heavy hitting Barbarians with 4 lightning bolts constantly striking the air around them. There is a lot of different decks to play with using this unit.
Weaknesses
As with all cards, whilst it’s nice to concentrate on the strengths and what they will bring to the game, it’s also important to look at the weaknesses and what could stop this from being useful in any given situation.
The first thing must be that the Electro Wizard has very low life – lower than a wizard. At just 550 HP he will be unable to survive Fireballs, Lightning or Rocket attacks and will be quickly killed by a variety of units once they target him. He definitely needs to have protection whilst he gets off his lightning bolts.
The second weakness is his hit speed. He hits every 1.7 seconds which is fairly slow for a lighter unit character and to put it in perspective, the musketeer hits every 1.1 seconds meaning it will get 3 shots off for every 2 shots the Electro Wizard manages to get off.
Played correctly, this unit looks to be absolutely awesome and at only 4 elixir it will be great to try it out in all sorts of combinations.
As always, thanks for reading/watching and if you enjoyed the video, please subscribe to Chucky’s channel – all support is very much appreciated!
Okay my friends, Today, let’s talk about the new guy, the Mega Minion! I am writing this guide with the Mega Minion at the Tournament rule level. He is indeed an outstanding card when used correctly.
Mega Minion Guide
The table below show you Mega Minion’s stats at level 7, Tournament rule level:
Level
Hitpoints
Damage
Damage per second
7
695
285
219
The Mega Minion could be great on both offense and defense. He is very cheap. He is comparable with Mini P.E.K.K.A and Musketeer. Although Mega Minion is excellent on neither defense nor offense, he could be decent on both.
Having more HP allows him being able to survive some popular spells such (Arrows, Fireball…). He is better at finishing off the push with the help from the nearby Arena Tower.
Anyway, in my opinion, his best use is defending. But, If you want to deal with a tank-support push, don’t just place him down alone and expect the results. He doesn’t have much damage as the Mini P.E.K.K.A but he can soak damage from above. If your opponent uses only one Musketeer as the support, distract the tank with a defensive building then use Mega Minion to distract and kill the Musketeer. On offense, If your opponent can distract him, he couldn’t make it to the Tower. If you want to use him on offense, it should be the counterpush.
Card interactions
The list below shows you all of the card interactions when they are alone. Everything is based on the Tournament Standard levels.
Kill the Knight, Bomber, Mini P.E.K.K.A, Sparky, Goblins, Valkyrie, Mega Minion, Barbarians, Balloon, Dark Prince, Lumberjack, Guards, Baby Dragon, Witch, Musketeer, Princess, Archers, Spear Goblins and Hog Rider before he makes it to the Tower.
Kill Giant in 12 hits (15.6 seconds). You will want to use additional defensive building or troops because supports will come and protect the Giant soon.
easily survive hits blasts from Fire Spirits at Tournament Standard with 118 HP remaining. This makes MM much better than the Minions.
Miner. Due to Miner’s attack speed, he still can do at least 2 more hits even when you place the Mega Minion perfectly. Better use a ground troop to deal with Miner.
Bowler. Bowler still can do 2-3 hits to your Tower but that’s acceptable.
In addition, he can pretty much kill a Cannon, X-Bow and Mortar before getting killed by the Crown Tower. If doesn’t get attacked by the Crown Tower, the Mega Minion survives 2 waves from the Furnace. He is also great at dealing with Barbarian Hut. He survives most spells, except Lightning and Rocket.
Against pushes
Now it’s time for our pushes. Push could be anything but normally we stick with the two most popular types: “Tank + Damage + Splash” and “Trifecta”.
For example, let’s talk about the Giant + Musketeer + Witch combo. Drop a mini-tank down as your Mega Minion does the damage to take out both supports and other small units your opponent throws behind. It is strongly recommended to pull the Giant with a defensive card. The best case should be Valkyrie + Mega Minion as they can easily annihilate the enemy push and make a strong counterpush afterwards.
Against Giant Balloon, place your MM between them and make sure your MM can target the Balloon immediately. Because they have the equal speed, don’t place your MM too far away otherwise he will chase the Balloon until it hits your Tower. You need to pay enough attention at this.