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Electro Spirit Challenge Guide & Decks

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Hey guys! Today I will be talking about the upcoming Electro Spirit Challenge in the where you’ll be able the unlock the 101st card, the Electro Spirit in the game! I will be providing you with some game play tips, some deck building tips followed by a few decks which I feel would be pretty good for the challenge.

Learn more about the Electro Spirit along with some cool interactions here.

Now, without further ado, let’s jump right in!

Overview:

  • The Electro Spirit Challenge is a 9 win special challenge coming in Season 16 of Clash Royale.
  • In this challenge, you will have to build a deck around the Electro Spirit.
  • This challenge is an opportunity for all players to unlock the newest card in the game.
  • 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).

Rewards:

Number of Wins Reward
1 x250 Fire Spirits
2 2500 gold
3 x25 Heal Spirit
4 2500 gold
5 x250 Ice Spirit
6 2500 gold
7 x1 Electro Spirit
8 2500 gold
9 x250 Electro Spirit

 

General Tips:

Try to get the most value out of an eSpirit!

The eSpirit, being a 1 elixir card can give you a lot of value when used at the right moment, specifically when there are many troops on the map. Save your eSpirit for the time when you can get a lot of value. Don’t use it when it isn’t necessary. At the same time, don’t hesitate to use it when it is in fact necessary.

For example, consider a Battle Ram charging towards your tower. If you have a Mini P.E.K.K.A. on hand, she can destroy the Ram before it reaches the tower, so you don’t need to use the eSpirit. On the other hand, if you have a Knight, he can’t stop the Ram on his own. Use your eSpirit to stop the charging Battle Ram, because even though it’s just a single target, the eSpirit’s stun gives your Knight enough time to destroy the Ram, saving your tower from a lot of damage.

Learn to cycle the eSpirit!

Since the eSpirit costs only 1 elixir, you can easily cycle it. Using it at the right times to just get to your win-condition might just be the window you need to turn the tables in a match.

This might seem a bit contradictory to the above point, but to quote my friend and fellow CW writer, Lolman, here: “You need to learn the Art of Cycling.” Analyse the situation you are in and take into account the pros and cons if you use the eSpirit.

Activate your King Tower!

It’s extremely easy to activate your King Tower with enemy eSpirits, due to x9 chain attack. Always look for opportunities when you activate the King Tower without losing too much tower HP. This gives you a big advantage, especially if you manage to do it early in the match.

To activate your King Tower, you need to place a troop one tile behind your Princess Tower, slightly towards the inside, close to your King Tower (similar to how you would activate your King Tower with an Electro Dragon’s attack). If you have a multi-unit card, or multiple troops on the map, it’s even easier too do so as you don’t need to worry much about the card placement.

Beware of enemy King Tower activation!

You thought that the King Tower activation was pretty neat? Well, the opponent can do so too. Now, it’s not possible to always control when the opponent can activate their King Tower, otherwise you would end up not using your eSpirit on offence at all.

But do not make plays like sending an eSpirit alone, that’s just giving the opponent a free King Activation. Situations where the opponent will be forced to defend by placing troops in front of the Princess tower are good moments to use the eSpirit on offence.

Stun troops at the right moment!

This is the same as when you Zap spell or eWiz’s Spawn damage against cards like Inferno Dragon or Sparky. If use the eSpirit prematurely, it is as good as not stunning them and if you use it too late, well your troops are dead now, gg wp.

Against Inferno dragon would be after 3-4 seconds, just when it is about to reach its peak damage. Against Sparky, the right moment would be when it’s just about to fire. Also consider a bit of delay in the eSpirit stunning them as in most cases, the stun will be through the chained attack instead of instantaneously.

(Even though it is unlikely that you would face either of these two cards in this particular challenge, it is a still a good thing to remember if you do face them due to a player using a crazy deck, which might as well be a free win for you XD)

Best Decks for Electro Spirit Challenge:

Here, I will be talking about some eSpirit decks in brief. They can also be an inspiration for your own custom decks.

Some points to note before I list the decks:

  • A simple way to create decks is to chose a meta deck which has Ice Spirit or Heal Spirit in it, and then replace them with the Electro Spirit.
  • Avoid having a lot of cheap/swarm cards in your deck, as the opponent’s eSpirit can take care of them easily and provide them with a lot of value.
  • Don’t use cards like Inferno Tower, Inferno Dragon and Sparky in your deck, eSpirit can counter them easily.

Let’s see the decks now!

2.6 Hog Cycle:

electro spiritClash Royale Hog RiderClash Royale Ice GolemClash Royale Musketeer

Clash Royale SkeletonClash Royale fireballClash Royale The LogClash Royale Cannon

A popular deck which can be pretty successful in the hands of the right player. If you have been playing the normal 2.6 for a long time on ladder and have mastered it, using it in this challenge is your best bet to win it.

You can add in Goblins in place of Skeleton, if you want something more durable who don’t die instantly to eSpirit.

Ice Bow:

electro spiritClash Royale X-BowClash Royale KnightClash Royale Ice Wizard

Clash Royale Mega MinionClash Royale TornadoClash Royale The LogClash Royale Rocket

I chose this deck over 2.9 X-bow cycle, as the 2.9 relies on Tesla and other troops which often are very close to the X-bow, which is not good as enemy eSpirits can get lot of chained attack value. With this deck, you can maintain a distance from the X-bow and counter the enemy, eSpirits more easily.

eSpirits can reset your X-bow, so always be ready with The Log or Tornado to pull them away. The deck also has stellar defence so if the X-bow isn’t working out for you, you can turtle up and spell cycle.

LumberLoon Cycle:

electro spiritClash Royale LumberjackClash Royale BalloonClash Royale Ice Golem

Clash Royale MusketeerClash Royale MinionsClash Royale Barbarian BarrelClash Royale Giant Snowball

A fast balloon cycle deck in which eSpirit really shines. It has great synergy with both Barb Barrel as well as Snowball, and together with these spells they can make the Balloon’s job easier.

Lumberjack’s rage is great with the Balloon, while Musky is a great all-round air defence/support card. I have added Minions instead of the usual Bats as they are more-durable against the eSpirit.

Golem Beatdown:

electro spiritClash Royale GolemClash Royale LumberjackClash Royale Dark Prince

Clash Royale Baby DragonClash Royale Mega MinionClash Royale TornadoClash Royale Barbarian Barrel

This is a rather simple beatdown deck, so the term beauty in simplicity is really apparent here.

