Home Blog Page 3

How to Counter the Bridge Spam Meta

95
bridge spam meta clash royale

Hey guys it is samxx a.k.a cuzzy4 with a small guide showing you how to counter the bridge spam meta!

bridge spam meta clash royale

As you have maybe seen in CCGS and Grand / Classic Challenges, the new META is “Bridge Spam”, a tactic that relies on very offensive and pressuring troops such as the Bandit and the Rattle Ram.

Today I want to give you some tips and cards on how to counter it.

Common Brigde Spam Decks

P.E.K.K.A Control

Clash Royale P.E.K.K.AClash Royale Battle RamClash Royale BanditClash Royale Night Witch
Clash Royale elixir collectorClash Royale Baby DragonClash Royale ZapClash Royale Poison

Inferno Rush

Clash Royale BanditClash Royale Night WitchClash Royale Inferno DragonClash Royale Battle Ram
Clash Royale Ice GolemClash Royale Ice SpiritClash Royale ZapClash Royale Poison

Three Musketeers Bandit

Clash Royale Battle RamClash Royale Three MusketeersClash Royale BanditClash Royale Night Witch
Clash Royale Ice GolemClash Royale elixir collectorClash Royale ZapClash Royale Ice Spirit

Of course there are different variations out there, but the center of the deck is always the same: Bandit, Battle Ram and NW, which make a deadly push combined.

General Tips

Don’t pump up immediately. You can’t defend the Bridge Spam with only 4 elixir. This is why this tactic has become META!

All the Golem and 3M decks using Pump allowing their opponents to quickly get a tower at the start of the game. Instead, wait for your opponent to attack. When you either have a small elixir lead or they don’t have the combo in cycle, you are safe to pump up. Obviously, the same applies for other expensive cards.

Don’t underestimate a Bandit. The recent buff made this card so strong, even a low HP Bandit can threaten a tower.

How to defend Bandit: You want to place troops either directly on top of her before she starts her dash animation. Or, if you know your troop will not survive, place it right next to your tower, so she can’t dash to the tower after killing your troop.

Do not overcommit! A Bandit or a Battle Ram are really cheap cards that can heavily damage your tower. If you overcommit on one lane, they will punish you on the other.

Try to always have a counter in cycle. Often, I see people dropping their counters to the Battle Ram/Bandit right after each other. This will make you really vulnerable. At least try to have some ground units ready, which will distract the Bandit or the Barbs from the Ram.

Right troop placements against Battle Ram. I see a lot of people losing their counter (e.g. EWiz) to the Barbs.. try to place it somewhere in the middle so the Barbs will have to walk a bit. Also after the Barbs spawn, try to protect your troops with stuff like Skellies or IG. This will cost you 1/2 more elixir, but you will have a full hp EWiz to counter.

Good Cards to Counter

TombstoneTombstone: This cards does wonders against both Bandit and Battle Ram. The Bandit will always charge to the first Skeleton, protecting the TS from the dash. Also helps against the Pekka and the 3M in those deck variations. Be careful of the Poison though!

GobsGoblins: These little guys have made a comeback after the skellies nerf. They survive 2 Bandit and Barb hits, and won’t get killed by Zap (which all these decks use most of the time)

 

GuardsGuards: Good counter to all three of the cards. They take a lot of hits to kill.

 

IceSpiritIce Spirit the cheapest way to reset the BRam. Also it survives one hit from the Bandit.

 

eWizEWiz: Great to stun the Battle Ram and attack both Barbs / NW and Bats. You have to somehow tank the Bandit though.

 

IceGolemIce Golem plus ranged attacker The problem with ranged troops is the Bandit dash. The IG tanks for troops like archers or EWiz to take out the troops with help of the arena towers.

 

PEKKAP.E.K.K.A: Only use this if the opponent drops all of his troops in one lane! The Pekka will stop the whole push, giving you a huge positive elixir trade.

 

Deck Recommendations

Personally, I use 2 decks in challenges right now which counter Bridge Spam perfectly and get me 12 wins almost every time:

Graveyard Cycle from CCGS

Clash Royale Ice GolemClash Royale GraveyardClash Royale ArchersClash Royale Goblin
Clash Royale Ice SpiritClash Royale TombstoneClash Royale The LogClash Royale Poison

My P.E.K.K.A Graveyard Deck

Clash Royale P.E.K.K.AClash Royale GraveyardClash Royale Night WitchClash Royale Electro Wizard
Clash Royale ArchersClash Royale Ice GolemClash Royale The LogClash Royale Poison

I hope you guys enjoyed.

I know a lot of these tips are obvious, but I see a lot of players out there struggling to defeat Bridge Spam, even at CCGS. So I hope some of you learned how to counter it better.

Have a great day!

Top 5 Useful Tips for New Players in Clash Royale

1
clash royale tips

Hey guys! Its Blaze back with another guide for you all!

A few weeks ago there was a guide on Tips for lower arena players by Megasweep. However, even though the guide was quite good, some points were missing so basically, I will be talking about things @Megasweep didn’t mention.

clash royale tips

Top Basic Tips for New Players

The main reason for this guide is that I recently started a 2nd account and I felt that the skill level of all the players I battle and the ones in the clans I join is extremely low.

Well partly the feeling is because I am a 4k+ player and have more experience but still they have less skill if I compare to the period when I was at that stage.

So, what I want to say is that the game has become easier for the lower plays (better chance of getting legendary cards, more cards from chest due to more chest varieties, more card types and new cards for better and stronger decks,etc.) but they don’t utilize it. Hopefully, this guide helps them.

Starting fresh in Clash Royale can be both exciting and challenging. As a seasoned player who recently started a second account, I noticed a significant difference in skill levels among new players. Although the game has become more accessible with easier ways to obtain legendary cards, more diverse chests, and a wider array of cards for deck building, many new players don’t seem to utilize these advantages effectively. Here are my top five tips to help new players maximize their potential and improve their gameplay in Clash Royale.

1. Understand Card Roles and Synergies

Each card in Clash Royale has a unique role, and understanding these roles is crucial for building an effective deck. Cards can generally be categorized into offense, defense, support, and building cards.

  • Offensive Cards: Cards like the Hog Rider or Balloon are designed to directly attack your opponent’s towers.
  • Defensive Cards: Cards like the Cannon or Tesla are primarily used to defend against enemy troops.
  • Support Cards: Cards such as the Ice Spirit or Baby Dragon assist other troops by adding damage or control effects.
  • Buildings: Buildings like the Inferno Tower or Elixir Collector serve strategic purposes, either for defense or resource generation.

Tip: Create a balanced deck with a mix of these roles. Ensure your deck has answers to various threats and can effectively counter different strategies.

2. Manage Elixir Efficiently

Elixir management is a fundamental skill in Clash Royale. Every card costs a certain amount of elixir, and knowing when to spend or save elixir can make or break a match.

  • Positive Elixir Trades: Aim to spend less elixir to counter higher elixir enemy cards. For example, using a 3-elixir Fireball to destroy a 5-elixir Wizard results in a positive elixir trade.
  • Elixir Advantage: Pay attention to your elixir bar and try to maintain an elixir advantage over your opponent. This allows you to mount stronger pushes and defend more effectively.

Tip: Practice patience and avoid overspending. Waiting for your opponent to make the first move can often lead to opportunities for positive elixir trades.

3. Learn from Replays and Pros

Watching replays of your matches can provide valuable insights into your gameplay. Analyze your losses to identify mistakes and understand what you could have done differently.

  • Clash Royale TV: Watch top players’ replays on Clash Royale TV to see high-level strategies and tactics in action.
  • Pro Players and Streamers: Follow pro players and streamers on platforms like YouTube and Twitch to learn advanced techniques and deck strategies.

Tip: Make it a habit to review at least one replay per session. Look for patterns in your playstyle that need improvement.

4. Join an Active Clan

Clans are an essential part of the Clash Royale experience. Joining an active clan provides numerous benefits:

  • Request and Donate Cards: You can request cards from clanmates to upgrade your deck faster and donate surplus cards to earn gold and experience points.
  • Clan Wars and Challenges: Participate in Clan Wars and other challenges to earn valuable rewards and improve your skills.

Tip: Communicate with your clanmates and participate actively in clan activities. This not only helps you grow but also builds a supportive community around you.

5. Stay Updated and Adapt

Clash Royale is a dynamic game with frequent updates and balance changes. Staying updated with these changes is crucial to maintaining your competitiveness.

  • Balance Changes: Supercell regularly tweaks card strengths and weaknesses to keep the game balanced. Make sure you understand these changes and adjust your decks accordingly.
  • New Cards and Events: New cards and special events are often introduced. Participate in events to gain new cards and practice with them to understand their strengths and weaknesses.

Tip: Follow official Clash Royale news and community forums to stay informed about updates and changes. This knowledge can give you a strategic edge over your opponents.

Prices pulled from the Amazon Product Advertising API on:

Decks

This part is very important because a player can showcase his/her skills at their best through good decks. But the decks I usually see are…..Noob-like…yep, thats the word.

Sorry, all people reading the guide who are at low trophies but your deck sucks. Even people at 3000 trophies use decks which suck, have off-meta and bad cards. The deck doesn’t have synergies and moreover, the decks aren’t balanced.

I see people taking too much splash with a tank, but no single target, melee and swarm cards. People use Golem without Zap, Lightning and Electro Wizard to counter Inferno Tower and Dragon.

So please read the part written by Megasweep on Synergy and Decks.

When it comes to showcasing your skills in competitive play, having a well-constructed deck is crucial. Unfortunately, many players, even those with significant trophy counts, often use suboptimal decks that hinder their performance. Let’s delve into some fundamental tips to help you build a strong, balanced deck that synergizes well and enhances your gameplay.

1. Understand Deck Synergy

A good deck isn’t just about powerful cards; it’s about how well those cards work together. Synergy is key. Your cards should complement each other, creating a cohesive strategy. For example, pairing a tank like Golem with support units that can handle both air and ground threats ensures your push is versatile and harder to counter.

2. Balance Your Deck

A balanced deck includes a mix of offense and defense, single-target and splash damage, ground and air capabilities. Here’s a breakdown of what a balanced deck might look like:

  • Tank: A high-health unit to absorb damage (e.g., Giant, Golem).
  • Single-Target Damage: Units to deal with high-health enemies (e.g., Musketeer, Mini P.E.K.K.A).
  • Splash Damage: Units to handle swarms (e.g., Baby Dragon, Valkyrie).
  • Air Defense: Units to counter flying threats (e.g., Minions, Archers).
  • Support Spells: Spells to assist your pushes or counter enemy units (e.g., Zap, Fireball).

3. Avoid Overloading on One Type

A common mistake is overloading your deck with too much of one type of unit, like having too many splash damage units and no single-target damage. This imbalance can leave you vulnerable to specific threats. For instance, if your deck lacks single-target damage, you’ll struggle against high-health units like P.E.K.K.A or Giant.

4. Consider Counter Cards

Always include cards that can counter popular strategies. If you’re using a heavy tank like Golem, ensure you have a way to counter Inferno Tower or Inferno Dragon, such as Zap, Lightning, or Electro Wizard. This prevents your push from being easily shut down.

5. Adapt to the Meta

The meta (most effective tactics available) is constantly evolving. Stay updated with the current meta and adjust your deck accordingly. Using outdated or off-meta cards can put you at a disadvantage, as they may not perform well against the most common strategies.

6. Practice and Adjust

Building the perfect deck requires practice and adjustment. Play matches, note which situations cause you trouble, and tweak your deck to address those weaknesses. Over time, you’ll find the optimal balance and synergy that works best for your playstyle.

Donation

I don’t know why but people don’t donate at all in the clan.

I still remember the days when me and my clan mate used to run competitions on who donates the highest. But now, to be honest, I see many people with 0 donations. And this even when they are active and people have requested cards.

Donating is very important. You get XP points and gold for every card you donate.

And some of you may feel bad of giving away cards you earn from chests, but be real guys, you get a lot more cards per day than your daily donation limit.

Other thing is that you don’t use all the cards which your clan mates request, so its OK if you don’t donate the cards you use but atleast donate the cards you don’t use.

In the dynamic world of online gaming, one thing stands out as a crucial aspect of clan life: donations. Yet, it’s puzzling to see how many players neglect this vital component. If you’ve ever found yourself in a clan where donation requests go unanswered, you’re not alone. I fondly remember the days when my clan mates and I would compete to see who could donate the most, fostering camaraderie and growth within our group. Nowadays, it’s disheartening to see many active players with zero donations, even when others have made requests.

Why Donations Matter

1. XP Points and Gold

Donating cards is not just about helping your clan mates; it’s also about helping yourself. Each time you donate a card, you earn XP points and gold. These rewards contribute significantly to your progress in the game. By consistently donating, you can level up faster and accumulate gold, which is essential for upgrading your own cards.

2. Maximizing Daily Card Limits

Many players hesitate to donate because they fear giving away cards they’ve earned from chests. However, it’s essential to recognize that the game provides you with far more cards daily than your donation limit. By not donating, you’re effectively wasting an opportunity to gain XP and gold. Embrace the generosity, and you’ll find it pays off in the long run.

3. Clan Unity and Support

Donations are the lifeblood of a thriving clan. When members actively donate, it creates a supportive environment where everyone benefits. This mutual aid strengthens the clan, making it more competitive and enjoyable for all members. A clan where donations flow freely is one where players feel valued and motivated to contribute.

