Home Blog Page 3

Ultimate Guide to Improving your Skills in Clash Royale


Hey, Nitrome95 here with a special 2k word guide for my tenth article! Before I get into the guide, I want to thank you all for the support on this website. Because of you guys, my mortar video hit 500 views! That’s crazy! Continue to support my channel, [Kairos] Nit Clash Royale, so I can continue to grow and share my knowledge to other clashers.

This will be a very big picture guide that will cover lots of vague topics that you can use to improve your skills in general. Shout outs to Esopa for a lot of this information. You can check out his channel here. He is a very underrated youtuber that is one of the best Clash Royale players IMO.

So when approaching improvement in the game, there are many misconceptions to HOW to. Many players assume that just because they know that they have to improve that they know how to improve. So without further ado, let’s get into the guide.

Ultimate Guide to Improving your Skills in Clash Royale

mRcYJy5 mRcYJy5 mRcYJy5 mRcYJy5 mRcYJy5 mRcYJy5 mRcYJy5 mRcYJy5 mRcYJy5 mRcYJy5


Watching Your Replays

This is the one that I don’t see many people take advantage of. Supercell was gracious enough to record all of your Clash Royale battles. You should watch these to see what you can do to improve. Now, I’m not asking you to carefully dissect every bit of the match, but you shouldn’t be playing the match in fast forward. Now, I don’t care if you’re still salty from that close loss or that you went against an overleveled royal giant. You should still find a way to outplay your opponent, not make excuses. You should be mindfully watching several things:

#1 The Elixir Bars

Ask yourself if it was you or your opponent that had the Elixir advantage for the majority of the match. Chances are if you didn’t, you lost the match. Check where you could have capitalized on your opponent’s mistakes.

For example, your opponent over defends your Elite Barbarians with minion horde and knight. If you did not capitalize on your opponent being low on elixir, that might be something you should improve on in the future.

At the same time you should be checking when you overextended on elixir. Maybe where you went for a Fireball on an Elixir Collector when you didn’t have the Elixir advantage. Or where you Fireballed a Skeleton Army when your arrows were in your hand. Typically, overextending on elixir costs you games, especially when facing skilled opponents.

The last thing you should be focusing on with Elixir Bars is leaking Elixir. You should not be holding on to 10 elixir for more than 2 seconds. Otherwise, you are putting yourself at an elixir disadvantage.

#2 Card Rotation

As you may already know, the cards you receive are in a fixed pattern. The 4 cards that are in your hand are “in rotation”. The other 4 cards that are not in your hand are “out of rotation”. In a replay, you can see both your and your opponent’s hands, while in a match you can only see yours.

From there, you should ask yourself if you capitalized on a card being out of rotation. Maybe their only counter to your win condition was used on an unnecessary card and you did not blitz them with your win condition. Or maybe your opponent put you in a bad rotation where your counter to their win condition was never in your hand.

Whatever the mistake, pinpoint it and make a note of it next match.

#3 Tempo

Tempo is how aggressively or passive you and your opponent were. This coincides a bit with elixir and card rotation, as both determine how aggressively or passively you should be playing.

Time should also be a factor whether you should be more passive or aggressive.

For example, it would be a bad idea to try to heavily defend when you need to take down 700 HP from an enemy tower in 30 seconds. The same goes on the other side of the spectrum; you should not be making risky prediction plays when you have the tower lead.

Understanding tempo allows you to make comebacks more often, as you will be able to make split second risk-reward ratio decisions.

Here’s a real example from one of my matches.

I was experimenting with a Mortar Elite Barbarian Deck in a classic challenge and ended up facing a Royal Giant- a Mortar’s worst enemy. I was down a tower with one minute left and I still needed to take down 1300 hp from the opponent’s tower. Since siege loses so much of its power once you lose a tower, I needed to play super aggressive. I traded 1000 HP from my second tower for the opponent’s tower right before overtime started. With 3 minutes of overtime, I had lots of time and not much HP on my tower left, so I played very patiently and waited to build an elixir advantage. I was able to slowly chip his tower down to 1000 and he got my tower down REALLY low. He logged my tower, only to realize my tower had 3 HP! I knew I had to make the victory happen before he placed 4 cards, so I threw down everything with the elixir advantage I had built. I ended up winning with my hands still shaking from the adrenaline.

My understanding of the three things I analyzed from my replays allowed me to clutch the win.


What Do You Need To Improve On?

Also keep in mind the bad tendencies that you resort to. Often times in the heat of the battle, we revert to what is comfortable. Sometimes, however, these habits are bad, so it is important to find these mistakes and correct them.

The Three Battles

Even though watching replays is an important skill, this game is not for spectators(!). You should be exercising practical skills in a PRACTICAL situation. The question becomes what game mode should you use: Friendly Battles, the Ladder (trophies), or Tournaments. This all depends on what you are trying to practice.

Friendly Battles

This mode is for learning how to play your deck. There is no risk or reward to battling here, so it is a great place to start. Just ask someone that is better or of equal level than you in the clan to battle and that’s it. You can also use this mode to practice against different deck archetypes that you are struggling with.

The problem is that you will tend to battle the same person again and again, which is not necessarily good. What may happen is that you become accustomed to the habits and faults of your opponent. In a real match, you have to analyze your opponent in the first 2 minutes of the match so that you can make the plays that count in double elixir time. You may end up falling into bad habits that way.


This advice does not apply if:

  1. You are not lvl 9
  2. You do not have tourney standard cards
  3. You have max cards

Don’t hate on me for saying this, but trophies don’t matter. Yup, that’s right. They don’t matter. Ladder is inherently unfair because card levels are uneven. Because of that, there are so many factors that you don’t know. For example, you have no way of knowing how much damage your opponent’s zap does because no one in their right mind would memorize the stats of zap from lvls 1-13. That being said, you should memorize how much a zap does a tourney standard.

In ladder, you should be focusing on your fundamentals, such as:

Basic Knowledge

This is the easy stuff, like a giant is a tank, a mini pekka is a glass cannon, a match lasts for 3 minutes, a golem targets only buildings, how to form a push, a counterpush, dual lane pressure (a bit more advanced).


This is the optimal placements for different troops, like the different functionalities of a 4-2 vs a 4-3 building plant. Or like where to put a tombstone in different situations. You need to know this.

Your Deck

This one I can’t stress enough. You have no know the ins and outs of your deck. The true pros only have to glance at their hand to know how they are going to react to an opponent’s push. This should be second nature, so that you can focus on your opponent’s strategies.

Basic Tech

Something like a pig push to bypass buildings, or the ability to have a royal giant retarget your defense using zap. Nothing too micro.


Think of ladder as a quick play mode. You definitely do not want to play a grand challenge as your first match of the day. Use this to make sure you are in the mental state needed for higher level play.

Don’t worry if you lose in ladder, the main focus should be to improve your basics of the game.