Lumberjack helps with his high damage and rage, dark prince helps clear ground swarms, baby dragon provides good splash and mega minion is a high damage card.

eSpirit helps to bring the elixir cost a bit down. Tornado works well with Baby dragon, dark prince as well as the eSpirit while the barb barrel is just a good spell to complete any deck.

Elixir Golem Barb Hut Healer:

electro spiritelixir golemClash Royale Barbarian Hutbattle healer

Clash Royale LumberjackClash Royale Baby DragonClash Royale TornadoClash Royale fireball

Okay, I know this is a toxic deck but sometimes you gotta do what you gotta do.

Generaly, eDrag acts as a great source of constant zapping which makes it hard to defend against this deck’s pushes, now instead of it we have the eSpirit. Now, eSpirit doesn’t provide continues zap but it does reduce the elixir cost of the deck. You can cycle the eSpirit to place down Barb Huts or spam Battle Healers.

I have the Lumberjack instead of Night Witch as her Bats won’t do much against the eSpirit, so LJ becomes a better option, not to mention the rage can come in handy.

Baby Dragon + Tornado gives good value on both offence and defence. Fireball is well fireball, ‘nuff said.

 

That’s all folks! Hope you guys enjoyed reading this guide and become successful in unlocking the new card in the Electro Spirit Challenge! Have fun and clash on!

Sayonara,

Blaze Stone

Electro Giant Healer Deck in Clash Royale

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Hey Clashers! Krux is back again with some refreshing breeze and a new Clash Royale guide. We are more than a week into the latest Clash Royale Season 16 and the two new cards are here, namely, Electro Giant and Electro Spirits. We all want to rock the arena with the new cards, ain’t we? So today we will take a look at a new deck.

Elixir Golem Healer and Dragon Deck needs no introduction even if you are a casual Clash Royale player. It is called out to be the most toxic deck, sometimes a no-skill too by the players who lose to it every time. Whatever we call it, it is a deck and people will play it and make you frustrated. We will take a look at Electro Giant Healer Deck today which is a modification on the classic E-Golem Deck and works well. Let’s get started!

Electro Giant Healer Deck

electrogiantbattle healerClash Royale Electro DragonClash Royale Night Witch

Clash Royale Baby DragonClash Royale fireballClash Royale TornadoClash Royale Barbarian Barrel

The Clash Royale Electro giant healer Deck costs 4.3 average elixir. The E-Golem has been replaced by Electro giant and the average cost is a bit higher but this doesn’t make this bad.

Deck Cards:

  • Electro Giant: Electro Giant is our main and the only tank in this deck and will be used to lead a push to the enemy’s tower.
  • Healer: The blonde girl will do its work as she does it in the E-Golem deck, healing our tank and support while they take out towers.
  • Electro Dragon: Our blue friend is here to stun enemy troops and eventually kill them and save our Tank.
  • Night Witch: Support card to build a pushes along with the tank.
  • Baby Dragon: Another member from the dragon family to defend and build a counter push.
  • Fireball: The pump response card in the deck and also burn enemies sticking to enemy tower.
  • Tornado: The defensive spell in Electro Giant Healer Deck to stop the opponent’s building chaser troops.
  • Barbarian Barrel: We will use the Barrel to clear ground swarms used by the opponent on our offence and pushes.

Deck Strategy

Opening: The game starts and you will follow the basic rule of thumb when a match starts. Wait a few seconds for your opponent to make the first move. If they don’t you can start first. Depending upon your opening cards, play the first card. You can place the healer at the back, near the king tower and then see the opponent’s move. If you don’t have healer, place the Baby Dragon at the left or right corner behind the Princess Tower. In a rare case, if you don’t have any of the cards, you can throw the Barbarian barrel on the bridge and cycle to the next card. What is not safe is placing the Electro Giant at the back or the Electro Dragon. Electro Dragon placed first can go to waste if your opponent has sparky and you will be wishing for the E-Dragon to come back in cycle.

Mid-game: After placing the initial card, defend your opponent’s initial cards. If successfully defended by your initial cards like healer and Baby Dragona and they are alive, place the Electro Giant ahead of them. Be careful that you do it on time and the Healer or baby Dragon do not cross the Giant; it will go in vain. If you can’t put the Giant, let the troops go and your opponent defend. You should focus on the defense at this time in case the enemy sends a Hog Rider or any other building chaser. Defend using any defense troop and try to build a counter-push. You can also use the tornado to defend from Hogs or Hog Rider by pulling them onto the King Tower.

Attack Push: If you have built a counter-push, it is great.

Electro Giant Healer DeckPlace the Electro giant and see your parade marching past the bridge towards the opponent’s tower. keep the Tornado or the Fireball handy at this time to clear out their troops placed to take out your support cards. Fireball will be used if they placed long range attackers like Magic Archer and Musketeer. Tornado will be used if they placed 2-3 small cards to kill our dragon and Healer. Bring the enemies to a point and let the Electro Dragon and Dragon eliminate them in a moment. We will try to keep the support alive and make the Electro Giant reach the tower, no worries even if he takes just one hit. The Healer and Dragons will deal a good amount of damage.

Post-Attack Game: You should be ready to defend your tower after the push. They will try to break through and that’s what we have to stop them from. Do not over commi trying to win in the first push. It will take 2 or three cycles of attacking to take out the tower. This is where you may feel that it would be better with a Golem. So just let the opponent place their cards and depending on it place your baby Dragon or Healer or even Night Witch near the Princess Tower. use your second card to take out their support. You can also use Tornado or Barrel. It all depends on what is the attack made up of. After a successful defence, let your counter-push march again. You must have used one spell in defence and be ready to use another to keep the counter-push alive. Make the push connect to the enemy tower. This is the cycle we have to repeat twice or thrice and win the game using the Electro Giant Healer Deck.

Tips: Correct use of the spell cards, i.e Tornado and Fireball is the point of making mistakes. So be wise. Do not try to hastily push and place Giant or wrong cards. Placing the Electro Giant at the bridge and hoping that it connects without proper supporting push is the recipe of a broken phone. Avoid it.

Electro Giant Healer Deck is must try for the E-Golem players. Let’s get a taste of the new card in the game using this deck. We will be looking into more decks. Stay Tuned with us. Join our Discord for more. Clash On!

Electro Spirit 101

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Hey guys! Today I will be talking about the 101st card coming in Season 16 of Clash Royale: The Electro Spirit!