Overcoming Hesitations

1. Card Utilization

It’s understandable to be reluctant about donating cards you use regularly. However, consider this: not all requested cards will be ones you need. Focus on donating cards you seldom use. This way, you support your clan without sacrificing your own deck’s strength. It’s a win-win situation.

2. Community Spirit

Donations are about more than individual gain; they reflect the spirit of teamwork. When you donate, you’re actively participating in the clan’s growth and success. This collective effort makes the game more enjoyable and fosters a sense of community. Remember, the more you give, the more you receive in return, both in terms of rewards and camaraderie.

3. Healthy Competition

Revive the old spirit of friendly competition. Challenge your clan mates to donation contests. Who can donate the most in a week? These challenges can reignite the enthusiasm for donations and make the process fun. Plus, it’s a great way to engage members and keep the clan lively.

Joining a Good Clan

Joining a good clan is very important. So you have to learn to select a good clan.

A good clan should have Active Members, High Donations and at least Tier 9 (if not Tier 10) Clan Chest.

Also, the players should be in your trophy range. Joining a clan with lower trophy players just for being 1st in the clan is pretty bad, cause you won’t get enough practice through friendly battles. Joining a clan with higher trophy players isn’t also that good cause even though you get more experience through those battles you won’t have enough players to try what you learned through those battles. Also, there is a chance of you getting kicked. Join a clan instead where you fall in between like between no.10 to no.40.

Joining a clan in any competitive game, including mobile gaming sensations like Clash Royale, can significantly enhance your experience. A good clan not only provides a sense of community but also offers various benefits like strategic advice, practice opportunities, and access to rewards. However, not all clans are created equal, and finding the right one requires some consideration. Here are some top tips for new players to help them join a good clan:

1. Active Membership

One of the most crucial aspects of a good clan is its level of activity. Look for clans with a high number of active members who consistently participate in clan activities, such as clan wars, donations, and chat interactions. Active members not only contribute to the clan’s success but also create a vibrant gaming environment where you can learn and grow as a player.

2. Generous Donations

Donations play a significant role in progressing in Clash Royale, as they provide essential cards for upgrading your deck. A good clan should have members who are willing to donate cards regularly. Look for clans where donation requests are promptly fulfilled, and there’s a culture of generosity among members. High donation levels indicate a supportive community that values the collective progress of its members.

3. Tier 9 (or Tier 10) Clan Chest

The Clan Chest, though no longer a feature in Clash Royale, served as a benchmark for clan activity and cooperation. In its absence, look for clans that consistently achieve high levels in clan activities and events. Clans that used to reach Tier 9 or Tier 10 in the Clan Chest likely maintain similar standards of participation and achievement in other aspects of the game, making them desirable options for new players.

4. Trophy Range Compatibility

Finding a clan whose members are within your trophy range is essential for several reasons. Joining a clan with significantly lower trophy players might limit your practice opportunities, as you may not face challenging opponents in friendly battles. On the other hand, joining a clan with much higher trophy players could result in being outmatched and potentially getting kicked out for underperforming. Aim for a clan where the trophy range of members aligns closely with your own, typically within the range of ranks 10 to 40.

Prices pulled from the Amazon Product Advertising API on:

Collecting and Saving Gold

This is another important thing which sadly I couldn’t follow.

Collect gold and save gold because later on you may find yourself wanting to upgrade a card which has enough cards needed for upgrade, but you lack the gold to do so.

Before I go on Saving, first is Collecting gold. You can earn gold through a lot of ways and if you do all of them you earn lot of gold, though limited cuz of arena and restrictions.

Chest: You get them from every chest except Legendary Chest and Epic Chest which are very rare to get. So, open every chest on time so that you have more gold at the end of the day.

Winning Battles: You get some amount of gold for winning battles. This is however limited to only 20 battles per day. So try to win atleast 20 battles every day to make the most out of it. Even though the gold you win doesn’t seem much, it helps you in the long run. Note: You only get gold by winning Ladder, 2v2 and Custom Tournament battles. You don’t get them from Friendly Battle and Challenge wins.

Donating: Every common gives 5 gold, every rare 50 gold and every epic 500 gold. So try to donate as much as you can. I have a big para about this above so I am gonna move forward.

Profit Buying: Not many no about this term so I gotta explain this.

In the shop, as you know, the price of card increases as you buy more of each card. Now, the first two cards of Common cost 2 gold and 4 gold gold while Rare cost 20 gold and 40 gold respectively.

This if you look carefully is lower than the gold you get after donating cards i.e. 5 gold for common and 50 gold for rare.

So you can earn profit if you buy 2 of cards from shop and donate them, getting 4 gold profit for commons and 40 gold for rare.

This truly isn’t much but as I said helps in the long run.

Gems and Challenges: Even though they are different things, I mention them together because Gems give the best value if spend them on challenges, however only if you are decently skilled enough to get 2+ wins. So, you can spend gems on challenges and earn lot of gold.

For e.g. For 60 gems you can buy 1000 gold from shop, but by spending only 10 gems you can get 1080 gold + 48 cards at 9 wins and 2000 gold + 100 cards at 12 wins in classic challenge.

Also, its better than spending on shops from chests.

For e.g. a Legendary Arena (Arena 11) Super Magical chest cost 4900 gems and gives 600+ cards and 6600 gold.

However, from 12 win Grand Challenge chest you get 1100 cards and 22000 gold for only 100 gems. Now, I know it is extremely hard to get 12 wins in Grand Challenge but still its better to play 49 Grand Challenges than buying a Super Magical Chest. However, this is just for comparison and analysis cause most players on this site are F2P and 4900 gems will be dream come true XD.

For more details about collecting Gold, I strongly recommend you take a look at here!

Have some Gems to spend? Take a look at this guide!

Now that you have understood about collecting gold, now about saving it.

Best ways to spend Gold?

First of all, upgrade only the cards you use. Many players make the mistake of upgrading all cards. Its better to select 8-16 cards and upgrade only those.

Also, you may want to upgrade your cards at least to the Tournament levels so that you can have a good Challenge deck if the meta changes. But, make sure you don’t upgrade cards which are bad and have very low chance of coming into the meta e.g. Barbarian Hut and Bomb Tower. Upgrading them is basically wasting gold.

Secondly, people waste lot of gold in buying legendaries.

Now, I know the feeling when you have a new legendary but please think before you buy one. For e.g. You are a Control Deck Player and have Lava Hound in the shop. Now, it won’t be wise to buy Lava Hound from shop just because you haven’t unlocked it. Lava Hound isn’t a Control card so it won’t be much useful for you unless you are willing to change your deck and archetype.

Legendary cost 40,000 gold which is quite a lot. Buying blindly will make you lose lot of gold and you may regret your decision later on.

 

Being Part of a Community

The Clash Royale Community is pretty big. You have many Youtubers and many good sites where you get lot of info and tips.

You won’t believe how these can improve your game. But you should chose the best ones.

As Youtubers go, you will find many giving false claims and titles, those are click-bait videos and channels. For the best content watch Clash With Ash(CWA), Chief Pat, Orange Juice(OJ), Surgical Goblin. Other than these there are many Youtubers which people don’t watch that much like Esopa. These are very skilled but aren’t popular.

For sites, visit Reddit and my favourite Clash Royale Arena.

Heavy Beatdown 101 – How to Make Your Opponents Raging!

1

Hi guys, Golem FTW aka Radius here with my first Ultimate Guide – Heavy Beatdown! It’s my tactic since Arena 6 and I love it! Hope you’ll like it too!

Without further ado, let’s go!

heavy beatdown 1

Heavy Beatdown 101

What is a Heavy Beatdown Deck?

A Heavy Beatdown deck typically has an average elixir cost ranging between 3.9 to 5.0, making it one of the more expensive deck archetypes in Clash Royale. These decks are characterized by their slow but powerful approach to overwhelming the opponent’s defenses. The core of a Heavy Beatdown deck consists of high hitpoint (HP) tanks supported by other units that enhance their offensive capabilities.

Key Characteristics

  1. High HP Tanks: The backbone of a Heavy Beatdown deck is its high HP tanks, such as the Golem, P.E.K.K.A., or Giant. These units can absorb a lot of damage, allowing them to reach the opponent’s towers even under heavy fire.
  2. Strong Offensive Support: To maximize the potential of the high HP tanks, Heavy Beatdown decks include supportive units like the Baby Dragon, Mega Minion, and Electro Wizard. These support troops help to clear out defensive units and spells, ensuring the tank can continue its march towards the enemy towers.
  3. Mediocre Defense: While the offensive capabilities of a Heavy Beatdown deck are robust, its defensive options are often more limited. Players must rely on efficient elixir management and careful placement of defensive units to mitigate incoming damage until they can mount their own push.

Tactics and Principles

The primary tactic of a Heavy Beatdown deck is to build up a powerful push that is difficult for the opponent to stop. Here’s a closer look at the strategy behind this approach:

1. Elixir Management

Managing elixir effectively is crucial when playing a Heavy Beatdown deck. Given the high cost of the core units, players must be patient and look for opportunities to build up their elixir reserves. This often means making small, cost-effective defensive plays while waiting for a significant elixir advantage to launch a massive push.

2. Building a Push

A successful Heavy Beatdown push typically starts from the back of the player’s side of the arena. Deploying a tank like the Golem or P.E.K.K.A. at the back allows the player to accumulate more elixir as the tank slowly moves forward. During this time, supportive units can be added behind the tank, creating a formidable force as they cross the bridge.

3. Timing and Placement

The timing and placement of units are critical in a Heavy Beatdown strategy. Players must be aware of their opponent’s elixir and key defensive cards. Deploying a tank too early or without adequate support can result in a failed push and a significant elixir deficit. Conversely, well-timed pushes can break through even the most robust defenses.

4. Punishing Overcommitment

Heavy Beatdown decks are particularly effective at punishing opponents who overcommit on offense. By withstanding the initial onslaught and countering with a strong push, players can turn the tide of the battle quickly. The ability to absorb damage and then retaliate with a powerful counter-push is a hallmark of this deck type.

5. Capitalizing on Spells

Spells play a vital role in supporting a Heavy Beatdown push. Cards like Lightning, Poison, or Fireball can eliminate key defensive units, clearing the path for your tank. Using spells strategically to disrupt the opponent’s defenses can often be the difference between a failed push and a successful tower takedown.

Heavy Beatdown is a beatdown deck with average elixir Cost between 3.9 to 5.0.

They’re usually slow and finish opponent’s decks by one/two pushes.

What principle/tactic this deck follow?

These decks generally follow the tactic of very offensive, slow beatdown!

Heavy Beatdown, also known as Slow Beatdown, means using huge HP tanks and his/her (Maybe you use P.E.K.K.A. :D) supports.

They usually have mediocre defense and very strong offense.

Example:

You face Hog Cycle deck. They easily take your Tower in first minute of match. You don’t feel really sad and pumps up.

You’re defending Hog Riders for next minute, and place Golem behind King’s Tower when 2x Elixir Starts.

You starts to spam behind Golem with troops like Mega Minion, Baby Dragon and Night Witch. Every cards which he use to stop this will be deleted in one-two seconds.

He starts spamming crying/raging emotes and you 3-crown him.

Ahh, a heavy beatdown ❤️

General Gameplan

3:00 – 2:00

Start pumping up, defending and making small pushes, probably without your main tank.

You have disadvantage vs any fast or cycle deck. Siege wouldn’t be really problem, because your tough guy with 3000 HP+  can take X-Bow/Mortar bullets for 1 minute+. Just keep your tank for their siege weapon and make counterpush with him.

At the start of the match, focus on building up Elixir and playing defensively. Deploy your Elixir Collector (if you have one) to pump up your Elixir reserves. Use small, strategic pushes to gauge your opponent’s deck and responses, but avoid using your main tank early on. This conservative strategy is particularly crucial when facing fast or cycle decks, which can quickly outpace you if you’re not careful.

Against siege decks, such as those featuring the X-Bow or Mortar, you have a significant advantage. Your main tank, with its robust 3000+ HP, can soak up damage from siege weapons for over a minute. Keep your tank ready to counter their siege weapon and leverage this defense into a counterpush.

2:00 – 2x Elixir

If you’re using 5-6 Elixir tank, try to make your first push, not overcommited, but hard to defend.

For example, Giant + Executioner + Miner would be great push for this time. Hog Cycle or Fast Control won’t surprise you, so you should defend them well.

Just try to not loose 2 Towers, because 1 minute aren’t enough to make 2 strong pushes, and you’ll be forced to 3-crown in one push, which is very hard.

As you approach the double Elixir period, it’s time to start planning your first major push. If your deck includes a 5-6 Elixir tank, such as a Giant, set up a strong but manageable push. A combination like Giant + Executioner + Miner can be effective, creating a push that’s hard to defend against without overcommitting your resources.

During this phase, you’re likely to face decks that rely on quick cycles or control strategies. These fast decks won’t catch you off guard if you maintain a solid defense. The key is to avoid losing two towers, as this will leave you in a desperate position, needing to mount a near-impossible three-crown push within a limited time frame.

For insights on different archetypes and your chances of victory, refer to KairosTime’s Two Triangle Theory Cheat Sheet. It’s a valuable resource for understanding matchups and refining your strategy.

