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Mega Rage Challenge Guide & Decks

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mega rage challenge

Hey guys! Today, I will be giving you some tips as well as sharing some decks for the upcoming Mega Rage Challenge so that you guys can with the new Mega Knight Emote!

Without further ado, let’s jump right in!

Overview:

  • The Mega Rage Challenge is an 11 win special challenge in Season 17 of Clash Royale in which you have to build a deck around the Mega Knight (mid ladder intensifies) and battle.
  • The Mega Knight will be permanently raged which means it will be getting a 35% boost in its movement and attack speed.
  • The challenge will end if the player has 3 losses but they have the option to reset their losses and continue (free for Pass Royale holders, 50 gems for others).

mega rage challenge

Mega Rage Challenge Rewards:

Wins Reward
1 Common Token
2 Rare Token
3 Epic Token
4 Legendary Token
5 Golden Chest
6 Legendary Chest
7 Golden Chest
8 Giant Chest
9 Golden Chest
10 Epic Chest
11 Mega Knight Thumbs Up Emote

Untitled 2

 

In total at Arena 13 (Legendary Arena), you’ll get:

  • 4 Trade Tokens (1 for each rarity)
  • 4557 – 4785 Gold
  • 464 Total Cards
  • At least 92 Rares
  • At least 20 Epics
  • At least 1 Legendary
  • 1 Emote (worth 250 gems)

General Tips:

Use Mega Knight wisely!

A common tip in most of these challenges: always use the raged card wisely! However, it is especially important in the case of Mega Knight as it costs 7 elixir! Mega Knight is gonna be your strongest card as well as your most expensive card. One wrong over-commit and your opponent can capitalize on it very well.

Know the counters to Mega Knight!

Since the Mega Knights are gonna be jumping the around the arena a lot, it’s good to his counters, as well as add them to your deck. Swarms are not ideal counters unless they are aerial troops, the best counters are high DPS units. As always, try to include at least 2 counters, and more of them are always good, but they do dilute your deck’s offensive potential.

Some of the counters are:

Clash Royale Minion HordeClash Royale Mini P.E.K.K.AClash Royale HunterClash Royale Cannon CartClash Royale Inferno Dragon

These synergise with him as well!

Mega Knight has great area control, but it lacks in high DPS which does makes it not a good card to use against other high HP troops. But in combination with these high DPS units, you have a powerful defensive core available.

Beware of his jumps!

His Jumping ability is the major contributor to his strength so be sure to include cards that can reset it. A single jump on your tower is massive, and it happens when you least expect, so be ready.

Example of such cards:

electro spiritClash Royale Ice SpiritClash Royale ZapClash Royale Electro DragonClash Royale The LogClash Royale Electro Wizard

Use the correct win-conditions!

Mega Knight is an amazing defensive card. It can clear out swarms as well as take out fireballies and other support troops. It also can take care of a few win-conditions in the game, so you shouldn’t be using them in this challenge, as it would be nearly impossible for them to reach the enemy towers.

Examples:

Clash Royale Hog RiderClash Royale Battle RamClash Royale Royal HogsClash Royale Wall BreakersClash Royale Ram Rider

So which win-conditions can you actually use?

The win-condition pool is narrowed down to only a few cards as you shouldn’t be using the above-mentioned card (which actually synergize well with him) nor can you use other high HP/elixir win conditions (these don’t synegize well with him).

So you are left with these (which aren’t actually bad):

Clash Royale Skeleton BalloonClash Royale Goblin BarrelClash Royale BalloonClash Royale MinerClash Royale GraveyardClash Royale Sparky

Mega Knight can also act as a win-condition!

Generally, the MK is considered to be defensive-threat card, useful for counter pushes and isn’t expected to reach enemy towers most of the time. However, since he is gonna be raged, he is gonna be even more threatening as well as it would be easier for him to reach the enemy towers, and if he does reach the towers, he will deal a significant amount of damage.

So, don’t hesitate to use him more aggressively than usually do. But do be aware of not over-committing.

Decks:

Here are some decks that I feel would work well in this challenge. They can also act as an inspiration for your own decks!

Mega Graveyard Poison:

Clash Royale Mega KnightClash Royale GraveyardClash Royale PoisonClash Royale Barbarian Barrel

Clash Royale Hunterfishher manClash Royale Electro WizardHeal Spirit

A popular CRL deck, even with the GY rework, I believe it is a good deck for this challenge. Mega Knight is a great tank for the GY. Poison is a must with GY.  You have powerful defensive trio in the form of Hunter, Fisherman and eWiz. Heal Spirit is, well the Heal Spirit and it’s the same with Barb Barrel which rounds off the deck.

Play defensively and try to gain elixir advantage and then GY Poison when a good opportunity arises. Don’t be too aggressive in x1 elixir.

MK Double Barrel Bait:

Clash Royale Mega KnightClash Royale Skeleton BalloonClash Royale Goblin BarrelClash Royale Inferno Dragon

Clash Royale ZapClash Royale BatsClash Royale Mini P.E.K.K.Afirecracker

I feel the usual MK Sklebarrel bait wouldn’t be too good in this challenge as it lacks good counters to the Mega Knight other than the iDrag. So, instead I went for this Double Barrel bait which has the recently buffed Mini Pekka as a high DPS card, and the Bats and Firecracker who can bait out spells.

The main weakness of this deck is that it lacks spell damage, as you only have that Zap. It maybe hard for you to take out a low HP tower in those crucial seconds. This one of the reasons why added in the Firecracker, as she can indirectly damage the tower quite often. You can of course use Magic Archer here, but Firecrackers provides the Log/Arrow bait potential.

Mega Balloon Freeze:

Clash Royale Mega KnightClash Royale BalloonClash Royale FreezeClash Royale Zap

Clash Royale Mini P.E.K.K.AClash Royale HunterHeal SpiritSkeleton Dragons

This is bit-risky deck as you need those Freezes to land at the right time. However, since the Balloon is aerial, enemy Mega Knights won’t be useful in stopping the Loon. I have replaced the usual Lumberjack with Mini PEKKA as you already have a raged Mega Knight which should be threatening enough, and Mini PEKKA is a better against enemy Mega Knights.

Hunter is here for defense, Skeleton Dragons for their splash and Heal Spirit should be self-explanatory at this point XD.