Let’s jump right in!

crespirit scaled

Card Overview:

  • The Electro Spirit is a Common Card which costs 1 elixir.
  • It is the cheapest card in the game (along with Skeletons, Ice Spirit and Heal Spirit) making it one of the best cycle cards in the game.
  • Electro Spirit jumps onto the nearest target (both ground and air) and chain attacks up to 9 targets while stunning them (similar to the attack of the Electro Dragon).

Stats:

“Jumps on enemies, dealing Area Damage and stunning up to 9 enemy troops. Locked in an eternal battle with Knight for the best mustache.”

General:

Range 2.5
Speed Very Fast
First Hit Time 0.2 sec
Stun Duration 0.5 sec
Chained Hit Radius 4
Chained Hit Targets 9

 

Per Level:

Level Hit points Damage
1 90 39
2 99 42
3 108 47
4 119 51
5 131 56
6 144 62
7 158 68
8 173 75
9 190 82
10 209 90
11 230 99
12 252 109
13 278 120
14 305 132

 

Interactions:

HP:

The eSpirit has the same Hit points as that of the Ice Spirit, hence all the interactions (with to respect to their Hit points) would remain the same.

eSpirit + 1 Spell:

Note: All values are at Tournament Standard aka level 9. Card with low HP are not repeated for Higher Damage Spells. eSpirit + Spell combos which didn’t kill any new troops which didn’t already die to the spell are excluded (Arrows, Poison).

  • eSpirit alone: 82 damage

Kills: Skeletons, Bats.

  • eSpirit + Tornado: 152 damage

Kills: Fire Spirits, Spear Goblins

  • eSpirit + Freeze: 176 damage

Kills: Goblins

  • eSpirit + Snowball/Zap: 241 damage

Kills: Lava Pups, Minions, Ice Spirit, Heal Spirit, Rascal Girls, Dart Goblin, Spear Goblin

  • eSpirit + Barbarian Barrel: 282 damage

Kills: Archers, Firecracker, Wall Breakers

Kills: Elixir Blobs

  • eSpirit + Fireball: 654 damage

Kills: Electro Wizard, Ice Wizard, Musketeer, Wizard

Electro Spirit vs Ice Spirit:

Ice Spirit is the closest thing to the Electro Spirit in the game right now. A lot of decks will be switching from iSpirit to eSpirit once it is released, so it is good to differentiate between these two cards, know their pros and cons, and understand which card would be better in a particular situation.

  • The iSpirit deals more damage than the eSpirit (91 damage vs 82 damage, which is 11% more than the latter). On the other hand, due to eSpirit’s chain attack vs iSpirit’s splash attack, eSpirit has potential to deal more damage depending on the no. of troops on the map.
  • The iSpirit stuns for 1 sec while the eSpirit stuns for 0.5 sec. However, eSpirit gives more value as it can stun up to 9 targets while iSpirit’s stun is limited to targets in its small radius.
  • From the above two points, it’s clear that Ice Spirit is better than Electro Spirit when they are up against fewer troops, especially 1v1 interactions. However, when there are more troops on the map (and if they are spaced slightly away from each other) eSpirit outshines iSpirit and provides a lot more value and utility.
  • Similar to the Electro Dragon, the Electro Spirit’s chain attack can be used to activate enemy King Tower. However, since the eSpirit chains thrice the number of targets than the eDrag, it is much easier for the opponent to activate it, without worrying a lot about the card placement.
  • Thus, sending an eSpirit alone to a Princess Tower is not a good idea as the opponent can easily do King Activation and put you at a disadvantage. Conversely, send an iSpirit alone is a good play.

My Opinions:

This section will be covering my feelings about this card and how it will affect the game. Take it with a grain of salt XD.

For starters, let’s clear one thing: there’s no doubt that the Electro Spirit will be a strong and a popular card in the meta. This has nothing to do with its abilities, this is just because of the 1 elixir cost.

It’s a well-known fact that 1 elixir cards are one of the strongest cards in Clash Royale, at any given point in time. They provide too much value for their as well as the ability too cycle. Now, couple this with the eSpirit’s abilities, and we have a potentially OP card in the game. I won’t be surprised if it receives a nerf in next season’s balance changes.

eSpirit will most likely be replacing iSpirit in most decks, and players will have to choose between these two cards, depending on which card they are more comfortable using. eSpirit might also show up in beatdown decks, because its ability to reset those pesky Inferno Dragons and Inferno Towers is quite good.

But was an Electro Spirit really needed in the game?

The Electro spirit is the card Clash Royale deserves, but not the one it needs right now. Another spirit, another 1 elixir card or another ‘stun’ card wasn’t really needed in the game, what we did need was a card to keep Spell bait (which has taken control over the meta) to be kept at bay.

The eSpirit does provide a good way to balance the game, but it does so while tilting in another direction. A card which could help reduce spell bait and make the game interesting and fresh would’ve been great but we unfortunately don’t have any such viable card right now (*cough* eGiant *cough*).

 

That’s all folks! Hope you guys enjoyed reading this article. A guide to with the best tips and decks to win in the upcoming Electro Spirit challenge will be published soon.

Sayonara,

Blaze Stone

Best Counters to the Electro Giant | Clash Royale Guide

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Hey Clashers! It’s Krux here and I am back again with some fresh air and a new Clash Royale guide. With October, the Shocktober which is the Season 16 in Clash Royale has started. We have some exciting new things added in the game this season. Electro Giant and Electro Spirits are the two new cards that will join the Clash Royale card collection. There was a draft challenge to unlock the Electro Giant, it ends today and I hope you all have unlocked the Electro Giant, ’cause I have.

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 First Look. Let’s get started!

Electro Giant Data

The Electro Giant fits among the giants and the golems which all are heavy tank cards. In Clash Royale, Electro Giant and the Giant moves slower than the Goblin Giant. Electro giant costs 8 elixir, equal to the Golem but the difference is that the Golem has a two-second deeply time.

The Electro Giant punches for less damage and punches 40% slower than a regular giant but that is not a demerit as Electro Giant has a counter mechanism with the electric generator mounted on his back. Every time the princess tower attacks him he’ll also reflect 120 zap damage onto the princess tower and stun it for 0.5 seconds. That means the tower starts taking damage before our Electro Giant starts punching it. Cool, isn’t it?

Countering the Electro Giant

As it is the 100th card and also the big guy looks cool in those goggles and the two lightning spheres on his back, we tend to use it. Even if you are not using it because you are a Hog cycle player for two years and don’t know any other deck, you should know how to defend yourself when your opponent places the Electro Giant every time they hit 8 elixir.