This is where it really counts, whether it be challenges or standard tournaments. This is like the clan wars of Clash of Clans. If you are a serious war addict, you know what I mean. The skills used here are only used by a small percentage of players. The tournament feature does need to be revised for optimal play, but it is definetly more competitive than ladder. You should focus on more advanced techniques where you and your opponent are at an equal playing field (unless you are lacking legendaries). For example:

Counting Elixir

Tracking how far, or behind you are on elixir, making sure you don’t overextend.

Card Rotation

Tracking what cards your opponent has and forcing your opponents to make awkward plays.

Specific Knowledge

You should know how much damage all of your spells do at tournament standards. You should also know the specific interactions with different cards in your decks compared to other cards in the current meta.

Advanced Tech

The nitty gritty tricks, like knowing the difference between True Red and True Blue, and how to adapt your play style based on which one you are.


If you are serious about Clash Royale, I highly suggest playing on your computer so that you can queue up your cards with different keys.


This one is tough. You have to always mix up your timing so that your opponent will have a hard time doing predictive fireballs, as well as reading your opponent’s timing. You will want to optimize timing to get the most value out of the troop. An earlier post once said that the best timing the latest moment before it is too late (that doesn’t mean you should procrastinate XD). That is the one general rule you should go by.


By incorporating all your advanced knowledge, you are able to predict when,where, and what your opponent will do. I wrote a guide  showing how to do it.

And More…

I am definitely not the best player in the world at Clash Royale, so I don’t know everything about the games. Watch advanced streamers and Youtubers to further your knowledge.


How Not To Improve

Now that I’ve gone through how you SHOULD improve, I will explain how you SHOULD NOT improve. These are common misconceptions that the community has.

Playing Ladder

Sure, ladder is great, but it can only take you so far. If you covet ladder too much, you run the risk of getting too caught up in levels. The game mode is unfair, so it is not a big deal if you lose there.

Micro vs Macro

I know a lot of people that focus on all of these small, tiny details, while failing to realize the big picture. Having tunnel vision makes you get too caught up in the gameplay and not in things like time, card rotation, and elixir lead. At the same time, thinking too vaguely causes you to lose focus on how to play optimally. You may take a few hundred hitpoints here and there, shrug it off, until you realize your tower is down! The macro, however, is more important than micro.


I see a lot of beginner players make this mistake. They want to jump into all of the advanced tech to be like the “top players” without realizing that you need to have a good understanding of the game first.

Mainstream Youtubers

Besides Clash With Ash, Ash (Clashnerd) and Orange Juice, don’t trust mainstream Youtubers to help you get better at the game, ESPECIALLY SSundee (ugh, his playstyle along with his p2w is horrible). Go for guys like Esopa who really have an understanding of the game. Clash With Ash brings a lot of these guys for interviews so that’s a good place to start.


Honestly, I don’t really understand why people get salty; I’ve never been really that mad at the game. Just remember that you will never be able to improve if you keep getting mad at yourself and the opponent. Practice means mistakes along the way.


Wow! This guide is REALLY long (2255 words to be exact but who’s counting anyway? :P). I can’t stress enough about how you have to learn how to improve so that you head in the right direction. If you are a casual player, that’s fine too; this game does a great job attracting different types of people. But for the serious player, this is the mindset you should be adopting (to some extent). Comment below if you have any questions.


Ultimate Guide to Countering Royal Giant

Counter Clash Royale Royal Giant

Tired of facing overleveled Royal Giant? Tired of watching it poop on your tower from the bridge? Well then you’ve come to the right place with all your answers! Today, I am going to show you the best ways to counter Royal Giant!

Counter Clash Royale Royal Giant

How to counter Royal Giant in Clash Royale

The long awaited… ANTI – Royal Giant Deck!

Hey guys, Corrosive Logic here, bringing another deck guide to the Arena! So as you all know, the Royal Giant has been a hot topic lately. It gets an extreme amount of hate and literally right after I started writing this guide Clash with Ash uploads a video regarding “Royal Giant Destroying Ladder”. Overleveled Royal Giant is common and really annoying at around the 3500-4500 trophy range. That’s why I made a deck that would counter it extremely well. Cards were 10/7/4/1.25 and the deck got me to 4.1k cups!

proof royal giant anti 1

Firstly, before I start on the deck guide I want you all to understand a little bit more about the Royal Giant and why it’s so annoying.

Clearly, at Tournament Standards it is not that strong, it only shines because it is a Common, and it is easy to overlevel. But why overlevel the Royal Giant, why not the other commons? Well, very simply, because it is a win condition. For this reason, I don’t believe that Royal Giant deserves a nerf, far too many players have invested in it and it seems that there could be more Royal Giant players than Royal Giant haters.

Ladder Royal Giant players usually have a full deck of overleveled commons. This extremely irritates players as it can be extremely difficult to defend.

To demonstrate how powerful it is, a level 12 Royal Giant that I often meet in ladder has more health than a lvl 7 Giant. None of my Rares are above level 7, so realistically, I am playing against a tourney level giant who can take 2 steps and start shooting my tower. THAT is why it is so damn annoying.

Now, let’s get down to my anti-RG Deck guide! This deck also works EXTREMELY well against Giant beatdown decks, and some hog decks. For the purpose of this guide I will be referring to Royal Giant players as RGPs. I also made a video guide of this deck which can be found below.

My Anti-Royal Deck

Clash Royale The LongClash Royale PrincessClash Royale MinerClash Royale fireball
Clash Royale Skeleton ArmyClash Royale Minion HordeClash Royale Ice SpiritClash Royale Inferno Tower

At the moment, I’ve yet to test succeeding variations of this deck, so as of now I have 3 Legendaries in it. I am going to give a very brief description of the cards’ uses below so that you have a general idea of the deck before I go into it deeper. It generally takes the form of a bait deck.

    1. Miner (Level 2): Offensive chip damage, tank for horde, Skeleton Army


    1. Princess (Level 1): Defensive splash, spell bait, siege/chip damage
    2. Inferno (Level 7): Royal Giant annihilator
    3. Skeleton Army (Level 4): Royal Giant disintegrator
    4. Minion Horde (Level 10): Royal Giant assassin
    5. Ice Spirit (Level 10): Chip damage with miner, freeze or reset Royal Giant


    1. Fireball (Level 7): Support Killer, extremely versatile
    2. Log (Level 1): Support Killer, reset Royal Giant


Why this deck can shut down the Royal Giant

First of all, on a lone Royal Giant, Skeleton Army, Minion Horde, and Inferno are all able to kill a Royal Giany easily because of their extremely high DPS.

Yet Inferno Tower is NEVER enough in a deck to shutdown ladder Royal Giant’s. RGPs are not stupid, 95 % of decks will have minions and zap to counter the inferno. Skeleton Army and Minion Horde can obviously be countered by spells…. which is why I have ALL 3 of them in this deck.

