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How to Counter Push!

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Hey guys it’s Ash and in this guide I want to go over one of the most important strategies of the game, which is counter-pushing. Some of you probably already know this and some of you probably have some idea of this strategy. Anyways I feel like it’s a very important topic to cover, especially for new players or players at the lower arenas. Understanding this concept will allow you to win the majority of your battles.

How to Counter Push in Clash Royale

How to Counter Push in Clash Royale

So usually new players, when they play a game such as this, their main focus is to stop or counter their opponent’s push and then form a push of their own by again loading up a full Elixir bar. However, this is not the most ideal way of playing because you’re just allowing your opponent to also generate or load up on Elixir and then counter your push at the other end. So in this guide I’m going to show you guys how to punish your opponent when he’s lacking in Elixir with a powerful push and how you can easily calculate and predict whether your opponent has the Elixir to defend against you or not.

So say your opponent starts with a strong push with the Prince and Dark Prince. Both of these troops share great synergy together, the Prince dealing heavy single target damage while the Dark Prince does splash damage to counter the weaknesses of a Prince. However, it is a horrible way to start a battle. Your opponent uses a total of 9 Elixir to make this push happen, which you can choose to use 9 Elixir even less to counter this threat, but as long as you can stop this push, you will be in charge. What I mean is, say you use a Giant to shield against both of the Double Princes, and use Minions and Archers to kill the Princes. So basically you used a total of 11 Elixir to counter a 9 Elixir push. Is that a bad play? So it absolutely isn’t, it’s actually a very good play. Because this way your Giant took less damage and allowed your Archers and Minions to quickly kill the Double Prince, which means that the Giant can now also shield for your Archers and Minions as they then go for your opponent’s Arena Tower. Now at this point, your opponent has only 2 more Elixir than you do, but you’re in charge because of your powerful counter-push and it’s now going to be very difficult for your opponent to completely counter your incoming threat because he just wasted 9 Elixir for his rush attack. So this leaves him with enough Elixir to use his Arrows, which will kill the Minions, but will not kill the Giant and the Archers supported behind it. So now your opponent spend 12 Elixir, while you spent 11 Elixir and still are able to do very good damage to your opponent. This is how you counter-push, and this is how you should always focus on playing when you counter your opponent’s push.

So yea, every time your opponent comes in with a push, always look to combine your counter with a strong combination making it twice as hard for your opponent to stop you because he just wasted a lot of Elixir on his push and now doesn’t have the Elixir needed to stop your counter-push. And this is also the main reason why you should never rush, because if you take the initiative every time, then you’re allowing your opponent to counter-push you, and you really don’t want that.

More examples: Say your opponent comes in with a Hog Rider backed up by Goblins, which is a 6 Elixir combo. You have a Cannon and Minions which is also 6 Elixir to easily stop this push. So your opponent Zaps your Minions and weakens them to the point where their Arena Tower can 1 shot them all. So then your opponent spends 8 Elixir and you spent 6 Elixir on the counter. So in essence, you’ve successfully countered. But what you should have done was add in your Hog Rider in front of those Minions for the counter-push. Even if your Minions are at 1% health, they can still be used for a powerful counter-push when shielded. So then if your opponent uses a Cannon, then he has now spent a total of 11 Elixir, while you’ve spent 10 Elixir with your Cannon + Minions + and now Hog Rider and have complete control. And this is all a result of you converting your defense, which was your Minions, and then adding that Hog Rider for a powerful offensive push. And this is the best move because if you let your Minions die and loaded up on Elixir, then you will also be allowing your opponent to load up on Elixir. So your window of opportunity to strike with your Hog Rider would be gone, because at that point your opponent will have much more Elixir to easily stop your Hog Rider push.

Another example, say you’re behind in Elixir and your opponent goes a powerful combo with Giant backed up by a Witch and Musketeer. Well by placing Valkyrie in the middle of the Witch and Musketeer, and placing your Mini P.E.K.K.A on the Giant, you can successfully counter this 14 Elixir push with 8 Elixir, without incurring too much damage, and then completely overwhelm your opponent on the other end. So then of course you want to focus on the counter-push. Whenever you’re countering, you always want to think counter-push, so adding your Fire Spirits and a Zap Spell would be an incredible combo with your Mini P.E.K.K.A and Valkyrie counter-push.

And most of the time it’s better to mitigate the damage of your opponent’s offensive combo, and form a powerful counter-push. What I mean is, you don’t have to always completely shut down your opponents push. Sometimes it’s better to sacrifice a little health, save your Elixir, and focus on the counter-push. One example I can give you is when my opponent comes in with a lone Hog Rider push. I can counter it easily with my Inferno Tower, but I would actually be losing value if I use a 5 Elixir card to counter a 4 Elixir card. So instead, I’ll use my 1 Elixir Skeletons to defeat the Hog Rider and sacrifice a little Tower health, but gain huge value by killing a 4 Elixir card with a 1 Elixir card. If my opponent uses a Zap Spell, then he loses more value by using a 2 Elixir to beat a 1 Elixir card. Not only that, right after I kill the Hog Rider, I can then focus on punishing my opponent heavily because I’m leading by 3 Elixir thanks to countering his 4 Elixir Hog Rider with my 1 Elixir Skeletons. I can then add those Skeletons with my own Hog Rider and form a deadlier push while leading by 3 Elixir.

Okay guys hopefully you have found this guide helpful! Good luck!

Rocket Barrel Deck (Detailed Guide)

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goblin barrel bait

Hey guys! It’s me HSNA here with my third guide! This time, it’s about my most used deck, the classical spell – bait!

My main deck on my first account was this version of spell bait, whilst second and third were LavaLoon. I recently got Log on my second account to, and I pushed for 3000 trophies to 3400 in a day, whilst losing only ONE battle!

So, this deck is also very good against those annoying Elite Barbarians, that are amazingly common at this trophy range.

goblin barrel bait

I know that someone posted a guide about this deck, but (no offence author of that guide) it wasn’t as detailed as you would like it to be!

So, here I am! Let’s get started!

Disclaimer: I know that this exact type of spell – bait has been posted twice, and some people are complaining about it. Please try to remember that this isn’t just a normal guide, it’s more like an encyclopedia, so it is also very long. Sorry once again to all those people who hate spell – bait.

Ok. First, let’s have a look at the F2P version of this deck.

Clash Royale Dart GoblinClash Royale fireballClash Royale ZapClash Royale Goblin Barrel
Clash Royale Inferno TowerClash Royale Goblin GangClash Royale KnightClash Royale Ice Spirit

copy deck

So, now that the F2P version is out, let’s bring in the real version of this deck.

The real version of this deck is actually much harder to use than the Classic deck, so if you don’t have much experience with spell bait or chip decks, Adam strongly recommends using the F2P version as it has better defense against combos such as Golem and Minion Horde! (He said this in one of CWA’s channel).

The real version of this deck requires great skill and a positive attitude! Before I get deeper into the guide, I will give you two times when NOT to play this deck:

  1. If your chest slots are full and you did your first battle after filling your chest slot. Then, you lost! Don’t continue with this deck as matches become harder after your chest slots are full.
  2. When you are on a losing streak of 5 or more. This is proven to mentally stress you and makes you feel miserable until you win. I recommend that you do some 2v2’s or Touchdown games to refresh yourself. Alternatively, play COC (Clash Of Clans)!

So these are the cards in the deck:

Clash Royale Goblin BarrelClash Royale RocketClash Royale PrincessClash Royale The Log
Clash Royale Ice SpiritClash Royale Goblin GangClash Royale KnightClash Royale Inferno Tower

copy deck

zap bait analytics

So, let’s go a little bit into card specifics:

As you can see, this deck has two win conditions which are the Goblin Barrel and the Rocket! These two win conditions are your primary damage dealers, but one of them is almost always use for tower damage (Goblin Barrel), and the other one (Rocket) is only used in two situations:

  1. When you know you’ll get insane defensive value (during bot 2x and 1x elixir time)
  2. To chip away their tower (only in 2x elixir)

You guys probably all know what to do in those clutch situations right? Well, if you don’t, try the ‘Hidden Barrel’ trick! Use this trick only once per match, when their tower has 1000 HP or less.

For tank annihilation, you’ve got Inferno Tower (although Sparky actually worked for my friend instead of Inferno Tower sas the both bait Zap).

To distract/ take care of the supports, you have your one and only non – squishy card: Knight! In my opinion, it is a much better option than Mega Minion as it is more versatile and is a common!

Your two spells are obviously Rocket and Log! Log is the most versatile card in this deck in my opinion as it offers so much value for just 2 elixir!

The other cards you have are Princess (to take out enemy Minion Hordes, Minions, Bats etc. and to chip on their tower), Goblin Gang (for defense against cards such as Hog Rider, Mini PEKKA etc. and to get chip damage) and Ice spirit (as a cycle card, to protect Princess, to get chip damage and for great synergy with Goblin Gang!)

This deck is level independent! What you need with this deck is pure skill and PATIENCE!!!

You might lose 300 trophies at first, but after that, it will be hard for anyone to beat you!

I have seen a top 200 global with only a Level 9 Knight and a level 8 Inferno Tower! His only high levelled card ( Common – 12, 13 Rare – 10, 11 Epic – 7, 8 and Legendary – 4, 5) was his Ice Spirit which was maxed out! He went by the name of Duney Noon! (Haven’t seen him in top 200 for a month but who cares!)

Most of the top ladder people use this deck, so it must be good!

General Gameplan:


Hog CycleHog Cycle

It is a fairly easy matchup and the winrate is 80%

In this matchup, you want to constantly pressure your opponent and make sure you don’t fall into any of his traps!

One of them might be luring you to use goblin Gang on something else and then get you to use Inferno Tower on his Hog Ice Golem Goblins push!

All he has to do now is zap your Inferno Tower! If he decides to support Hog with Goblins, Bats etc, don’t worry as your strong Hog counter combo will still prevent a hit!

In the early game phase, all you want to do is create a little bit of pressure on him using Goblin Barrel and Princess!

If he uses Minions (might) or Minion Horde (very unlikely), don’t waste you Princess on offense! Instead get him to use his spell and then use Goblin Barrel!

During midgame, you will have a solid understanding of his deck, so you can go a bit more aggressive using Knight and Goblin Gang/ Goblin Barrel!

Keep on countering his Hog pushes using Goblin Gang + Ice Spirit combo and once you use it twice in a row, place the Inferno next time in case he prediction logs!

During double elixir and OT, constantly Rocket their tower, whilst defending as much as you can!

Use Rocket, then place Goblin Gang in front of your damaged tower! Next place an Inferno tower in 4-3 plant then use Ice Spirit and Rocket again! This can all be done in the space of 20 seconds! (That was just an example!)

The key to this deck is to keep on doing chip damage with Goblin Barrel and Princess and taking in minimal damage.

 

Golem Beatdown


Being another fairly easy matchup, I’d give it a 70% winrate.

In this matchup, your objective is to constantly rocket their pumps and when they use a Golem at the back, pressurize the other lane with a quick Goblin Gang/Barrel.

Don’t use Knight, as in this matchup, you need him to take out the supports and tank for the Inferno Tower. This will either force them to take significant tower damage or force them to use a card that they were planning to use on defense.

Next, you want to wait for 8+ elixir and put Princess on the other side SO THAT IT TARGETS THE TANK/SUPPORTS!!!

Use your Inferno Tower in 4-3 placement and use Knight to take out supports. Ice Spirit for additional support.

Due to the fact that you will have minimal elixir, you have a Princess on one lane and a Knight on the other, don’t waste anymore elixir.

In the early game phase, all you want to do is Goblin Barrel, defend, Goblin Barrel etc. Once they start using spells on your Goblin Barrel, switch up the placements as you want to ideally start off with the non – tornado placement. I’ll tell you what it is later on…

Anyways, you really want to get a feel of their deck. In most situations, they will not use Golem in the first minute, which is great for you as you can get that chip damage in!

During that mid game phase, your opponent will use Golem 65% of the time. By now, you should have a feel of your opponent’s cards.

If his support is likely to be a splash damage and is spells are Arrows and Rocket, use Goblin Gang AND Goblin Barrel at the same time, as he will suffer a lot of damage even if he arrows everything. If he has Log, then use them separately..

If his support is likely to be Night Witch or something, pressurize him with a Knight + Goblin Barrel combo on the opposite lane.

Counter their push with Inferno Tower for tank and Knight / Goblin Barrel for supports.

During the late game phase, pressurize and defend, like during the mid game phase, but quicker.

Clash Royale PoisonPoisoned Gravy and Miner Poison

Although it is difficult, you will still win 60% of the time.

Definitely two of the hardest matchups for this deck, unless you have Knight in hand. Knight for Miner and Graveyard, and then counter push. This is what you need to do for the whole game, as they always do the same thing (most of the time).

If you don’t have Knight in rotation, be ready to take some damage.

Clash Royale BalloonLumberLoon

If Poisoned Gravy and Miner Poison were 5/10 for difficulty, LumberLoon is 10/10. Very, very hard matchup, due to the fact that Rocket saves your life.

So, you can’t really get that tower damage in double elixir or OT.

Also, the Balloon’s death damage almost always hits the tower, pressurizing you.

Your best bet here is to pressurize him as much as you can, but you will see that most of the time even that doesn’t work.

So, the winrate is a meagre 16% (Me and my neighbour combined have versed LumberLoon 50 times in the past 2 months, and we only won 8 of them. My neighbour is in Challenger 2 currently.)

Other Balloon Decks


Surprisingly very very easy, especially Miner MK Balloon.

Rocket once again and Ice Spirit for additional support.

Most of the time, they will not have an efficient counters to this deck, giving you a huge win rate of 90%

Clash Royale SparkySparky (without Giant)

Very easy as well, as you have Rocket for Sparky and there really is no use using Sparky for a Goblin Barrel.

Winrate: 95%

Clash Royale SparkyGiant Sparky

Win rate: 80%

Slightly harder, but still easy to beat. Just use that Rocket and Inferno Tower for Giant. Say GG afterwards. Knight or Goblin Gang on supports.

Clash Royale GiantGiant:

You will win 99 out of a 100 times.

Easy. Very very easy. Knight on supports and Inferno Tower or even Goblin Gang on Giant.

Clash Royale P.E.K.K.AP.E.K.K.A

Win rate: 75%

Basically same strategy as Giant decks, but much harder, as you don’t want that P.E.K.K.A going for the Knight (which is meant to kill the supports).

So, you need that Goblin Gang to protect Knight. Inferno Tower rarely needed.

Clash Royale Lava HoundLavahound:

Win rate (LavaLoon): 30% (Lavahound): 85%

Easy. Pressurize other lane and Inferno that LH. Princess for Lavapups and Lightning doesn’t matter much in this matchup.

However, LavaLoon is much much harder. Luckily it’s not in the meta anymore. For LavaLoon, pressurize, Inferno Tower, Princess, Ice spirit and then Goblin Gang. Knight to distract supports. 

Royal GiantRoyal Giant

Win rate: 60%

GG Giant, the annoying one. Once again, Inferno Tower, but BE VERY CAREFUL TO MAKE SURE INFERNO TOWER LOCKS ONTO THE RG!!!!!!!!!! 

Clash Royale Mega KnightMega Knight:

Win rate: 75%Basically the same thing as P.E.K.K.A. 

Clash Royale X-BowSiege

Win rate: 90%

To be honest, very easy as well. You have Knight, IT and Goblin Gang, along with Rocket. Enough to cause a migraine???

Tips:

    1. Use Inferno Tower in 4-3 placement
    2. Use Goblin Gang + Ice spirit for an incoming Hog rather than IT
    3. Use Goblin Barrel in anti – tornado spot (so that the Goblins get stuck on their Crown Tower)
    4. Switch up your Goblin Barrel placements
    5. A goblin Gang can completely shut down a MK
    6. Rocket those Elixir Collectors

 

  1. Rocket anything that costs 4 or more elixir if you can also get the tower
  2. Princess and Ice Spirit for that Minion Horde.
  3. Never, and I mean never overcommit or wait even when you have 10 elixir.
  4. Always be confident to start off with that first move.
  5. Try to pull that MK or something else using Goblin Gang to the King Tower
  6. Remember how much tower damage Rocket and Log do
  7. Try to use as many other decks as possible, so you know your opponent’s mindset.

That’s it dudes! You have survived a very looooooooooooooong guide.

Below is a video of me playing (sorry about poor audio and my voice is just CRINGE).

https://www.youtube.com/watch?v=b5g3NLKGC_s

HSNA out!

Ultimate Guide to Giant Skeleton

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Hey guys It’s RotomGuy again and today I am going to give you some great ways to use the Giant Skeleton in Clash Royale! I strongly believe that as a tanker, Giant Skeleton is pretty underused in Clash Royale, especially in high Arenas. He can be extremely useful when played properly. Making the most of his bomb and you will see how effective he is.

Giant Skeleton Clash Royale

Ultimate Guide to Giant Skeleton

The Giant Skeleton drops and explosive bomb upon death, just like Balloon, but with a lot more damage.

At Tournament, Level 4 Giant Skeleton has 2657 HP, this allows him to soak a decent amount of damage. The only down side of Giant Skeleton is his damage per second, only 88. With this poor DPS, he even can’t kill the Tournament level Goblins in 1 hit.

Statistics

Level Hitpoints Damage Damage per second Death Damage
1 2,000 100 66 720
2 2,200 110 73 792
3 2,417 121 80 871
4 2,657 133 88 957
5 2,920 146 97 1,051
6 3,197 160 106 1,152
7 3,516 176 117 1,267
8 3,856 193 128 1,389

Strategy

Giant Skeleton is a very strong defensive unit

On defense, we usually use tanks to soak damage while small troops behind are dealing damage to take out attackers. Giant Skeleton can be used to finish both of these jobs. Giant Skeleton’s damage soaking ability is not good as the others as he has the lowest HP comparing to all other tanks at equivalent levels. But, this is a good thing, because we all want him to die (sorry bro).

A well dropped Giant Skeleton’s Bomb can easily decimate a push as well as kill all support troops nearby. I am going to show you how to play the Giant Skeleton to deal with various common pushes!

Giant + Support Push:

The best way to deal with this push is to place your Giant Skeleton between Giant and Support troops, because Giant always ignores Giant Skeleton or even worse, push him back to the Tower, where his bomb can’t literally do anything to the support troops behind. You will also want to do this when the Giant is about to reach his destination, so he won’t walk outside the bomb’s range. Also, because there is no way to stop the Giant, you will want to use some small troops like Spear Goblins to take it down faster.

Royal Giant + Support Push:

This is an easier push to deal with as the Royal Giant has support troops protecting nearby. The best way to deal with this push is to drop your Giant Skeleton right on top of the Royal Giant to push him back “a bit” and he will have to walk back to the old position, this prevent him from dealing some more damage to the Tower.

Prince + Support Push

It is particularly tough to stop this one since the Prince can easily out-speed the Bomb. The best way to deal with this push is place the Giant Skeleton down right in front of the push when everyone is bunched together. By doing this, the Prince will have to walk through the diameter of the Bomb’s arena.

giant-skeleton-clash-royale-2

Tips for defending with Giant Skeleton

Okay so above are some ways to deal with specific pushes. I am going to give you some more defense tips while using Giant Skeleton!

Only use extra troops when everyone is in the bomb range! Sometimes, you will want to place something down to distract opponent’s troops and lure them to the bomb’s arena. But, don’t do that If all ranged troops are out of the bomb’s arena. No matter what troops you use to distract them, they will not walk inside that arena because the placed troops are in their attack range. You will lose the bomb and you will also lure the extra troops.

Pushing away from Tower

Once a troop has locked onto your Tower, you can try to place the Giant Skeleton down right between that troop and the Tower, he can push back that troop. That troop will either attack the Giant Skeleton or have to walk to the old position again.

Pull then blow a push up

You can place a distraction troop to pull front line troops to the middle then place the Giant Skeleton near the bridge to group them all. I usually do this do deal with particularly spread out pushes.

Sometimes, you should be tricky

Giant Skeleton can be effectively used for offense, defense and even distraction! In fact, a lot of players don’t want the Giant Skeleton to reach their Towers, due to his bomb. As such, they will use some cards to prevent the Giant Skeleton from reaching the Tower. This is great If you can launch another push on the other lane: Royal Giant, Hog, Balloon,…

However, smart players will catch on this and you can’t trick them the second time! They will not overcompensate again, instead, they will use some small troops to distract the Giant Skeleton. So, it’s great to use some Spells to remove those small distractions and force your opponent to defend two lanes at the same time.

How to use offensive Giant Skeleton

It is very easy to draw the Giant Skeleton away from the Tower. Skeletons and Goblins can completely stop him. If you want to use Giant Skeleton in your main pushes, you will need to support him with one of these cards:

Fire Spirits I love Fire Spirits so so much! Playing these guys behind your Giant Skeleton will eliminate his main problem, swarms. Spear Goblins for example, these guys are usually used for pulling but 1 Fire Spirits is enough to take out them all. If Fire Spirits manage to reach the Tower, they can deal good additional damage too. To read more about Fire Spirits, please take a look at this in-depth guide!

Valkyrie: Giant Skeleton HP is good enough at soaking damage but giving him a bit more HP along with 360 degrees protection is not a bad idea at all! Place your Valkyrie right in front of the Giant Skeleton before he reaches the bridge! She will tank the Tower’s shots and protect him from all swarms nearby.

Dark Prince is great support for the Giant Skeleton because of his splash damage and his charging ability. The charge allows Dark Prince to reach distracting troops quicker. This will let the Giant Skeleton back on track quickly. Sometimes, you can use Dark Prince to push the Giant Skeleton so he can reach the destination quicker. Please take a look at here for more details!

Guards: High damage units like P.E.K.K.A can easily take down the Giant Skeleton. Luckily, we got the Guards! These guys can help Giant Skeleton easily deal with the reactive P.E.K.K.A. Also, they are great for taking some hits from the Tower too!

Bomber: This decent and cheap ranged troop with good AoE damage will help you remove all swarms quickly.

Witch is such a helpful support card because of her splash damage and her Skeletons.

Okay so that’s everything I want to share with you today guys!

Please comment If you have any advice or question! Good luck!

Arena 1 Deck for Beginners – Get To Arena 4 With Ease!

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You must be new to Clash Royale! Well if it ain’t your lucky day! You just stumbled upon a great Clash Royale Arena 1 deck that will help you climb all the way to Arena 4 EASY! My name is M4SON and I make Clash Royale videos that talk about strategy and gameplay! Today I wish to share with you guys my F2P account that I am grinding to Legendary Arena! Come with me on this journey and climb with me too! Anyway today’s deck is a very simple F2P deck that utilizes a standard beatdown strategy where you set up heavy pushes using your Giant and Musketeer. This deck also offers insane split pushing capabilities that catch newer players off guard. Anyways lets jump into the decklist!

Arena 1 Deck for Beginners

Clash Royale GiantClash Royale GoblinClash Royale Mini P.E.K.K.AClash Royale Valkyrie
Clash Royale MusketeerClash Royale ArrowsClash Royale BomberClash Royale Skeleton Army

Arena 1 Deck for New Players

Goblins: Goblins are a great cheap card to use on defense against strong single target units like Prince and Mini P.E.K.K.A. However, they also combo nicely with any tank in front. If your opponents ever let these litter green buggers make it to the tower, they can say goodbye to the tower!

Bomber: A very underused card in higher trophy ranges. But, in lower Arenas Bomber is a beast! Great for shredding apart Barbarians, as well as any cheap troop like Goblins, Spear Goblins, and Skeleton Armiess. Set up on defense or behind and tanky front line and you have yourself a strong push.

Arrows: Staple spell early game. Great for countering the popular Goblin Barrel, as well as taking out Minion / Minion Hordes / Skeleton Army, most for a positive elixir trade. I prefer Arrows over Fireball because it is a lot cheaper as well as having a large AoE.

Valkyrie: One of the best splashing tanks accessible early game. My favorite combo is to split push with Valkyrie and Goblins. The Goblins will push the slow walking Valkyrie forward, allowing her to tank the tower, while the Goblins stab away! Great for taking out the popular Witch, just plop her down right on top. Or good for clearing out any cheap troops, can even take out Barbarians!

Mini P.E.K.K.A: The hard hitter of the deck. Great for taking out Giants or any high HP unit for that matter. If you can catch your opponent off guard, throw it behind a Giant with some support and watch it make it to the enemy’s tower for some insane damage. Another combo can be used with Valkyrie. Valkyrie will clear any cheap troops used to distract the Mini P.E.K.K.A while also tanking .

Musketeer: One of the biggest win conditions of the deck. Great card to passively drop behind the tower to setup your push. Throw a giant in front and watch it wreck towers. Also great at countering spawner decks, as well as Balloons! Make sure you hold this card against Balloons because it’s your only air defense.

Giant: The big tank of the deck. Simply drop Giant behind your King Tower to slowly build up your push. All hes really used for is tanking so its okay if he doesn’t make it to the tower. The strength is from whatever back line DPS you have. Situationally you can drop Giant to tank Prince charges or any critical damage if necessary.

Skeleton Army: The beloved epic that no one likes ever. Well it’s the epic we got first so I had to use it! Skeleton Army is actually a beast because below arena 5 no one has Zap yet. Great for stopping both Princes and Mini P.E.K.K.As. As well as the deadly Prince + Baby Dragon combo, due to the baby dragons slow attack speed. If you ever catch your enemy waste arrows on anything you can drop the surprise Mini P.E.K.K.A + Skeleton Army or Giant + Skeleton Army and watch them panic!

General Gameplan:

Pretty much all you have to do is set up pushes with your Giant. Also play passively, drop Giant in the back and let it walk up to build up your push. Then either back it up with Musketeer or Bomber or Valkyrie or whatever to aid to the push. If the enemy attacks the other lane just defend with Skeleton Army or Mini P.E.K.K.A or Valkyrie. With Musketeer’s long attack range, she can actually defend one lane then go onto pushing the other.

During Double Elixir you can really push the opponent by split pushing with Giant + Musketeer and Valkyrie + Goblins. It’s a really deadly combo many new players will not know how to deal with it properly. Occasionally you can also surprise them with the Skeleton Army + Mini P.E.K.K.A, make sure the army tanks for the Mini P.E.K.K.A so she can reach the tower. That’s really it guys not much else to say just set up the simple pushes over and over again! M4SON OUT!

Royal Giant Trifecta Deck – Push to Legendary Arena with No Epic!

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Hello guys,

Today I am going to show you another very easy-to-use Royal Giant Deck for Arena 7 and above. This deck was shared by usc1313 after he got it to Arena 9 with level 8, 9 Commons and level 6 Rares, which is very impressive! Since lots of players are complaining about how difficult it is to get into Arena 9 without Legendary Cards.

This deck is not for everyone, for sure, because I know that lots of players really “hate” Royal Giant. So, If you are not interested in this deck, please just go back to the homepage and browse for the other ones. There are lots of other greats decks on Clash.World waiting for you :D.

Royal Giant Trifecta Deck

Clash Royale Royal GiantClash Royale Ice SpiritClash Royale ZapClash Royale elixir collector
Clash Royale MusketeerClash Royale ValkyrieClash Royale Mini P.E.K.K.AClash Royale Cannon

Card Breakdown

Royal Giant is the main win condition of this deck, obviously. I rarely play Royal Giant before the x2 Elixir time while using this deck because of his high Elixir cost and other cards’ versatility. During the first 2 minutes, try to memorize the key defensive cards of your opponent. Try to predict which ones he will use to stop your Royal Giant and build your main push based on the prediction. Basically, build the push which stops your opponent key’s defensive cards.

Zap is the best spell card in game at the moment. I literally can’t play without Zap, always try to put it in most of my decks. Zap is just so versatile. You can use it to kill small Skeletons and Goblins. Using Zap on Minion Horde also helps your Tower 1 hit them later. Moreover, Zap can reset Sparky, Inferno Tower, Prince, Mortar, X-Bow, … Anyway, you should save it for the opponent’s air cards first as this deck is pretty weak against air.

Cannon is still very good even after so many nerfs. Level 8 Cannon + level 6 Mini P.E.K.K.A is a great combo to prevent opponent’s level 10 Royal Giant from getting any hit to your Tower. You can somehow replace Cannon with Inferno Tower to deal with Lava Hound and Giant + Balloon combo better.

Ice Spirit is a very hot pick these days. It has so much value with the price. This card will be extremely hot in the upcoming update, If it is not getting nerfed of course. Ice Spirit helps us stop Minions, Goblins, Spear Goblns, … When coupled with Mini P.E.K.K.A, we have a perfect combo to stop Hog Rider, Royal Giant and other super annoying pushes. You can use it to protect the Royal Giant and any other push any time!

Musketeer is such a beast on both offense and defense. I usually use her on defense and then transform into a counterpush right after that. She can easily take out Balloon, Baby Dragon, solo kill Cannon and deal tons of damage to any tankers. Behind either Royal Giant or Musketeer, she can easily remove almost any distraction. When left alone, she deals hundreds damage to the opponent Tower.

Valkyrie is the splash support in this deck. She can easily remove swarms, Barbarians, Wizard, Witch, Musketeer and lots of other troops. This is definitely an all around card. You always can use her as the shield for the counterpush by placing Mini P.E.K.K.A and Ice Spirit behind her. Anyway, If you have either Princess or Ice Wizard, you can replace the Valkyrie with either, it would be even much better!

Mini P.E.K.K.A is one of the best tank killers. Especially when coupled with Ice Spirit, she can easily shred Hog Rider, Giant, Mini P.E.K.K.A, Royal Giant, … If your opponent has Mini P.E.K.K.A also, save her to deal with it! She is also a perfect counter to Miner. She is the must have card in almost any deck at the current meta. Why? Please take a look at here!

Elixir Collector: Seems like this is an obvious choice for most of Clash Royale players, especially when you are in the Arena which has lots of higher leveled players. This card is the best move to force your opponent to attack first while gaining and Elixir advantage. Take a look at this page to see the best Elixir Collector placements!

Royal Giant Trifecta Deck

General Gameplan

How to deal with the most popular counters to Royal Giant:

  1. Barbarians = Zap + Ice Spirit + Mini P.E.K.K.A.
  2. Mini P.E.K.K.A = Ice Spirit + Mini P.E.K.K.A.
  3. Inferno Tower = Ice Spirit + Musketeer + Zap
  4. Minion Horde = Ice Spirit + Zap
  5. Cannon = Musketeers

And here are some popular matchups you may face every day:

Hog Trifecta/Cycle: This is the easiest matchup for this deck IMO. With Mini P.E.K.K.A, Cannon and Ice Spirit, you can easily stop any Hog Rider push. Even trading Towers favors you because Hog Rider is worse at getting the second Tower. When the full Trifecta is coming, use Cannon to lure the Hog Rider to the middle then drop your Mini P.E.K.K.A for Valkyrie and Valkyrie for Musketeer, easy right?

Royal Giant Decks: Cannon + Mini P.E.K.K.A + Ice Spirit would do the job pretty well. Use Zap to reset its target If needed. Just let your opponent over-commits with his Royal Giant then counter attack with survived troops and your Royal Giant.

Royal Giant + Hog Rider: Another easy matchup since the opponent needs to spend at least 10 Elixir on the push which can’t defend itself.

Three Musketeers Decks: If they are not split, use Zap + Valkyrie + Ice Spirit. Otherwise, use Cannon on the side which has 1 Musketeer and use Zap + Valkyrie on the other side.

Miner Cycle: Place your Elixir Collector in the middle, right in front of your King’s Tower then try to use Mini P.E.K.K.A to protect it. If your opponent have level 10+ Goblins, save your Valkyrie or Fire Spirit for them! It’s a lot easier If your opponent uses Hog + Miner!

Giant Poison: This is a pretty tough Matchup. Try to pull the Giant with your Cannon then use Mini P.E.K.K.A + Ice Spirit to take the backline down as soon as possible, after that, your Mini P.E.K.K.A will go towards the Giant.

Lava Hound: Push on the other lane! Just do it my friends!

Updating…

Best Furnace Decks

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Hello guys, today I am going to show you one of the best Furnace Decks I have ever seen in Clash Royale. This deck is definitely not a meta killer but it is doing a great job at Arena 8 during the test. If you are sick to death of playing Royal Giant or Hog Rider, give this deck a try to make the game more fun!

Clash Royale Furnace Deck

Clash Royale – Best Furnace Deck

Clash Royale FurnaceClash Royale Goblin HutClash Royale mirrorClash Royale Barbarians
Clash Royale Spear GoblinsClash Royale GoblinClash Royale ArrowsClash Royale Fire Spirits

Average Elixir Cost = 3.1

Cards Breakdown

Furnace costs only 4 Elixir and can last a pretty long time, 50 seconds. It has decent HP and spawn 2 suicide Fire Spirits every 10 seconds. You will want to upgrade this card to high level, otherwise the second Fire Spirit can’t reach the opponent’s Tower. I usually place it first If I have it in my starting hands.

Goblin Hut is the second troop spawner card that makes this one a swarm deck. Place it down first If you don’t have the Furnace in your starting hands. Towards end of the battle, place your Huts down right in front of your Towers to deal with pushes and to protect your Towers.

Mirror is definitely the MVP of this deck. I used Barbarian Hut instead of this before but 7 Elixir is just too much in my opinion and it also doesn’t aid the effort in swarming a Ice Wizard defense. I use Mirror to build extra buildings most of the time, even before the x2 Elixir time. By using Mirror and focus on just one lane, you can easily force your opponent to play defensively. But, yea, don’t over-commit and do know when you need to play defensively.

Barbarians are the meat shield of this deck. They will help you deal with Royal Giant, Hog Rider, P.E.K.K.A,… Don’t ever use Barbarians on offense because they are just extremely slow and can be easily removed by splash damaging units. You can replace them with Mini P.E.K.K.A, a super versatile card. It’s up to you!

Goblins and Spear Goblins are damn cheap to lure and kill lots of units. They also help your swarms push. You can put them in any deck, undoubtedly.

Arrows: If you are at Arena 7 or above, you will find it extremely frustrating while dealing with Princess. If you have Miner, I strongly recommend replacing Arrows with that guy. He is extremely useful in lots of situations, especially at helping you deal with Princess and Ice Wizard.

Fire Spirits: This is just a super useful card. They can easily deal with Barbarians, Minion Horde,… Read more about them at here. Instead, you can try to use Zap.

General Gameplan

Play defensively.

  • I feel like people using Hut Decks in lower Arenas usually play their aggressively and fully commit to one lane. In my experience, this is not wise at all. You have to play reactively If you want to win! We want to be dominating on one lane but also don’t over-commit on structures.
  • I recommend launching split pushes with the Furnace and then launch you main pushing lane when it’s time. Additionally, this helps you prevent big spells from smashing your buildings. Although, I don’t care about them much because Furnaces are actually very cheap. Don’t expect an early Tower while playing with this deck. I usually take the first tower down in the x2 Elixir time.
  • Don’t be afraid to sacrifice your buildings because sometimes you have to

Princess Watch

The primary reason Hut Deck is not really good competitively is because of how prevalent splash damage is, especially Princess and Ice Wizard. A Princess can shut down your entire lane, so you will want to kill her immediately with Arrows/Miner. She can counter most troops in this deck.

Okay so that’s everything I want to share about this Furnace Deck so far. Don’t hesitate to comment If you need any help guys!

Submited by schmingleberry.

Giant Skeleton Furnace Deck – New Meta Breaker

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Hey guys, today I am going to show you a new Giant Skeleton + Furnace deck, the new Meta Breaker. This deck utilizes Giant Skeleton and Bomber, which are going to be buffed a lot in the next update.

Giant Skeleton Furnace Deck

Giant Skeleton Furnace Deck – New Meta Breaker

Clash Royale Giant SkeletonClash Royale FurnaceClash Royale BomberClash Royale Fire Spirits
Clash Royale KnightClash Royale Mini P.E.K.K.AClash Royale Spear GoblinsClash Royale fireball

Cards Breakdown

Giant Skeleton: He is tank, he is push stopper, he is the win condition of this deck. Unless you don’t haven any better option, don’t start your battle by using him as he is the surprising part of this deck. A Valkyrie and a building can simply take down your starting push, unless you have a Mini P.E.K.K.A supporting. If your opponent have troubles dealing with the rest of your decks, it’s recommended to use him on defense only. If your opponent plays a Sparky, throw him right in Sparky’s face.

Bomber: Great support for the Giant Skeleton. Bomber is super cheap comparing to what he can do, especially after the new update with 9% more damage. He can easily clear out Barbarians, Goblins and other small troops. Since he can’t target air troops, It is not recommended using him as the only support. Couple him with someone!

Fire Spirits: This card is just super useful in lots of situations, both offense and defense. They can easily deal with Barbarians, 1 hit Minion Horde, Goblins and swarms. On offense, place them behind your Mini P.E.K.K.A and you will have a very annoying sneak push. Want to see more uses of this card? Please take a look at this very long guide!
You can somehow replace them with Wizard If you want, in order to deal with air attacks easier.

Knight: Outstanding cheap mini tanker for you. It’s recommended to play him behind the Giant Skeleton. After your opponent troops get smashed by Giant Skeleton’s Bomb, he can deal lots of damage to the opponent’s Tower.  While using this deck, my opponent usually ignore a 50%HP Knight soaking damage for Spear Goblins and Bomber behind without noticing that they can deal incredible damage. He is also a great counter to the Miner.

Furnace provides us the constant support. Minions are the very hard counter to this base but Furnace will help you deal with them. When coupled with Spear Goblins, it can deal some nasty cheap damage too. Centralizing it will help you deal with Hog Rider. You can somehow replace it with Inferno Tower or Cannon but personally I found that the Furnace is the best choice for this deck.

Spear Goblins: Is your only air defense troop in this deck If you don’t use Wizard in stead of Fire Spirits. These guys are just super versatile as we can place them in every deck. Place them in front of the Furnace wave If you want to deal up to 600 damage to your opponent’s Tower, they usually ignore this the first time LOL. Also, Spear Goblins + Furnace is a great combo to bait our your opponent’s Valkyrie and Zap, this is extremely nice in lots of situations! In the x2 time, use Spear Goblins to help your Fire Spirits remove swarms faster If your Furnace is out of rotation.

Fireball: I have nothing to say about Fireball. It is just extremely useful. Don’t forget to check out this Fireball guide!

Mini P.E.K.K.A: Will help you deal with Valkyrie, Wizard, Royal Giant, Giant and other tankers. When coupled with Fire Spirits and Furnace, you will get 5 Fire Spirits following him and it’s enough to demolish any unprotected building. You can hide Mini P.E.K.K.A in your pushes to deal surprising damage.

General Gameplan

Use one of these combos

 

 

    + Bomber + Fire Spirits + Knight.

  • Bomber + Furnace Spirits + Knight.
  • Mini P.E.K.K.A + Fire Spirits + Furnace Spirits.
  • Spear Goblins + Furnace Spirits – Use this if you already have one out.

Popular Matchups:

    • Hog Rider: Furnace, Mini P.E.K.K.A (place it 4 tiles in front of your Tower and the Hog Rider will be killed even before hitting the Tower), Knight.

 

 

  • Golem/Giant pushes: Use Giant Skeleton to soak damage from support troops, use Mini P.E.K.K.A to destroy Golem/Giant.

Updating….

Good luck. Hopefully you have enjoyed this Giant Skeleton and Furnace Deck! Don’t hesitate to ask me any question guys!

Deck shared by Practikality.