Bad counters:

Clash Royale Electro Giant

X-Bow: All the icebow trickers, take note. If you are placing an X-Bow for defending the Electro Giant, you are doomed to get rekt. It will be taken out quickly and the Electro giant will 90% of the times, punch your princess tower. X-Bow is killed by the zaps by the Giant and dies out in seconds.

Swarms: Swarms include here Skeleton Army, Goblins, and Minion Horde. These also do not work against a pushing Big Goggled Blue Guy. The zaps sent by the Giant when the swarm attacks him, take the army out in two seconds. These swarms damage the giant by 30% but then he will be punching your tower to less than half health. Bad counter, in two words.

Lumberjack: We have been using Lumberjack to take out Giants and Gobline giants but this also doesn’t work very well here. Because of its fast attack speed, Lumberjack takes too many zaps and dies while the Electro Giant is at around half health. And reaches the tower.

Inferno Dragon: This one is a bit interesting. It is a bad defence if you place on top of the giant in a hurry, see it getting obliterated if you do so. The inferno dragon can be a moderate defence if placed outside the Electro Giant’s stun radius and paired with some ground troop. It takes him out.

Good counters:

Inferno Tower: The Inferno Tower easily takes out the Electro Giant without taking any damage if placed rightly in the middle of the arena. Before the giant touches it, he is dead. Also, a decent elixir trade as Inferno Tower costs 6 elixir. Inferno tower can be beaten by the opponent by a little trick. I will leave it for the readers to find out and comment.

Cannon: The cannon at 3 elixir cost is a very good counter. The Electro Giant diverts towards it and the princess tower and the cannon takes it out together. The cannon is taken out by it but he doesn’t reach the tower. Win.

Mini Pekka and Pekka: Both the troops are heavy hitters and slow attack speed. Takes out the Electric generator guy very effectively and stays alive. zappies

Zappies: Zappies are actually pretty decent if you place them just right so that they stagger their attack to chain stun the giant and stops him completely from punching the tower. Be careful of a fireball or the support troops in this case.

 

Sparky: Electro against Electro. Sparky is a good counter even if your noobness panic makes you drop it right on top of the Electro Giant. The Giant may reach the tower but will deal less damage and the Sparky takes it out. Also, you can build a counter push with the Sparky. sparky
Note: If you think electro against electro will just short circuit or a similarly ridiculous idea like that, Don’t. Electro Wizard is a terrible defence against the Electro Giant.

 

So this was how you should think and defend your game against the new Clash Royale Electro Giant. Stay tuned for more exciting content about Clash Royale. We will try out some new decks and strategies. Clash On!

First Look at Electro Giant

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Hey guys! Today we I will be talking about the newest card coming in Season 16 of Clash Royale: The Electro Giant! This is also the 100th card to be added in the game! Woohoo!!

Without further ado, let’s jump right in!

Newcardelectrogiant

Card Overview:

  • The Electro Giant is an Epic Card which costs 8 elixir.
  • It’s a high HP troop which targets only buildings making it a Tank..
  • If a troop/building is within a 3 tile radius of the Electro Giant, and attacks him, the troop/building is zapped.

Stats:

“A hulking hunk of man and metal. Zaps nearby enemies when attacked.”

General:

Range Melee (Medium)
Hit Speed 2.1 sec
Speed Slow
Deploy Time 1.0 sec

 

Per Level:

Level Hitpoints Damage DPS
6 2400 120 57
7 2640 132 62
8 2904 145 69
9 3192 159 75
10 3504 175 83
11 3840 192 91
12 4224 211 100
13 4632 231 110
14 5088 254 120

 

Comparisons:

  • The Electro Giant’s HP (3192) is between that of Lava Hound (3150) and the Giant (3275). This makes it the troop with the 4th highest HP in the game.
  • The Electro Giant’s damage (159), which is same for his normal attack and the zap attack, is equivalent to 1 Barbarian Hit or the Zap Spell.
  • At first glance, it might seem less for a tank but the Electro Giant deals both the normal damage as well as the zap damage which effectively doubles it against building. This is equivalent to (drum roll) 2 Barbarian Hits! (just kidding :p). The total damage (318) is somewhere between that of 1 hit by and eBarb and 1 hit by the Prince, which is higher than all tanks in the game bar the almighty P.E.K.K.A.
  • The Electro Giant’s Hitpoints per elixir value (399), which is the lowest for a tank in the game. To put things into perspective, the previous lowest was that of the Royal Giant (424) and the current highest is that of the Golem (748).

Note: All values mentioned take into account the stats at Tournament Standard aka level 9.

So what makes the Electro Giant stand out?

The Electro Giant (let’s call it the eGiant from now on) will clearly occupy the role of the win-condition/tank in your deck. Other similar cards are, well the Giant, Goblin Giant, Royal Giant and the Golem (or the Rock Giant XD). However, he has the unique ability to zap enemy troops/buildings! Let’s take a bit deeper look into it.

First, the important thing you need to remember is that enemy troops/buildings are only zapped:

  • After they attack the eGiant
  • And are within 3 tile radius of the eGiant

If either of these conditions is not satisfied, the eGiant will not zap them!

The eGiant’s zap is identical to the normal Zap Spell! So all the normal Zap interactions are valid for the eGiant as well.

This makes him immune to cheap swarms as he will easily kill them if they touch him.

Since he also stuns the troops it also makes it immune to Inferno Tower and Inferno Dragon. But, they both have a longer range than 3 tiles, so this only holds true when he is close to them, otherwise he will be melted away. A good tip is to use cards like Bats or Goblins with the eGiant as they can distract the Infernos till the time eGiant gets within the range.

Contrary to your intuition, eGiant is not a counter to Sparky. In fact, Sparky is kind of a counter to eGiant, which makes it fairly different from the other ‘electro’ cards. The reason behind this is that since eGiant only stuns the Sparky after the Sparky has already attacked him, which makes the stun pretty much useless.

The constant zap increases his ‘longevity’ while facing buildings and crown towers, and it can actually deal a significant amount of damage if it reaches the tower when you least expect it to.

How do you counter the Electro Giant?

As mentioned above, eGiant can easily take all cheap swarms which makes him fairly tricky to counter. The only swarm that could potentially counter him are the Barbarians as they are healthier than other swarms (and qualify more as ‘fireballies’), but aren’t that dependable as with even minor support the barbs will die rather quickly.

This leave us with two groups: Buildings and High DPS cards.