If you want to know more about different archetypes and how much big are your chances to win, look at KairosTime’s Two Triangle Theory Cheat Sheet

2x Elixir – End

THIS IS YOUR TIME NOW.

You have to dominate him with big pushes!

In my deck, this is main push: Golem, Baby Dragon, Mega Minion, Night Witch, Arrows, Lightning, which cost 28 Elixir at all. This is huge, right? Stopping this is almost impossible.

You know what is even bigger? Second Golem on opposite lane! Yes, it’s totally normal to do it. It will make them panic, crying and raging.

It usually looks like:

  1. They’re defending your main push (You’re laughing, know it’s impossible)
  2. When they’re going to ragequit, place Golem on opposite lane
  3. Try to picture what is he/she haves to feel xD

This is your moment to shine. In the double Elixir period, unleash your powerful pushes and take control of the game. My recommended deck’s main push includes Golem, Baby Dragon, Mega Minion, Night Witch, Arrows, and Lightning, totaling a massive 28 Elixir. Such a formidable combination is nearly unstoppable.

To overwhelm your opponent, consider placing a second Golem on the opposite lane while they’re preoccupied with defending your main push. This strategy often leads to chaos, forcing your opponent into panic mode. Picture the frustration and desperation they must feel as their defenses crumble under your relentless assault.

Here’s a step-by-step breakdown of this endgame strategy:

  1. Main Push: Launch your primary attack with Golem, supported by Baby Dragon, Mega Minion, and Night Witch. Use Arrows and Lightning to clear out any defensive troops and structures.
  2. Second Golem: As your opponent struggles to manage your first push, drop a second Golem in the opposite lane. This dual-lane pressure can break their defenses and secure your victory.

Best Cards for Heavy Beatdown Decks

GolemGolemThe real king of heavy beatdown and my favourite!

Has biggest HP in whole game (4256 HP at Tournament Standards!), when destroyed takes splash damage and turns into 2 mini-tanks!

He’s probably slowest troop in CR, what allows to make huge pushes  with him.

If your opponent don’t have any building in deck, this badboy placed on pocket, is guaranteed damage to Tower due to Death Damage.

If you face P.E.K.K.A., Elite Barbarians or other troops targeted deck, Golem should be defensive-counterpush unit.

The Golem is, without a doubt, the undisputed king of heavy beatdown decks and a favorite among many players. Boasting the highest HP in the game at Tournament Standards (a staggering 4256 HP), the Golem is a powerhouse that demands respect. Upon destruction, it deals splash damage and splits into two Golemites, effectively becoming mini-tanks that continue to apply pressure.

Despite being the slowest troop in Clash Royale, this sluggishness is actually an advantage. It allows players to amass significant elixir and deploy supporting troops behind the Golem, creating formidable pushes. When placed in the pocket (the area right in front of the enemy’s tower), the Golem can almost guarantee damage due to its death damage, especially if the opponent lacks buildings to distract it.

However, the Golem’s true strength lies in its role as a defensive counter-push unit. Against decks featuring P.E.K.K.A., Elite Barbarians, or other troop-targeting cards, the Golem can soak up damage and provide a solid foundation for a devastating counterattack.

Supporting Cards for Heavy Beatdown Decks

To complement the Golem and maximize the effectiveness of a heavy beatdown strategy, consider these key supporting cards:

  1. Night Witch: Her ability to spawn bats continuously makes her an excellent companion for the Golem. The bats provide additional air and ground support, which can overwhelm opponents who are already dealing with the Golem’s massive presence.
  2. Baby Dragon: This flying unit offers splash damage that is perfect for clearing out swarms and supporting the Golem. Its synergy with the Tornado spell can also provide excellent crowd control, ensuring the Golem remains on track to the enemy tower.
  3. Lumberjack: The Lumberjack’s high damage and Rage spell upon death can turn the tide of a battle. When paired with the Golem, the Rage effect can significantly boost the attack speed and damage of your push, making it even more formidable.
  4. Electro Dragon: Its chain lightning attack is effective for stunning and dealing with multiple troops at once. The Electro Dragon’s control capabilities are invaluable in maintaining the momentum of a beatdown push.
  5. Mega Minion: A reliable air troop that deals substantial damage and can support the Golem by taking out enemy air units or assisting in ground battles.
  6. Tornado: This spell is excellent for pulling enemy troops into the splash damage of the Baby Dragon or the death damage of the Golem. It provides crucial control over the battlefield, ensuring your beatdown push stays intact.

Strategy Tips

  1. Elixir Management: Heavy beatdown decks require careful elixir management. Start slow, focusing on building an elixir advantage through defense before committing to a full-scale push.
  2. Defensive Counters: Use the Golem defensively to soak up damage from high-threat units like P.E.K.K.A. and Elite Barbarians. Once these threats are neutralized, transition into a counter-push with your remaining elixir.
  3. Support Placement: Always place supporting troops behind the Golem to shield them from direct attacks. Utilize the Golem’s massive HP as a moving wall, allowing your support troops to deal damage safely.
  4. Building Pressure: If your opponent lacks a building card, capitalize on this by placing the Golem in the pocket during double elixir time. The resulting push is often overwhelming and can lead to substantial tower damage.

GiantGiant – 5 Elixir, less HP, strong tank. His weakness is lack of Death Effect.

He’s cheap for Heavy Beatdown standards, what allows to make even bigger pushes! (rip opponents)

Defensive Giant is very popular tactic.

Giant Beatdown is such dominating tactic on Arenas 1-5, especially Giant Witch.

At higher Arenas, you’ll see high risk-high reward Giant Three Musketeers decks.

The Giant, a 5-elixir card with substantial health and strong tanking capabilities, is a cornerstone of heavy beatdown decks in Clash Royale. Although lacking a death effect, the Giant’s affordability in the context of heavy beatdown strategies allows for massive and overwhelming pushes, much to the dismay of your opponents. This article explores the best cards to pair with the Giant for creating devastating beatdown decks.

1. Giant Witch Beatdown

Giant Witch Beatdown decks are exceptionally powerful in the lower Arenas (1-5). The combination of the Giant’s tankiness and the Witch’s ability to spawn Skeletons makes for a potent offensive strategy. The Witch provides both splash damage and a steady stream of Skeletons to support the Giant, clearing out swarms and adding extra pressure.

Key Cards:

  • Witch: Summons Skeletons and deals splash damage, complementing the Giant perfectly.
  • Mini P.E.K.K.A: Offers high single-target damage to take down opposing tanks or high-damage units.
  • Arrows or Zap: Essential for clearing swarms that could otherwise overwhelm your push.

2. Defensive Giant Strategy

Using the Giant defensively is a popular tactic that leverages his tankiness to absorb damage from powerful enemy troops. Placing the Giant to distract and soak up hits allows your defensive units to clear threats more effectively. Once the defense is stabilized, the Giant can transition into a counter-push, leading a strong offensive surge.

Key Cards:

  • Musketeer: Provides consistent ranged damage to support the Giant.
  • Baby Dragon: Deals splash damage from the air, effectively targeting ground units clustered around the Giant.
  • Mega Minion: Adds additional air support, helping to clear both air and ground units.

3. Giant Three Musketeers Deck

At higher Arenas, the Giant Three Musketeers deck becomes a high risk-high reward strategy. This deck leverages the Giant’s ability to tank while the Three Musketeers dish out massive damage from behind. Splitting the Three Musketeers can also create dual-lane pressure, making it difficult for opponents to defend effectively.

Key Cards:

  • Three Musketeers: Provides overwhelming firepower that, when protected by the Giant, can devastate enemy defenses.
  • Elixir Collector: Ensures you have the elixir needed to deploy the Three Musketeers and support your pushes.
  • Battle Ram: Adds another layer of pressure, often forcing the opponent to split their defense.

Supporting Cards and Spells

To maximize the effectiveness of your Giant beatdown deck, consider including these versatile support cards and spells:

  • Fireball: Great for clearing medium-health troops and damaging support units behind the enemy’s tank.
  • Log: Provides a cheap and effective way to deal with swarm units and knock back troops.
  • Ice Spirit: Offers freeze control, allowing your Giant and support units to deal more damage.

LightningLightning – You’ll see this spell in 90% Golem/Giant/P.E.K.K.A.’s decks.

Why? Because strongest counter for this troops is Inferno Tower/Inferno Dragon. Lightning will crush them (Both will survive with 5-10% HP what makes them oneshots) and resets.

Also, to get more value (Because using Lightning for lone Inferno is negative Elixir Trade), try to shoot also troop like Wizard, Executioner, Witch, Sparky. Inferno Tower + Wizard is 11 Elixir for 6 Elixir Lightning + 350 HP less for Tower!

This is great, ya?

When it comes to heavy beatdown decks in Clash Royale, the Lightning spell is an indispensable asset, featured in about 90% of Golem, Giant, and P.E.K.K.A. decks. Its strategic utility cannot be overstated, particularly in countering key defensive units that threaten your heavy hitters.

Why Lightning is Essential

The primary reason Lightning is favored in heavy beatdown decks is its effectiveness against the Inferno Tower and Inferno Dragon. These defensive units are the strongest counters to high-health troops like Golem, Giant, and P.E.K.K.A. due to their ramping damage capabilities. Lightning can severely cripple these units, reducing their health to a mere 5-10% and making them easy to finish off with a follow-up attack or even a single hit from a supporting troop. Additionally, the Lightning spell resets the Inferno Dragon’s damage ramp-up, giving your tanky units a better chance to survive and reach the enemy tower.

Maximizing Value with Lightning

Using Lightning purely to eliminate an Inferno Tower or Inferno Dragon is often a negative Elixir trade, as you spend 6 Elixir to counter a unit that costs 5. To get the most value out of your Lightning spell, aim to hit multiple targets with it. For instance, if your opponent places a Wizard, Executioner, Witch, or Sparky near their Inferno Tower, you can deal substantial damage to both the defensive building and the supporting troop. This not only neutralizes the primary threat but also diminishes the effectiveness of their support units, paving the way for your heavy hitters.

An example scenario would be the opponent using an Inferno Tower and a Wizard to defend against your Golem. The Inferno Tower and Wizard together cost 11 Elixir. By using Lightning, you can take out the Wizard and severely damage the Inferno Tower, effectively trading 6 Elixir for 11 and also dealing about 350 damage to the opponent’s Crown Tower. This positive Elixir trade and the additional damage can be crucial in turning the tide of battle in your favor.

Practical Tips

  • Timing and Placement: Wait for your opponent to deploy multiple units close together before using Lightning. Patience can ensure you hit maximum targets and get the most out of your spell.
  • Predictive Play: Anticipate where your opponent might place their defensive units and support troops, positioning your Lightning to catch them off guard.
  • Supporting Troops: Always back up your heavy tank with support troops that can quickly capitalize on the weakened defenses after you use Lightning. Troops like Electro Wizard, Baby Dragon, or Mega Minion can synergize well with the Lightning spell.

PumpElixir Collector – Must be in every 4.2+ Elixir deck.

Players in Arenas 6-7 would say: “What is this?! What can change 1 Elixir?! And it’s so expensive!”

My first Golem deck was 4.4 without Pump xD

Down the road, you’ll say how this 1 Elixir can save lives and won matches.

When you face Golem deck, trust me, player with more Pumps will win. Always place Collector in front of King’s Tower, to don’t give Rocket value with Pump + Tower.

When you have 500 HP left on Tower, Hog Rider is running and here’s 10 Seconds left to end, don’t hesitate to use Pump defensively. It can save your live!

Sustained Elixir Advantage

The primary benefit of the Elixir Collector is its ability to generate additional elixir over time, providing a significant advantage in elixir-heavy battles. This sustained elixir generation allows players to deploy their high-cost cards more frequently, creating a continuous stream of powerful units that can overwhelm opponents.

Strategic Placement and Defense

Proper placement of the Elixir Collector is crucial. Placing it in front of the King’s Tower can prevent opponents from gaining extra value by hitting both the Collector and the Tower with a single Rocket. Additionally, in desperate situations where your Tower is low on health and time is running out, the Elixir Collector can serve as a last-ditch defensive measure. Its robust health can soak up crucial hits from incoming troops like the Hog Rider, potentially saving your game in the final seconds.

The Power of Elixir Management

My first Golem deck, which cost 4.4 elixir, lacked the Elixir Collector. Over time, I realized how this single card could be a game-changer. One extra elixir can be the difference between deploying a critical defense or mounting a decisive offense. When facing other Golem decks, for instance, the player with more Elixir Collectors usually comes out on top due to the continuous elixir advantage. This allows for the deployment of more Golems and supporting units, eventually overpowering the opponent.

Practical Tips for Using the Elixir Collector

  1. Early Game Focus: Aim to place your Elixir Collector early in the game to start building an elixir advantage as soon as possible. This sets you up for a strong mid-to-late game push.
  2. Protect Your Collector: Defend your Elixir Collector with units if necessary. Opponents will often target it with spells or troops to disrupt your elixir gain. Keeping it protected ensures you reap its full benefits.
  3. Timing is Everything: Deploy the Elixir Collector when you have a brief lull in the battle or when you can afford the temporary elixir deficit. Avoid placing it when you are low on elixir and vulnerable to a strong counter-push.
  4. Defensive Use: Don’t hesitate to use the Elixir Collector defensively. It can absorb damage and potentially change the outcome of close matches. This is particularly effective when you have a few seconds left and need to prevent a crucial hit on your tower.