Mega Bridge Spam:

Clash Royale Mega KnightClash Royale BanditClash Royale Royal GhostClash Royale Prince

Clash Royale Barbarian BarrelClash Royale HunterClash Royale Cannon CartClash Royale Magical Archer

 

This is a weird, wacky deck for this challenge which might work well. Although it isn’t truly a bridge spam deck as it lacks the Battle Ram and the Ram rider, the deck has the Prince with the charge ability who can act also help out as a decent MK defender. It also includes the usual cards seen in Bridge Spam deck so consider it a Pseudo-Bridge spam deck.

Since, the MK is gonna be raged it can apply the pressure similar to that of the two Rams, so you can put pressure. At the same time you have a good defensive set-up as well, so if you well enough this deck might work amazingly.

The main weakness is that it doesn’t have direct tower damage unless you count the MA, which you shouldn’t be counting anyway. This is actually based on the no-direct damage bridge spam deck that shot up in popularity in the last week of the previous season.

 

That’s it folks! Hope you guys enjoyed reading this guide and found it to be helpful! Good luck in the Mega Rage Challenge and in unlocking the new emote! Have fun and Clash on!

Sayonara,

Blaze Stone

Elite Barbarians Bridge Spam | New Clash Royale Meta

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Hello guys! I am here with a guide to one of the most viable decks of Clash Royale in Season 17. This deck, being played by many players in the top Global ladder of season 17 consists of one of the most hated cards of all times: The Elite Barbarians. An E-Barb, Battle Ram push, if played correctly can destroy the opponent.

Let us see the basics of this deck and how to play it. SK-Morten recently pushed to Global No.1 using this deck. This deck is also taking over the top ladder of Season 17.

Deck Check:

Clash Royale Elite BarbariansHeal SpiritClash Royale Battle RamClash Royale Barbarian Barrel

Clash Royale HunterClash Royale Cannon CartClash Royale BanditClash Royale Magical Archer

The defense potential of this deck is really great, with really great defensive cards like the Cannon Cart, Hunter and the Barbarian Barrel. The offense of this is also really good with Bridge spam cards like the Bandit, battle Ram and Elite Barbarians. There are no clear win conditions in this deck but we have 5 semi-win conditions which will clearly frustrate your opponent.

The Elite-Barbarians are the tank-busters of this deck and when they are combined with a heal-spirit, The E-barbs are the counter-pushing units in this deck. The Hunter and the Magic Archer are the anti-air cards of this deck and the Heal-Spirit with the Barbarian Barrel make up the swarm clearance in this deck.

The only disadvantage with this deck is that there are no responses for your opponents Elixir Collectors but they have fallen off-meta for a while so you wouldn’t need to worry about it.

Play Style:

This is a very defensive deck. Just rushing with E-Barbs first play is not how you play this deck. This deck requires a lot of skill. You have to play very defensive and then punish your opponents when they make a mistake.

The shortest card cycle of this deck is 10 Elixir.

Heal SpiritClash Royale Barbarian BarrelClash Royale BanditClash Royale Battle Ram

Role of cards:

Clash Royale Elite BarbariansElite Barbarians:

The Elite Barbarians card is unlocked from Arena 10. It spawns 2 single-targets, melee, stronger, faster Barbarians with moderate hit points and very high damage. The Elite Barbarians costs 6 Elixir to deploy. Elite Barbarians are most reliable as a defensive card turned into a counterattack, especially against tanks and troops that are one shot by a pair of Elite Barbarians, like a Musketeer. This allows them to push for a lower cost than if they were just played at the bridge (6 Elixir to counter 4, but you will have two nearly unscathed Elite Barbarians counterattacking).

Although Elite Barbarians have high damage per second, their health is mediocre, so almost all swarms can counter it for a positive Elixir trade. Therefore you have to keep track of your opponents swarm cards and plan your counter-push properly. An Ice Golem with any other high damage support card like Minions can easily take down the Elite Barbarians.

Heal SpiritHeal Spirit:

The Heal Spirit card is unlocked from Arena 10. It is a very short-ranged troop with low hit points and damage. Like the Ice Spirit, the Heal Spirit attacks by jumping onto the target before disintegrating. When it does this, it creates a field that heals nearby friendly troops. A Heal Spirit card costs 1 Elixir to deploy. Use the Heal Spirit to heal up your troops for a counter push or to tank a hit from high-dps units of the opponent.

Clash Royale Battle RamBattle Ram:

The Battle Ram card is unlocked from Arena 3. It is a single-target, melee troop with both moderate hit points and damage. It targets buildings only. Like a Prince or Dark Prince, it will begin to charge towards its target after travelling some distance, and deals double damage if it hits its target whilst charging. Once the Battle Ram has hit a target or loses all its hit points, it will break and reveal the two Barbarians underneath. A Battle Ram card costs 4 Elixir to deploy.

Due to its charging mechanic, the Battle Ram can push heavier and slower troops towards the Crown Tower faster. Likewise, the Battle Ram can be pushed by troops with at least a Fast movement speed before it begins to charge. Therefore pair the Battle Ram with your Elite Barbarians during your counter-push.

Clash Royale Barbarian BarrelBarbarian Barrel:

The Barbarian Barrel card is unlocked from Arena 3. It is an area damage spell with a moderate area of effect and damage. When cast the Barbarian Barrel rolls across the Arena, damaging ground troops and buildings in its path. After rolling for 5 tiles, it will break open and release a Barbarian. A Barbarian Barrel card costs 2 Elixir to cast.

The Barbarian Barrel can be used in a similar manner to The Log, but it will not reach the Princess Tower before releasing its Barbarian. However, the Barbarian can follow up and attack anything still alive. The Barbarian Barrel can counter lone support troops such as Wizard, Witch, and Executioner as they cross the bridge. If the Barbarian spawns near the troop, the barrel’s damage and the Barbarian’s damage can kill the troop.

The Barbarian will fail to take out these troops on its own unless they are distracted with something else, so be sure to have support from the Princess Tower or another unit when defending.

Clash Royale HunterHunter:

The Hunter card is unlocked from Arena 1. He is a short-ranged troop with moderate hit points who shoots shotgun shells with a widespread, and each shot pellet does slight area damage on impact. The Hunter will do very high damage up close and less at range. A Hunter card costs 4 Elixir to deploy.

The Hunter is able to take care of swarms when placed at a distance, and can quickly damage down tankier units when placed right next to them, having similar damage to a P.E.K.K.A. when all his bullets connect. However, although he has slightly more health than units of identical Elixir cost like the Musketeer, he will still be damaged down fairly quickly by support troops in a push due to his low range and attack pattern forcing him to be played near the front.