Buildings can distract the eGiant and high DPS cards (like Mini P.E.K.K.A.) can dish out loads of damage. But neither of them can effectively do it 1v1 as the continuous stun will skew the result in the eGiant’s favour.

The solution to this problem is using Range troops in tandem with the above cards. Ranged troops can help take down the eGiant quickly as they attack from far away, safe from the zap. A good example is Ice Wizard + Cannon combo.

A thing to note her is that even though you are using two cards, since the eGiant costs 8 elixir you still end up at +2 elixir advantage as you spent only 6 elixir defending it so don’t be too afraid to support your defence with ranged troops!

Don’t use the Hunter to counter the eGiant! Hunter’s attack consists of him firing 10 pellets from his shot gun, and when the Hunter attacks the eGiant, each pellet counts as 1 hit, which results in the Hunter being zapped 10 times! which vaporizes the him instantly.

My Opinions:

This part is rather speculative and I will be discussing what I personally feel about this card.

First of all, props to SC for coming out with this new card with a unique concept, instead of a reskin of an old card or a new swarm (see: Skeleton Dragons).

However, we should also notice the power creep in the cards as we are getting cards which can do multiple things at once and more dynamic, which makes the old cards seem a bit bland. I understand that SC has to add new and different content otherwise the community will outrage due to the lack of unoriginality (again see: Skeleton Dragons).

So, I feel that SC should slow down a bit in the department of new cards and should focus more on new features to add into the game and QoL improvements.

With that been said, the eGiant could potentially be a meta defining card, and maybe even change the way decks are built (at least for the upcoming season as there is a good chance that this card will be on boost).

The meta has been filled with bait decks since ages now, and this card easily counters bait. If this card becomes popular bait will see a decline and people will shift to other card which don’t rely so much on spells.

This kind of meta is IMO better than the bait meta and this might be personal bias against bait but you can’t deny that it does bring freshness in the game.

The two drawbacks I see right now is the high elixir cost and that the zap range is a bit small. They should either decrease the cost to 7 elixir or increase the range to maybe 3.5 tiles, so that the eGiant is more viable as I believe that the eGiant only gives value for it’s cost when swarms are used. This opinion however might change when the card finally comes out.

 

Hope you guys enjoyed reading guide!

Sayonara,

Blaze Stone.

Clash Royale Season 16: Shocktober (October 2020)

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Hey Clashers! I’m Krux back again bringing you some delightful fresh air and the latest info about Clash Royale’s new season. Clash Royale Season 16 is starting on October 5 and here is all you need to know about the shocking season.
season 16 shocktober
Clash Royale’s last season was all about the Clan Wars 2. The major update is a month old now and the amount of praise and hate it has received is another story. Supercell really wants to do something new for the game and the Clash Royale Season 16 called Shocktober brings some exciting new things to the game. Let’s take a look.

New cards

Clash Royale Season 16 brings two new cards to the arena. You read that right, two cards dropping together in the game. Both the cards are electro-type.

electro giantElectro Giant is the 100th card in Clash Royale. A big giant with blue spectacles and sending out tiny shocks to enemies nearby.

electro spiritThe 101st card in Clash Royale is the Electro Spirits. The tiny little balls of electricity are releasing this season too. I see a nice electric moustache too.

Both the new cards are boosted for Clash Royale Season 16.

Clash Royale Season 16 Pass Royale

The in-app purchase 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 this season’s Pass got for us.

clash royale season 16Tower Skin: Electro Tower
Season 16 Shocktober is offering an electrifying tower skin just like the new cards. The skin perfectly synchronizes with the theme of Season 16. There is a coil standing on the tower and the crown on the King Tower is glowing blue like a neon light. The Princess towers have a lightning neon blue light at the front.

Emotes
There are four new emotes and all are of Electro Giant. The team really wants to get it hyped and loved.

electrogiant disco fs8Electro Giant Disco: The Pass Royale exclusive emote for Clash Royale Season 16 Shocktober. The giant spreads his hands to the tunes. Unlockable at Tier 20.

electrogiant handspose fs8The Electro Giant Cool Handpose: It is like he signalled ‘good job, mate’. Looks cool to me to use when our opponent plays well and we are doomed. Haha.

electrogiant energyflow fs8Electro Giants laughs like a maniac while energy flows through him. Funny and trolling emote to use when you destroy your enemy. Not included in Pass Royale.

electrogiant speechless fs8The Electro Giant finds itself wondering what just happened in the Speechless emote. The last of the four Electro Giant emotes in Clash Royale Season 16.

Arena: Electro Valley
As it is Shocktober and we already have an electro arena, electro valley
we are revisiting Electro Valley for Clash Royale Season 16 Shcoktober. There are some minor modifications on the arena here and there which gives it a different and refreshing look. Fits nicely with the theme again.

The Balance changes will be covered in a different post after the Season starts.

We hope, after the last update, that this new bringings help the game be more enjoyable and gets the love from the community. We will also look at the new cards in detail in upcoming posts. There is a lot more to come this season, with new cards, new decks, new challenges, cool emotes and other stuff.

Stay tuned to Clash World for all your clashing guides and news. See you soon. Clash On!

Classic Bait: An Old Deck in a New Meta

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spell bait

Hey! Nitrome95 here. Today I’m going to talk about one of the most legendary decks in all of Clash Royale: one that has stood the test of time for years and years despite constant shifts in the meta.

However, because time has passed, I thought it would be a great idea to bring an updated guide to my favorite deck so that YOU can survive in the current meta. So without further ado, let’s get started!

Clash Royale PrincessClash Royale Goblin BarrelClash Royale The LogClash Royale Knight
Clash Royale RocketClash Royale Goblin GangClash Royale Ice SpiritClash Royale Inferno Tower

Classic Bait Deck Cards

Clash Royale Goblin Barrel

Goblin Barrel

Your main win condition aka the card that will net you the most damage.

It is best used when your opponent does not have a spell in hand.

However, don’t think that spells are the only counter to Goblin Barrels. Other soft counters exist including Goblin Gang, Electro Wizard, and Valkyrie.

Basically, try to keep track of all your opponent’s responses to Goblin Barrel and try to play around them.

Clash Royale Ice Spirit

Ice Spirit

Great offensive and defensive value.

On offense, it can provide chip damage and possibly bait out a response from the opponent.

It can also tank for a Goblin Barrel or Goblin Gang, causing the tower to freeze and netting lots of damage if the opponent doesn’t respond.

On defense, it can protect your princess from another princess, or freeze a large defensive push, allowing your high dps cards and splash to wreak havoc on the opponent.

Clash Royale Inferno Tower

Inferno Tower

Super high DPS, but takes a while to cook up.

Great for defending against tanky units as long as you can protect it.

Also, it can synergize well to bait out Zap.

When defending, you should make sure that your opponent can get minimal Lightning or Poison value by placing your Princess on the opposite side of the tower.

Don’t be afraid to use this card on smaller tanks if you see you can get lots of value out of it, like defending a Princess.

Clash Royale The Log

The Log

Pretty self-explanatory. Good at defense against squishy troops.

Can also be used as a prediction if you know your opponent will use a squishy troop to counter your Goblin Barrel.

Clash Royale Rocket

Rocket

Also pretty self explanatory. While it can be used in emergency defense situations, its best use is to chip a tower or finish it off. It is especially useful against control decks where every tower hp counts.

Clash Royale Goblin Gang

Goblin Gang

Super good defensive juggernaut at both ground and air, but needs to be protected against splash. Also, don’t underestimate its power in offense, which can bait out spells or deal massive damage when paired with an ice spirit or knight.

Clash Royale Knight

Knight

Your main tank which has great synergy in the deck. It can defend by itself, help tank for a Goblin Gang on defense, tank for Goblin Barrel on offense, or protect a Princess on offense. The versatility of this card is endless.

Clash Royale Princess

Princess

Arguably the backbone of this deck. Your goal is to squeeze out as much value out of this 3 elixir as you can.

Normally, you want to place this card behind the tower: either near the center to defend both lanes, or the outside to better defend one land.

Once your Princess finishes defending (its splash is extremely useful), it automatically exerts pressure by firing at the tower.

If you can predict your opponent’s response, and they’re low on elixir, you can either block it with a Knight, Ice Spirit, or Goblin Gang. Your goal is to make it as tempting as possible to Log it.

If you play your Princess correctly, it will get tons of chip damage. If they use a spell against it, your Goblin Barrel will punish them hard.

As you quickly cycle through your deck, you will accumulate more and more Princesses to exert even more pressure.

Gameplan

Fast Cycle

This deck is known as a fast cycle deck, meaning that you want to place lots of cards to “outcycle” your opponent’s counters.

For example, if your opponent’s only counter to Goblin Barrel is Log, you can place a Goblin Barrel, quickly place down cards, and place another Goblin Barrel before they can get back to Log.

This also means that you will be playing very aggressive, placing lots of cards to constantly exert pressure and preventing your opponent from amassing too large of a push.

While this deck has lots of good defensive cards, they all have very clear weaknesses and counterplay which can leave you vulnerable.

Reading the Opponent

I’ve mentioned this previously but reading the opponent or predicting their next move is very important.

When using a Goblin Barrel, you should be aware of what they might use to counter it.

  • If they have a Log in cycle, maybe don’t spam a Goblin Gang in the same lane.
  • If they use a Skarmy or Goblin Gang to counter it, you can use a prediction Log or Princess.
  • If they use a beefy troop (bowler, valk), consider supporting your push with a tank (Ice Spirit or Knight).

Similarly, Princess at the bridge is another scenario where you should read your opponent.

Ice Spirit or Log is good at blocking swarms, Knight is good at blocking low DPS single troops, and Inferno is a good hard read for siege buildings or tanky troops.

Matchups

Cycle Chip

This includes but is not limited to Hog, Bait, Miner, or Wallbreakers. The most important part of this matchup is to squeeze out as much little chip damage as you can. You likely won’t be able to make big connections with your Goblin Barrel.

Make sure you are careful to keep your hard counters to their win condition in cycle at all times. The exception is the bait mirror. In this matchup, you want to first bait out their Log and then Goblin Barrel, usually prediction logging to hopefully catch a Goblin Gang.

Single Elixir is the most important time.

On offense, you want to use Ice Spirits to threaten chip damage to force out unfavorable responses. Whenever using a Log to push back a troop, make sure you place it close enough to the bridge to chip the damage. Finally, protect the Princess from defense to counter push into offense.

Once Double Elixir hits, the game is likely decided as long as your opponent doesn’t make any mistakes. If you are ahead, when the 30 second mark hits, you can proceed to cautiously Rocket cycle the opponent. You can afford to take a bit of damage because you are ahead. If you are behind, you need to make a big play, whether it be a crazy prediction or a crazy positive elixir trade.

Control

This is similar to chip cycle in the sense that you want to conserve as much tower HP as you can. The difference is that the opponent is using much heavier, powerful troops. Some examples include HogExeNado or Graveyard.

These decks often have many soft counters such as Valkyrie and Bowler which will prevent you from getting too much damage if you out cycle their spells. In general, you want to prevent your opponent from gaining easy positive elixir trades. Place your troops far apart from each other to deny spell value, and don’t be afraid to use Goblin Barrel opposite lane when their spells are out of cycle. They usually are forced to defend it with an expensive troop.

Beatdown

Think your big boy troops like Golem. Your goal is to prevent them from building too big of a push by constantly harassing them with low elixir pushes. The opponent’s goal is to counter these low elixir pushes with as little elixir as possible to save up for a big push.

Like bait, you should avoid giving your opponent as much free value as possible. For example, if your opponent places a Golem in the back, don’t pressure with opposite lane Goblin Gang and Barrel if your opponent has Log.

You should always be attacking the opposite lane against Beatdown.

Inferno is your best friend in this matchup for its ability to mow down tanks. Protect it using Ice Spirits, Knight, and place it far away from the Princess to prevent spell value.

If done correctly, your opponent will be forced to defend your pushes with unfavorable, awkward cards.

Conclusion

Hope you enjoyed the guide. I’ve used this deck for over 3 years so I hope that I had some good insight to help you! Comment on any decks you’d like me to cover and I’ll be sure to get to it!

Mortar Time Challenge Guide & Decks

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Hey guys! Today, I will be providing you with some tips as well as some deck for the upcoming Mortar Time Challenge!

Without further ado, let’s jump right in!

Overview:

  • The Mortar Time Challenge is a 9 win special challenge coming in season 15 of Clash Royale.
  • In this challenge, a mortar will be placed periodically in the center of the arena, and both the players have to try and ‘capture’ the mortar.
  • After the mortar is captured, it will start attacking one of the enemy towers.
  • This challenge is similar to the previous Elixir Capture and Dragon Egg challenges.
  • 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).

Rewards:

Number of Wins Reward
1 Golden Chest
2 2000 gold
3 Golden Chest
4 2000 gold
5 Magical Chest
6 2000 gold
7 Golden Chest
8 2000 gold
9 Legendary Chest

 

At Arena 13, the total rewards are:

  • 11100 – 11328 gold
  • 209 Total Cards
  • at least 45 Rare Cards
  • at least 9 Epic Cards
  • at least 1 Legendary Card

General Tips:

Use high DPS cards to capture the mortar!

The player who captures the mortar first gets a great advantage. The fastest way to capture the mortar is a high DPS card. These cards also help in destroying the mortar quickly if the opponent is able to capture it first.

Few cards that you can use:

Clash Royale Goblin GangClash Royale BarbariansClash Royale Mini P.E.K.K.AClash Royale Inferno TowerClash Royale Skeleton ArmyClash Royale P.E.K.K.AClash Royale Inferno Dragon

Spend your elixir wisely!

As tempting as it sounds to have the mortar on your side, sometimes it’s just not worth trying to capture it. If you overcommit and the opponent still manages to capture the mortar and kill your troops, the opponent will have the mortar on their side and you won’t have enough elixir to defend the enemy pushes, which will put you at a huge disadvantage! Instead saving your elixir for defense gives you a chance to salvage the match.

The mortar only targets towers!

After capturing the mortar, it straight away locks on to a tower while ignoring all troops and buildings. You will have an instinct to distract the mortar, but you will instead end up wasting precious elixir. Hence, this is an important point to remember.

Don’t ignore the mortar!

As stated above, the mortar only targets towers. So, it isn’t wise to ignore the mortar, as it will end up dealing a lot of damage. It is best to destroy the mortar asap, instead of defending against other troops.

This also brings me to my next tip:

The mortar is the most consistent source of damage you have!

In the Elixir Capture and Dragon Egg challenge, there were would’ve been times where instead of destroying the collector/egg, you would build up on your push. That’s because they weren’t much of a threat. However, unlike them, the mortar is a big threat. A mortar hit does more damage than a Fireball/Poison on a tower, so one extra hit translates to one less spell to cycle in the final moments of the match.

Sync you pushes with the mortar!

This is probably the best tactic you can use in this challenge. Build up your push just before the mortar is regenerated. This divides the opponent’s attention as he as to choose between defending your push or capturing the mortar. It also provides you with an opportunity to safely capture the mortar, which in turns increase the strength of your push.

Best Decks for Mortar Time Challenge:

These are a few decks that you can use in the Mortar Time Challenge. They can also give you an idea on how to choose/create your own decks!

Classic Log Bait:

Clash Royale KnightClash Royale Goblin BarrelClash Royale Goblin GangClash Royale Princess

Clash Royale Ice SpiritClash Royale The LogClash Royale RocketClash Royale Inferno Tower

The classic log bait deck is one of the few decks built for normal battles that work well in this game mode without any changes.

It has the Inferno tower which is one of the best, if not the very best card to have in your deck in this mode because it is a great source of high damage. The low cost of this deck also helps you to cycle to your inferno tower faster.

It also has Goblin Gang and Knight, two decent cards that you can use in order to capture the mortar if your inferno tower is out of cycle.

Play this deck as you would normally do, just save your inferno tower for the mortar.

Mega Knight Skel Barrel Zap Bait:

Clash Royale Mega KnightClash Royale MinerClash Royale Skeleton BalloonClash Royale Goblin Gang

Clash Royale BatsClash Royale PoisonClash Royale ZapClash Royale Inferno Dragon

This is another deck which works well in normal battles as well as this mode and surprise surprise it’s also a bait deck.

Inferno dragon is your high DPS card in this deck, which although doesn’t work as well as Inferno tower (because the tower cannot be reset using Fireball/Snowball), gets the job done pretty well.

Mega Knight and Goblin gang are your secondary choices for capturing the mortar.

Again, use this deck as you would use it normally, saving your inferno dragon for the mortar.

Royal Hogs Fireball Bait:

Clash Royale Royal HogsClash Royale BarbariansClash Royale MusketeerSkeleton Dragons

Clash Royale fireballClash Royale Barbarian BarrelHeal SpiritClash Royale elixir collector

This deck’s main strength is its fireball bait potential.

Barbarians will be your go to high DPS card, although you can use Royal Hogs as well to capture the mortar, but they better work as win-conditions.

Musketeer, Skeleton Dragons and Heal Spirit are the best cards in the current meta and work well in this deck too.

Even though people don’t use elixir pump anymore, it is a great fireball bait card. Since players will be focusing more on the mortar, you have more opportunities to place your pumps.

This deck is more passive than the above decks. Only play attack actively when the mortar is on the map, and spend rest of the time placing down pumps and gaining elixir advantage while waiting for the right moment to punish the opponent.

Note: You can substitute the pump for the Barbarian Hut, but the hut has more chance to place you at an elixir disadvantage than the pump, which is not a good place to be in a battle, especially in this particular mode making a pump a bit safer choice.

Splashyard w/Inferno Dragon:

Clash Royale GraveyardClash Royale PoisonClash Royale TornadoClash Royale Knight

Clash Royale Fire SpiritsClash Royale BowlerClash Royale Ice WizardClash Royale Inferno Dragon

Mortar Graveyard has always been the combination which is good on paper but difficult to put to practice in real battles. The main reason been that it’s difficult to place down both the graveyard as well as the mortar and support them at the same time (which is kinda ironic because difficulty in defending against them at the same time is the reason this combo is theoretically strong in the first place).

However, in this mode we don’t have to worry about placing down the mortar, instead we can just capture it with our troops and just use them as support troops for the graveyard.

Bowler and Ice Wizard work well on the defense as well as offence along with tornado, but since the mortar only targets the towers, you can combine it with tornado so that enemy troops are also caught in its splash damage.

Inferno Dragon is added instead of Baby Dragon as a source if high DPS which does make the deck slightly less ‘splashy’. Hence, I have added in the newly buffed Fire Spirits in place of the usual Skeletons/Goblins to maintain the ‘splashiness’.

Similar to the previous deck, this one is also a passive deck and you need to gain an elixir advantage and wait for the right time to strike.

Ultimate Defense deck:

Clash Royale P.E.K.K.AClash Royale HunterClash Royale Skeleton Armyfirecracker

Clash Royale ArrowsClash Royale Barbarian BarrelClash Royale Electro DragonClash Royale Inferno Tower

This is a wacky deck specifically built for this challenge.

Instead of having a proper win-condition, it has a combination of high DPS cards and great defensive support cards. Thus, the only win-condition is the mortar.

It will be almost impossible for the opponent to deal damage to the tower with this deck’s godly defence but at the same time you have many options to quickly capture the mortar.

I recommended you to have many trial battles with your friends/clanmates to get used to this deck before you actually enter the challenge.

 

That’s all folks! Hope you guys enjoyed reading this guide and found it helpful! Have fun and Clash on!!

Sayonara,

Blaze Stone

 

Ram Rage Challenge Guide & Decks

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Ram Rage Challenge

Here are some of the best tips as well as some decks for the Ram Rage Challenge in Clash Royale!

Without further ado, let’s jump right in!

Ram Rage Challenge

Ram Rage Challenge Overview:

  • The Ram Rage Challenge is a 12 win special challenge in which you have to build a deck around the Ram Rider and battle.
  • The Ram Rider will be permanently raged which means it will be getting a 35% boost in its movement and attack speed.
  • The Ram Rage 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).

Ram Rage Challenge Rewards:

Number of Wins

Reward

1 Golden Chest
2 2000 gold
3 Lightning Chest
4 2000 gold
5 Giant Chest
6 2000 gold
7 Magical Chest
8 2000 gold
9 Golden Chest
10 2000 gold
11 Epic Chest
12

New Goblin Dance Emotegoblin dance fs8

 

To put things into perspective, at Arena 13 (Legendary Arena) you get:

  • 16445 – 16635 Gold
  • 763 Total Cards
  • at least 149 Rare cards
  • at least 31 Epic cards
  • 1 Emote (worth 250 gems)

General Tips for Ram Rage Challenge:

Use Ram Rider wisely!

In this challenge, Ram Rider is going to be your strongest card.

The permanent rage makes her an extremely powerful win-condition and the increase in movement speed coupled with her charge makes her one of the fastest cards in the arena.

Look for opportunities where you can guarantee her making contact with the enemy towers, as even one push can turn the tides in your favour.

Know her counters!

Ram Rider is not only the strongest card in your deck, but also in your opponent’s deck!

Try to include at least 2 cards which can counter the Ram Rider.

Keep track of the opponent’s hand and make sure you have one counter ready at all times.

Few of her counters are:

Clash Royale BarbariansClash Royale Inferno TowerClash Royale Skeleton ArmyClash Royale P.E.K.K.Afishher manClash Royale Electro WizardClash Royale Mega Knight

Spells that can slow her down:

Clash Royale ZapClash Royale Giant SnowballClash Royale TornadoClash Royale The Log

Know her synergies!

It is important to have a deck ready to defend against Ram Rider pushes, but it’s also important to have cards which synergize well with her, and try to achieve a sort of balance in the deck.

Cards that synergize well with the Ram Rider:

Heal SpiritClash Royale Ice GolemClash Royale earthquakeClash Royale PoisonClash Royale Dark PrinceClash Royale BanditClash Royale Magical Archer

Ram Rider has defensive potential as well!

With her unique snare ability, Ram Rider is great on the defensive side of things as well.

The permanent rage also boosts her snaring attack speed, which can result in her slowing down enemy troops to a great extent.

With her snare ability she can counter the following cards:

Clash Royale Royal GiantClash Royale Battle RamClash Royale Hog RiderClash Royale GiantClash Royale BalloonClash Royale Ram Rider

That’s right! Ram Rider is a great counter to herself. Make sure to remember that!

Best Ram Rage Challenge Decks:

Here are some decks which you can use in this challenge. They also can act as an inspiration for your own wacky decks.

P.E.K.K.A. Ram Rider bridge spam:

Clash Royale P.E.K.K.AClash Royale Ram RiderClash Royale earthquakeClash Royale Barbarian Barrel
Clash Royale Dark PrinceClash Royale BanditClash Royale Magical ArcherClash Royale Electro Wizard

This deck relies on Ram Rider, Bandit and Dark Prince to constantly apply pressure to through bridge spam.

P.E.K.K.A. acts as a great counter to enemy Ram Riders and can help turn defense into counter pushes.

eWiz and MA are great support cards, MA being able to deal lot of damage by the power of geometry and eWiz stun is a great help on stopping enemy Ram Riders in their track.

Earthquake is an extremely good spell to take down buildings which distract the Ram Rider, as well as slow down enemy troops.

Mega Knight Ram Rider bait:

Clash Royale Mega KnightClash Royale Ram RiderClash Royale BatsClash Royale Goblin Gang
Clash Royale Ice GolemClash Royale PoisonClash Royale Giant SnowballClash Royale Inferno Dragon

This deck main strength lies in its zap bait potential.

Mega Knight, Inferno Dragon and Goblin Gang are great on defence and then quickly switch to powerful counter pushes.

Baiting out enemy’s zap frees up your Ram Rider which can now quickly charge without any worry, along with the threat of the Inferno dragon and swarms.

Ram Rider Barb Hut Fireball bait:

Clash Royale Ram RiderClash Royale Barbarian HutClash Royale MusketeerSkeleton Dragons
Clash Royale fireballClash Royale Barbarian BarrelHeal SpiritClash Royale Skeleton

Barbarian Hut is a pretty powerful card in the current meta and also is a decent counter to Ram Rider.

Musketeer and Skeleton dragons are powerful cards and synergize well with the barb hut, acting as fireball bait.

Heal Spirit is can heal up damaged troops in a pinch, and in tandem with Skeletons, helps to lower the average elixir cost of the deck.

Ram Rider Royal Recruits Cannon cart dual lane:

Clash Royale Ram RiderClash Royale Royal RecruitsClash Royale Cannon CartClash Royale Magical Archer
Clash Royale earthquakeClash Royale The Logfishher manClash Royale Hunter

Royal Recruits, Fisherman and Hunter form a strong defensive trio.

Cannon Cart and Magic Archer help in performing dual lane pushes.

Ram Rider LJ bridge spam:

Clash Royale Ram RiderClash Royale BanditClash Royale LumberjackClash Royale Ice Golem
Clash Royale PoisonClash Royale Giant SnowballClash Royale MinionsClash Royale Inferno Dragon

Ram Rider, Lumberjack, Bandit, Ice Golem, Inferno dragon, poison, snowball, minions

A simple Bridge Spam deck with Ram Rider, Lumberjack and Bandit being at the core.

Inferno dragon offers good defensive capabilities while Lumberjack’s rage can power up your troops tremendously.

That’s all folks! Hope you guys enjoyed reading this guide and found it helpful for the Ram Rage Challenge! Have fun and Clash on!!

Sayonara,

Blaze Stone

Blaze Stone