RGRoyal Giant – Less HP, ranged Giant. Often paired with Lightning and Furnace.

Usually he’s just placed on bridge and doing his job, but placing him behind King’s Tower and supporting him with glass cannons also works well.

Best way to counter him is using swarms of course, so one or two light spells is a must.

Remember to overlevel him to at least Lvl 11, because lower lvl RG is weak.

Understanding the Royal Giant

Before delving into the best cards to complement a Royal Giant heavy beatdown deck, it’s crucial to understand the unique strengths and weaknesses of this formidable unit. Unlike his ground-based counterpart, the Giant, the Royal Giant boasts ranged capabilities, allowing him to target enemy buildings from a distance. This attribute grants him the ability to bypass frontline defenses and directly assault enemy towers.

However, the Royal Giant’s potency comes at a price – he possesses less HP compared to the Giant. This makes him susceptible to swarms of smaller troops and high-damage units. Consequently, strategic placement and support are essential to maximize his effectiveness on the battlefield.

Prices pulled from the Amazon Product Advertising API on:

The Ideal Deck Composition

Crafting a deck centered around the Royal Giant requires a careful selection of supporting cards that complement his strengths and mitigate his weaknesses. Here’s a breakdown of the best cards to include:

Royal Giant: The Backbone of Destruction

At the heart of the deck lies the Royal Giant himself. Whether placed directly on the bridge to pressure enemy towers or strategically positioned behind the King’s Tower for a more controlled assault, the Royal Giant serves as the primary win condition. However, to unleash his full potential, players must ensure that their Royal Giant is adequately leveled – preferably at least level 11 or higher to withstand enemy defenses.

Supporting Glass Cannons

To bolster the Royal Giant’s onslaught, incorporating glass cannons into the deck is crucial. Units like the Electro Wizard, Musketeer, or Baby Dragon provide invaluable ranged support, targeting enemy troops and structures from a safe distance. These units not only help clear the path for the Royal Giant but also provide defensive capabilities against enemy swarms.

Lightning Spell: Clearing the Path

In any heavy beatdown deck featuring the Royal Giant, the Lightning spell emerges as a vital inclusion. This powerful spell allows players to obliterate enemy defenses, clearing the path for the Royal Giant to lay waste to enemy towers. Additionally, Lightning provides a solution to troublesome defensive structures like Inferno Towers or Sparky, allowing the Royal Giant to continue his relentless advance.

Furnace: Controlling the Battlefield

The Furnace plays a dual role in a Royal Giant heavy beatdown deck – providing constant pressure on enemy towers while offering defensive support against swarms. By continuously spawning Fire Spirits, the Furnace forces opponents to divert their attention away from the Royal Giant, creating openings for devastating pushes. Furthermore, the Furnace acts as a reliable counter to swarm units, weakening enemy defenses and paving the way for the Royal Giant’s assault.

Countering the Counterplay

Despite the Royal Giant’s formidable presence on the battlefield, opponents will inevitably attempt to counter him using swarms and defensive structures. To mitigate these threats, players must be prepared to deploy countermeasures effectively. Including one or two light spells, such as Zap or Log, in the deck is essential for quickly dispatching enemy swarms and clearing the path for the Royal Giant’s advance. Additionally, maintaining a strategic advantage through efficient elixir management and timely deployment of supporting troops can turn the tide of battle in your favor.

PEKKAP.E.K.K.A. – Since she haves only 1 sec deploy time and targets troops, P.E.K.K.A. is mainly defensive-counterpushing unit.

Destroys big pushes so easily due to huge Damage and HP.

Best counters to P.E.K.K.A. are: Inferno Tower, Goblin Gang, Barbarians, Skeleton Army and Guards, so Lightning and splash glass cannons like Wizard and Executioner are strongly reccomended.

If your P.E.K.K.A. will get 2 swings, you can definitely feel satisfied.

With her on deck, you shouldn’t have problem to win with another beatdown deck.

In the ever-evolving landscape of Clash Royale strategy, few cards command as much respect and fear as the formidable P.E.K.K.A. With her imposing presence, devastating damage, and lightning-fast deploy time, she stands as a stalwart defender and a potent force on the battlefield. For those who seek to harness her raw power in heavy beatdown decks, selecting the right cards to complement her strengths is paramount. Here, we delve into the optimal choices to maximize the potential of your P.E.K.K.A.-focused strategy.

The Defensive Powerhouse: P.E.K.K.A.

P.E.K.K.A. is not just a mere troop; she is a fortress on legs, capable of dismantling even the most imposing enemy pushes with ease. Her one-second deploy time ensures swift response to enemy threats, while her penchant for targeting enemy troops makes her an invaluable defensive asset.

Crushing Opposition: Key Strengths

  1. Devastating Damage: P.E.K.K.A. packs a punch like no other. Her high damage output can swiftly obliterate tanks, swarms, and high-hitpoint units alike, ensuring that enemy pushes crumble before they even gain momentum.
  2. Formidable HP: Beyond her offensive prowess, P.E.K.K.A. boasts an impressive pool of hit points, granting her remarkable survivability on the battlefield. This resilience allows her to withstand punishment while carving through enemy forces.

Countering the Counterplay: Best Choices

While P.E.K.K.A. reigns supreme on the battlefield, she is not without her vulnerabilities. Savvy opponents may deploy specific counters to neutralize her threat. To thwart such attempts and maintain your offensive momentum, consider integrating the following cards into your heavy beatdown deck:

  1. Inferno Tower: This towering inferno poses a significant threat to P.E.K.K.A., rapidly ramping up damage to melt through her formidable armor. Integrating cards that can deal with the Inferno Tower swiftly is crucial to keep your P.E.K.K.A. marching forward.
  2. Goblin Gang, Barbarians, Skeleton Army, and Guards: Swarms of smaller units can overwhelm P.E.K.K.A. and stall her advance. To mitigate this threat, incorporate splash damage or area-of-effect cards like Lightning, Wizard, or Executioner into your deck. These cards excel at clearing out pesky swarms, allowing your P.E.K.K.A. to focus on high-value targets.

Maximizing Impact: The Two-Swing Satisfaction

The mark of a successful P.E.K.K.A. deployment lies in her ability to land those devastating swings. With each swing, she carves away at the enemy’s defenses, inching closer to victory. Achieving two swings with your P.E.K.K.A. can often spell doom for your opponent, signaling the impending collapse of their defenses.

Sealing Victory: P.E.K.K.A. and Beatdown Decks

Incorporating P.E.K.K.A. into your heavy beatdown deck can elevate your strategy to new heights. Her unparalleled defensive capabilities, coupled with her ability to spearhead relentless offensive assaults, make her an indispensable asset on the battlefield. With P.E.K.K.A. at the helm, victory against even the most formidable opponents becomes within reach.

LavaLava Hound – The only flying tank in game.

She (or he, but I think she’s women because Lava Pups are her childs) has huge HP and very low Damage.

When facing her, get prepared for Balloon and Inferno Dragon. She’s always a tank, not damage dealer, but never ignore her, even alone.

Her main advantage is the Lava Pups. They are 8 little Pups which can make huge Damage when ignored. Best ways to deal with them is using Arrows or Fireball, or placing Knight to take damage. Good supports for her are Minions, Minion Horde, Night Witch or Baby Dragon.

The Lava Hound is unique among Clash Royale cards. While her damage output is modest, her durability is unparalleled. When she crosses the bridge, opponents must brace themselves for the inevitable onslaught of her aerial companions: the Lava Pups. These fiery offspring, numbering eight in total, may seem harmless individually, but when ignored, they can chip away at towers with surprising efficiency.

To effectively harness the power of the Lava Hound and her fiery brood, savvy Clash Royale players must carefully consider their card selection. Here, we delve into the best cards to complement the Lava Hound in heavy beatdown decks, ensuring maximum devastation for your opponents.

  1. Balloon: The quintessential partner-in-crime for the Lava Hound, the Balloon swoops in behind its lava-born ally, targeting enemy towers with devastating bomb drops. Together, they form a lethal duo that demands immediate attention from opposing players.
  2. Inferno Dragon: As a formidable flying threat in its own right, the Inferno Dragon complements the Lava Hound beautifully. While the Hound distracts enemy defenses, the Inferno Dragon’s beam steadily ramps up in power, melting through even the sturdiest of tanks.
  3. Arrows/Fireball: These versatile spells serve as essential tools for dealing with swarms of Lava Pups. Whether it’s a timely Arrow volley or a well-placed Fireball, these spells ensure that the fiery offspring do not wreak havoc on your towers uncontested.
  4. Knight: Positioned strategically, the Knight serves as a reliable ground-based tank, soaking up damage from enemy troops while your towers focus on the aerial assault. His sturdy shield and respectable damage output make him an ideal counter to the Lava Hound’s relentless advance.
  5. Minions/Minion Horde: These airborne minions excel at swiftly disposing of enemy troops and providing air support for your Lava Hound push. Whether deployed to clear the skies of enemy threats or to bolster your offensive assault, Minions and Minion Horde are invaluable assets in any heavy beatdown deck.
  6. Night Witch/Baby Dragon: These versatile support units bring additional aerial firepower to your deck. The Night Witch’s summoned Bats provide supplemental damage and distraction, while the Baby Dragon’s splash damage ensures that enemy swarms are swiftly dealt with.

When constructing a heavy beatdown deck centered around the Lava Hound, synergy is key. Each card should complement the strengths of the Lava Hound while mitigating her weaknesses. By leveraging the power of aerial dominance and strategic card placement, players can unleash devastating pushes that leave their opponents reeling.

Examples Decks for Heavey Beatdown

Golem Night Witch Beatdown by G-MAN

Take a look at here for more details.

Clash Royale GolemClash Royale Night WitchClash Royale Baby DragonClash Royale Lightning
Clash Royale ArrowsClash Royale Mega MinionClash Royale SkeletonClash Royale elixir collector

Giant Night Witch Beatdown by SparkyIsLife

Clash Royale GiantClash Royale Night WitchClash Royale Electro WizardClash Royale Executioner
Clash Royale The LogClash Royale TombstoneClash Royale LightningClash Royale Ice Spirit

LavaLoon Night Witch by Lolman

Take a look at here for more details.

Clash Royale Lava HoundClash Royale Night WitchClash Royale BalloonClash Royale Lightning
Clash Royale MinionsClash Royale Mega MinionClash Royale ArrowsClash Royale Goblin Gang

Elite RG Sparky deck by Salty Ladder FTW

Take a look at here for more details.

Clash Royale Royal GiantClash Royale Elite BarbariansClash Royale SparkyClash Royale elixir collector
Clash Royale The LogClash Royale Ice WizardClash Royale ZapClash Royale Musketeer

3-Crown farming P.E.K.K.A. Ram deck by B.W

Take a look at here for more details.

Clash Royale P.E.K.K.AClash Royale Battle RamClash Royale RocketClash Royale Executioner
Clash Royale Ice SpiritClash Royale MinionsClash Royale TornadoClash Royale elixir collector

Prices pulled from the Amazon Product Advertising API on:

Wrap-up

Now, as you embark on your own heavy beatdown endeavors, remember the core principles that underpin this strategy:

  1. Unyielding Offense: Never relent in your assault. Keep the pressure on your opponents from start to finish, leaving them little room to breathe or counterattack.
  2. Strategic Maneuvering: While brute force is essential, don’t overlook the importance of strategy. Positioning, timing, and target selection can all significantly impact the effectiveness of your onslaught.
  3. Adaptability: Flexibility is key in any battle. Be prepared to adjust your approach based on your opponent’s actions and the evolving dynamics of the fight.
  4. Mental Fortitude: Heavy beatdown isn’t just about physical strength; it’s also about mental resilience. Stay focused, stay determined, and never let frustration or doubt cloud your judgment.

By embodying these principles, you’ll not only become a force to be reckoned with on the battlefield but also cultivate a mindset of relentless determination that can serve you well in all aspects of life.

As we part ways for now, I encourage each of you to embrace the heavy beatdown philosophy wholeheartedly. Whether you’re facing opponents in the digital realm of gaming or navigating the challenges of the real world, approach each challenge with the same ferocity and determination.

So that’s all for me! I hope everyone will get great effects by using heavy beatdown!

I’m sure you will all love this tactic, have a nice day and get happy, weekend is coming 😀

You rocks!

by Golem FTW aka Radius

Unstoppable P.E.K.K.A. Beatdown Deck for Arena 4+

1

Hey, it’s AxureFangz back at it for you guys, with another deck!

This deck is basically a P.E.K.K.A for our lower arena players. I had used this deck from arena 4/5 to arena 6! It’s pretty fun to play with, as I also use it in tournaments sometimes!

It does counter some of the meta decks, but in lower arenas, they aren’t common. Also, there are no Elite Barbarians! Just make sure you know how to manage your elixir!

pekka deck

Unstoppable P.E.K.K.A. Beatdown Deck

Clash Royale P.E.K.K.AClash Royale Goblin BarrelClash Royale WitchClash Royale Musketeer
Clash Royale ValkyrieClash Royale Fire SpiritsClash Royale Inferno TowerClash Royale Arrows

The Cards and their Roles:

PEKKAP.E.K.K.A.-Your main win condition! This voltaic beast chops up thing like no other chef! Support it with your troops and wreck havoc! The P.E.K.K.A. is highly durable for both offense and defense. Just manage your elixir and you’ll have no problem using this robot!