One on one, he can neutralize a lot of mini tanks and building targeting units; against a Hog Rider, he will only let it hit the Princess Tower once before defeating it. He can usually take three or four hits from a mini tank before being defeated, and he has enough health to survive one P.E.K.K.A. strike. He is the most crucial defense of this deck against air troops like the Balloon. Save him for the Tank cards of your opponent.

Clash Royale Cannon CartCannon Cart:

The Cannon Cart card is unlocked from Arena 10. It is a single-target, medium-ranged troop with moderate hit points and damage output. Half of its health comes from the cart that carries the Cannon, and the other half is the actual Cannon’s health. When the cart breaks, the Cannon Cart loses its wheels and becomes a stationary turret.

The first portion of its health is represented by a shield which behaves identically to shields belonging to the Dark Prince and Guards, being able to absorb excess damage. When the cart is broken, it behaves like a building with a lifetime of 30 seconds. Troops that target buildings, such as the Giant, will begin to target the Cannon Cart when its cart is broken. Additionally, it will no longer be affected by cards that affect only troops, such as the Clone or the Ram Rider’s snare.

A Cannon Cart card costs 5 Elixir to deploy. This card is a crucial part of the defense of this deck.

Clash Royale BanditBandit:

The Bandit card is unlocked from Arena 9. She is a troop with moderate hit points and damage that has the ability to dash to nearby targets, dealing double damage if she hits a target with her dash, similar to a Prince’s charge. She is immune to damage while dashing. A Bandit card costs 3 Elixir to deploy.

The Bandit functions well as a cheap punishment or dual lane push card due to her dash mechanic making her an immediate threat. Completely ignoring a Bandit is often fatal as she will take the Princess Tower’s health to just over 50% health. The Bandit is very useful to make your opponent to make a move.

Clash Royale Magical ArcherMagic Archer:

The Magic Archer card is unlocked from Arena 5. He is an area damage, long-ranged troop with moderately low hit points and damage. The Magic Archer shoots arrows which go linearly to damage his target and any other units in the arrow’s path. A Magic Archer card costs 4 Elixir to deploy.

Due to his fast hit speed and his arrow’s ability to go through other troops, he can defeat swarms such as the Goblin Gang and Skeleton Army. He can also completely destroy a Minion Horde without taking any damage as long as he has the help of a Princess Tower. Use the Magic Archers penetrating ability and Geometry to gain chip damage on the opponent’s tower.

That’s it for this guide. Hope you enjoyed and wish you the best of luck with this deck. Happy Clashing!

By Fang.

Mega Balloon Freeze | Powerful Clash Royale Deck

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Introduction:

Hello guys. I am here with a guide to one of the most toxic decks of Clash Royale. This deck, being played by many players in the top Global ladder of Season 15 consists of one of the best card combos of all times: Lumberjack and Balloon. A Lumber Loon push can destroy a complete tower if played correctly. Let us see the basics of this deck and how to play it.

Deck Check:

Clash Royale ZapSkeleton DragonsHeal SpiritClash Royale Freeze

Clash Royale BalloonClash Royale Inferno DragonClash Royale LumberjackClash Royale Mega Knight

Even though the defensive potential of this deck is mediocre, it has one of the best offensive potentials in the game. We have two anti-air cards: the Skeleton Dragons and the Inferno Dragon. These may even be considered the best defenses in the game. With the win-condition as the Balloon, a card which is deadly when paired with the Freeze or Lumber Jack, We have the Mega Knight as a splasher and also as a heavy tank.

The Zap is for clearing air swarms like Bats and the Heal Spirit can be used in the Balloon pushes to heal up the Balloon or to heal up defensive cards for a counter-push. The Mega Knight, Lumber Jack and Balloon act as punishment cards but they can also be used by your opponent to activate their King-Tower, so be careful. This is a very heavy deck with an average elixir cost of 3.9 elixir.

Play Style:

This is a very aggressive deck. Always try to push with the Balloon in the opposite lane when the opponent makes a mistake. Remember that this is not a cycle deck but a beat down deck. So you can wait for your opponent to make the first move and then respond accordingly. The shortest card cycle of this deck is 11 elixir.

Heal SpiritClash Royale ZapSkeleton DragonsClash Royale Freeze

Cycle cards until your starting hand is like this:

Clash Royale BalloonClash Royale LumberjackClash Royale Inferno DragonClash Royale Mega Knight

The Balloon is for punishing opposite lane when your opponent plays a high-elixir card at the back. The Lumber Jack is for taking out glass-cannons and can be paired with the Balloon for punishing. The Inferno Dragon is to destroy tanks or heavy-hitters deployed at the bridge and the Mega Knight is to clear huge swarms or to take out a bunch of glass-cannons and then to counter-push.These are the key cards of this deck. Never use these cards to cycle.

Role of Cards:

Clash Royale Inferno DragonInferno Dragon:

The Inferno Dragon card is unlocked from the Builder’s Workshop Arena 6.It is a single-target, short-ranged, flying troop with moderate hit points and has various damage stages. An Inferno Dragon card costs 4 Elixir to deploy. The Inferno Dragon’s damage increases over time as it remains focused on a single target, similar to the Inferno Tower.

Use the Inferno Dragon to take out heavy hitpoint troops. Once the high hit point troop is taken out, use another card with the Inferno Dragon to start a counter-push. This is a very valuable card for this deck.

Skeleton DragonsSkeleton Dragons:

The Skeleton Dragons card is unlocked from Spooky Town Arena 12.It spawns two low hit point, moderate area damage troops. A Skeleton Dragons card costs 4 Elixir to deploy. The Skeleton Dragons act more or less like a fragile pair of Baby Dragons, doing area damage and flying at the same speed.

However, they are at a disadvantage individually because they have noticeably less hit points, a smaller area damage radius, and a slower attack speed than the Baby Dragon. These are your main anti-air cards for this deck as the Inferno Dragon should generally be saved for tanks.

Clash Royale FreezeFreeze:

The Freeze card is unlocked from the Frozen Peak Arena 8.It is a spell that prevents all enemy units and buildings inside its radius from moving or attacking. It also deals a small amount of damage. The Freeze card costs 4 Elixir to cast. Freeze is most effective when it is timed to freeze enemy units right before one or more of the player’s units is defeated. If the player has not yet revealed the Freeze spell to their opponent, it can turn what may have seemed like a clean defense from the opponent into massive damage for the Freeze user.