Defensive Goal and Different Scenarios

The first Royal Giant counter you should go to is the Inferno; more likely than not, they will Zap it or use Minions in the center of the map to distract the Inferno. For this reason, it is good to vary your Inferno placement. Sometimes at the center of the map, sometimes on the edge of the arena beside your crown tower. Optimal Inferno placement is when the Royal Giant crosses the bridge, so that your crown tower can target it too.

So the great thing about this deck is that right after they play their Zap on the Inferno, you can play Skeleton Army to completely decimate their troops. If they are playing a splash card e.g. Wizard behind the Royal Giant, I would definitely Fireball + Log their troops first.  If they have a single target cards like Musketeer, Mini P.E.K.k.A, then I would place the Skeleton Army in between the Royal Giant and the supporting troops. Be careful when logging the Royal Giant so that you don’t push it out of range of the inferno. Occasionally, you will play against someone who has log+zap, in this case, you can play Minion Horde instead of Skeleton Army. That is basically the generally idea behind defense, and it is extremely effective!

If you are expecting Minions on your Inferno Tower, it is OK to Fireball them as long as you hit the Royal Giant too. I usually place my Princess on the other side of the map to kill Minions with the help of the Ice Spirit. The Ice Spirit is extremely useful on defense, sometimes your Inferno is about to get destroyed before it reaches maximum DPS, so in this case you can use Ice Spirit to freeze the Royal Giant, thus saving the Inferno and giving it enough lifetime to charge up.

As a last resort, I do recommend using the Miner to take out support units, it is actually better than you might think defensively.

So let’s briefly summarize the main defensive idea, Inferno on Royal Giant, Fireball+Log support units, if they Zap use Skeleton Army, if they have Zap+Log then use horde.



Most of the time, I will do small chip pushes with Miner Ice Spirit. If I have Princess as a starting hand, I will almost always play it at the back. If I’m ahead in elixir I will do Miner+Horde or Miner+Skeleton Army pushes. More often than not I will split Skeleton Army for those pushes, so that I can somewhat defend on the other side.

Otherwise, all my big pushes come from defending with Horde/Skarmy. When you are playing princess on the bridge, make sure there is no Skarmy or Horde nearby that they can kill with a spell alongside the Princess.

When a Giant/Golem is placed at the back and I’m sitting on full Elixir, I will often play a Princess on the bridge, this often requires them to play a troop to kill my Princess. I use Inferno to counter the troop and the Inferno will still be alive for when the tank comes. If they use a log to kill the Princess, then by happy that your Skarmy will do some naughty things on defense!

Make sure to always be aware of your opponent’s spell usage and their card cycle. If they have used Zap+Arrows+Fireball, I will always do a horde miner push. Sometimes when you are defending, they can decide to zap your horde while it’s still on your side on the map. If you have a Miner, use it immediately to tank for the Horde, they have already zapped it so if they Fireball/Arrows it again it will cost them 2 spells just to take out Horde.

One tower down Scenario

Start praying.

The Royal Giant can be dropped in the middle of the map and start firing at your tower, it is almost impossible to prevent it from getting shots on your tower. If there is less than 1min 30 secs left including overtime, then try and play for a draw. Drop troops in the middle when you think he’s going to play a Royal Giant. The Inferno can be used to push the Royal Giant back but this is dodgy sometimes, Inferno+Ice Spirit is safer.

If you are one tower up, try and defend until the end if possible. A nice push I like doing when I’m a tower up is Miner+Skarmy+Horde, with either Horde or Skarmy at the center of the map. Usually my horde is advancing from defense then I surprise them with a Miner+Skarmy in the middle.

Royal Giant Deck for Clash Royale

Problems with this deck

As I have said earlier, this deck works extremely well against Giant beatdown and lots of Hog decks, but there are certain instances where it will not shine; I will list them below.

    • Players with Fireball+Zap+Log. These decks are rare, but if they have a big push going and enough Elixir for spells, it is impossible to stop. They have Fireball for Horde, Zap for Inferno, and Log for Skeleton Army.
    • Lvl 12 Zap. The level of my commons is only 10, so I faced lots of RGPs with the ability to kill my Horde and Princess with a zap. This can be quite annoying, but I actually managed to beat lots of players using it. Occasionally, this can turn into your advantage; if a player has the ability to zap your princess, it is very difficult to resist the temptation to do so. Because of that, the princess can unintentionally be used as a zap bait.


  • Barbarian Hut decks. This was very painful to play against, specially overleveled huts in ladder. Princess is the only card in my deck who can counter multiple waves of barbs. Also it limited my offense a lot, making me resort to miner chip damage for the entire game.

But in the end, this deck is a great Royal Giant counter!! Be sure to try it out if you don’t believe me, and make sure you help me out by subscribing to my channel! Thanks for reading.

Clash Royale Card Upgrade Costs


Clash Royale Card Upgrade Costs

Hello guys, I was getting asked a lot about the Clash Royale Card upgrade costs in Clash Royale lately. Sorry for the delay my friends! Here you go, an individual post where you can find everything about upgrade in Clash Royale!

clash royale Card Upgrade Costs
clash royale Card Upgrade Costs

Summary of Clash Royale Card Upgrade

Here are strategies to unlock and upgrade your Clash Royale Cards.

Number of Cards Required for Clash Royale Upgrade

 Level Card Upgrade Strategies
Common Rare Epic Legendary Champion
Unlock 1 N/A N/A N/A N/A
2 2 N/A N/A N/A N/A
3 4 1 N/A N/A N/A
4 10 2 N/A N/A N/A
5 20 4 N/A N/A N/A
6 50 10 1 N/A N/A
7 100 20 2 N/A N/A
8 200 50 4 N/A N/A
9 400 100 10 1 N/A
10 800 200 20 2 N/A
11 1,000 400 40 4 1
12 1,500 500 50 6 2
13 3,000 750 100 10 8
14 5,000 1,250 200 20 20
Total 12,087 3,287 427 43 31

Clash Royale Gold Required for Upgrade

 Level Card Upgrade Strategies
Common Rare Epic Legendary Champion
Unlock N/A N/A N/A N/A N/A
2 5 N/A N/A N/A N/A
3 20 N/A N/A N/A N/A
4 50 50 N/A N/A N/A
5 150 150 N/A N/A N/A
6 400 400 N/A N/A N/A
7 1,000 1,000 400 N/A N/A
8 2,000 2,000 2,000 N/A N/A
9 4,000 4,000 4,000 N/A N/A
10 8,000 8,000 8,000 5,000 N/A
11 15,000 15,000 15,000 15,000 N/A
12 35,000 35,000 35,000 35,000 35,000
13 75,000 75,000 75,000 75,000 75,000
14 100,000 100,000 100,000 100,000 100,000
Total 240,625 240,600 239,400 230,000 210,000


XP Gained after Clash Royale Upgrading

Level Card Upgrade Strategies
Common Rare Epic Legendary Champion
Unlock N/A N/A N/A N/A N/A
2 4 N/A N/A N/A N/A
3 5 N/A N/A N/A N/A
4 6 6 N/A N/A N/A
5 10 10 N/A N/A N/A
6 25 25 N/A N/A N/A
7 50 50 25 N/A N/A
8 100 100 100 N/A N/A
9 200 200 200 N/A N/A
10 400 400 400 250 N/A
11 600 600 600 600 N/A
12 800 800 800 800 800
13 1,600 1,600 1,600 1,600 1,600
14 2,000 2,000 2,000 2,000 2,000
Total 5,800 5,791 5,725 5,250 4,400

Best Decks Cards:

Best Deck Cards Copy Best Deck Strategies Best Card Strategies
Giant Fireball Lightning Knight Arrow copy deck Defense and Balance with Attack
Lightning Lava Balloon Inferno Dragon copy deck Synergy and Defense with Attack
Megaminion  Royal Giant  Furnace  Log copy deck Defense with Balance
ESWC 10/2016 Winner
Knight Minions Graveyard Freeze copy deck Defense with Synergy
Golden Knight Giant Graveyard copy deck Attack with Defense



If any Clash Royale number above is wrong, please let me know show I can fix it as soon as possible. I will try my best to update these tables as soon as possible. Enjoy guys!

Royal Giant – Cycle Ft: Hog Rider


Imagine this. You’re friend just beat you in a friendly battle. He’s gonna laugh at you behind your back. But you can change all that. Just by using the ROYAL GIANT!

Note: This is a variation of Zigge’s deck, which you can find here. Featuring one of the most used cards in the game, Hog Rider, this deck can be used as a cycle or as a crown farmer. Lets get right into the guide!

hog rider royal giant

Royal Giant – Cycle Ft: Hog Rider


  • Very easy to use
  • Cheap
  • Great synergy
  • Hard counters buildings like Inferno Tower(I will get into that later in the guide)


  • Weak to Lava-Lightning/Golem Lightning
  • Slightly hard to counter Frozen Hog/Hog Trifecta
  • Also somewhat weak to Lava-Loon/Golem-Loon

Clash Royale Royal GiantClash Royale Hog RiderClash Royale PrincessClash Royale Ice Golem
Clash Royale Mega MinionClash Royale TeslaClash Royale GuardsClash Royale fireball

Cards Breakdown

The Surefire Damage: Royal Giant and Princess!

Now this combo is pretty simple. All you gotta do is place the royal giant at the back and put the princess behind it when it reaches the bridge. You will get at least 200-300 damage on the opponents tower, and that can hurt.

The Dual Tower Smackers: Hog and Ice Golem! 

As far as pushes go, this one is pretty simple. Ice Golem right in front of the Hog Rider, and if left alone, or defended with a skeleton army can easily deal up-to 1000 damage. If you don’t have Ice Golem, then a Valkyrie will suffice.

Mega Defenses: Mega Minion and Tesla

With the incoming Tesla buff imminent, it will be able to take out Hog Riders, Giants, and even other Royal Giants, so we should utilize this amazing building. Along with the Mega Minion, many tanks vanish just as quickly as they appeared – fast. However, if you feel like Tesla is just not for you, Inferno Tower is a very good replacement, and if your Mega Minion is just too low level, Minions are an amazing replacement.

Ruthless Bone Brothers: Guards!

This card is a very viable counter to many popular cards in arena 8 like Prince(Swarms him), Poison(doesn’t die as fast as regular Skeletons), Hog Rider(Kills him after it gets a swing off), Musketeer, Mini P.e.k.k.a, and many more. They really are ruthless!

Annnnnd…: Fireball!

Pretty self-explanatory right? Fireball anything 4 elixir and above(has to be within fireball range, e.g. Wizard or Musketeer), and remember, if the other guy is using a card like Three Musketeers, Fire balling is the best option.

Take a look at here to see how to use Fireball properly!

Card Replacements

Royal Giant: If you don’t have Royal Giant, don’t use this deck! There is no real replacement for him.

Princess: Princess is one of the most easily replaceable legendaries that are out there, and can easily be replaced by Archers or Dart Goblin. I prefer the Archers as they are easier to level up, but ultimately it’s your choice on which you prefer more.

Hog Rider: There is one replacement for the Hog Rider – The Battle Ram. Although I do not recommend it as it is much harder to get it to a tower.

Ice Golem: There are a few notable replacements, but they will bring the average elixir cost of this deck up by a few points. The first is Valkyrie, as her amazing AoE damage kill many small troops used to defend the Hog Rider, and another is the Dark Prince, as his charge damage, shield hit points and AoE damage can easily stop many small troops. In my opinion, the Valkyrie is better, as she is easier to level up, being a rare.

Mega Minion: There is one replacement that I would recommend, and that card is Minions, as they have a very good dps and there are three of them. Although, since Mega Minion can kill Minions, I would rather use the Mega Minion, if you have it at a high enough level (6 is ideal).

Tesla: There are lots of replacements for this card. Bomb Tower, Inferno Tower, and Cannon are the best. I would recommend Cannon, because it is easier to level up and has similar dps to a Tesla. If you want to be able to take out tanky troops, then an Inferno Tower is your best bet.

Guards: These cards are really versatile and also have a huge number of really great replacements. Skeletons, Skeleton Army, and Tombstone are the best replacements, but in my opinion, Guards are too beast to be left out of this deck.

Fireball: Well, there are quite a few. The five best are Arrows, Zap, Log, Rocket, or Lightning. In my opinion, Fireball is irreplaceable as it is the most versatile spell in the game and you should not have a reason to replace it anyway, as it is one of the first spells available in the game. Only replace it if it is a low level.

Deck Strategy 

At the start of the game (first thirty seconds), a lone Princess or Royal Giant is the best move to bait out any of the opponents counters. Continue to play cautiously, checking out their deck. If they ignore either of the two, it could mean serious damage, however, you want to keep your defenses ready as well.

In the middle of the battle, you should have a rough idea of what deck they are playing, and you can do pushes that are riskier: like putting a Hog Rider on one side and a Royal Giant on the other side. If they have a defensive building, this works especially well, as you are guaranteed a tower at least.

In double elixir, you can cycle and continuously pressure your opponent into wasting his or her elixir, and if you have gotten a tower prior to double elixir, I would advise putting a Royal Giant in the crook between the king tower and the arena tower, and a Hog Rider at the mouth of the lane – the Royal Giant should be in a position to be tanking for the Hog Rider.


This deck is rather annoying to face but is very powerful.

Just recently, I bagged eleven wins in a grand challenge using this deck! it can be used effectively in the ladder too – just remember that over leveling your Royal Giant and Hog Rider is the way to go; and since there are many commons and rares in this deck, it is somewhat easy to level up.

I hope you enjoyed my guide! (It’s my first). Peace out!

Trifecta Remake for Arena 9+


Wassup Guys! It’s DabMaster2 with another deck for you guys. Today I’ll be showing you my Axefecta deck. It has a legendary in it but I will provide a good replacement. This deck combos the 3 axe wielding troops in the game with the hog rider to create a versatile offense and a powerful defense.

I first got the idea of this deck from reading comments on an executioner deck. A person mentioned using axe wielding troops in the comments and I thought it could be a great idea!

And that is how the birth of this deck came to be.

Trifecta Remake for Arena 9+
Trifecta Remake for Arena 9+
Clash Royale Hog Rider
Clash Royale Hog Rider
Clash Royale Lumberjack
Clash Royale Lumberjack
Clash Royale Valkyrie
Clash Royale Valkyrie
Clash Royale Executioner
Clash Royale Executioner
Clash Royale Cannon
Clash Royale Cannon
Clash Royale Tornado
Clash Royale Tornado
Clash Royale Ice Spirit
Clash Royale Ice Spirit
Clash Royale fireball
Clash Royale fireball

Axefecta – Trifecta Remake Deck for Arena 9+


  • Great synergy
  • Versatile offense
  • Strong core defense


  • Uses a legendary
  • A bit weak to air
  • Hard to use

Hog RiderHe is my favorite win condition. His good health, decent damage, and fast speed will always make him a popular card. The basis of this deck is to combo him with one of the axe wielders to make a strong push. Most of the time you won’t want to pair him up with only a Lumberjack because it’s easy to stop with a simple skeleton army. What makes this deck’s attack so versatile is that you can pair your Hog with 3 different troops unlike the classic trifecta which only has 3 main attack troops.

Lumberjack – He is your first axe wielder. The Lumberjack isn’t used much and he was even rated by Ash as the worst legendary on his list at 10th place. But don’t let that discourage you, Lumberjack users. The Lumberjack provides lots of value on offense and defense with his high DPS and drops a rage spell to boost your troops on a Hog push. If you don’t have him that’s fine, you can easily substitute him for the Mini P.E.K.K.A. The Lumberjack has the advantage of faster hit and movement speed and dropping a rage when killed, but the Mini P.E.K.K.A provides more tankiness and a much higher damage output.

Valkyrie – She is your second axe wielder. Just like the classic trifecta, you will place her in front of your Hog Rider to clear the path and tank for your Hog. On defense, use her to clear out ground troops with her 360-degree splash damage. In some ways, she is will be used like Golem but don’t place her if you know she is going to die. For example, don’t place her when your opponent has 4 Barbarians, a Mini P.E.K.K.A. She excels on small troops she can kill fast like against graveyard. Use her wisely.

Executioner – The third and last axe wielder. He has become one of the best cards in the game. He is like a Valkyrie but throws the axe instead. He will shred your opponent’s incoming troops with the help of the Valkyrie’s splash damage support to stop almost any push. Placing him directly in front of your tower like how you would place a bowler, will allow him at hit almost any troops in an incoming push. Use the Tornado to bunch up the enemy troops and get much higher value from your Executioner.

Tornado – Of course, what would an Executioner deck be without a Tornado. Use the Tornado to pull enemy troops to your tower and help your Executioner by bunching up the enemy troops. A neat trick I learned when using the Tornado, is on offense, when you have an Executioner, Tornado the enemy troops in front of the Executioner to allow him to hit the enemy troops and strike the tower at the same time.

Cannon – This is your defense. The Cannon has become my favorite building now since it can stop a Hog faster that a tombstone and deals decent damage against Giants and royal Giants. Only play this card reactively. Playing it too early when your opponent is starting a push can cause your Cannon to lose most of its health of not all. Play the Cannon the latest possible but not any later.

Ice SpiritThe Ice Spirit is a good cycle card. He helps you cycle through your cards with only 1 elixir to spend. When using this card, use it to freeze troops, and pair it with your Hog Rider for a deadly push. The Ice Spirit freezes the enemy troop(s) while your hog is doing work on their tower.

Fireball –  The last card in this deck. The use the Fireball to clear out groups of medium health troops. The Fireball just provides so much value for only 4 elixir. If your opponent places an elixir pump, don’t hesitate to Fireball unless you have low elixir or if they have 3 musketeers. On offense, use this spell to take down low health glass Cannons such as the bomber to save your Hog Rider from much damage.

General Gameplan


Like I said, this deck has a versatile attack. Before double elixir, you usually can only make a push with the Hog Rider and only 2 axe wielders. Learn your opponent’s counters so you can switch your attack combos. Here are your basic attacks:

Hog + Ice Spirit – This is a very basic and cheap attack. It can also be deadly since the Ice Spirit will freeze your opponent’s counters.

Hog + ValkyrieUse this when your opponent counters with a tombstone or ground swarm cards.

Hog + Lumberjack – Use this combo of your opponent counters with an inferno tower, Cannon, and other single target ground troops.

Hog + Executioner – Use this combo if your opponent counters with air troops and/or ground troops. Have a Tornado ready to pull them in front of your Executioner so he can also hit the tower.

Most of the time, the basic attacks are not strong enough to deal good damage to your opponent’s tower. You will want to use these trifecta attacks with the Hog and at least 2 other axe wielders:

Hog + Valkyrie + Lumberjack – Use this attack if your opponent counters with a ground swarm and a inferno tower or Cannon.

Hog + Valkyrie + Executioner – Use this attack of your opponent counters with air troops and Barbarians or elite Barbarians.

Hog + Lumberjack + Executioner – Use this attack if your opponent counters with air troops and inferno tower or Cannon.

Valkyrie + Lumberjack + Executioner – The “Axefecta”! It is deadly and underestimated. Usually only use this push on a counter push when you have some troops left.

Hog + Valkyrie + Lumberjack + Executioner + Ice Spirit – The ultimate death push! This push will almost always deal massive damage to the enemy tower. If your opponent has an Executioner or bowler, Tornado them closer to your troops to deal with them or possibly Tornado them the other lane.

*Note: These pushes can use a support spell. Don’t be afraid to Fireball or Tornado troops if your know it’s beneficial. But make sure you don’t over commit and use up all your elixir.


On defense, each of your cards has a specific role to play. Defend your opponent’s pushes then counter push with your Hog Rider if you have enough elixir left. A good defense if the best offense.

Cannon (building/tank killer) Pull in Giants, Hogs, and other high health troops to their death. If you know they have a Giant or a Hog, save this card specifically only for them. Being caught off guard can mean losing your tower.

Executioner (Swarm/Air Control) Clear out swarms with your Executioner. He can also be used against other air troops since he is your only are targeting troop. Even though he is the only air targeting troops, he is still able to deal with Lava hounds, balloons, and their support with his splash damage.

Valkyrie (Ground Swarm Control) – She works with the Executioner to clear out ground troops. Together, they will destroy any horde of troops coming to your tower.

Lumberjack (Tank Killer) – Although not as strong as the Mini P.E.K.K.A, he is still able to deal with tanks well. He is a squishy troop so don’t place him at a vulnerable spot.

Fireball and Tornado (Crowd Control) – Don’t even need an explanation.

Ice Spirit (Support) – Freeze troops to buy time.

Deck Matchups

Zap BaitEasy matchup. Your Valkyrie and Executioner will do wonders for you. When they place down a goblin barrel to your tower, Tornado it to activate your king tower.

Giant/Golem BeatdownPull in the Giant with your Cannon while your Lumberjack is doing extra damage to it. Your Valkyrie and or Executioner should be able to deal with the support troops. Use a Tornado to bunch up the enemy troops to help your Executioner and Valkyrie.

Lavahound/Balloon Decks – This is a tough matchup. I’d just say play aggressively. Rely on your Executioner and Tornado to take care of the Lavahound and its support. If your opponent has a balloon, use your spells often to make sure it doesn’t get to your tower.

Elite BarbariansHave your Valkyrie and Ice Spirit (optional) ready to counter them. Another counter is Cannon/Executioner + Ice Spirit.

Executioner – Lumberjack, Valkyrie, and Executioner will do well against him.


That’s it for now. I hope you think this deck is interesting and try it out. Have a Clashtastic Day!

Why You Should Use Off-Meta Decks!


Are you tired of boring meta decks? Want to try something new? Today, let’s discuss about Off-Meta decks! I am going to convince you to try them and I am going to show you how to make your own surprising off-meta deck!

off meta decks

Why you should use an Off-Meta Deck!

Why you should play an Off-Meta Deck:

Off-meta decks may not be the most effective ones (The most effect ones called meta decks lol), but they are still very powerful. You don’t need to be very good to play off-meta decks. You can always easily surprise your opponents because they don’t have as much practice countering your deck. They can’t expect the specific off-meta cards you have in your specific deck. Moreover, off-meta decks break the monotony, making the game a lot fun.

In addition, trying off-meta decks familiarizes yourself with card synergies in Clash Royale. Playing with off-meta cards helps you look beyond the obvious answers to a specific function. Ignoring obvious choices forces you to think more about synergy.

For example, you might be debating between Bomb Tower and Tesla, instead of Inferno Tower or Cannon. This gives you a lot more detailed knowledge of different cards.

Playing off-meta decks will definitely increase your skills a lot because you will be using off-meta cards in very specific ways (which fulfill functions which a meta card would easily do).

Defining Off-Meta Cards

According to Stats Royale, here are our off-meta cards which show up in less than 5% of all decks in Arena 10 at the moment. Interestingly, there are 24 cards in this list representing 35% of all cards in Clash Royale.

off meta cards

Now, let’s define what qualifies as an off-meta decks. Below are three main criteria I would like to suggest. A true off-meta deck should satisfy at least 2 out of 3 criteria.

  • Has an off-meta win condition (P.E.K.K.A, Prince, Sparky, Barbarian Hut/Goblin Hut, Giant Skeleton, Mortar and Dark Prince).
  • Has at least 3 off-meta cards.
  • Has at most 3 meta cards (not including spells).

It’s relatively simple to come up with the first criterion. Normally, If the win condition of the deck is an off-meta cads, it feels like the entire deck is an off-meta deck because we usually classify decks based on the win condition.

The second criterion is to handle the possibility of the off-meta deck. For example, If you use Hog Rider as the win condition but the rest of your deck is full of off-meta cards, I would argue the deck as a whole is off-meta.

The third criterion is to eliminate decks which use too many meta cards. If your win condition is an off-meta card but the rest are meta cards, then your deck is not really off-meta deck. One card can’t solely determine whether your deck is meta or not. Spells are not counted as the meta cards since there are so few direct damage spells in the game and at least one spell is basically required in almost any deck.

pekka three musketeers deck

How to build Off-meta Decks

Consider having three main components while building an off-meta decks:

  1. Win Condition.
  2. Meta Response
  3. Support

You should start with either Win Condition or Meta Response first, defending on your preference. I usually start with Win Condition component first, then Win Condition and finish with Support.

Win Condition:

As mentioned above, we have a few off-meta win conditions:

  • P.E.K.K.A
  • Prince
  • Dark Prince
  • Sparky
  • Goblin Hut/Barbarian Hut
  • Mortar
  • Giant Skeleton

This list leaves you some very interesting choices! Beatdown and Siege archetype are well re-presented. You might also be able to build a Cycle deck with Prince and Dark Prince.

After selecting an off-meta win condition, ask yourself the following questions:

Why is this win condition weak in the current meta?

In general, they are inconsistent. They really shine in some situations but struggle in the others. For example, Sparky is very powerful in some matches If your opponent has bad starting hand or makes terrible mistakes, but she can easily be stopped in other situations.

You should identify the cause of this inconsistency first. For example, P.E.K.K.A is very weak to swarms. If she doesn’t run into any swarm, she could get a higher chance of getting value for the cost. For Mortar, you need to for your opponent to waste his counters or out-cycle him.

Generally, win conditions are off-meta because they are inconsistent. They shine in some situations but struggle in others. Look at Sparky, for example. Sparky can be very powerful in some matches if your opponent has a bad hand or makes mistakes, but she can easily be shut down in other situations. This inconsistency is found in most off-meta win conditions, so you have to be willing to experience it if you build an off-meta deck.

Once you have figured out what your win condition is weak to, patch the weakness by picking out win condition assistants. For P.E.K.K.A, Executioner would pair very well since he clears out swarms nicely. You could also give Furnace a try. Also, you might think about away to deal with Ice Wizard (Rocket, Lightning…) which could also destroy the distracting building, giving your P.E.K.K.A a clear path to the Tower.

The win condition assistants make your off-meta win condition a lot more powerful. They have their own unique mechanics which can take your opponent by surprise. Patching its weaknesses makes your off-meta win condition very potent.

What has great synergy with my off-meta cards?

You should also think about synergy while patching the weakness of your off-meta win condition.

Regardless of whether your cards are powerful or not, If your deck has a great synergy, It will be successful.

For example, the Executioner + Tornado combo gives you a lot of power not only on defense but also on offense when coupled with the P.E.K.K.A.

What is my win condition’s unique attributes?

In general, off-meta win conditions have unique mechanics (Sparky has massive shot, Battle Ram has charge etc). You should identify the unique attribute then select the right win condition assistants which amplify it.

Your deck is built to empower the win condition!

Meta Response:

You should identify the current meta first when selecting the Meta Response cards.

  • You can burn a few of your meta card slots to select the most popular anti-meta cards. You may want to select meta cards to counter meta cards.
  • You can look through the current list of off-meta cards to see which ones would counter the meta well.


This is where you can make your off-meta deck shine! If you pick uncommon cards, your opponent will not know what to expect! This is the beast reason to play with an off-meta deck!

Find out which off-meta cards would mess with your opponent and would complement your deck well.

Look at the core cards in your deck! What else do you need? More anti-air? More defense? More splash? You should pick cards which can support the rest of your deck, making it stronger on both offense and defense.


Off-Meta Deck Examples

I have some great off-meta decks here for you. All of them were tested and submitted by a lot of players on Reddit.

P.E.K.K.A 3 Musketeer Deck

Clash Royale P.E.K.K.AClash Royale Three MusketeersClash Royale elixir collectorClash Royale Tombstone
Clash Royale Ice WizardClash Royale Dark PrinceClash Royale ZapClash Royale Fire Spirits

This deck was shared by Handsome_Claptrap (personal best 4350).

This deck utilizes 3 off-meta cards and as well as an off-meta win condition. This deck is a classic example of a great beatdown deck. Tombstone, Fire Spirits and Ice Wizard are your strong defensive core, which can cycle quite fast, helping you get Elixir Collector ready for the P.E.K.K.A + 3 Musketeers ready at the late game. As people don’t use Three Musketeers a lot nowadays, you will definitely take your opponent by surprise. Fire Spirits, Ice Wizard and Dark Prince will help you clear out swarms quickly.

P.E.K.K.A Beatdown

Clash Royale Royal GiantClash Royale P.E.K.K.AClash Royale The LongClash Royale Skeleton Army
Clash Royale Ice WizardClash Royale MinionsClash Royale ZapClash Royale Fire Spirits

This deck was shared by roaf66 (personal best 4686).

This is a very surprising deck because it has no Elixir Collector but 2 pretty heavy tanks. With the recent buff to the P.E.K.K.A, you can absolutely use her on defense. She can easily cut down tanks and then you can use her on a threatening counterpush. Royal Giant will help you do the double lane pressure effectively.

Mortar Cycle Deck

Clash Royale MortarClash Royale ArchersClash Royale The LongClash Royale Knight
Clash Royale Ice SpiritClash Royale PrincessClash Royale SkeletonClash Royale Rocket

This deck was shared by Wwoody123 (personal best 5318)

This deck works very well because of the low-cost cycle cards. Use Knight, Ice Spirit, Skeletons and The Log to protect your Mortar. Princess and Rocket allow you to chip damage their Towers.

Giant Skeleton Beatdown

Clash Royale Giant SkeletonClash Royale BalloonClash Royale RageClash Royale Skeleton Army
Clash Royale TornadoClash Royale MinionsClash Royale fireballClash Royale The Long

This deck was shraed by dralith_CR (personal best 4014).

Such a surprising deck! Who would expect the Balloon + Giant Skeleton combo? Tornado makes the Giant Skeleton’s bomb a lot more poweful. Log and Fireball can clear out any swarm thrown in the way of the Giant Skeleton. Rage is always ready to make the party more fun!

Some other great off-meta decks for you:

Mortar Control by /u/duck_635 (PB: 4526)

  • Win Condition: Mortar (OM)
  • Win Condition 2: Lumberjack (OM)
  • Win Condition Support: Log (M)
  • Main Defense: Tombstone
  • Defensive Support: Bowler
  • The Runner: Mega Minion (M)
  • Versatile Response Card: Dart Goblin (OM)
  • Spell: Fireball (M)

Golem Sparky Beatdown by /u/edihau (8 Challenge Wins on first try)

  • Win Condition: Golem
  • Win Condition 2: Baby Dragon
  • Win Condition Support: Clone (OM)
  • Main Defense: Sparky (OM)
  • Defensive Support: Guards (OM)
  • The Runner: Mini Pekka
  • Versatile Response Card: Archers
  • Spell: Arrows

Hut Cycle by /u/Modica (PB: 4200)

  • Win Condition: Goblin Hut (OM)
  • Win Condition 2: Barbarian Hut (OM)
  • Win Condition Support: Goblin Barrel
  • Main Defense: Skeleton Army
  • Defensive Support: Fireball (M)
  • The Runner: Princess
  • Versatile Response Card: Mega Minion (M)
  • Spell: Log (M)

P.E.K.K.A Sparky Beatdown by /u/FIGGY0023 (PB: 3958)

  • Win Condition: PEKKA (OM)
  • Win Condition 2: Sparky (OM)
  • Win Condition Support: Tornado
  • Main Defense: Skeleton Army
  • Defensive Support: Ice Golem
  • The Runner: Executioner
  • Versatile Response Card: Ice Spirit (M)
  • Spell: Zap (M)

And a lot of great off-meta decks shared by Clash Royale Arena members in the comment section below xD.

Shared by MWolverine63

Top 3 Advanced Tricks with Rocket and Tornado


Hey guys, Chucky here. I thought I’d create some content on my top 3 favorite tricks to do in Clash Royale as some of them are pretty awesome and can actually be used in genuine gameplay.

To define what I mean by “tricks” – something that is generally just a really clever piece of play or in some cases, employs a bit of cunning deception to do some extra damage. I’ve created a video with the gameplay for each of these tricks and a few slow motion shots, you can take a look at it below for more details!

Rocket and Tornado Tricks

Top 3 Advanced Tricks with Rocket and Tornado

The Rocket Goblin Barrel

This is a classic trick that’s been around for a while not but one that is so good, I couldn’t not have it on my list. The secret here is to try and release a Goblin Barrel at pretty much exactly the same time as a Rocket – the effect of this is that the Goblin Barrel remains hidden by the Rocket smoke for the entire duration of the throw until it hits the building. By then it is too late for the opponent to do much to stop the ensuing damage. The second clip in the video showcase this best as the Rocket and goblin barrel do a whopping 3800 damage to the King Tower whilst an Ice Golem tanks. This is fairly exceptional and undoubtedly came as a bit of a shock to the opponent.

The trick here is to try and wait for a moment when they are busy doing something else and won’t be focusing too much on what they perceive to be just a rocket. The best time to use this is either on the King Tower alone or when all towers are up, otherwise you’ll take double fire if one tower is down. If you can get a tank in front as well then that makes it all the better. Something like Ice Golem is good because they won’t perceive it as a threat and won’t put much down to counter it.

The Tornado Hog Pull

Hog is one of the most popular cards in current metas and it’s likely you’ll come up against them in at least half of the decks you play against. What better then to use the hog to give yourself an extra advantage. This is useful in early game if the opponent releases a hog on one of your towers. Use the tornado so that it covers both your king tower and the tower being attacked by the hog. The tornado will pull the hog towards the king tower and it will end with the hog getting one shot off on the King Tower activating it and giving you extra fire power that you otherwise wouldn’t have until one of your towers goes down.

As illustrated in the second clip of this – having this extra fire power does make a pretty serious difference, especially with multiple targeting. The tornado hasn’t proved to be overly popular since its release but this is certainly one method of using it that is very entertaining to watch!

The Three Musketeer Tornado

Once again this involves using the tornado (perhaps this will help persuade people to use tornado a little more) and is a really smart play that helps to diminish the effect of people using split musketeers with the 3 musketeer decks which are currently popular.

The trick here is to get the tornado down as soon as the opponent tries to split his musketeers. The tornado will pull them all back together as well as do a little damage to them and then you can use your fireball to easily dispense with them giving you a 2 elixir gain and a big smile on your face. You’ve got to be pretty quick to do this but if you manage to pull it off it’s pretty entertaining and sure to irritate your opponent!

That’s my top 3 favourite Clash Royale tricks – hope you guys enjoyed these and please let me know if you have any other good tricks – they bring smiles to the game which is, in the end, why we all play it so I’d love to see as many as possible.

Thanks for reading/watching and if you enjoyed the video, please subscribe to Chucky’s channel – all support is very much appreciated!

Clash Royale Clone Spell – Tips and Strategies


The Clone Spell is the new Clash Royale card, which is going to be added into the game next 2 days (December 10th). Let’s take a closer look guys. I am going to show you everything about this card!

Clash Royale Clone Spell

Clash Royale Clone Spell


  • The Clash Royale Clone Spell is unlockable from the Arena 8 (Frozen Peak).
  • This spell clones troops, as stated by its name.
  • Cloned units don’t have spawn time. They last forever but they have only 1 HP.
  • You can cast the Clone Spell anywhere on the map. It doesn’t clone the enemy units.
  • It doesn’t clone spells and buildings.
Cost Radius Type Rarity
3 3 Spell Epic
Level Cloned Common Level Cloned Rare Level Cloned Epic Level Cloned Legendary Level
1 6 4 1 1
2 7 5 2 1
3 8 6 3 1
4 9 7 4 1
5 10 8 5 2
6 11 9 6 3
7 12 10 7 4
8 13 11 8 5

Best Cards to use with the Clone Spells

The best cards you will want to use with the Clone Spells would be Lava Hound, Giant Skeleton, Witch, Minions/Minion Horde, Skeleton Army, Hog/Balloon, Princess, Guards and Dark Prince!

Read the full explanation at here!

I have some special Orange Juices here for you

Thank you Yarn!

  • While being cloned, the unit will stop moving, attacking… Everything will be suspended. Princes, Sparky and Inferno Dragon charge will be reset so think twice before using Clone Spell on your cards!
  • Clone Witch can spawn Skeletons. Those Skeletons deal full damage but have only 1 HP.
  • The Clone Spell always pull the real unit to the left side and the clone one to the right side. This happens anywhere on the map. You will want to remember this in order to prevent your clone unit from being hit by the enemy first.
  • Clone Spell is excellent at helping your troops bypass buildings. You can use this trick with almost any troop targeting buildings! Take a look at the GIF below for more details!

  • When your unit is frozened, clone it and the clone unit won’t be Frozened!
  • If you have only 1 Minion left from the Minion Horde, the spell can clone only 1 Minion.
  • Ice Golem is probably the Clone spell’s worst enemy. Its death damage removes all clones nearby.
  • If you use the Clone Spells 2 times on a unit (Mirror the Clone), it will only duplicate the real unit. Mirror the real unit then use the Clone Spell on them!
  • Clone Dark Prince and Guards’ shields have only 1 HP.
  • Using Clone on Lava Hound is also a very nice idea. Once the Lava Hound is locked on the Tower, clone it! The clone unit have only 1 HP, meaning it will die pretty fast, splitting into Lava Pups while the real Lava Hound is still soaking damage.


Watch Yarn’s video below for more details!

Read more strategies shared by Chucky here

The below video talks about what the Clone Spell might bring to the game, how best to use it and discusses some of the smaller details not yet widely known about how it will function. It also compares it to the Clash of Clans Clone Spell whilst offering some insights on how it will differ. Additionally, the video shows some footage of the new card released today: The Elite Barbarians. The Card has, so far, proved underwhelming and rather disappointing purely because of the ease in which it can be countered. The prognosis is that we probably won’t be seeing it much after the initial excitement for a new card calms down.

Because of the 1HP factor, the tactics are very simple. It will be fairly useless cloning tanks as they won’t gain much DPS and will die as quickly as any other unit. On the other hand, cloning DPS units will be much more productive. Specifically you want to clone cards such as the Musketeer, Mega Minion, Wizard and Balloon. The latter in particular could be extremely dangerous indeed especially as it is likely to drop a bomb upon death.

This also means that you’ll only want to clone units that are behind a tank to maximize efficiency and damage as well as time up.

One particular tactic that is likely to become common place is a split push being cloned. That way zap or log won’t be able to take out the full benefits. For example, if it was possible to clone the 3 Musketeers on a split push (you’d be hard pressed for elixir but it could be done at opportune moments), you could end up with 4 musketeers on one side and 2 on the other which would be devastating for an opponent.

It’s as yet unclear as to whether troops such as Golems and Lava Hounds that have been cloned will produce Golemites and Lava Pups. The likelihood is that they will but that they too will have reduced life to 1HP. What is clear, is that the death damage will still be the same (When the Golem explodes for example) which will be useful for united such as the Giant Skeleton.

There will also be a possibility to use mirror in conjunction with the clone card – for example, you will be able to clone troops for 3 elixir and then mirror the clone for 4 elixir presenting a potentially lethal situation for an unequipped enemy.

What do you think about the Clone spell guys? Will you buy the 10 card stack? Please share your opinions about it!

Zap Vs. The Log – Which is Better?


Clash.World got so many comments asking about the best time to use Zap instead of The Log. Also, Although each has its own strengths, we usually use Zap as a very reliable substitution for The Log and vice versa.

Let’s do a do a small comparison for these two today!

Zap Vs. The Log

Zap Vs. The Log


The Log and Zap are two completely different spells, each has its weakness and strengths. You can use either of them regarding your skill, state and deck type.

However, If you need to choose only one, I strongly recommend The Log because it has so many pros which cannot be done by other spells.

For example, Lightning can stun troops, but it can’t take out Tombstone along with it Skeletons.


Clash Royale Zap

Clash Royale The Long


  • Stuns troops.
  • Brings down Minion’s HP to be “one-shotable” by the Tower.
  • Resets Prince, Dark Prince, Battle Ram, Inferno Tower, Inferno Dragon, Sparky… charges.
  • Can be easily over-leveled (Common Rarily).
  • Fast Casting.


  • Pushes back all ground troops.
  • Does significant damage.
  • Takes out Princess, Goblin Barrel and Goblin Gang for positive Elixir trade.
  • Has insane range.
  • Takes out Tombstone and its Skeletons.
  • Resets Prince charge.


  • Very small damage.
  • Short stun duration.
  • Can’t kill Goblins.
  • Small Radius.


  • Hits only ground units.
  • Only used on your side of the arena.
  • Slow rolling.
  • Legendary rarily.

Zap Vs. The Log Comparison

Shared by _Pentox


In general, The Log is slightly better. Each one has its own strengths so it’s up to you!