Ever since the P.E.K.K.A. received a buff for its deployment time (3s to 1s), it can easily wipe out single troops. Do keep in mind that the P.E.K.K.A. can easily be distracted because of its speed and its DPS, so use her wisely!

If needed, use it against a Giant, Giant Skeleton and also a P.E.K.K.A. Counterpush afterwards.

Irreplaceable!

WitchWitch- Your support and splash card. She can summon up to 6 Skeletons at max, which (Witch!Get it?) provides some distractions for your P.E.K.K.A., especially for your opponents Inferno Tower.

She can mow down a ton of swarm troops, like Skeleton Army, Minion Horde, Barbarians (All at a distance), and distract heavy troops, like Prince, Mini P.E.K.K.A., P.E.K.K.A., Giant Skeleton etc.

Put this card behind your P.E.K.K.A. and have a nearly unstoppable push!

Can be replaced with Wizard, but a Wizard doesn’t spawn any Gandalf, right?(Hope that makes sense..)

MuskMusketeer- Another support card! Her amazing damage and range can take out many things at a great distance, like Mini P.E.K.K.A., Barbarians, Balloon, Valkyrie and other glass cannons.

She can snipe off Inferno Tower which can be misplaced, which (Witch!) is very important.

Put her behind your P.E.K.K.A. and Witch, to make an unstoppable push!

Can be replaced with Wizard, but it is 5 elixir, making the deck more expensive.

ValkValkyrie- Your second splash and tank card. She has a great amount of hitpoints and has her AoE, which helps mow down many ground troops.

Put this in front of your P.E.K.K.A. so she can clear the way towards you enemy’s tower!

Can help take out glass cannons behind a tank, like a Giant and Musketeer. The Valkyrie can take out the Musketeer, then turn towards the Giant. Do support here with some troops for both offense and defense, as Minions and Minion Horde can destroy her!

Can be replaced with Knight, but the Knight doesn’t have any AoE. Maybe if he tried to swing his sword left and right instead?

FireSpiritsFire Spirits- These cute fire balls are deadly! For only two elixir, they can make quick work of Barbarians, Guards, Minion Horde, and Skeleton Army. When over leveled, they can reach the tower, and able to do more damage than a Fireball! Surprising, eh?

If you were able to get your super deathball push down, put these cuties behind your troops, so it can prevent a potential Minion Horde or Skeleton Army.

You must get to Arena 5 if you can to get these, or you can replace it with Skeletons

BarrelGoblin Barrel- Yup, you wouldn’t find this in a P.E.K.K.A. deck, right? This is your second win condition. Use this with your push to completely screw your opponent. It is obvious to not use this on defense, but sometimes, you may need to!

Since they cannot be zappable, they can put more tension on your opponent.(Back then, they could be killed by a zap equal to the Goblins’ level.) It must take a over leveled zap in order to kill them.

If you apparently have a Miner, then use it instead!

InfernoInferno Tower– Your main tank defense! Overtime, it can increase his damage to destroy tanks, like a P.E.K.K.A., Giant, Hog Rider etc.

Its placement does matter, as it will decide whether it will lure the tank or not.

This card plus the Valkyrie can provide an solid defense.

Can be replaced with the other buildings, but it isn’t recommended. But if need to, use cannon or tesla.

ArrowsArrows-I believe I don’t need to explain right? Just use it on Minion Horde, Skeleton Army or Goblin Barrel.

Can be replaced with Zap, but it is best if it can one shot Goblins and Minion Horde.

By this time in these arenas, try to get epics to level 2, rares to level 4 or 5, and commons to level 7 or 8. If you got a legendary, keep it level 1.

General Gameplan

Early in the Game:

Basically you need to keep defending! Just use your elixir right, and you will win. At the back, you can:

  • Deploy Musketeer
  • Deploy Witch
  • Or can go naked Goblin Barrel and/or Fire Spirits.

You should never go P.E.K.K.A. at the back unless you now your opponent drained their elixir or it is 2x elixir. If they place Hog Rider, use Inferno Tower to defend.

If he goes Giant at the back, place you P.E.K.K.A. at the back! You will be surprised when you see the robot shredding the Giant!

Do support your P.E.K.K.A. as you will have a deadly counterpush.

If the Giant has a Musketeer or Witch behind it, use your Valkyrie. If he has Minion Horde, use Arrows. If he has Goblin Barrel, use Arrows, Fire Spirits or Valkyrie.

Early in the Game

In the early stages of Clash Royale, the key to success lies in solid defense and efficient elixir management. Here’s a step-by-step guide to help you navigate the initial phase of the game:

Defensive Strategy

  1. Deploy Musketeer: Placing a Musketeer at the back of your arena is a smart move. The Musketeer’s long-range attack allows her to support your defense while conserving elixir for subsequent plays.
  2. Deploy Witch: Similarly, deploying a Witch at the back is effective. The Witch’s ability to summon skeletons provides a steady stream of defensive units that can help counter various threats.
  3. Naked Goblin Barrel and/or Fire Spirits: If you’re feeling aggressive or want to bait out your opponent’s spells, you can throw a naked Goblin Barrel directly at the enemy tower. Fire Spirits can also be used to pressure the opponent or eliminate swarms efficiently.

Key Defensive Tips

  • Avoid P.E.K.K.A. Early: It’s generally unwise to deploy a P.E.K.K.A. at the back early in the game unless you’re sure your opponent has depleted their elixir or it’s Double Elixir time. The P.E.K.K.A. is a heavy investment and can leave you vulnerable to fast attacks.
  • Defending Against Hog Rider: When your opponent plays a Hog Rider, counter it with an Inferno Tower. The Inferno Tower’s high damage output will quickly melt through the Hog Rider, preventing significant damage to your tower.

Countering Opponent’s Giant

  • P.E.K.K.A. vs. Giant: If your opponent deploys a Giant at the back, it’s the perfect opportunity to play your P.E.K.K.A. at the back as well. The P.E.K.K.A.’s high damage per second (DPS) will shred through the Giant, especially if supported by your other defensive units.

By following these strategies, you’ll be able to maintain a strong defense while managing your elixir efficiently. The early game in Clash Royale is all about setting up a solid foundation for your mid and late game plays. Keep defending smartly, use your elixir wisely, and you’ll be on your way to victory.

Mid-Game:

By now you should know your opponents deck very well (best if you know his cycle). You should be able to predict his cards, too!

For example, if he/she places a Musketeer at the back, then probably he/she will place a tank or high health unit in front. So, you would have Inferno Tower, Valkyrie and Arrows ready.

Your pushes should start building up now, but be careful with a P.E.K.K.A., because it drain 7 elixir.

You can do

  • Valkyrie+Goblin Barrel
  • Witch+Goblin Barrel
  • Fire Spirits+Goblin Barrel
  • Valkyrie+Fire Spirits+Goblin Barrel.

By the mid-game phase in Clash Royale, you should have a solid understanding of your opponent’s deck and their card rotation. This insight is crucial for making strategic decisions and predicting your opponent’s moves. Here’s a guide to help you navigate this critical stage of the match:

Anticipating Your Opponent’s Moves

Knowing your opponent’s deck and cycle can give you a significant advantage. For example, if your opponent places a Musketeer at the back, it often signals that they are preparing to support it with a tank or high-health unit in front. In such scenarios, be prepared with the appropriate counter-cards:

  • Inferno Tower: Effective against high-health units and tanks.
  • Valkyrie: Great for dealing with swarms and support troops.
  • Arrows: Useful for clearing out low-health troops that may accompany the tank.

By predicting your opponent’s strategy, you can allocate your elixir efficiently and mount a strong defense while preparing for your own offensive push.

Building Up Your Push

Mid-game is the time to start building up your pushes, but it’s essential to manage your elixir carefully, especially when deploying high-cost units like the P.E.K.K.A., which costs 7 elixir. Overcommitting can leave you vulnerable to counterattacks.

Here are some effective mid-game push combinations:

  • Valkyrie + Goblin Barrel: The Valkyrie can tank and clear out swarm units, allowing the Goblin Barrel to deal significant tower damage.
  • Witch + Goblin Barrel: The Witch provides support with her spawning skeletons and splash damage, making it difficult for your opponent to handle both threats simultaneously.
  • Fire Spirits + Goblin Barrel: The Fire Spirits can deal area damage, clearing out small troops and enabling the Goblin Barrel to focus on the tower.
  • Valkyrie + Fire Spirits + Goblin Barrel: This combination offers a robust offensive push, with the Valkyrie tanking, the Fire Spirits providing splash damage, and the Goblin Barrel targeting the tower directly.

Tips for Success

  1. Elixir Management: Always be mindful of your elixir count. Avoid overcommitting to a single push unless you are confident it will yield substantial damage or a tower.
  2. Counterplay: Be ready to counter your opponent’s responses. If they have a strong counter to your Goblin Barrel, like the Log or Arrows, bait these spells with other low-cost units first.
  3. Adaptability: Adapt your strategy based on your opponent’s responses. If they are consistently countering your pushes, try switching up your combinations to catch them off guard.
  4. Defensive Readiness: Keep a few elixir in reserve to defend against potential counterattacks. A well-timed defense can turn into a strong counter-push.

By understanding your opponent’s deck, predicting their moves, and building up strategic pushes, you can gain a significant advantage in the mid-game phase of Clash Royale. Use these tips to outmaneuver your opponent and set yourself up for a successful endgame.

Prices pulled from the Amazon Product Advertising API on:

End of Match/Overtime:

If you have already taken a tower, +30 trophies for you! If you end up in Overtime, it is time to UNLEASH THE BEAST.

You should either start placing your P.E.K.K.A. at the front of you King Tower at full elixir, or at a counterpush. Then Support it with a Valkyrie, then Witch, then Fire Spirits. Hover Arrows if A Minion Horde is deployed. Then, use the Goblin Barrel. So, If your decides to waste his elixir on your P.E.K.K.A., then the Goblin Barrel will do the work. If he decides to counter the Goblin Barrel, well too little too late because the P.E.K.K.A. would be shredding the tower.

If you can’t get you P.E.K.K.A. and/or Goblin Barrel to the tower, just tie up with him, don’t give up like everyone else.

Unleashing the P.E.K.K.A.

As Overtime starts, having a clear plan can be the difference between victory and a draw. Here’s a battle-tested strategy to help you dominate the extra time:

  1. Deploy P.E.K.K.A. at Full Elixir: Start by placing your P.E.K.K.A. at the front of your King Tower. This gives you ample time to build up a strong push as it marches towards the enemy’s side.
  2. Support with Valkyrie, Witch, and Fire Spirits: Once your P.E.K.K.A. is on its way, immediately back it up with a Valkyrie. The Valkyrie acts as a durable frontliner that can handle swarms and smaller troops. Following the Valkyrie, deploy a Witch. Her skeletons and ranged attacks provide excellent support and distraction. Lastly, add Fire Spirits for their explosive splash damage, perfect for clearing out enemy hordes and softening up defenses.
  3. Hover Arrows for Minion Horde: Keep your Arrows ready in case your opponent deploys a Minion Horde to counter your push. A well-timed Arrows spell can clear the Minion Horde, ensuring your P.E.K.K.A. and support troops remain unscathed.
  4. Use the Goblin Barrel: As your P.E.K.K.A. and support troops approach the enemy tower, deploy your Goblin Barrel. This dual-pronged attack forces your opponent to make a tough decision. If they focus on stopping the P.E.K.K.A., the Goblin Barrel will deal significant damage to their tower. If they counter the Goblin Barrel, your P.E.K.K.A. will likely be free to wreak havoc.

Adapting to the Situation

If your P.E.K.K.A. and Goblin Barrel combo doesn’t break through, don’t despair. The key is to stay persistent and adapt to the unfolding situation:

  • Maintain Pressure: Continue applying pressure with smaller, frequent attacks. Use your remaining cards to keep the opponent on their toes, forcing them to continually spend their elixir.
  • Defensive Solidarity: Sometimes, it’s better to settle for a draw than risk a loss by overcommitting. Ensure your defenses are solid, and only push when you see a clear opportunity.
  • Psychological Warfare: Outlast your opponent mentally. If you can tie them up and keep them from making significant progress, they’ll likely get frustrated and make mistakes.

Match Ups:

HogHog Rider-Simple. Use your Inferno Tower! Keep Arrow and Valkyrie ready for support troops

 

GiantGiant- You got Inferno Tower for Giant, Valkyrie for Support, and Arrow for any swarm units like Minion Horde.

 

LavaLavahound- A rare match up. Use Inferno Tower and Musketeer for the Lavahound. If there is any soft swarm units, use Arrows.

 

PrincePrince- Fire Spirits to stop the Prince’s charge, and Musketeer. Or you can use the Witch. Have Arrows for Minion Horde.

 

Hog Rider

Strategy: The Hog Rider is a fast, single-target troop that aims directly for your towers. To counter it effectively:

  • Inferno Tower: This defensive building is your primary tool. Its ramping damage will make quick work of the Hog Rider.
  • Support Troops: Keep your Arrows and Valkyrie ready. The Arrows can eliminate weaker support units like Goblins or Skeletons, while the Valkyrie can handle troops like the Musketeer or Wizard that might follow the Hog Rider.