While the Freeze can be deadly, it comes with a high risk. Due to the one second delay before a card is placed, it is easy to mistimed and cast it after either the player’s troops or the opponent’s troops are already defeated, resulting in a waste of four Elixir. This will leave the player very vulnerable to a counterattack.

The Freeze card can be effectively used in combination with Balloons to deal immense damage to buildings and Crown Towers. The Freeze should be cast once the Balloon approaches the Crown Tower, disabling the enemy tower and also any troops deployed to defend it.

Clash Royale LumberjackLumber Jack:

The Lumberjack card is unlocked from the Frozen Peak Arena 8. He is a very fast, single-target, melee troop with moderate hit points and a high damage output. A Lumberjack card costs 4 Elixir to deploy. Upon death, he drops a bottle of Rage that increases the attack and movement speed of friendly troops and buildings in the spell’s effective radius. This is basically a Rage spell of 2 elixir for free.

The Lumberjack is most effective when supported with other troops because when he dies, the Rage will increase the other troops’ damage output. Thus, it is not effective to use him alone. For this strategy, place him near or at the front of a push so when he dies, many of the troops in the push will still survive and undergo the rage effect, making them much more deadly. He can also be used defensively. If he is defeated near your Princess Tower, the resulting Rage spell will be dropped on the Arena Tower, increasing its attack speed.

You can also capitalize on this by placing other buildings in front of or near the Arena Tower. Therefore you must always try to use the Lumber Jack on offensive pushes or to support defensive troops.

Clash Royale Mega KnightMega Knight:                                 

The Mega Knight card is unlocked from Royal Arena Arena 7 He is an area damage, ground, melee troop with very high hit points and moderately high damage. He deals high spawn damage when deployed. His spawn damage is similar to a Fireball, which makes him useful for countering cards with similar hit points to a Musketeer or a Wizard. He will then only require one more regular attack to defeat them fully. However, the Night Witch, Witch, and Bandit have slightly more health than these units, so he will require a second swing to finish them off.

The Mega Knight is powerful when paired with other high-damaging units like the Lumber Jack since he will absorb the incoming damage and eliminate any ground swarms with his area damage, and the other troops can help him defeat high-hit point troops that can distract him. He can also be used as a tank for the Balloon.

Clash Royale BalloonBalloon:

The Balloon card is unlocked from the Builder’s Workshop Arena 6. It is a building-targeting, flying troop with moderate hit points and very high damage output that deals moderate death damage, in the form of a bomb, when defeated. A Balloon card costs 5 Elixir to deploy. The bomb dropped upon defeat detonates after 3 seconds.

The Balloon is most effective for destroying Crown Towers because of its high damage. Its damage potential is best exploited by shielding the Balloon with a tank and supporting the two with spells. A naked Balloon is almost useless and should either be paired with the Lumber Jack or Freeze when using this deck.

Heal SpiritClash Royale ZapZap and Heal Spirit:

These are the cheapest cards of this deck. Use the Heal Spirit to heal up troops during defense or a counter push. The Zap should be used for resetting cards, to clear air swarms during Balloon pushes or to defend against low-hit point units like Archers.

That’s all for today guys. Thanks for reading this and Happy Clashing!

By Fang.

 

Mega Knight Mini Pekka | New Meta Clash Royale Deck

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Hey Clashers! It’s Krux here and I am back again with some cool November wind and a new Clash Royale Deck guide. We are just into the latest Clash Royale season called Treasures of the Old King. We get bored playing with the same old decks that we have been using for months now, so here is a fresh Clash Royale Deck for you to smash your opponents with!

Mega Knight Mini Pekka Clash Royale Deck

Clash Royale Mega KnightClash Royale Mini P.E.K.K.AClash Royale Royal HogsHeal Spirit

Clash Royale HunterClash Royale fireballClash Royale Barbarian BarrelClash Royale Magical Archer

This new Clash Royale Meta deck has an average elixir cost of 3.9 and all the good cards to check that there is no bad match-up for us.

Deck Cards:

  • Mega Knight: Our big answer to the rival mega knight, tiny troops grouped together or Barbarians.
  • Mini Pekka: Our melee defence to take out all the ground enemies in 3-5 elixir range.
  • Royal Hogs: Our win condition and the only building-chaser card in this Clash Royale Deck.
  • Heal Spirit: The card which can make difference in the game if used wisely.
  • Hunter: Shoot that balloon or Mega minion from right below it!
  • Fireball: Fireball is the pump-response card in this Clash Royale meta deck.
  • Barbarian Barrel: Defense against swarms, skeletons, goblins and also the supportive princess.
  • Magic Archer: Defense and support card to keep skeleton army and spawners out of out Royal Hogs way.

Deck Strategy

MK Mini Pekka Deck

Opening: We don’t many cards which can be used to make the first move this new Clash Royale MK Mini Pekka deck but we have a few. You can start with the Barbarian Barrel on the bridge. If you don’t have it in the starting hand, let go of the yellow healing friend. In an unfortunate case where you don’t have any, you can start with the Magic Archer in the back too. You should never place the Mega Knight or the Hunter in the opening move at the back. You may get punished with Hog Rider or decks like Lumber loon; Hunter is our main air defence alongside Magic Archer. If they attack after the initial moves, use the Magic Archer (if you haven’t already) in the middle to take out enemies. Accordingly, you can use Hunter if there is a Dragon or Balloon or the Barb Barrel for Goblins or swarms. You should be fine with two cards to defend anything except your opponent places Mega Knight at the bridge.

MK mini ssCounter-pushing: This Clash Royale Meta deck is a control deck with a good counter-push at the right time being the win condition. After defending in the opening game and keeping your Magic Archer alive, you can now place your Royal hogs in front of the Archer at the bridge. Let them run wild while the Archer takes care of Skarmy, Goblins or even Mini Pekka. Also, all this time damaging their Tower from the bridge. If your opponent places Musketeer or Magic Archer near the tower, you can also fireball the tower and the defence combined to get a good feeling and the opponent’s tower. If they choose Mega Knight on Hogs or some other card which can be tanked with other cards, don’t over-commit and save elixir for defence. When they couple a tank with support cards like a princess, Musketeer etc, use your Mega Knight and Barb Barrel to take out the support quickly. If they don’t tank and just send some ground troop like Mini Pekka or Valkyrie, your Mini Pekka is there for you.