Super Magical Chest

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Clash Royale Super Magical Chest

Okay so I have received a lot of questions about the Super Magical Chest in Clash Royale lately. Let’s take a look at this big baby today. I am going to explain everything about it for you!

Clash Royale Super Magical Chest

Everything about Clash Royale Super Magical Chest

The Super Magical Chest contains a lot of more rewards than all other ones (Silver, Gold, Magical…). All chests in Clash Royale don’t drop randomly, they follow a certain pattern (you can read more at here), except this one, it is a little bit different.

Players get 1 Super Magical Chest for every 500 chests obtained through the regular cycle. The SMC has a chance of dropping anytime inside the 500 chest cycle once.
You will still remain on the cycle and you will not get another Super Magical Chest until the 500-chest cycle is finished. This 500-chest cycle starts once you reaches 400 trophies, which means you can’t get any SMC If you are always below 400. Once you got into the cycle, it never stops, even when you dip below 400 trophies.

For example, If you get the Super Magical Chest at the spot #1, you will remain in the cycle for the next 499 chests. You will not get anoter Super Magical Chest for at least 499 chests. In the worst case, you can receive the next Super Magical Chest after the next 998 chests.

  • As normal, Free Chest and Crown Chest are not a part of SMC cycle.
  • No matter when you get the SMC, It never reset the 500-chest cycle.

Shared by Yarnn from Orange Juice, more details can be seen in the video below:

What does the Super Magical Chest contain?

A lot of stuffs! But they are fully based on the Arena when you open it. I have a chart here for you so you can imagine it easier:

Arena Guaranteed Gold Total Cards Guaranteed Cards
Goblin Stadium 900-1,260 180 6 Epics + 36 Rares
Bone Pit 1,215-1,701 243 8 Epics + 48 Rares
Barbarian Bowl 1,530-2,142 306 10 Epics + 61 Rares
P.E.K.K.A’s Playhouse 1,800-2,520 360 12 Epics + 72 Rares
2,070-2,898 414 13 Epics + 82 Rares
Builder’s Workshop 2,340-3,276 468 15 Epics + 93 Rares
2,610-3,654 522 17 Epics + 104 Rares
2,880-4,032 576 19 Epics + 115 Rares
3,420-4,788 684 22 Epics + 136 Rares

The screenshots below are shared by wb81. He got 1 X-Bow, 1 Skeleton Army, 2 Giant Skeleton, 3 Freeze, 5 Witch, 72 Inferno Tower, 276 Hidden Tesla and 2489 Gold when open this chest in Arena 4. Awesome!

Hopefully you guys found this helpful. Please ask me anything whenever you want because it’s my pleasure to help you!

Rocket Log Deck (Warning: Contains 2 Legendary Cards)

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rocket log deck

I saw some great ideas of the combo Rocket + The Log in the comment section, I decided to gave it a try and got lots of great results. This deck is working extremely well as the Rocket is a surprising card in the current meta game. This is a very funny deck indeed!

rocket log deck

Clash Royale RocketClash Royale The LongClash Royale FurnaceClash Royale Fire Spirits
Clash Royale BarbariansClash Royale Hog RiderClash Royale Ice WizardClash Royale Musketeer

Rocket Log Deck

It is extremely nice to Rocket either Sparky or Bowler (very popular these days) and the Tower nearby to deal 500+ damage to it. Rocket is also very useful at dealing with 3 Musketeers and Hut Deck, which is getting used more now in Arena 9+. Also, you can Rocket the Elixir Collector any time!

I use The Log on defense most of the time. The Log pushes back most ground troops in game and buy the Furnace some extra seconds to spawn the new Fire Spirit wave. The Log can easily ruin a Hog Rider push by push all troops back while killing Goblins, Fire Spirits… It is also extremely useful at dealing with Witch and Princess. Sometimes, The Log can be used on offense when I have the huge Elixir advantage.

Barbarians are an very popular card in Clash Royale due to the huge advantage it offers. Barbarians can easily stop Hog Rider (place them 2 tiles in front of your Tower when the Hog is about to cross the river) and the following support troops. Barbarians are also great at dealing with Royal Giant and Sparky. Barbarians + Furnace is such a great defensive combination.

Musketeer is super versatile. She shoots down Balloon, Baby Dragon, Lava Hound… quickly and strengthens your counterpush afar. She can also deal hundreds of damage to any unprotected Tower.

Ice Wizard is such a great card to slow down any push insanely, extremely useful at dealing with Royal Giant, Giant, Hog Rider… Couple him with Barbarians to deal with any beefy target or with The Log to deal with weaker targets.

Hog Rider makes this deck more interchangeable as he is very quick for counterpushes. Yes, I use him for the counterpush most of the time. Sometimes I couple him with Fire Spirits for a small big push and then prepare for defense. You can somehow replace Hog Rider with Miner or Giant!

Furnace is very popular at the moment in Arena 8+. Great for distracting Hog Rider, Giant, Royal Giant. Furnace is also a great defensive building which help you deal with almost any small push as Fire Spirits from the Furnace can easily 1 hit low HP support troops. If your Furnace level is high enough, it can easily chip down a Tower while you are working on the other one.

Fire Spirits: One of the best common cards right now IMO. Fire Spirits can easily help you deal with Barbarians, Minions, Goblins, Guards, Mini P.E.K.K.A, Musketeer… Great to couple with Hog Rider for the pig push! Please take a look at here to read more about this stunning card! Couple them with 2 other Fire Spirits from the Furnace to make a great push which force your opponent to defend unless he wants to take 600+ damage.

So sorry because this deck contains 2 Legendary cards, here are some great replacements for you:

  • Ice Wizard = Valkyrie or Ice Spirit.
  • The Log: Zap/Arrows.

Sorry for the pretty short guide. I am working on this deck right now and will release a more detailed version of it soon! Good luck guys!

Shared by smallclanVT.