Giant

Strategy: The Giant is a high-health tank that targets buildings. Countering the Giant requires a mix of defenses to handle both the tank and its supporting units:

  • Inferno Tower: Place the Inferno Tower to melt through the Giant’s large health pool.
  • Valkyrie: Deploy the Valkyrie to deal with ground support troops like the Witch or Musketeer.
  • Arrows: Use Arrows to clear out swarm units like Minion Horde or Skeleton Army that often accompany the Giant.

Lava Hound

Strategy: The Lava Hound is a slow-moving air tank that splits into Lava Pups upon death. Though rare, it demands specific counters:

  • Inferno Tower and Musketeer: Use the Inferno Tower to target the Lava Hound while your Musketeer provides consistent anti-air damage.
  • Arrows: Save your Arrows for soft swarm units such as Minions or Bats that often accompany the Lava Hound.

Prince

Strategy: The Prince is known for his devastating charge attack, which deals double damage if he reaches his target. Stopping him requires timing and strategic deployment:

  • Fire Spirits: Deploy Fire Spirits to disrupt the Prince’s charge. Their explosive damage can significantly weaken or even eliminate him.
  • Musketeer or Witch: Follow up with a Musketeer for sustained damage or a Witch to both damage and spawn Skeletons for distraction.
  • Arrows: Use Arrows against supporting Minion Horde to prevent them from overwhelming your defenses.

Final Tips

  • Prediction and Placement: Anticipate where your opponent will place their troops and counter accordingly. Correct placement of defensive buildings and troops can make a significant difference.
  • Elixir Management: Always be mindful of your elixir count. Efficient use of elixir ensures you have the necessary resources to counter each threat.
  • Adaptability: Be ready to adapt your strategy based on the specific variations of your opponent’s deck. Flexibility is key to outmaneuvering your opponent.

 

Conclusion:

I think it is a very fun deck when I used it. Just Manage your elixir and it ill be raining crowns!

PEACE!

(Nearly) Spell-Less Off Meta-Deck

1

First off if you are looking for a meta deck stop reading this guide now.

This deck is very off-meta it has one card that is close to meta, the Battle Ram. All the other cards are off meta.

The deck has only one spell (Clone) and has many cards that are not vulnerable to spells.

This deck I believe would be considered a control deck. Its offensive capabilities are versatile but not strong but it is quite strong defensively. If your opponent responds badly to this deck you can three crown however if your opponent plays very defensively you may end in draw with no crowns.

off meta decks

Does Off-Meta Deck Really Works?

Clash Royale Giant SkeletonClash Royale WitchClash Royale Battle RamClash Royale Dark Prince
Clash Royale GuardsClash Royale TeslaClash Royale Spear GoblinsClash Royale Clone Spell

off meta deck analytic

Cards Breakdown

Giant Skeleton:  This card is one of the main cards of this Deck. If your opponent plays defensively, you may have to build a push with this card and get its bomb to the Tower. Defensively this card is best placed on top of the support units right when they cross the bridge to take their fire and either kill them itself or with its bomb.

Witch: This card is not used often but is versatile. She is your best counter to swarms, Minions/Minion Horde. She should also be used to help take down heavy tanks with her Skeletons. Offensively she is best behind Giant Skeleton, Dark Prince or the Ram. However alone if the timing works out she can do serious damage to the Tower. The best scenario with a lone Witch is for her to take Tower aggro right before she spawns a new set of Skeletons.

Battle Ram: This is the only semi-meta card in the Deck and the only building targeting troop. It should be used on offense alone if you know your opponent has no counters or with the Witch or dark Prince.

Dark Prince: This card may not be the strongest in the meta right now but it does have some strengths. Due to its shield it will survive any spell. It can keep up with the battle Ram to support it and it can push the Giant skeleton faster to the Tower.  It can be used alone or as a support. One of its best abilities is its surprise factor many enemies I have faced have dropped Skeleton Army directly on top of Dark Prince which is not effective because dark Prince does 360 degree attack while charging.

Guards: They should not be played offensively. They are best used to help take down a tank or to  surround a support. They can be used to counter Graveyard and Hog Rider. They cannot be killed using only one spell. Also to note that they have a longer reach than Valkyrie so if the are still in original formation the Valkyrie will hit only the first guard until it dies and then will attach the next two.

Tesla: This defensive card can be quite useful. It is the most versatile of the defensive buildings and one of the only two that can target air. It can pull and kill Hog Rider or Balloon with the help of the arena Tower though it will die as well. It can kill a lone Lava-hound and kill a few Lava pups before dying. It will take down all medium health support units (Musketeer, Wizard ect.) without dying. It can be place before a Royal Giant is and because it remains hidden untill Royal Giant enters range will target it and draw its fire.

Spear Goblins: This is the only card vulnerable to spells. They should be used for chip damage extra anti-air or just when you need a bit more damage.

Clone: This is the only spell in the Deck and should only be used offensively and at the right times. I will explain when you should use it later on.

Levels

Because many of these cards are epics you may not be able to level all of the equally the card most important to level up are in this order the non epics are excluded because they are easier to level:

Replacements

  • Guards – Skeleton Army, Goblin Gang, Goblins can be used but will be more vulnerable to spells
  • Dark Prince – Valkyrie might be better I haven’t tried. If you use her put her in front of Ram so it pushes her. You would lose ability to push Giant Skeleton.
  • Tesla– any defensive building could work. I used to use Tombstone.
  • Spear GoblinsArchers would be less vulnerable to spells and do more damage but are more expensive

When to Clone

  1. Giant skeleton reaches Tower. This is the most important time to Clone because to importance is the bomb not the troop.
  2. Battle Ram hits Tower. Cloning the Barbarians will greatly increase the damage but do not do it if they opponent has a splash counter.
  3. Witch is best cloned when there is another unit in front of her that has reached the Tower Clone her and the other unit. A lone Witch can be cloned but it is best to do so before the Tower starts shooting her so her and her clones Skeletons take all the towers fire.
  4. Dark Prince reaches Tower: do so only if you really need more damage its benefit is not that large.
  5. Spear Goblins can be cloned when they begin to attack Tower to get a bit more damage in. They are best cloned as part of a large push

Gameplay

This Deck should be played with a mixture of defense and offense!

Punish large Elixir expenditures of your opponent with dark Prince and Ram. Defend with a combination Guards, Tesla, Witch, Giant skeleton and/or Spear Goblins and the counter push. if necessary build a large push using Giant skeleton, Witch, and dark Prince.

Do not be afraid to Clone. I have taken a Tower with a nearly dead Witch a group of her spawned Skeletons when i cloned them. Do not expect this every time but know it can happen.

Prices pulled from the Amazon Product Advertising API on:

Best Ways to Spend Gems in Clash Royale

2
clash royale gems

Do you really know how to spend Gems properly in Clash Royale? Let’s talk about this topic today!

I have received loads of questions about this lately. I hope this guide is good enough to satisfy you.

clash royale gems

Best Ways To Spend Gems in Clash Royale

There are a lot of articles and posts about how to use your gems. Most conclude that you should use them all for Grand Challenges.

I’m here to tell you that for the average player that is incorrect depending on what you want to achieve.

Purchasing Chests In The Shop

First, let me repeat something that every Gem guide has said. Using your Gems for chests in the shop is a horrible idea if you want to maximize your value.

This is more true ever since the Gold in the Giant Chest has been reduced.

A Giant chest costs 520 gems and will give you 860 Gold and 287 cards. That means you are getting 1.6 pieces of Gold for each gem.

Comparatively:

  • You get 20 pieces of gold for each gem if you purchase the 10,000 pouch of gold.
  • You get 2.4 pieces of gold for each gem just by opening a gold chest with gems in your chest cycle.
  • You get 13 pieces of gold for each gem if you enter a grand challenge and never win a game.

Buying a Magical Chest or Super Magical Chest in the shop is even worse, where you get approximately 1.3 pieces of gold for each gem.

If your goal is to get cards, a Giant chest will give you 287 cards, which translates to 0.5 cards per gem. This is, again, worse value than just opening a gold chest in your chest cycle and worse than entering challenges if you win at least 3.

Thus:

The card per gem ratio for opening magical or super magical chests in the shop is even worse.

If you are looking for Gold

The conventional wisdom of playing Challenges is sound if your goal is to amass as much gold as possible.

First, however, let’s break down the chest cycle.

Opening chests in the cycle cost differing amounts depending on what kind of chest it is. Silver chests cost 18 gems, Gold chests 24 gems, Giant and Magical chests cost 72 Gems, and Super Magical chests cost 144 gems.

When looking at the gold per gem ratio, opening a Silver Chest with gems only provides 0.2 gold per gem, but opening a Super Magical Chest with gems, gives you a whopping 6600 gold per gem.

Thus, to figure out your average gold per gem for going through a complete chest cycle, you have to account for all of the different types of chests that will appear in your cycle and the differing gold per gem ratio.

Below is the amount of Gold/Gem you will receive for the chest cycle, purchasing gold in the shop, or completing a Grand Challenge.

Name Gold/Gem Value
Chest Cycle 7.5
Grand Challenge (0 Win) 14
Pounch of Gold 16.7
Grand Challenge (1 Win) 19
Bucket of Gold 20
Wagon of Gold 22
Grand Challenge (2 Wins) 25
Grand Challenge (3 Wins) 32
Grand Challenge (4 Wins) 40
Grand Challenge (5 Wins) 50
Grand Challenge (12 Wins) 220

As you can see, going through the chest cycle with gems is the worst way to amass gold.

If you can win at least two games in a Grand Challenge, it will give you the best value. That is why all of the guides say Grand Challenges are the way to go.

However, getting Gold is not the only goal of using Gems.

If you are looking for Cards

Cycling chests is the best way the average playing can obtain cards.

That is because you have to win at least 4 games in a Grand Challenge to even equal the amount of cards you will receive by going through your chest cycle using Gems.

Thus:

Name Cards/Gem Value
Grand Challenge (0 Win) 0.2
Grand Challenge (1 Win) 0.3
Grand Challenge (2 Win) 0.5
Grand Challenge (3 Win) 0.9
Grand Challenge (4 Win) 1.3
Chest Cycle 1.3
Grand Challenge (5 Win) 1.9
Grand Challenge (6 Win) 2.5
Grand Challenge (12 Win) 11

An average player at Clash Royale will win 3 games and lose 3 games in a challenge. Of course, sometimes you will win more and sometimes you will win less, but if you assume you will win an average of 3 games, the chest cycle is the way to go.

Note that you really need to win 6 games in a Grand Challenge to show a material improvement over the chest cycle.

Conclusion

In sum, if your goal is to amass gold, then go with the conventional wisdom and play Grand Challenges.

However, if your goal is to amass cards, then go with the chest cycle.

FunkyChicken

Prices pulled from the Amazon Product Advertising API on:

P.E.K.K.A Poison – Meta Abuse #3

104
pekka poison

Hey guys Lolman here, I’ve been playing around with the old GoHawks Deck and made my own version of it to counter the current meta.

When you run challenges you WILL face at the very least 1-2 (each), 3 musket, Golem decks and Giant. Hog Lightning and Log bait are common as well so I decided to try to make an anti-meta Deck. So far, have been having a lot of successes with this Deck!

pekka poison

lolman’s P.E.K.K.A Poison Deck

Clash Royale P.E.K.K.AClash Royale MinerClash Royale BanditClash Royale Poison
Clash Royale FurnaceClash Royale The LogClash Royale Electro WizardClash Royale Minion Horde

pekka poison analytics

Cards Breakdown

MinerMiner- Main win condition of the Deck! You will use this card on Elixir Collectors, to chip the Tower down as well as to tank for a counter push.

Make sure you start off at the anti Tornado spot till you make sure they don’t have Tornado. If they have Tornado, place Miner there. Only switching it up if they keep predicting your Miner because high chance they will mist predict and have to overspend if they try to Tornado it to the king Tower after prediction.

PoisonPoison- Miner + Poison is the main push. Cheap and almost impossible to stop unless they get a prediction Knight etc.

If they use cards like Night Witch to deal with Miner, that’s fine because she will die and Tower gets chipped as well. Poison should be used on collectors along with the Miner when they use something like Gang and or Skeleton Army to counter your Miner.

FurnaceFurnace- To chip, to force a reaction as well as can be used to bait out a Poison/Fireball, allowing you to send Minion Horde along with a Miner in front and/or a Bandit underneath.

Furnace is also great vs Night Witch behind a tank as well as Log bait. If placed correctly, Furnace can even take out a Princess. This Deck relies on chip so you will want to protect this if you can afford it. This includes poisoning a Princess on their side of the map. I do this because I want to save the Log in case my opponent has the Barrel and/ or Goblin Gang.

PEKKAP.E.K.K.A- Amazing defensive card.

Should not be placed down at the back unless in 2x Elixir. Only really should be shown if they place a tank in the back. Even then you can play her once the tank is at the bridge to melt it down. She is amazing vs Golem, Giant, other pekkas etc.

She is very tanky, even more HP than the Giant!

Now Inferno Tower might be more tempting to use vs say Lava Hound but remember you can just ignore their first Lavaloon and simply go for the 3 crown.

8/10 times I am able to get the 3 crown if they Balloon behind the Lava Hound when I start a P.E.K.K.A on the opposite lane. Only defense I put up is a Furnace, then I just support the P.E.K.K.A with an e-wiz and Bandit or Miner with finger on Log. Tombstone dies really fast to Bandit and you only have to Log the Goblin Gang or skeleton Army.