Attack Cycle: Again after successfully defending your tower, you can go for the hogs and the Archer. You can have the Fireball or the Heal Spirit handy to send after the Royal Hogs. The cycle is the same as mentioned above. And you would be ready with your Mini Pekka, Mega Knight, Barb barrel and Hunter to defend. Your opponent’s tower should be down in two attack cycles with this deck if the Royal Hogs did not get hard countered. At maximum, in three cycles. Clash Royale Deck

  • Tips: Some players might feel a lack of Zap or Electro card in this Clash Royale deck facing against Inferno Dragon/Tower etc. That void is filled by Barbarian Barrel and Fireball when used cautiously. If you have an over levelled Zap, you can replace Barb barrel in the deck. That works too.
  • Against some decks, you will need to put dual-lane aggression by sending the Royal Hogs for the other tower and Mega Knight at another because we don’t want them to come at us with a massive Golem or Elixir golem Push which we cannot defend.
  • Use Heal Spirit as a distraction sometimes in the middle of the arena.
  • Couple Mini Pekka as an offence with the Mega Knight going ahead and fighting.

This was the Mega Knight Mini Pekka Royal hogs new Clash Royale Deck. I hope you push some trophies up the ladder with this new meta deck. Stay tuned with us for more such guides. You can also ask or suggest in the comments. Clash On!

Clash Royale Season 17: Treasures of the Old King (November 2020)

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Hey Clashers! I’m Krux here, back again bringing you some pleasant cool wind and the latest info about Clash Royale’s new season. Clash Royale Season 17 is starting on November 2 and here is everything you should know about it.

After an electrifying October with Electro giant and Electro Spirits, Treasures of the Old King awaits to be taken away. I hope as the name is, they give out more gold in the season. Let’s take a look at Clash Royale Season 17 emotes, pass royale, and other stuff.

Season 17

Clash Royale Season 17 Pass Royale

The in-app purchase in the game of Pass Royale gives you some cool emotes and tower skin which is exclusive to Pass Royale users and can’t be obtained otherwise. Let’s have a look what Season 17 offers.

s17towerskinTower Skin: Ghostly Treasure
The new tower skin that comes with the pass royale in Clash Royale Season 17 is a semi-transparent ghostly skin with a greenish-blue tint. There is a giant ghostly sword at the King Tower’s front. A heap of gold coins lie near the Princess tower.

 

Untitled 1Exclusive Emote: Mega KNight ball Clash
Clash Royale Season 17 will have three Mega Knight emotes. This one will be unlocked with Tier 20 of Pass Royale. Mega Knight claps with his metallic balls in thsi one. Really sends a message to the opponent, “I’m gonna crush you”

Untitled 2

Mega Knight Thumbs Up: If you did not know that the Mega Knight can put off his metal balls, you now know it. In this emote, he interchanges one ball and shows you a motivating thumbs up.

MK emote 3Mega Knight Jump and Smash: The one thing we love when our opponent places the wizard and witch at the same spot. Mega Knight smashes them with his thudding jump. This emote will be available in the shop in Clash Royale Season 17.

 

Clash Royale Season 17 Arena: Royal Tomb

Clash Royale Season 17 Arena

To match the Ghostly tower skin and the Season’s name—Treasures of the Old King, the arena of Clash Royale Season 17 is set in a hall of a palace with pillars standing behind the towers and the surrounding royal architecture. The hall is filled with gold, gems, and trophies. The Arena floor has greenish-blue tiles and skeletons sit as the audience on both sides of the Arena when we battle. The green floor with the red tiles connecting over the bridge to the Princess towers looks cool to me.

Clash Royale Season 17 Balance Changes

Supercell is working with diligence on Clash Royale now and also trying to incorporate the community’s views in balance changes. Let’s look at Season 17’s changes.

  • Elite Barbarians (Rework): We all know that the pair of barbarians are too fast and we can do nothing but get ont hit before we drop our skarmy. Now their speed has been reduced from Very Fast to Fast. It is 90 now from the previous 120. Their hitpoints and damage have been increased to stop them from being useless.
  • Graveyard (Rework): Ok, this is a bit complex here. The minimum radius of spawning for the skeletons have been increased from 3 to 3.5. It means that the skeletons will spawn between the area enclosed by two circles of radius 3.5 and 4. More simply, skeletons will spawn a bit further from the center now making it easier for the victim to react and giving them some time before their tower is down.
  • Mini Pekka (Buff): Mini Pekka’s declining usage rate made Supercell increase its hit speed by 0.1 second. Subtle change, but good.
  • Tombstone (Buff): A slight buff in its health from 422 to 440.
  • Electro Wizard (Nerf): E-wiz is a good card. It’s damage has been reduced a bit in Clash Royale Season 17’s balance change and it still is a good card.
  • Sparky (Nerf): Ok, this one is something now. The time taken by Sparky for its first hit has been increased to 1 second from the previous 0.5 second. Sparky has been a dominating card in all metas, let’s see what this changes.

So this was all about the Clash Royale Season 17: Treasures of the Old King. Brace yourself up with the best decks and tactics to ace the upcoming season in the game. For the season’s meta decks, challange decks and tips, stay tuned with us at Clash World. Clash On!

Valkyrie Prince Log Bait | New Clash Royale Deck

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Hey there! It’s Krux here and I am back with some chilling winter breeze and a new Clash Royale Deck Guide. Another month has passed away and we are here near the end of Season 16 of Clash Royale. We are into the last week of Shocktober and it is time for us all to push the ladder up and get some prizes when it ends. There is no need of an introduction for Log bait as a Clash Royale Deck. It is one of the classics. For the new players:

Classic Log bait has Princess, Goblin barrel, Rocket, Log, Knight, Inferno Tower, Ice Spirit, Gobling Gang. The clue is in the name. We have a deck which will force our opponents to use their defensive spells again and again and we have just too many low elixir offensive cards and they will run out of the counter and we will destroy their tower with each Barrel or Rocket. Log Bait is a fast cycle deck, you can read the wholesome guide at Classic Bait guide.

There are a dozen variants of the Log Bait. We will today look at another one- The Valk Prog Bait. I named the Clash Royale deck myself and have been playing it for a while now.

Log Bait Valkyrie Prince Clash Royale Deck

Clash Royale ValkyrieClash Royale Skeleton ArmyClash Royale PrinceClash Royale Princess

Clash Royale Inferno TowerClash Royale fireballClash Royale Goblin BarrelClash Royale The LogProg Clash Royale Deck

We have some cards common to Log Bait and Valkyrie, Prince, and Skeleton Army as different.

Deck Cards

  • Valkyrie: We have Valkyrie as the defence against swarms, hordes and other moderate enemies like Wizards, Executioners, and Witches.
  • Skeleton Army: Apart from being bait for spells, a good defence if placed appropriately.
  • Prince: We have the charming royal guy with us because we wanted the deck to be a bit easier for the casual players. Our answer to Princes, Wizards, and even Mega Knight. Also, an offence, one lance and you are done.
  • Princess: Placing it far from the enemies to defend from a range. Sometimes used as a small and cute support girl.
  • Inferno Tower: Building to kite building chasers and heavy tanks.
  • Fireball: Our Pump response card and also to take out that group near the enemy’s Princess tower.
  • Goblin Barrel: Our win condition. Barrel goes flying after they just Zap or Log or Skarmy.
  • Log: The omnipresent card in all cycles. Multi-purpose card to defend and stop swarms.

Deck Strategy

Opening: You can wait for your opponent to make a move because you will have the counters with you. Also, that will make you look like a pro. Or you can just start the game with the Goblin Barrel. See if you can bait out your opponent’s spell early. If you don’t have the Barrel, you can place the Prince at the Bridge. Do this and have the Log on your fingertips to take out their counter Skarmy or Goblins. You can also place your Princess at the back and wait for her to come near the Princess Tower till your opponent’s troops reach the bridge. Then defend with Prince, Valkyrie or anything keeping the Princess alive. The first one is the best bet, Prince is risky but okay.

Valk Prog

Defending: After you and your opponent have placed some cards, it is your time to defend. If they have thrown a heavy tank like Mega Knight or Pekka or Giant, place your Inferno tower at the middle. Also, take care of the Electro wizard and other support that your opponent places as it is very important for us to keep the Inferno Tower burning the tank. use Valkyrie and Prince to clean the push. We cannot let the tank reach our Tower. If in some case, our Tower dies, you can use Skeleton Army. It is really satisfying when the little skeletons take out the Pekka and your opponent can do nothing but just watch. After a successful shutdown, you will immediately throw your Goblin Barrel on their tower if they have used their spell in the pushing. It will force them to put some milder counter. Then you will place your princess to take out their just placed card from afar.

Counter-Pushing: After defending and keeping your Princess alive, place the Prince of Valkyrie. If they place two cards like Skeletons to distract the Prince and then a Knight to stop it. Go for the Goblin Barrel while their Princess Tower is targetted on your other troop. More tasty chip damage. If they place some heavy card to defend, then don’t make the mistake of throwing the Barrel or anything, just place your Inferno Tower and use another card to stop the push. Again, same, just when the battle is over, throw your Barrel to force your opponent to use some non-counter card.

Cycling Tips: You have to repeat the above procedure, cycling fast. There is a lot that can go in this deck depending upon what your opponent is playing. The strategy is slightly different against different archetypes. Like if they are on beatdown, you will place your Prince at the back, and build a good defence to stop the big push. Sometimes, placing your Skarmy in the other lane just to make sure that the opponent can’t collect elixir for their Golem or Lava Hound. This deck needs a good amount of practice, so don’t worry if you lose in the initial matches.

Stay tuned for more articles, news, and Clash Royale deck guides. Clash On!

Dominating Barbarian Hut Graveyard Deck

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Hey guys! Today, I will be talking about the Barbarian Hut Graveyard deck that has been dominating ladder, challenges as well as CRL! I found it to be extremely successful in this season’s Global Tournament as well!

Without further ado, let’s jump right in!

Deck:

Clash Royale GraveyardClash Royale PoisonBarbarian HutClash Royale Knight

Clash Royale Electro WizardClash Royale Baby DragonClash Royale Mega MinionClash Royale Barbarian Barrel

Card Overview:

Clash Royale GraveyardGraveyard:

Graveyard is the win-condition of this deck. Over the past few seasons, GY has slowly crept up to become one of the best, if not the best win-condition in the meta. A single well-timed GY can deal a lot of damage to enemy towers and can easily turn the tides in your favor.

Clash Royale PoisonPoison:

It is difficult to have a good GY deck without Poison in it. The reason behind this is that Poison synergizes pretty well with GY as it can clear out most of the counters to it. Always make sure that you use Poison when you know you can get some value out of it, don’t use it just for the sake of it.

Clash Royale Barbarian HutBarbarian Hut:

The barb hut is an extremely tanky building and can be a real pain for the opponent to deal with. The stream of barbarians can deal ton of damage to enemy towers, so the opponents need to spend a good amount of elixir to keep them at back. The barbarians also are very helpful on defence in tandem with the barb hut’s high HP, and with some support from other cards, you can stop most pushes rather easily. The barbarians also act as tanks for your GY, so you can also have strong counter pushes.

Replacements: Clash Royale Goblin CageClash Royale TombstoneClash Royale Goblin HutClash Royale Furnace

Any of the spawners can act as a replacement for the Barbarian Hut, as a cheaper alternative. However, the barb hut does provide more value and defensive potential that the other spawners, making it better in the current meta.

Clash Royale KnightKnight:

For just 3 elixir, you have a mini-tank with good HP, good damage and great utility. It is easily the best mini-tank in the game at the moment, no doubt. You can use it as a tank for Knightyard pushes or just use it on defence to take care of enemy support troops as an assassin.

Replacement: Clash Royale Ice GolemClash Royale Valkyriebattle healer

Ice Golem is a cheaper alternative so you can have GY pushes more often, yet you trade a bit of defensive potential for the ability to kite troops. Valkyrie is an expensive alternative so you can’t have GY pushes too often, but you get the additional splash in the deck, so you have a better defence. Battle Healer is also an expensive alternative, similar to Valkyrie, but it increases the offensive potential of the deck rather than the defensive potential. Once you get it 2x and 3x elixir, you can have 2 or more Battle Healers on the map, which is impossible to stop.

Clash Royale Electro WizardElectro Wizard:

eWiz is a good ranged support card and is strong on defence with his forked stun attack. It can also act as a spell with his spawn zap, giving him overall a lot of utility. On offence, his zap changes the enemy tower’s focus from your troops to GY skeletons, allowing your troops to deal more damage, which is pretty neat.

Replacements: Clash Royale MusketeerClash Royale Archers

Musketeer is probably the best replacement to eWiz, however you do lose the stun ability. Archers might work as well as a cheaper alternative, but they are quite fragile, which isn’t a good thing to have in this deck.

Clash Royale Baby DragonBaby Dragon:

The Baby Dragon is a good aerial troop with splash attack. It can help clear swarms, and it has pretty good HP, so it is a decent tank for your GY. When locked on to a tower, it’s splash can deal damage to enemy troops defending the GY if they are close enough along with damaging the tower, while tanking for the GY at the same time. This may seem situational but you’ll be surprised how often it happens.

Replacement: Skeleton Dragons

Skeleton Dragons are the best alternative to Baby Dragon, but you do lose the health of the Baby drag which is an important to have in this deck, as opponents can get lot of spell value, especially with Poison.

Clash Royale Mega MinionMega Minion:

Mega Minion can be considered as the aerial knight. It doesn’t have the HP, but hits hard and provides a lot of utility. It is not a good tank for the GY, but actually the skellies can distract the enemy tower while the Mega minion attacks. This is also easy to achieve with the eWiz’s stun.

Clash Royale Barbarian BarrelBarbarian Barrel:

The Barb barrel is a good card to round off any deck, and here it does the same. It is the best cheap spell in the game at the moment, as it can clear out swarms and then have a Barbarian to kill the other support cards. You can also do BarbBarrel + GY pushes if necessary.

Replacement: royal deliveryClash Royale The LogClash Royale Giant Snowball

Royal Delivery has a similar function to the BarbBarrel, but it is outclassed by it. You do have more air defence. The Log doesn’t really need much introduction, only reason you don’t want to use it is because the single Barbarian can be really useful. Snowball is if you think you need more air defence, with knockback and slowdown as an added benefit. I didn’t zap as you already have eWiz for stun, and Snowball introduces more versatility in the deck.

Game Plan:

In the above section, I broke down each card individually in the deck. Now, before I talk about the game plan, let’s talk about the deck as a whole.

The deck has a very strong defensive core. With the right set up you can defend any push with ease. The only strong offensive card in the deck is GY. At first glance, it might seem that deck has an unbalanced composition, but you have to realize that the GY is the biggest offensive threat in the game, which you need to pay attention to ASAP, as the skellies can start to pile up within a blink of an eye.

Another aspect of this is the Poison bait. The barb hut, eWiz and Mega Minion can bait out Poison, and then you can push with GY. In real matches, this won’t happen too much as the opponent will safe the Poison for your GY, which also works in your favor as then these three cards will stay on the map for a longer amount of time.

1x Elixir:

Study the opponent’s deck. Set up your barb hut if you consider it safe enough to do so. You usually should not use GY during these 2 minutes, as it easily put you at a disadvantage if your push fails.

Also, this is a point to mention that the GY wouldn’t be used a lot of times with this deck, and mostly have a very defensive playstyle.

2x Elixir:

It 2x elixir, you can attack with GY with more comfort, however still you should focus on gaining elixir advantage with good defence. Once you have gained enough elixir advantage, and you have troops left alive after a defence, start counter pushing with the Graveyard. In most cases, this would seal the match by taking down the tower, or at least bring it down to spell cycle HP.

3x Elixir:

If you reach the final minute of overtime, don’t panic! This is actually the time when your deck will be the strongest. First of all, you can place a lot of troops on the map as well as the barb huts, so it won’t be possible for any thing to actually reach your towers.

On the other hand, you can do a lot of GY Poison pushes and mostly don’t worry about the number of troops, as each attack guarantees the whole Poison damage as well as few skelly stabs. It is very easy to overwhelm the opponent during this minute.

In essence, the basic idea behind this deck would be to set-up your barb huts, defend with positive elixir trades, do chip damage with poison, and once you have enough elixir advantage do an all out GY Poison counter push.

This deck can handle most meta decks with relative ease. The only bad matchup as such would be against other GY Poison decks.

Both players would be saving your Poison for the other player’s GY so you can’t use it on offence, on the other hand since they also can’t get the GY damage. As long as no one makes a major mistake, this match up would result in 5 minute matches.

The player who wins the game would be dependent on who can win the bridge battles more often (if a troop crosses the bridge and can take for the GY for as low as couple of seconds, it gives the skellies enough time to get a few extra stabs in), who can cycle GY and Poison better (if you are able to out cycle the opponent, the one extra GY Poison will put you at the lead) and well, luck (GY is a RNG based card, so more often than not, you won’t be able to control the amount of skellies that get a hit on the tower).

 

That’s it folks! Hope you guys enjoyed reading this guide and have fun playing with this deck in the arena!

Sayonara,

Blaze Stone

Royal Giant Barbarians | Best Clash Royale Deck

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Hey Clashers! It’s Krux here and I am back again with some cool early winter breeze and a new Clash Royale Deck guide. We are mid-season with only two weeks left for the Season 16 Shocktober to end. We all know pushing the ladder in the early season is not positive emotions. If you are looking for a new deck to try, here we are with Royal Giant Barbarians Deck which will make your opponents cry!

            Royal Giant Barbarians Clash Royale Deck

Clash Royale ZapClash Royale fireballClash Royale Royal GiantClash Royale Tesla

Clash Royale Barbarians Clash Royale ArchersClash Royale The LogClash Royale Skeleton

This Clash Royale deck with Royal Giant and Barbarians has 3.4 elixir cost which makes fast to cycle. There are several low elixir cards in this Royal Giant Deck.

Deck Cards:

  • Zap: The two elixir electric shock to take out swarms and retarget bad guys like Inferno Dragon.
  • Fireball: Fireball is the pump-response card in this deck. Used on buildings placed by your opponent.
  • Royal Giant: Our big British friend with a hand cannon is the tank and the win condition in this deck.
  • Tesla: The defence building on the deck to stop the damage.
  • Barbarians: The only other high elixir card after the Giant, super defence.
  • Archers: The pair of pinkheads as our air defense if placed correctly.
  • Log: You know how to use it, don’t you? It’s the Log. We have Zap too, no worries.
  • Skeletons: The 1 elixir card to cycle our deck quickly and also a defence.

Deck Strategy

RG barb deck 2

Opening: The game starts and with this fast cycle Clash Royale deck you don’t have to worry about that boring 10 seconds to pass before you make a move because the opponent is just as adamant as you are. You can start with the Archers in the back of the King Tower. You can also start with the Skeletons. And if you don’t have both in your starting 4 cards, you can even zap their princess, haha. This deck has so many spells that we don’t have to worry. After the first cycle of any of these cards, you can place your Royal Giant at the bridge. Yes, go straight for their tower. Do not place any other cards as we’ll need them to take out the enemy’s defences. Keep your Fireball or Log or Zap handy for their swarms, defence buildings etc. Use your spell to take out their defence buildings and surrounding troops and if they used a Skeleton Army or Minions, you again know what to do.

defence

Mid-game: After placing the initial card and the Royal Giant, it is time to defend their counter push or attack. They will be using their Goblin Barrel or Skelly Barrel etc. Hopefully, you should have one spell left, Log or Zap them. It is pretty straightforward that you will have to defend using Barbarians and Tesla here. Tesla should mostly be placed in the middle of the arena. Use Barbarians and the spell you got in hand to clean their push without taking damage on the Tower. Use Barbarians for Graveyard if they use, Use Archers alongside Tesla for Dragons. These are examples, combine the defence cards and the Tesla to save yourself without over-committing.

cycle

Attack Cycle: After successfully defending your tower, you will cycle the Royal Giant again at the bridge. If the Archers or Barbarians are alive, place the Royal Giant ahead of them to use them as support. Even if they are not there, place the Giant at the River and keep your fingertips on the spells. Take out their defences with Fireball or Zap. Do not over-commit at this point also because we will have to cycle attacks more than twice in this Clash Royale deck. So save elixir for defence after placing an RG. Around three cycles will take out the opponent’s tower.

This was the Royal Giant Barbarians Clash Royale Deck. A deck full of spells to make you feel like a wizard and beat your opponents without breaking a sweat. I hope you have some good time trying this deck. Stay tuned for more guides and fun stuff. Clash On!

Best ways to use the Electro Spirit | Clash Royale Tips

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Hey Clashers! It’s Krux here and I am back again with some cool breeze and a new Clash Royale guide. We are well into the Clash Royale Season 16 called Shocktober. As we all know, two new cards are introduced in this season, viz., Electro Giant and Electro Spirit. Both the cards are unlocked by playing a challenge. Electro Giant challenge has already gone and today starts the Electro Spirit challenge. Unlock it and start using it! To see some tips for the challenge, read Electro Spirit Challenge Guide and Decks.

In this guide, we will take a look at how to use the latest card in Clash Royale. The introduction has been covered in the Electro Spirit 101. Let’s get started!

Electro Spirit Data

Electro spirit is similar to other spirit cards in Clash Royale. It has the same health as an Ice Spirit and Heal spirit. The damage is different for both with Electro Spirit’s being slightly lower. Another interesting difference is that Electro Spirit does not splash like the others, it chains through the enemies like the Electro Dragon. And well, it electrocutes nine enemies in a line. The range is 2.5 tile for Electro Spirit which is the same for all Spirits.

How to Use the Electro Spirit

Electro Spirit can be used to counter many attacks and light pushes by your opponent. We need to be careful not to waste it as it is feeble in health.

Best ways

 

Defending Swarms: Electro Spirit can be used to counter swarms like Skeleton Army, Bats, Skeleton Barrel etc. It chains onto nine enemies and the skeleton Army has 15 skeletons. You have to put it a bit away so that your Princess Tower takes some of the skeletons out and the rest is taken care by the Electro Spirit. It can be used against Goblins but only if the Goblins target on another troop because 3 spear goblins kill the Electro Spirit before it jumps onto them.

electro spirit

Defending troops: Electro Spirit can be a feasible counter to some cards such as Night Witch, Electro Dragon etc. Electro Dragon case is interesting as Electro Dragon has a 3.5 tile range for the attack which is greater than our blue tiny friend but Electro Dragon’s speed is slower and the Electro Spirit always jumps before it attacks. Electro Spirit can also be used to diminish the damage from troops like Hunter, Royal Delivery etc. You have to place it in the middle of the arena and enemies will divert and get stunned by it and then move onto the Tower and die. This way you can use it on Musketeer, Magic Archer, Archers and Goblin Gang but will only reduce the damage taken and still these will get one hit on your tower. The placement is the same as the Ice Spirit.

Supporting Pushes: The tiny blue ball of electricity can be used as a support card in a push. When you build a push with a tank card like Giant or Royal Giant, you can use the Electro Spirit as you use the Heal Spirit. It is better in cases where the opponent has Inferno Tower. It will connect to the Tower, breaking its lave laser and your tank takes it out. Think of it like a Zap if you want to. But it costs less than Zap and can take out swarms if the opponent places them for the tank.

Good Use: 

  • Using the Electro Spirit to stop an Inferno Dragon from damaging your tower by placing the Electro Spirit in the middle.
  • Use the Electro Spirit at the right on a Golem Night Witch push once there are a lot of bats behind the Golem. This will clear out the bats and you are saved from that annoying high damage per second.
  • Pairing with a big push, stunning the Inferno Tower or the Inferno Dragon or the Sparky that your opponent placed to defend themselves. A good day for you!
  • Using the Electro Spirit to stop a Goblin Barrel with the perfect timing that it stuns the goblins when they land, not later, not before. Just placed on time and it jumps right when the goblins land. Hard to master but handy if you don’t have Zap or Arrows in your deck.

Bad Use:

  • Using Electro Spirit to defend your Princess Tower from a Graveyard. It will make you a sad panda because it will jump and kill the skeletons but more skeletons will spawn and deal a good amount of damage if you did not stop it with something effectively. You can only reduce the damage by timing the Electro Spirit correct.
  • Placing an Electro Spirit right beside a Wizard and wasted. Wizard has a good attack speed and it starts attacking just when he sees the blue ball.
  • The worst you can do is to think that Electro Spirit is another 1-elixir card and you use it to cycle. You place it behind the King Tower and let it go alone, treading into the red arena on its own. You opponent has to place just one troop or skeletons behind their electrePrincess Tower and Boom! King Tower Activated!This works all the time. You one misplaced Electro Spirit or angrily Bridge spammed to cycle can be used by your opponent to activate their King tower. So don’t do this. And if the opponent makes such folly, don’t forget to reap off the gain.

So this was all about using the new card in Clash Royale. I hope you unlock it and have a good time electrocuting enemies. ⚡
Stay tuned with us for the latest Clash Royale guides, tips, and decks. Clash On!