HordeMinion Horde- People tend to Fireball a Furnace. If they do so, you can punish them with a Minion Horde+ Bandit or Miner push. Assuming they don’t have Arrows.

Late game, people usually throw prediction fireballs and this card allows you to punish them quite easily.

bait fireball

In a way, this Deck acts as a bait Deck. Capitalize on your opponents mistakes and make them pay 😉

Also the high DPS is amazing at taking down back-end troops behind a certain push making it far less threatening. Think of it as an Inferno Tower in air but at max DPS.

using minion horde

It was clear he was running Giant Lightning or would have Fireball or some sort of heavy spell because he’d already shown me that he had Bowler and Baby Dragon along with the Giant. I didn’t want to give value and he didn’t have Baby Dragon for the push as well so I was able to get of a super valuable Minion Horde which cleared up 10 Elixir and also did significant damage to the Baby Dragon which I ignored giving me a +9 Elixir trade. While it is prone to get Arrowed or Zapped for negative trades, the Minion Horde and Skeleton Army are 2 cards that can potentially also do the opposite and give you enormous Elixir advantages.

eWizElectro Wizard

Can be swapped out for Musketeer. The reason I have him here is for his spawn Zap.

Though a common mistake I see people doing is dropping e-wiz on top of a battle Ram… Unless it’s surrounded by a smarmy or Goblin Gang DO NOT do this. You want to place him beside the Tower so your e-wiz doesn’t die.

E-wiz is also good for Fireball bait. If you are facing say Lava Hound with Fireball, they end up running Log and not Arrows giving you the greenlight to play your Minion Horde and then counterpush as well.

BanditBandit- This card honestly is here for the dash and versatility.

She is pretty much used like a Knight but in a more offensive manner. She can spine princesses, buildings across the bridge.

If you use this Deck on ladder and face Mortar, and the opponent places central Mortar? Use Bandit!

With her increased HP and quick dash I would put her much closer to one of the top 5 legendaries… just not there yet because she can be improved a bit. Perhaps by decreasing the dash range and increasing the damage. This would mean that she can’t take down buildings like Furnace and also harder to distract/ kite with say an ice Golem and also at the same time once closer might end up dong more damage.

LogLog- Clears away swarms and self-explanatory.

 

General Gameplan

Early game

Early on, one thing you want to avoid is placing a P.E.K.K.A in the back.

Not only will this put you in a 7 Elixir deficit, you could earn a Giant +  Night Witch rush opposite lane for an example. If you don’t have Minion Horde that would almost be a GG push.

Start off passive, Bandit at the back or Furnace at the centre. Maybe even a Miner in the non Tornado-able spot on the corner away from the king Tower.

If they do Pump up, make sure to Poison the Pump. Remember, you have the P.E.K.K.A for the 2 Musketeers so you don’t always have to save the Poison for defense. Especially if they have heal. In this case, ALWAYS Poison Pump.

Mid game

Now here’s where you would most likely cycle miners.

Most of your damage will be coming in the last minute where you will throw in waves of Miner + Poison combos. Each push will potentially do only about 400 damage it’s best to get as much chip here as you can.

I always try to get about 3-4 fire Spirit waves through along with a few Miner hits and Poison.

Don’t change Furnace lane, unless it’s early on and there is a tank coming while your damage is about even on both opponent’s towers. Switching lanes with Furnace is fine in this case because you want the chip damage especially vs a player who defends Miner really well.

This Deck isn’t a P.E.K.K.A beatdown Deck where you P.E.K.K.A in the back. P.E.K.K.A in the back is fine but only do it at the late game or once you figured out your opponents Deck. If you believe it’s safe to do so then go ahead but it’s a Miner, Poison chip Deck with the P.E.K.K.A for tanks.

Late game

Honestly, around this point, I simply cycle Miner Poisons defending every push with P.E.K.K.A.

If she’s alive on the couterpush, I will use her to tank for the Miner. The opponent will spend Elixir on both fronts, usually giving me more Poison value.

You can make plays in this situation like torpedoing troops to the P.E.K.K.A and she will make sure that there is no counter push.

Place down furnaces and chip away till you take a Tower.

Despite P.E.K.K.A in the Deck, this is a 1 crown win Deck but can take 3 crowns, despite that you will want to go for a 1-0 victory.

Try to also get value on your Poison but if you are facing 3 Musketeers, unless they don’t have time to counter push, don’t waste the Poison on a Miner Poison push.

Match-ups

GolemGolem Lightning

This is the easiest match-up to play against.

Miner+ Poison the Pump!

I like to go Miner on Tower and Poison on Pump. 9/10 times you get value with the Poison.

This way, you get Tower damage+ Poison on Pump. If they defend with a Night Witch and Miner hits the Night Witch that’s a ++ trade. 8 Elixir to take out 10 Elixir.

Keep your P.E.K.K.A hidden till they place the Golem. Keep your furnaces down and chip away.

Playing the Golem Deck, it’s hard to prevent Miner and Furnace chip. Whenever they play Golem, you want to use P.E.K.K.A on the same lane and it she take care of the Golem.

It’s okay to Poison defensively to prevent Bats from building up as well if your opponent plays Night Witch. It’s something I would recommend.

HogHog Rider

Easy match-up.

Keep Furnace on at all times. P.E.K.K.A and Bandit along with Minion Horde are excelled answers to the Hog.

P.E.K.K.A should only be used if not facing Hog Freeze. Hog Freeze can be punishing if they are able to defend your push and especially late game when Elixir is 2x and they can afford to Freeze a P.E.K.K.A in place, because you will be unable to drop most down.

GobGangLog bait

So vs this, your opponent will most likely use Princess on your Furnace so Poison it off the map! Saving your Log. It’s a -1 trade but remember your Furnace will make up the value for it.

If they use Miner/Hog on the Furnace, protect it with an e-wiz or Bandit, making sure she dashes onto the target, allowing for a counter push with fire spirits.

If they Fireball your Furnace then rush with a Minion Horde + Bandit/Miner push.

Minion Horde is also a great counter to at the bridge, Knight and Princess and or Goblin Gang pushes. Making sure the Princess locks onto the Tower first.

P.E.K.K.A won’t do you much good other than to tank for your Tower in this match-up or taking down Hog if it’s a Hog Deck.

MinerMiner

Vs Miner you can typically e-wiz the Miner or Bandit, depending on what you face, Miner beatdown or Miner control you can vary your playstyle.

GraveyardGraveyard

I like to use the Minion Horde on the Graveyard and then e-wiz to get rid of Skeletons once the Minion Horde die to Poison.

Literally use P.E.K.K.A on top of the Bowler/Knight and/or use e-wiz and to deal with Baby Dragon. Meanwhile, you can just ignore the gy and Poison it. You will have a massive counterpush going for you.

Splashyard is an easy win. Avoid getting Tornado’d to the king Tower and try to save P.E.K.K.A for defense.

3M3 Musketeers

If you play carefully you WILL always win. Miner + Poison collectors. P.E.K.K.A on the 2 m and you can Minion Horde the other lane if the musket + Ram.

The Bandit version is easier to beat with this Deck because they don’t have the Minion Horde in that Deck.

If they are able to melt your P.E.K.K.A before it hits the Musketeers you are in trouble. So play carefully and don’t overcommit. Take out the pumps and you will be fine.


I think I covered the basics.

I had a lot of fun making this Deck that I created and hope you guys find success playing it.

Originally I had the Night Witch instead of the P.E.K.K.A in this Deck but I had trouble vs 3 Musketeers and playing the P.E.K.K.A increased my winrate a ton more!

How to Get 12 Wins in Bats Draft Challenge

233
bats draft challenge

As we are going to have a Bats Draft Challenge, I really want to share with you guys some of the best tips for getting 12 wins in this Draft Challenges!

Unlock the Bats and give your deck a fresh change!

bats draft challenge

Bats Draft Challenge

  • The Bats Draft Challenge starts from June 23rd to June 26th.
  • The first entry is free.
  • Pick 4 cards for yourself and 4 cards for your opponent.
  • Only one of you will have to choose to play with or against the Bats.
  • The first one-time rewards unlocked at 3 wins.
  • Bats are unlocked at 8 wins.

Rewards

Number of Wins Total Prize One-time Rewards
Gold Cards
0 700 10
1 950 15
2 1,250 25
3 1,600 43 2,500 Gold
4 2,000 65
5 2,500 93
6 3,100 125  5,000 Gold
7 3,800 165
8 4,650 210 50 Bats
9 5,750 265
10 7,100 335 Giant Chest based on your Arena
11 8,750 430
12 11,000 550 500 Bats

Thus, by winning the Tournament once, you will be able to upgrade the Bats to level 8.

Best Tips for Draft Challenges

Pick a Win Condition: This is very simply!

Always pick at least one win condition If you have the chance (Giant, Miner, Hog Rider, Graveyard, Goblin Barren, Lava Hound, Golem, 3 Musketeers etc).

The best win conditions in Draft Challenge:

Giant HogBarrelGraveyard

Hog Rider and Giant are always the best viable win conditions. Goblin Barrel and Graveyard require specific cards to be countered.

Pick card that counter the other: Another straight-forward tip!

For example, If you have the Minion Horde & Arrows Draft, go for Arrows.

Pay attention to what you are giving away: A bit more advanced tip!

Sometimes, the better choice is about making your opponent’s deck worse, not making your deck better.

For example, If you get the choice between Spear Goblins and Rage, go with Spear Goblins. Spear Goblins can’t make your deck better but Rage is definitely one of the worst cards in Draft Challenge.

Cards which are bad in the meta could be OP in the Draft Challenge:

For example, the Witch.

In the normal meta games, people can easily counter Witch with meta cards such as Bowler, Executioner, Knight, Lightning, Baby Dragon etc. However, in Draft Challenges, having those cards is not guaranteed.

 

Try to pick cards which require specific counters:

Here are some of those cards:

best draft challenge cards

For example, Sparky!

If you have Sparky in your hand while the opponent doesn’t have any Zap effect or swarm card, he will find it extremely hard to deal with the Sparky. This is even worse If you have a good Sparky combo such as Giant Sparky.

Don’t forget spell!

Always pick one of these: Rocket, Lightning, Fireball and Poison.

In case you don’t have any win condition, or your win condition gets countered, you still have something to deal damage.

Last but not least, getting positive Elixir trade with spells is not hard!

Ensure your deck makes scene

Example:

Although Musketeer can solo kill Baby Dragon, pick Baby Dragon because it is a hard counter to your Graveyard. Also, If you are lucky, you can combo it with Tornado later on.

Best Tips for The Bats

Clash Royale BatsThis card cost 2 elixir and spawns 4 Bats. Each bats at tournament levels has 67 DPS and HP which makes them flying Skeletons.

However, when you consider the use, they seem more like a cross between Skeletons and Minions. They can be used as a cycling card like skeletons as well as a versatile response cards.

Their ability to fly can be considered as a pro as well as a cons, as it disable their ability to distract ground troops.

For e.g. if a Mini P.E.K.K.A. comes towards the tower, Bats can kill it while all 4 survive for counter push. On the other had if the big P.E.K.K.A. is coming towards the tower, you have to use a range troop along with the bats. But the range troop will die and only bats will survive, though you won’t receive damage. On the other hand, if you had Skeletons, the range troop would have survived allowing a strong counter push.

They have a higher DPS than Skeletons which makes up somewhat for their inability to distract.

Since, they are fragile, its recommended to use a mini tank like Knight or Ice Golem to distract troops and then use bats to kill them.

They are not good alone against splash troop like the Skeletons because they won’t be able to surround them. However, they can surround air troops if placed right on top of them.

1 on 1, bats can counter following cards with/without the help of crown towers:

IceWizGraveyardeWizNightWitchCardInfernoD
MinionsBarbsFireSpirits
MuskMPValkRamMMIceGolemDartGob
SkarmyGuardsBalloon

Best Uses of Bats:

  1. Cycling cards
  2. Versatile Response
  3. Miner, Hog, Mortar cycle
  4. Fast paced decks
  5. Good in Spell bait
  6. Good in Lava Hound decks
  7. Good in Beat down in order to cycle, gain elixir advantage as well support
  8. Counter to Inferno

My Opinions:

Bats aren’t that kind of card that can change the meta. But they can replace many cards in the current meta decks. This will eventually result in a new variety of meta deck based around the same old meta combo/core. They have ability to end the reign of skeletons in many decks as well as bring back Zap back into the meta.

Thats all folks! Hope you guys like the guide and get 12 wins in the Bats Draft Challenge!

By Blaze Stone and EBarbsFTW

Spoonfed Guide To Replacing Cards (Updated)

199
card replacements

Hey, it’s AxureFangz here with a guide, but not a deck. I will be clearing some understandings with cards being replaced with other cards.

It’ll make sense once I get started.

card replacements

Card Replacement Guide

The “Rules”

  • When the card is under leveled;
  • When not available to you;
  • When you have certain expertise with one card, but not with the other;
  • The card must have similar, or not, same effects;
  • The cards level or rarity (despite tourney standards);
  • The elixir cost;
  • Or, the card has a specific role in the deck.

The cards are based off of Tournament standards, not any over/under levels.

Clash Royale ExecutionerClash Royale Wizard

Executioner vs Wizard

Yes, these cards are all out similar, same usage in decks, their roles, but there are still certain occasions where one card is better than the other.

The Wizard’s damage and range defeats the Executioner’s damage and range. His attack speed is better the Executioner, too. However, he can die to an over leveled Fireball and Lightning, while the Executioner doesn’t.

Both can be paired well with the Tornado and for a push, must have a tank in front of them.

The Executioner’s axe can return back to him, so, any approaching troops will also be hit by his axe, like a running Skeleton Army when he is placed in an angle. The Wizard cannot do this though.

Clash Royale Ice WizardClash Royale Electro Wizard

Ice Wizard vs Electro Wizard

Both of these cards are similar and amazing, however, there are still differences.

The Ice Wizard is mainly a defensive card, while the Electro Wizard is both offensive and defensive.

The Electro Wizard’s damage beat the Ice Wizard’s. The Electro Wizard has the abilities to stun, to cross its damage to 2 target simultaneously, and its spawn damage, which is as strong as a Zap.

However, the Ice Wizard has a bit more health and has a permanent -35% speed effect against targets. Also, the Ice Wizard is 3 elixir, while the Electro Wizard is 4 elixir. The Ice Wizard has AoE while the Electro Wizard doesn’t.

Both must have a tank to effective make a push. The Electro Wizard and Ice Wizard can synergize with the Tornado too. Both have a sliver of health when Fireballed.

Clash Royale KnightClash Royale Valkyrie

Knight vs Valkyrie

Both of these cards are similar in both defense and offense. But there are differences.

The Valkyrie has a bit more health than the Knight, and has far better damage than the Knight. She also has a 360 degree AoE, while the Knight does not, so, she is better at taking out mass swarms than the Knight.

However, the Knight has a better DPS, and is 3 elixir.

The Valkyrie is better at taking out a Witch and the Graveyard. The Knight can do the same job, but may need some backup. Both of these troops however, can act like a tank.

Clash Royale Goblin GangClash Royale Skeleton Army

Goblin Gang vs Skeleton Army

Both of these cards can actually be in a stalemate! But again, we will still compare.

The Goblin Gang has only 6 units in total, 3 stab goblins and 2 spear goblins. The Skeleton Army has 14 spawned units. The Skeleton Army has a 938 DPS while the Goblin Gang 97+38 DPS (Goblins DPS is different than Spear Goblins DPS).

When surrounding a splasher, like a Bowler, The Skeleton Army kill its while the Goblin Gang get killed. This is because of the Skeleton Army’s numerical superiority.

However, the Goblin Gang’s stab Goblins survive when zapped, while the skeletons die. Sometimes, a misplaced Zap may leave a few skeletons left.

Both are used for swarming, and sometimes for attacking, especially when your opponent wastes their Zap/Log.

Clash Royale MinerClash Royale Goblin Barrel

Miner vs Goblin Barrel

This could be the most disputed one, let’s see the differences!

The Miner obviously has more health, but has less chip damage. The Goblin Barrel does 96 DPS and the Miner does 133 DPS, but 64 damage per attack to an Arena Tower. The Goblin Barrel does more damage, but can be Logged, Arrowed or Zapped.

The Miner is usually found in Control deck, mean while the Goblin Barrel is usually found in Beatdown decks (I could be wrong).

The Goblin Barrel can bait out a Zap or a Log, so it can be played in powerful bait decks.

The Miner has a whopping 1000 hitpoints, while the Goblin Barrel technically has 169 per Goblin. Both are at the same cost and can be place anywhere in the arena.

Clash Royale SkeletonClash Royale Goblin

Skeletons vs Goblins

Yup, another close match.

The Skeletons does 67 DPS and dies or almost dies to everything. The Goblins are better in DPS, hitpoints, and speed. The Goblins do not die from a equivalent level Zap, too. However, there are 3 Skeletons for 1 elixir, while 3 Goblins for 2 elixir.

Also, the Skeletons can solo kill glass cannons, including ground splashers, by surrounding them. (However their nerf makes this basically impossible)

Clash Royale Electro WizardClash Royale Musketeer

Electro Wizard vs Musketeer

They were considered alike when the Electro Wizard was first released, but it has been some time since that, so let see what is going on.

The Electro Wizard, like I said, can stun, do deploy-splash damage, and can attack 2 targets simultaneously. The Musketeer, however, cannot do these things. She has a little less health to the Electro Wizard, but has a higher DPS, which is 160.

The Electro Wizard can wipe out ground swarms, and when paired with other cards, can be deadly. Same goes with the Musketeer, but she does have the ability to sweep swarms. Both have a sliver of health when Fireballed.

Clash Royale GolemClash Royale Giant

Golem vs Giant

Both are great tanks, and both are used in similar Beatdown Decks, too. However, they have major differences.

The Golem has 4256 hitpoints, and does 259 damage per attack and its death damage. The 2 Golemites that explode out have 864 hitpoints and does 53 damage per attack and its death damage. This all comes at a risky cost of 8 elixir.

The Giant has 3344 hitpoints and does 211 damage per attack for 5 elixir.

Both have weaknesses to the Inferno Tower, and swarm troops if they aren’t taken care of. Both tanks are supported by the same cards, like splashers or high DPS troops. Both can do significant damage to an Arena Tower alone when not addressed.

The Golem has great synergy with the clone as well, as its death damage can do moderate damage to an Arena Tower.

Clash Royale Mini P.E.K.K.AClash Royale Lumberjack

Mini P.E.K.K.A vs Lumberjack

They both are good in defense, and are outstanding on offense! Let’s look at their stats.

The Lumberjack does 200 damage a shot, every 0.7 seconds with 990 hitpoints. He also drops a level 4 Rage spell that enrages friendly troops.

The Mini P.E.K.K.A 1056 hitpoints and does 572 damage per shot every 1.8 seconds.

The DPS of the Lumberjack is slightly less than the Mini P.E.K.K.A. Both of these troops can wipe out tanks, glass cannons and a Tower if unaddressed!

The Lumberjack can synergize well with many troops as his death-dropped rage will buff the speed, damage and hit speed of friendly troops. The Mini P.E.K.K.A cannot do this.

Clash Royale fireballClash Royale Poison

Fireball vs Poison

Both cards have similar use, but the Fireball is more common.

The Poison is A mixture of the damage of a Fireball, but the radius of Arrows.

The Poison does 75 (to troops) and 30 (to Crown Tower) damage per second. This lasts for 8 seconds, doing 600 damage to troops, and 240 to a Crown Tower.

The Fireball does 572 damage to troops, and does 229 damage to a Crown Tower. So, the Poison slightly does more damage than the Fireball. The radius of the Fireball is 2.5 tiles whereas the Poison is 3.5 tiles.

The Fireball is more suitable for both offense and defense, but the Poison does great on offense as it is able to 1-shot Skeletons/Skeleton Army. On defense, it does damage slowly overtime, so some troops can get damage off your tower before dying to it.

The Fireball is a better building destroyer, too. The Poison is a great counter to the dreaded Graveyard!

Clash Royale ZapClash Royale The Log

Zap vs The Log

Go to ”Zap Vs. The Log – Which is Better?” on Clash.World! The guide obviously did explain it better….

Clash Royale LightningClash Royale Rocket

Lightning vs Rocket

Both are very good spells in certain decks, so let’s compare!

The Lightning does 864 damage to other cards except the Arena Towers. It does 346 damage to Arena Towers.

The Rocket does a whopping 1232 damage to everything, but 493 damage to an Arena Tower.

The Lightning can only target 3 units with the most health. However, it has a very big radius, so destroying a building, a glass cannon and a tower can be possible. The Rocket lacks the radius to do so.

The Rocket is best at taking out towers and clumped troops (best when Tornado-ed). The Lightning is not that great at defense.

Part II – Updated by Dreemurr

Hello Clash Royale Arena! Dreemurr here with my 4th guide! Today, we will be talking about common card replacements.

Now, as I am writing this, the Part I above was just posted about 26 minutes ago. However, I had already written some of this guide before I saw that one. Naturally, my first reaction was surprise, then anger, then sadness (because I had already written a section on Knight vs Valkyrie). However, I then saw the second-to-last sentence of his guide: “Please do add more comparisons for future cards.” So here is the unofficial Part Two of the Spoonfed Guide to Replacing Cards!

Before we start, keep in mind that:

  • If you do not have one of the cards being compared, obviously it is better to choose the one you have.
  • This guide will assume all cards are tournament standard.
  • As I write this, the June 2017 2v2 update has just been released and Bats have not. Keep in mind that these stats may not be up to date in the future.
  • If you’re looking for a clan or recruiting for your clan, come join the Recruit Royale discord server at here which is run by me, UltimateLoser, Jay and some others from CRG!
  • If you want to get the latest news and tips about Brawl Stars, check out Clash.World’s sister website at here and its official Discord server at here!

Clash Royale X-BowClash Royale Mortar

X-Bow vs Mortar

(I just had to put this one first…) As most of you know, I am a huge X-Bow fan, but today I will try to compare them equally.

These cards are the only buildings that can be used on offense.

Mortar is better than the X-Bow in defense, however, and Mortar can be used in many beatdown decks unlike the X-Bow, which requires a Deck centered around it. Mortar is a lower risk, lower reward card than the X-Bow. The X-Bow is tankier and has a higher DPS, however. The X-Bow is epic while the Mortar is common, making it easier to level up.

If you are new to playing the siege archetype, I would recommend playing the Mortar as it is easier to recover from making mistakes, however less effective. X-Bow is better for more experienced Siege players and also better in 2v2, because your opponent can defend it while you are low on Elixir.

Clash Royale SkeletonClash Royale Bats

Skeletons vs Bats

As I am writing this, the Bats have not yet been released, but I have encountered many Night Witches so I feel that I can take a shot at comparing them.

Skeletons cost 1 Elixir and spawn 3 of them(rip ledoot x2). Bats cost 2 Elixir and spawn 4 of them. This means that each Skeleton costs 0.33 Elixir and each bat costs 0.5 Elixir, however, Bats are aerial troops, so that counts for something.

When you use Bats instead of Skeletons, you are spending more to get more. Therefore, the Skeletons are technically less risk less reward, although both cards can be very effective and produce high rewards. Both can be used as distractions, however, the Skeletons win this battle because Bats cannot distract ground-only troops such as Prince or Mini P.E.K.K.A. However, they are more effective at distracting Inferno Tower, especially for the Lava Hound.

Overall, the Bats haven’t even been released yet so take this section with a grain of salt. But IMO, Skeletons are more effective defensively, while Bats can be used on offense.

Clash Royale Clone SpellClash Royale mirror

Mirror vs Clone

Mirror and Clone have been two similar cards that have not seen the light of day that much. You might think, “Why is he doing a comparison with these two? Clone sux and Mirror isn’t much better.” Well, they both have their own, unique uses.

Mirror can cost anything from 2 to 10 Elixir, but nobody ever mirrors an Ice Spirit or Skeletons, so we’ll assume that Mirror costs more. Therefore, it should be higher risk higher reward than Clone (which it is). However, even these two cards seem similar, they are actually somewhat different and are not interchangeable. Stat-wise, Mirror should be the better choice because it costs up to 3 times more than Clone and makes troops with full HP, but Mirror is limited to the last card you played while you can Clone a whole mass of troops.

So, there is really no good way to compare Mirror and Clone. Clone works better with troops that have death effects like Giant skeleton or Lava Hound, but Mirror works ok with almost everything.

Clash Royale PrinceClash Royale Dark Prince

Prince vs Dark Prince

Honestly, this one is so old, but I’ll compare them anyways.

First, the similarities. They both have charge abilities and are the same speed and they both have the word “Prince” in their name. (Were you surprised by how few similarities they have?)

Now, the pros and cons.

The Prince is more expensive but does more damage and has more health. However, the dark Prince has a shield and does splash damage. Neither of these cards have seen the light of day much recently because the Prince, while seemingly outshining the Dark Prince, has too many counters in the current anti-meta, and the dark Prince is outshone by the Valkyrie.

Therefore, I feel that you are better off using the Dark Prince because of its unique niche. Or, if you really can’t decide, make a Double Prince Deck!

Clash Royale FurnaceClash Royale Goblin Hut

Furnace vs Goblin Hut

Most people will choose Furnace over the Goblin Hut, which has caused the Goblin Hut’s usage to decline in the current anti-meta. But I will compare them anyways.

The Goblin Hut costs more, so it should yield a larger result. A Spear Goblin has more health than a fire Spirit but the Furnace spawns two at a time. However there are 6 waves of 2 fire spirits resulting in 12 spirits total, while there are 13 Spear Goblins produced from a Goblin Hut.

Both huts die to Rocket but not Fireball. The Goblin Hut has a longer lifetime, however, and more health. Another big advantage is that the Goblins can stack up while the s̶u̶i̶c̶i̶d̶e̶ ̶b̶o̶m̶b̶e̶r̶s̶ fire spirits can’t. The Spear Goblins, however, can’t splash and do less damage.

Overall, the Goblin Hut is better statistically, but most players prefer the Furnace simply because the Hut costs too much and is overshadowed by the Inferno Tower, which also costs 5 Elixir.


Please do add more comparisons for future cards.

Peace Out!

Prices pulled from the Amazon Product Advertising API on: