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New Meta 2.6 Hog Earthquake!

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hog earthquake

Ultimate Guide to the Hog Earthquake Deck dominating in the current Clash Royale meta game!

New Meta 2.6 Hog Earthquake

Hey, it’s Nebula (formerly NebulaNoodle)! Anyone remember me?! It’s ok if you don’t. This deck I’m going to show you has been around in the meta for around 2 months now, ever since the release of Firecracker.

It is an extremely pressuring deck, used by many top pros, and this is my interpretation of the deck, along with watching pro replays. It’s super fun to play and I hope you’ll try it out.

✅ Pros: Can basically out-cycle anything, very good vs. many meta decks, high pressure

❌ Cons: Very high skill cap, weak to Lavaloon + Golem

Hog Earthquake Deck

Clash Royale Hog Rider

Hog Rider

Your main win condition and source of damage. 

Use along with Ice Golem to punish a Hound/Golem/whatever in the back in the opposite lane, or as a counter push along with Skeletons, Firecracker, or whatever else you have remaining. 

Really try and cycle him as much as you can, especially in single elixir, because it will be much more difficult to get a hog hit in 2x or 3x elixir.

Clash Royale Ice Golem

Ice Golem

Your mini tank. 

He serves many roles: kiting air troops and ground troops alike to the opposite lane when a beatdown push is coming, tank for Mini Pekka or Hog on offense, protection for Firecracker on defense.

For 2 elixir, an incredibly versatile card and great for positive elixir trades, which is what this deck is all about.

Clash Royale Mini P.E.K.K.A

Mini P.E.K.K.A

Big beefy defensive card and offensive counterpusher too. 

The little Pekka, once overshadowed by his mother and overshadowed by Lumberjack, is now arguably the strongest card in the meta along with Magic Archer. The insane amounts of damage plus the high health, for only 4 elixir, means it can slot into almost any deck.

Ice Golem + Mini Pekka is just as dangerous as Ice Golem + Hog, and should be treated as a pseudo-win condition.

Try and cycle him as fast as you can when dealing with pushes as there is no building in this deck, by distracting support with Bats and Skeletons.

firecracker

Firecracker

Your main air defense.

Despite her being susceptible to Arrows, Firecracker is extremely good at dealing with swarms and pushes and is very effective at making positive elixir trade.

Her only weakness is that she can activate the King Tower very easily when playing a high-ish level player, but apart from that she works very well.

Remember that she dies to a Log one level above her so try getting her leveled up quick.

Try and protect her as much as you can from Miners or anything else by placing Skeletons or Ice Golem, especially vs. Miner Balloon decks or LavaLoon.

Keep in mind she does move back so you don’t need to overcommit protecting the Firecracker! Treat her like a Princess.

At the bridge, she can deal some damage to the crown tower when places correctly at the bridge but this is inconsequential in the view of the whole game, and will come along very rarely.

Don’t try using her like a Magic Archer!

Speaking of Magic Archer, this deck is also very strong with Magic Archer instead of Firecracker, and might be better offensively.

Clash Royale Skeleton

Skeletons

Distracts + cycles.

Ah, the good old three doors.

Extremely good for distracting due to their fast (and not very fast) move speed by placing them at the bridge, one tile further from the middle, on the opposite lane from where the opponent is pushing.

They are usually just for distracting things like Pekkas about to go on your tower and can even be used as a hog defense (Hog will get 2-3 hits, which will then set you up for a counterpush because of your elixir advantage.

Clash Royale Bats

Bats

Cycle card + 2nd air defense.

Even though there is no zap bait, these upgraded Skeletons can do some serious work around the arena.

It can kill almost any glass cannon, and can make lots of positive trades. Basically, use it on anything but make sure of your placements! Ice Golem + Hog + Bats is a great high-pressure push if you’re up elixir.

Clash Royale earthquakeEarthquake

Building destroyer and Hog damage facilitator.

Some people like to replace the Earthquake with Fireball but Earthquake provides massive value for only 3 elixir.

Because of the prevalence of Bomb Tower in the meta, Earthquake can destroy it while dealing chip to your opponent’s tower. This card is singlehandedly responsible for the death of many buildings in the meta, along with the rise of Bomb Tower itself!

It kills Skeletons in 2 ticks and can kill Goblin Gang in 3 ticks.

Cycling Hog + Earthquake is a good strategy late game, for constant damage!

Clash Royale The Log

The Log

Snowball has the advantage of being good vs Lava Pups, with this deck being weak to Lava Hound, whereas Log is the safe option vs Bait decks.

Use together with Hog or Mini Pekka to clean up swarms, Tombstones, and the like.

Card Replacements

firecrackerekf9WOpClash Royale Magical ArcherClash Royale Musketeer

Clash Royale Skeletonekf9WOpClash Royale Ice SpiritClash Royale Goblin

Clash Royale Batsekf9WOpClash Royale Minions

Clash Royale earthquakeekf9WOpClash Royale fireballClash Royale Rocket

Clash Royale The Logekf9WOpClash Royale Zapgiant snowball

Order to level up

Most to least important

Clash Royale Hog RiderClash Royale Ice GolemClash Royale Mini P.E.K.K.AfirecrackerClash Royale earthquakegiant snowballClash Royale BatsClash Royale Skeleton

Hog Earthquake Gameplay:

Best Starting Moves

Ice Golem in the back, Hog at bridge, cycle Skeletons or Bats at back (Ice Golem + Hog, ideally, if they start off with a golem/hound/other expensive troop

Single Elixir Elixir

In Single Elixir, you will be wanting to play as aggressively as you can, especially against beatdown.

Make sure to always get earthquake value, by complementing your offensive pushes.

Don’t worry so much about wasting Elixir when pre-placing Earthquake because of its cheap elixir cost and how fast this deck cycles, meaning you won’t be behind elixir, ideally.

Try and get as much chip damage as possible, through Log value and Hog hits, especially, and make your opponent constantly react and make them unable to build up a big push.

Ice Golem + Mini Pekka + Firecracker can deal with a number of pushes, making it your go-to choice. 

Try not to be too predictable with your placements and cycle, as a good opponent will recognise this and predict your plays.

Switch up your offensive plays and make your opponent think, especially because of the versatility of this deck. For example, play bats in the back of one lane and ice golem in front of it, then go Hog opposite lane because they will be expecting you to play Hog behind the Ice Golem.

Double Elixir Elixir

In Double Elixir, push even harder. Don’t always try and defend, because of how offence-oriented this deck is.

Tower trade if you need to and never hesitate to give up a lot of damage while still using lots of elixir, it’s better going for the second tower later, where you will often have the advantage.

Cycle as many firecrackers as you can, without giving them spell value and protect w/ Ice Golem.

They can live for a long time potentially, giving you constant defence, while you attack the opposite lane.

Triple Elixir Elixir

If you get to Triple Elixir, keep spamming Earthquakes with your Hog pushes as much as you can.

Remember that a max Earthquake + Log is 390 tower damage, so keep this in mind when you are whittling your opponents’ tower to lower and lower damage with the odd hog connection.

Don’t be afraid to play high-risk plays, such as an Ice Golem + Mini Pekka at the bridge, when you know your opponent is out of counters and used much more elixir than you in a push.

Spell cycle for the win!

Matchups

Royal Hogs Earthquake Cycle

This deck is probably the most broken in this meta, and is super powerful especially with the fast 3.1 cycle.

However, this deck is 2.6, being so cheap does have its advantages! Outcycle the opponent’s Hunter and avoid Magic Archer damage where possible.

It’s a tough matchup, no doubt about it, due to the lack of a real counter to the Pigs, apart from Mini Pekka. This is why you should always play as aggressively as possible!

OG 2.6 Hog

ALWAYS earthquake the Cannon, it’s a neutral trade + lots of damage.

Always have Mini Pekka in hand for their Hog, and place it so the Hog gets no hits, ideally (4 tiles right in front of your crown tower.)

Count cards so you can react as fast as possible.

Avoid as much Hog damage as you can. Often this matchup will go to deep in overtime so cycle Earthquakes, as your opponent will probably be cycling Fireballs.

Splashyard

Ah yes, classic Splashyard is making a return. This is definitely a pretty tough matchup, due to them probably having either Freeze or Poison, killing your bats/skeletons.

Best bet is to play Firecracker as far away from poison range as possible, while distracting w/ Ice Golem + killing skeletons w/ Log, then counter pushing.

Lava Miner/Lavaloon

This is the hardest of all the matchups by far due to FIrecracker + Bats being your only air defence.

Cycle firecrackers on defence and go all out opposite lane, with everything you’ve got because you have nearly no hope trying to kill their pushes!

Miner WB

Despite Miner’s nerf, this deck is still very strong.

Skeletons, if placed right in front of the Wall Breakers early, can kill them without them touching your tower.

Mini Pekka should be placed on the Miners, and when counter pushing, Earthquake is very handy in killing the Bomb Tower combined with the Hog.

XBow 2.9

This matchup is quite easy because of how fast you cycle, with 2.9 being good because of its fast cycle of XBows, primarily.

Earthquake the Xbow + Tesla while hitting the tower if you can, and because of all the distractions like Skeletons, Ice Golem, and Hog, as well as Mini Pekka shredding the Knight and Tesla, and whatever else, plus Log decimating Skeletons + Archers, this one is easy to handle if you just punish with a Hog when you have outcycled the opponent’s Tesla or they just played it on offence.

Conclusion

I hope you enjoyed this very long Hog Earthquake guide! Hopefully, you will read some parts of it at least and take something out of it.

This Hog Earthquake deck is extremely strong and I urge you to try it, and don’t get put off by how weak it looks at face value because when played right, it is as deadly as anything.

Nebula signing off. Peace out <3

Clash Royale Tier List

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Clash Royale Tier List

The sheer number of cards in Clash Royale and the way that they are incorporated into decks makes it hard to compare them all directly together. The Mortar in weak by itself, but can work well in certain decks. However, the Musketeer works in a much wider variety of decks, but each card has it’s own role. Therefore, this CR tier list will be separated into various categories.

Clash Royale Tier List

Clash Royale Tier List

Instead of too many tiers, this Clash Royale Tier List will be organized into three main categories:

  1. Tier A: Strong cards that are currently dominating the meta or have maintained a strong position for a while and have viability in multiple decks.
  2. Tier B: Cards that either has a powerful role, but only in one deck.
  3. Tier C: Cards that are niche and have limited strength in certain decks.

The cards are not ordered within the categories!

Tier A Cards

21Win-Condition Cards (Giant, Lava Hound, etc)

Clash Royale Hog Rider

Hog Rider

The Hog Rider has had a good position in the game since it starts, and it remains powerful with Tornado Hog decks and Earthquake.

Clash Royale GraveyardGraveyard

Definitely a high skill card, and has changed roles since when it came out. Graveyard decks have some of the highest win rates in challenges.

Clash Royale GiantGiant

Although seen as a basic card, Giant cycle decks and Giant double Prince have kept him relevant.

Clash Royale Lava HoundLava Hound

Although not used by many, Lava Hound has a high win rate and quite a few versions of it to play, including the ever-present Lavaloon and Lava Miner.

20Support Cards

Clash Royale Baby DragonBaby Dragon

The Baby Dragon has had a top spot in a variety of decks for an extremely long time due to its uniqueness as the only air troop that deals splash. It works perfectly in Graveyard decks and Golem especially.

Clash Royale MusketeerMusketeer

The Musketeer is a favorite within legacy decks like Hog 2.6. Its popularity could increase even more after the Magic Archer’s range nerf.

Clash Royale Ice WizardIce Wizard

The Ice Wizard is featured alongside Tornado due to his powerful splash attack, and can get huge positive elixir trades along with a mini-tank. He has made his way into X-Bow, Graveyard and Golem.

Clash Royale Ice SpiritIce Spirit

Ice Spirit has remained one of the top cards for an extremely long time. Due to it’s low cost, players can use it many times during a game, making it a challenge to balance. It has found a good spot as a terrific cycle card.

Clash Royale SparkySparky

Once regarded as a complete joke, after Supercell changed her attack to be faster but less damaging, she surged in popularity and can be found in a variety of decks, such as Goblin Giant, Giant, and EGolem.

Clash Royale Electro WizardElectro Wizard

Because of the multiple ways that he can be used, the Electro Wizard has remained a versatile support that can be found in Royal Giant, PEKKA, and bridge spam decks.

Clash Royale Electro DragonElectro Dragon

The Electro Dragon is definitely a very useful card in this meta, being in Golem and Elixir Golem especially, being able to destroy Minions and other support.

firecrackerFirecracker

The Firecracker is useful as a support card for positive elixir trades, and is seen in Hog Cycle and Balloon Cycle.

19Swarm Cards

Clash Royale BatsBats

Bats have sort of replaced Minions as the king of air units. Their vulnerability is made up for their high damage and fast speed, and is good for positive trades.

Clash Royale SkeletonSkeletons

Skeletons have been a crucial part of the game since it’s release. Most high skill decks use them due their ability to quickly cycle through units. Skilled players can use them to kite, distract, and deal surprising damage.

18Utility Spells

Clash Royale The LogThe Log

When it was released, The Log was incredibly underwhelming, now, it is used in tons of decks and is the premier small spell.

Clash Royale fireballFireball

Due to the prevalence of Magic Archer, Fireball is crucial in many decks. The knockback effect can also be incredibly useful when used correctly.

Clash Royale Barbarian BarrelBarbarian Barrel

Although not as powerful as it was, the Barbarian Barrel is still great for taking out the backline of pushes and can be used as a Log replacement.

Clash Royale ZapZap

By almost all metrics, Zap has some of the highest usage rates in the game for the right reason. Unlike other spells, it can immediately take out cards, which means predictions aren’t necessary to get units like the Hog Rider to the tower.

giant snowballSnowball

Snowball’s slow and knockback allows for Snowball to keep units from hitting the tower is great for skilled players.

17Defensive Buildings

Clash Royale Barbarian HutBarbarian Hut

As a spawner it’s terrible. But after a change that made Barbarians spawn after death, this building has had a massive boost in popularity that warrants a high ranking. It is used in Splashyard and EGolem, mostly.

Clash Royale Goblin HutGoblin Hut

Just like Barbarian Hut, Goblin Hut has received the same treatment where troops spawn after death and it helped immensely.

Clash Royale Bomb TowerBomb Tower

Another building that has increased dramatically after receiving a death rattle, the bomb tower had a huge buff which makes it very useful in a number of decks and can destroy big groups of support troops.

16Tankbusters/Melee

Clash Royale Mega KnightMega Knight

Mega Knight has now become a lot more popular in a variety of decks. The most popular deck is also quite stable and has been around a while. (MK, Inferno Dragon, Skeleton Barrel, Miner, Bats, Goblin Gang, Spear Goblins, Zap) It is especially popular in mid-ladder due to his ease of use and his huge land and splash damage.

Clash Royale BanditBandit

The favourite of bridge spam players, Bandit has been a solid card for a while now. Smart players can use her dash to avoid ranged attacks giving her a high skill ceiling.

Clash Royale Mini P.E.K.K.AMini PEKKA

After slowing creeping up, Mini PEKKA has finally gotten the respect it deserves. Excels at taking out tanks and supports, and can even take out towers if your opponent isn’t careful. Possibly the most versatile and strong card in the game now!

Clash Royale Dark PrinceDark Prince

This card has excelled for a while due to his powerful splash attack. Its high damage allows for it to function as a swarm killer and support killer with ease.

15Other

Clash Royale Ice GolemIce Golem

Ice Golem combines many positive traits. His low cost allows for him to be quickly cycled, he is great at kiting enemies, and his death damage lets him efficiently take out skeletons.

Tier B Cards

14Win-Condition Cards

Clash Royale Goblin Barrel

Goblin Barrel

Bait decks have continued to be extremely popular, and the one with Knight and Inferno Tower has been around for around 3 years. However, these decks are pretty fringe at the highest levels of play and Goblin Barrel is only part of these decks.

Clash Royale MinerMiner

Miner is an extremely good card, but his evaluation is based on decks that he is the card that does most of the damage, like Miner Control. These decks aren’t very popular right now due to his damage nerf.

Clash Royale Three MusketeersThree Musketeers

This trio has seen a revival after they were moved back to 9 elixir and their deploy time was changed. The new 3M decks are heavily reliant on Fireball Bait, and now feature Hunter and Royal Hogs.

Clash Royale GolemGolem

The heavyweight of the game has been struggling since it’s glory days of Golem/ Night Witch have ended. Mini PEKKA has given Golem decks more viability, but the popularity of PEKKA has kept them in check.

RGRoyal Giant

The major Royal Giant deck has long been regarded as easy to play, but that doesn’t mean that it isn’t good. It has been struggling a little due to PEKKA’s popularity.

elixir golem

Elixir Golem

Before a pair of nerfs, Elixir Golem was definitely a top tier card. It is much weaker now but remains present due to the strength of it’s supporting cards.

Clash Royale X-BowX-Bow

Although some players dominate with it, X-Bow remains very hard to play for the average player. In Classic Decks, X-Bow 2.9 has the worst win rate, which cements it as inaccessible for lower-skilled players.

Clash Royale Royal HogsRoyal Hogs

Accompanied or not with Three Musketeers, Royal Hogs are featured in Fireball Bait decks but have a hard time in matchups where the opponent has plenty of splash. It is used almost exclusively in a deck with Royal Delivery and Hunter.

Clash Royale wall breakersWallbreakers

The Wallbreakers fell out of favour as a super OP card after the Miner nerf, but still are good in the hands of the right player and Miner WB decks can still be seen in top ladder.

Clash Royale BalloonBalloon

Balloon Miner has been quite popular recently on top ladder, and PEKKA Balloon and Giant Skelly Balloon has popped up in certain off-meta decks. One hit is enough to change the whole game.

13Support Cards

Clash Royale Cannon CartCannon Cart

Has started to become more popular after an increase to its damage. Appears in Golem and Graveyard decks. It could also increase in usage if other supports fall. Very underrated and underestimated, heavy damage dealer.

Clash Royale ArchersArchers

The backbone of 2.9 X-Bow, the Archers can’t be found in many other decks apart from certain Balloon decks.

Clash Royale Flying MachineFlying Machine

Very popular in Fireball bait decks and sometimes Lavahound, but its fragility holds it back from really becoming a powerhouse.

Clash Royale Dart GoblinDart Goblin

Rascals Bait and Mortar Bait like to feature Dart Goblin as an additional target for small spells. Lack of inclusivity in other archetypes hold it back.

Clash Royale Night WitchNight Witch

Another card that has benefited from receiving a strong death rattle like Bomb Tower and Barbarian Hut, Night Witch has a powerful melee attack and a swarm of bats partners exceedingly well with tanks. However, she is only viable in Golem decks.

Clash Royale Inferno DragonInferno Dragon

Has gained popularity with Mega Knight and like all other air cards, Lavahound. The nerf that allowed him to be knocked back really makes him struggle against experienced players.

Clash Royale BomberBomber

In the past, Bomber failed to used past Royal Arena. Now that his damage is extremely high, he can be found in Golem decks and throughout low and middle Legendary Arena.

Clash Royale ExecutionerExecutioner

Executioner took a hit after his rework debacle, but came back strong in HogNado.

Clash Royale PrincessPrincess

Although she is exclusively used in Bait decks, Princess has an irreplaceable role within them. Her ability to draw Logs and be protected by skilled players makes her invaluable. However, she does not fit into any other deck besides Log Bait.

12Swarm Cards

Clash Royale GoblinGoblins:

Goblins were the go-to card until the introduction of the Goblin Gang. Now, they are only used in Hog ExeNado, but they have a solid spot in it.

Clash Royale Goblin GangGoblin Gang

Even though there is no longer a third Spear Goblin, the fact that the stab goblins survive Zap and Snowball makes the Goblin Gang very powerful and strong in bait decks, but are rarely seen outside bait decks.

Clash Royale BarbariansBarbarians:

The change to five, but weaker Barbarians have made them great in Fireball bait decks. They can also be split reasonably well.

 

11Utility Spells

Clash Royale RocketRocket

Rocket sees play in X-Bow and bait, but it’s small area of effect and cost prevent it from being included in other decks.

Clash Royale PoisonPoison

Poison, which is directly in competition with Fireball, has been outclassed due to players favoring the instant damage.

Clash Royale LightningLightning

Since it’s mainly included in beatdown decks, especially Golem or Royal Giant, the downfall of these decks has hurt Lightning.

Clash Royale TornadoTornado

Tornado still remains a high- skill card that relies on combinations with other splash units. Like Poison, this spell is just lacking compared to others right now.

Clash Royale ArrowsArrows

Even after their change to 3 waves, arrows got slightly better but still not great. Zap/Snowball offers more versatility and Fireball can take care of supports.

10Defensive Building

Clash Royale FurnaceFurnace

The only place that Furnace sees play within the meta is with Royal Giant decks. Since he isn’t doing that great,

Clash Royale Inferno TowerInferno Tower: Inferno Tower has been doing alright since it has a solid inclusion in Classic Bait. No other decks play it consistently though.

 

Clash Royale TeslaTesla: Even after the change to Earthquake, Tesla remains viable in X-Bow and even off-brand versions of decks.

9Tankbusters/Melee

Clash Royale P.E.K.K.APEKKA

The omnipresent PEKKA control decks continue to be a powerhouse within the game and show no signs of slowing down. However, over the last while, she has been overshadowed by the Mini Pekka.

Clash Royale KnightKnight

The “good stats for its cost” king is only hampered for his normalcy. Has a good role in X-Bow, Classic Bait and Graveyard.

Clash Royale LumberjackLumberjack

Although he’s far from his peak, the Lumberjack could see a big resurgence if Mini PEKKA gets nerfed.

Clash Royale Mega MinionMega Minion

Like Lumberjack, Mega Minions is certainly not in it’s prime. His slow speed keeps him from being able to attack ranged air attackers at all.

Clash Royale HunterHunter

Hunter always seems to appear in the meta for quick bursts, but never stays for long. Some stability could definitely propel him to the higher tier.

Clash Royale MinionsMinions

Unlike Minion Horde, having them taken out by Fireball isn’t the end of the world. This allows them to be played much more freely.

Clash Royale ValkyrieValkyrie

Her stats are very good, but she struggles to find her way into decks. She was briefly included in bait but continues to search for a home. However, she is very popular in mid-ladder.

8Other

Clash Royale Battle RamBattle Ram

A solid position in PEKKA bridge spam is all Battle Ram has going for it. It is definitely hard to find another deck that it could fit in.

Tier C Cards

7Win-Condition Cards

Clash Royale MortarMortar

Mortar decks have the same problem as X-Bow decks. Although Mortar bait is somewhat viable, it has started to fall off. A big Royal Delivery buff could certainly help Mortar decks out. Due to its slow hit speed and lack of threat, it is not very powerful nowadays except with one-tricks.

Clash Royale Elite BarbariansElite Barbarians

The favorite of over-leveled players in lower leagues, Elite Barbarians become pathetically weak in higher leagues due to how easy they are to counter.

Clash Royale Ram RiderRam Rider

The Ram Rider is found in a couple of bridge spam decks, but not due to her own strength.

Clash Royale goblin giantGoblin Giant

This card is good for kiting because of the 2 spear goblins’ damage, but only sees play in Sparky Zap Bait decks, and does not have much utility elsewhere. Its medium move speed does not make up much for its pathetically low damage.

6Support Cards

Clash Royale Magical ArcherMagic Archer

The Magic Archer received a huge hit after he was nerfed in early 2020. The decrease in the range has now resulted in him being one of the worst Legendaries.

Clash Royale Spear GoblinsSpear Goblins

This trio of goblins is outclassed by Goblin Gang and other cheap supports like Dart Goblin.

Clash Royale WitchWitch

Witch was able to find a short revival after another messy rework, but was brought back to her original status as a weak card that could get by in the lower arenas.

Clash Royale WizardWizard

Unlike Executioner or Magic Archer, the Wizard is very easy to play, but has very little potential. His dismal winrate in Grand Challenges highlights this.

Clash Royale Flying ZappiesZappies

For a short period of time, players realized that an insanely strong defense and chip damage was an effectively strategy while Royal Recruits were at their prime. However, this led to extremely dull matches, so Supercell nerfed both of these cards to the ground. A recent buff was big, but still failed to justify Zappies, whose design limited them completely.

Clash Royale Fire SpiritsFire Spirits

On paper, the Fire Spirts seem insane. 534 damage for only 2 elixir! However, their kamikaze attack being unpredictable make them unusable at higher levels.

Clash Royale BowlerBowler

Initially, the Bowler could be found in a variety of decks, especially Graveyard. But now, his vulnerability to air makes him too expensive to be used at all.

5Swarms

Clash Royale GuardsGuards

Although they have great survivability, their slow speed gives them no chance on offense. They sometimes find their way into decks, but never for long.

Clash Royale Skeleton ArmySkeleton Army

Although insanely good at lower levels, few decks use the Skeleton Army on top ladder apart from Golem and Giant Graveyard, the latter of which has fallen out of the meta after being very popular a few months ago.

4Utility Spells

royal deliveryRoyal Delivery

The newest addition to the game is hampered by its long delay and the weakness of the Royal Recruit. Like the other recent cards added, this one is gimmicky. Its only use is in the meta Hogs Hunter deck.

Clash Royale Clone SpellClash Royale FreezeClash Royale mirrorClash Royale RageClone Spell/ Freeze/ Mirror/ Rage

All of these spells suffer from the same problem. They can work extremely well in some scenarios, but often go wasted. Freeze is probably the most useful since it sees some play with Balloon.

3Defensive Buildings

Clash Royale CannonCannon

Cannon fails to see relevancy outside of Hog 2.6.

Clash Royale TombstoneTombstone

Although it has the highest win rate in Legendary Arena, this can be attributed to the fact that the decks that play it have a higher skill cap.

Clash Royale Goblin CageGoblin Cage

Although it used to be a premier building, the nerfs to Goblin Cage hit it hard.

2Tankbusters/ Melee Units

Clash Royale Giant SkeletonGiant Skeleton

Giant Skeleton does not find its way into many decks, but is especially popular in 2v2 and can provide huge value with his death bomb.

Clash Royale PrincePrince

Prince is in a similar situation as Bowler. He is extremely good in certain scenarios, but his vulnerability to air and weakness in certain matchups limits him to play in Rascals Bait and Giant Double Prince, and certain off-meta decks.

Clash Royale Royal GhostRoyal Ghost

Barely sees play in one deck, PEKKA bridge spam. He was OP at first release but has since fallen dramatically.

battle healerBattle Healer

Although she seemed crazy when she came out, the appeal of Battle Healer has worn off. Sees play in Elixir Golem and very rarely Golem.

Clash Royale Minion HordeMinion Horde

The vulnerability of this five elixir card makes it a huge risk to play if you haven’t baited out of their air targeting ones.

fishermanFisherman

Fisherman started out extremely powerful, but a series of nerfs dropped him down a ton. His extremely long charge of time prevents him from being able to deal with that many units. Despite his snare range buff, he is still weak.

1Other 

Clash Royale Skeleton BalloonSkeleton Barrel

A longtime niche card that has seen play in Mega Knight decks, but is even mediocre in that deck. A similar fate to Royal Delivery. Hopefully, the Season 10 update can improve this card.

 

Clash Royale elixir collectorElixir Collector

Back in its glory days, the Elixir Collector was necessary in almost all heavy decks. After two devastating nerfs, it’ll take something big for it to see some play again. Rarely included in X-Bow decks.


I hope you enjoyed this Clash Royale Tier List. If you’d like additional information about each card, click on the icons on the homepage. We have some great guides for almost every single card.

Let me know if you agree or disagree with any of the rankings of the tier list, we will try to continuously update this guide after the latest meta changes.

Clash Royale Star Levels

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Star levels in Clash Royale allow you to add some bling to your cards only after you reach level 13. Star points are earned along with gold when you get max level cards from chests, challenges, donations, trades, and the shop. They can be earned when you aren’t level 13 but will carry over.

To max one card, it takes 45,000-star points. 10,000 for level one, 15,000 for level two, and 45,000 for level three. To the huge amount of star points needed just to get one card maxed, try not to waster them on cards that you don’t like. Here are some of the best cards to use your star points on:

Rocket: Features a goblin riding on top and great effects.

rocket trails star levelgoblin on rocket star level

Arrows: Multi-colored streams behind them.

arrows star level

Cannon Cart: Completely changes the design of the cannon and covers it with gold.

cannon cart star level

Goblin Gang: Each Goblin gets decked out with an awesome hairdo.

goblin gang star level

Graveyard: Adds golden effects, gravestones, and skeletons.

graveyard star levels

 

There are some of the best looking ones, but not all look as good. Make sure to spend your star points carefully, especially the ones that you get at the beginning since they take a while to accumulate.

In addition, if you’re having trouble getting to level 13, check out our guide for F2P’ers here!

 

 

 

 

 

Tips for F2P Clashers

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With so many ways that you can spend and earn gold and gems in Clash Royale, it can become very confusing on how to effectively upgrade your cards and progress in the game. This guide is split into three different parts:

  1. General progression within the game
  2. How to maximize the resources you get
  3. How to spend them

General Progression

At the beginning of your experience the game, your greatest challenge is finding enough cards, especially Legendary cards. Eventually, as you climb the leagues, it is very smart to decide what kind of deck you are going to play. Many decks under the same archetype use similar cards, like bait. By choosing the cards you upgrade, it will be much easier to progress. As you are around level 11-12, trades become a great way to start maxing decks. You will notice that after maxing a couple of cards it is much easier to max others due to the fact that you receive gold for getting maxed cards from chests. At the end of your progression, gold becomes the main roadblock to progression, as you will have many cards that you could upgrade if you had the gold.

To summarize:

  1. Your main challenge at the beginning is to move through the arenas and get all of the cards.
  2. Deciding the archetype that you’re going to play is crucial to getting your first maxed deck.
  3. Gold becomes the most scarce resource at the end of the game.

Maximizing the Resources you Get

The resources in Clash Royale consist of gold, gems, and cards. The obvious way to get these is through chests, but there are many ways other ways, here are some of the best.

Gold: 

Gems: 

  • Don’t buy emotes, chests, gold, or cards in the shop. These are all horrible values. Even the special offers for gems.
  • Using gems to speed up chests and donation times is also a bad idea, and both shoudl only be done if there are only a couple of minutes left

Cards: 

  • The best way to get cards is through chests and donations
  • Buying cards from the shop is typically a bad idea unless you use them for your deck, as gold becomes very rare once you get farther in the game
  • Challenges can be a good way to get cards, but you cant choose which ones you get

Spending the Resources You Get

Spending the gems and gold you get correctly is one of the most important things you can do in Clash Royale, here are the optimal ways to spend them:

Gems

Worst ways:

  1. Buying Legendaries: This used to be viable when there were only a couple of legendaries in the game, but now there are way more and they are much easier to get.
  2. Spending gems to upgrade cards: Don’t do unless its a dire situation.
  3. Skipping quests/ moving down one rung Pass Royale: Horrible value.

Best ways:

  1. Playing challenges: If you can average 3 wins that this is a great value.
  2. Paying for bonus rewards in global challenges: If you have upwards of 10 wins. It depends on each tournament.
  3. Speeding up chests: Best method if you are unable to get lots of wins in challenges.

Gold

Worst ways:

  1. Buying legendaries in the shop

Best ways:

  1. Upgrading cards in the archetype that you plan on playing.
  2. Being used in trades.

 

Remember that in Clash Royale, there are no (free) shortcuts to fast progression, but these methods will certainly help speed up the process.

 

 

The Best Legendary Cards in Clash Royale (Updated)

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best legendary clash royale

This guide is going to be a rundown of ‘The Best Legendary Cards in Clash Royale’. The rankings will be based on several factors such as Utility, Place in the Meta, Efficiency and Usage Rate.

Special thanks to Blaze Stone, one of our renowned authors for Clash Royale Arena, for helping us edit and finish this article. With that being said, let’s get straight into the countdown!

[Sidenote: You can submit your own guides and posts for Clash World and get paid for it! To know more, visit here.]

The Best Legendary Cards in Clash Royale

Note: The rankings in this post are an outcome of personal opinions and views, coupled with statistical data and overall analysis. Take them with a grain of salt.  

Choose The Best Legendary Cards For Your Decks!

Before talking about our Legendary cards, here are some basic tips for you:

  • Don’t try to switch decks and build decks because of the Legendary you want to use. Instead, buy the one which fits your deck well.
  • Know which Legendary card fits your deck archetype.
  • How many Legendary cards do you really need? Remember that the more Legendary cards you have, the harder it will be to improve your deck level.
  • Think twice before purchasing the Legendary card. Don’t spend 40,000 Gold for the Legendary which shows up first If you don’t really know how it fits your deck.

The Best Legendary Cards in Clash Royale

 

Clash Royale Royal Ghost

#17 – Royal Ghost

Royal Ghost once used to be a great legendary card. Currently, the only deck that uses it is the PEKKA Bridge Spam deck.

Royal Ghost’s painfully slow hit-speed makes him one of the least powerful cards in the meta. The only thing that he shines at is Swarm control but there are lot more viable options to clear swarms especially now that Arrows can kill Archers. Royal Ghost can still be used in Bridge Spam decks such as the Classic Battleram Bridge Spam, but his stats are outnumbered in paper by many other cards with similar utility. He’s apparently not in his best state right now.

A hit-speed increase and HP-buff by a small margin may revive him back to the meta.

Usage Rate: 5.32% (Source: Link)

To know more about the card and the decks that uses it, click here.

Clash Royale Fisherman

#16 – Fisherman

Fisherman used to be at the top of charts when it was first released in August of 2019. It had ridiculously strong stats for just 3 Elixir.

After a series of three nerfs by Supercell during September, October and November of 2019, Fisherman took a bad hit and his usage dropped down by more than half. Currently, it is most popularly used in the Royal Hog Deck with Magic Archer and Valkyrie.

With one of the unique mechanics in the game, this card deserves the meta spot. Damage and hook speed buff might help him revive.

Usage Rate: 2.97% (Source: Link)

 

RamRider ClashRoyale

#15 – Ram Rider

Although Ram Rider is still used in popular decks like spam decks and miner poison decks, the snare reduction nerf reduced her usage rates and utility potential in the meta.

A slight 8-10% increase to her snare movement speed can help her get back to the game.

Usage Rates: 9.07% (Source: Link)

Know more about this card here!

 

Princess Clash Royale

#14 – Princess

Princess is and has always been a staple in Log-Bait decks. Undoubtedly she is one of the most balanced cards in the game. Her long-ranged fiery arrows can easily work on clearing swarms.

But because she is used only in Log-bait decks, her versatility is greatly affected. This makes her a choice only for Logbait decks, at least in the current meta and hence the rank. Feel free to use her in your own decks, even if it isn’t Logbait – Princess is a pretty good card to use overall.

Usage Rate: 9.96%

To learn more about Princess, click here.

 

Clash Royale Lumberjack

13 – Lumberjack

More than versatility, Lumberjack is here just for his raw strength.

What really makes him strong is the fact that he is a threat before AND after he dies. He can deal tons of damage with that insane speed and good damage or can die and drop the rage so that the remaining troop wreck havoc on your tower.

But what keeps him lower on the list is the fact that Mini PEKKA replaces him on the meta due to the prevalence of Elixir Golem, which Mini PEKKA counters better. Almost every deck that uses Lumberjack now uses Mini PEKKA.

As the meta changes after frequent balance changes, thanks to Supercell, Lumberjack should find his way back to the meta again. A resurgence to remember!

Usage Rate: 12.29%

Learn more about him here.

 

Clash Royale Inferno Dragon

#12 – Inferno Dragon

Inferno Dragon is one of the best tank-killers in the game. What makes it stand out from other tank killers is the ease with which it can shift from defense to offense.

In the current meta, it is used in a variety of decks, predominantly with Lava Hound and Bridge Spam decks.

The nerf that made him knockable decreased his usage rates and strength, since Fireball is and will be a popular spell choice.

Usage Rate: 10.32%

Learn more about the card here.

 

 

Clash Royale Sparky

#11 – Sparky

She ain’t the #trashcanonwheels anymore.

Sparky is a pretty strong card, however the high skill-high reward factor is the reason she falls a bit behind.

Many people, have found success using her with Goblin Giant Zap Bait decks.

Giant works as well, but Goblin Giant performs the role better as a tank due to the Spear Goblins on his back.

She is also pretty good on defense as the 1100 damage electric blast isn’t something that most troops can withstand.

Usage Rate: 7.17%

Clash Royale Mega Knight

#10 – Mega Knight

Mega Knight is at a decent place in the meta because of PEKKA not being used much.

MK is a popular choice in lower ladder too. It is a great counter to high-leveled Elite Barbarians and can easily clear swarms.

More importantly, the fact that he can counter Elixir Golem and Wallbreakers, two of the most popular used cards in the meta, is what gives him a good position in the game.

Usage Rate: 13.68%

To know more about Mega Knight and decks with him, click here.

 

Clash Royale Ice Wizard

#9 – Ice Wizard

The wizard from the north sees decent usage and in my opinion, is in a pretty balanced spot right now.

He shines on defense due to his slowdown ability, especially when coupled with Tornado. Since he lacks in damage, it is recommended to use another card like a Splash unit, a hard hitter or even a building.

It can be used in a variety of decks but seen in X-bow, Balloon and Graveyard decks.

Usage Rate: 10.77%

Learn more here.

 

Clash Royale Bandit

#8 – Bandit

With the unique dash mechanic (with invulnerability), she can be tricky to counter, especially with the right support (Spells, rush cards, splash troops).

She has a lot of potential on defense as she can absorb a hit without any damage, and owing to the dash, there are loads of things that you can do. On offense, she is always a threat as a bridge spam card and can be punishing when you are down on elixir. 

Usage Rate: 11.11%

Learn more about Bandit here.

Clash Royale Lava Hound

#7 – Lava Hound

One of the popular tanks in the game right now.

One of the main reasons for her dominance is the strong place the flying support cards (Mega Minion, Flying Machine, the Dragon Trinity) are in.

Executioner, being buffed, has dropped down Lava Hound’s position in the meta, not to mention the popularity of Tornado and Magic Archer.

Usage Rate: 5.80%

Learn more about this card here.

 

Clash Royale Graveyard

#6 – Graveyard

Graveyard is in a relatively good spot in the meta right now.

It is a pretty good choice for a win condition. Decks like Splashyard, PEKKA Furnace Graveyard, IceWiz-DarkPrince Graveyard and even Giant Skeleton Graveyard are getting popular.

Tornado synergizes super well with almost all Graveyard decks, and Tornado is at a great spot right now. This makes Graveyard and Graveyard decks a safe deck to use, be it for ladder or challenges.

Usage Rate: 6.16%

Learn more about Graveyard here.

 

 

Clash Royale Electro Wizard

#5 – Electro Wizard

Electro Wizard is a pretty good support card in the game.

His forked stun is useful in countering the Inferno Dragons while spawn zap can help defend against swarms.

He has been replaced in certain decks by the Electro Dragon resulting in a bit decline in usage.

He can be used in PEKKA decks, Miner Poison decks as well as in Fireball bait.

Usage Rate: 16.59%

Read more about Electro Wizard here.

Night Witch Clash Royale#4 – Night Witch

And at #4 is the Night Witch

She has a strong win and usage rate, and unlike in those days when she was used exclusively in Golem Beatdown Decks, she is now popular among other strong decks too!

Thanks to the buff to Night Witch, she spawns 4 bats after she dies. Prior to that buff, Night Witch was not even in the top ten of this list.

Will she receive a nerf in the next balance update? It’s up to you to speculate! Let us know in the comments below!

Usage Rate: 16.1%

Win Rate: 52%

Know more about the card here.

Clash Royale Miner

#3 – Miner

Miner is the most versatile legendary in the game right now, being used in almost all deck archetypes.

The ability to be placed anywhere in the arena is great for sniping of those Princess and Musketeers, taking out buildings, tanking for support troops after your primary tank dies…there are so many possibilities!

The nerf to the miner certainly hurt his damage, but he continues to be an effective tank.

Usage Rate: 16.57%

Read more here.

Clash Royale The Log

#2 – The Log

With the advent of Barbarian Barrel and Snowball, the popularity of The Log had taken a hit but has made a sort of comeback with the nerfs to Barbarian Barrel.

Not as much of necessity in decks as it was in its prime, the fact that Log Bait ain’t seen might also play a role.

It is can be used in basically any deck, it is that versatile, however, the other two elixir spells sometimes perform the role better (as Zap does in Beatdown and Snowball in aerial decks).

Usage Rate: 22.70%

Read more about The Log here.

 

Magic Archer

#1 – Magic Archer

Magic Archer definitely deserves the #1 spot in the list. It is, without any doubt, one of the fun legendary cards to play, and also one of the most difficult to play right.

A good Magic Archer player must know the proper positioning and placements for the card so as to successfully pull of those ‘geometrical’ alignment moves. This card boasts a ton of utility and is easily becoming one of the most efficient cards in the entire game for how much he can do.

Since Supercell believes that high skill cards should be better than low-skill ones like Wizard, they have held back on nerfing the Magic Archer. Also, some players believe his strength originates from the cards around him, but this claim has now proven to be false.

Usage Rate: 13.98%

 

Best Clash Royale Legendary Cards Ranking:

Here is the final rankings for The Best Legendary Cards in Clash Royale:

  1. Magic Archer
  2. The Log
  3. Miner
  4. Night Witch
  5. Electro Wizard
  6. Graveyard
  7. Lava Hound
  8. Bandit
  9. Ice Wizard
  10. Mega Knight
  11. Sparky
  12. Inferno Dragon
  13. Lumberjack
  14. Princess
  15. Ram Rider
  16. Fisherman
  17. Royal Ghost

That’s all folks! Hope you all liked reading this post.

Be sure to express your opinions and state your Legendary Card rankings down in the comments section!

How to Count Cards for Dummies

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synergies

Hello fellow Clashers! I’m KairosTime and today I’m bringing you Part V to the “Strategy Guide to Clash Royale” with the Ultimate Guide on mastering Card Rotation.

This is a guide for new and experienced players alike and will help you get better at using Card Rotation to give you the advantage in battle.

count cards clash royale

In this guide, we’ll focus on these key topics:

  1. Basics of Card Rotation
  2. Counting Cards for Dummies
  3. Advanced Tips & Tricks

Basics of Card Rotation

With the exception of your starting card rotation, the rotation of cards in your deck is not random.

Every time you play a card, that card is placed in the back of your hand and once you play 4 more cards, that card will be back in your hand.

Because you can count on a card coming back into the rotation after 4 additional cards have been played, there are some strategies that are useful to apply by counting your own cards, and your opponent’s cards, along with some other strategies.

Counting Your Cards

By counting your cards, you can make sure you have the right counter to your opponent’s cards.

If you are cycling through your deck at a similar rate as your opponent, you can use your card rotation to be aware of your opponent’s card rotation.

Counting Your Opponent’s Cards

By counting your opponent’s cards, you can be aware of the offenses they will likely use and be ready to counter them.

You can also be aware of the defenses they will likely use and proactively put cards on the field to counter those cards, or be ready to quickly react to certain defenses (Be ready to Zap the Skeleton Army).

Other Strategies

By including 4 inexpensive cards in your deck, you can cycle back to the offensive card or defensive card that you’re wanting very quickly.

You can also play cards soon after your opponent plays their counter in order to put the opponent in a tough situation (Place the Elixir Collector after your opponent plays the Rocket or Miner instead of before)

This written guide comes with a video guide that includes gameplay examples that I would recommend watching:

Counting Cards for Dummies

Your short term memory can contain about 4 to 5 pieces of information at a time. Even if you could remember all 8 cards in your opponent’s deck, the last 4 that were played, which order they were played in, and do all of that while playing an incredibly fast paced and competitive strategy game, your short term memory only holds information for about 10 to 15 seconds
Source

It only takes 14 seconds for you to go from 0 to 10 Elixir during 2X Elixir

This means that it is impossible for the average person to count all their opponent’s cards and have a working memory of their opponent’s hand throughout the entirety of a match.

If someone says they can, they’re either lying, or they are a genius.

My goal is to give you the tools to know what’s in your opponent’s hand without actually having to count all your opponent’s cards.

Note: It’s possible for one to overcome these mental limitations, but it does require deliberate effort and practice. Most people aren’t willing to practice this enough in order to actually overcome these limitations.

count cards clash royale

1. Flag Counters or Threats

the log vs goblin barrelIt’s impossible for the average person to count cards for all 8 cards in their opponent’s deck, but with some practice, it’s very doable to count cards for 1 card and possibly 2. This does require a good amount of effort at first, but the more you practice this, the more it’ll become second nature.

The first step in counting Cards is to flag 1 or 2 cards in your opponent’s deck as the Key Card.

These could be counters to your own cards that you want to play around, or cards that you want to be ready to counter.

Flagged cards are cards that you’ll want to know if your opponent has in their hand so you can either avoid being countered by them or so that you can be ready to counter.

For example, if I’m playing the Goblin Gang and my opponent has The Log, I’ll flag the Log as a Key Card in my mind so that I play my Goblin Gang around The Log. On the other hand, if my opponent has the Skeleton Army, and I have Zap, I’ll flag the Skeleton Army as a key card so I can be ready to Zap it the second it drops.

2. Look for Patterns

hog pushLooking for Patterns is the easiest way to “count cards”. Because there are only 8 cards per deck, players will frequently play cards in almost the same exact order as you respond to them, and they respond to you.

By looking for certain patterns, you can know which cards are in your opponent’s hand and which cards they’ll likely play.

If your opponent is playing a Hog Cycle Deck and you see them play the Skeletons and the Hog Rider afterward, that is a pattern you will want to be on the lookout for. By looking for the pattern of Skeletons, then Hog Rider, you know when the Hog Rider is in their hand by as soon as they play the Skeletons. So when you see the Skeletons, you can be ready to counter the Hog Rider as soon as he is dropped.

3. Use Your Hand as a Guide

miner vs goblin gangIf your deck plays at a similar rate as your opponent’s, you can make connections between your cards and your opponent’s cards.

Because you know the cards in your hand, it’ll help you know which cards are in your opponent’s hand.

For example, If my opponent plays the Goblin Gang every time I play the Miner, I will know when they have the Goblin Gang when I have the Miner in my hand if our rotations are cycling at a similar rate.

4. Practice

Just like any skill, counting cards may seem almost impossible to start with, but as you practice, it will become to feel like second nature. And even though you’re not actually counting every card in your opponent’s deck, it will feel like it!

The easiest progression is to get used to flagging cards as Key Cards first, then move on to looking for patterns and using your hand as a guide. After you’ve mastered those principles, you can move on to actually counting 1 card, and finally 2. If you can get to that point, you might as well not stop there and see how far you can push your limits!

Strategy Tips & Tricks

Don’t play a card your opponent has a clear counter to until they’ve already used it, unless you have to, or until they don’t have the elixir to play the card.

If they use the card in a less than ideal situation, you can play your card which will put them in a tough spot.

If you play it when they don’t have the elixir to play the card, you put them at a disadvantage because that card will likely take up a space in their hand until they get around to playing it.

Try to break the opponent’s cycle!

If you notice that you and your opponent are playing in a cycle, sometimes breaking that cycle by playing a less-than-favorable card may actually give you an advantage because it could throw your opponent off guard.

Getting out of the cycle can be the difference between winning and losing if your opponent is doing a good job at countering your deck.

There’s a Draw-Time delay between when cards will be moved from your deck to your hand.

This means that if you’re trying to cycle to a certain card, it may take time for you to actually get to it. The Draw-Time Delay is 2 seconds in 1x elixir, and 1 second in 2x Elixir.

Good luck in the arena!

Top 20+ Tips To Win Any Draft Challenge!

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Clash Royale Draft Challenge

Quick Tips for Draft Challenge

Pick a Win Condition: This is very simple!

Picking a win condition is the most important move in draft matches. This will decide how easy it is to take down the opponent’s towers.

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

The best win conditions in the Draft Challenge:

Clash Royale GiantClash Royale Hog RiderClash Royale Goblin BarrelClash Royale Battle RamClash Royale GolemClash Royale MinerClash Royale GraveyardClash Royale Lava HoundClash Royale Mega Knight

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

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

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

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

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

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

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

For example, the Witch.

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

Try to pick cards which require specific counters:

Here are some of those cards:

Clash Royale Inferno DragonClash Royale PrincessClash Royale SparkyClash Royale GraveyardClash Royale Goblin BarrelClash Royale Inferno TowerClash Royale BalloonClash Royale Skeleton ArmyClash Royale Goblin Gang

For example, Sparky!

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

Don’t forget spells!

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

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

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

Ensure your deck makes sense

Example:

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

 

A More Advanced Draft Guide
by darchangels13

Draft is all about luck…

WRONG!

But luck will matter a little and it’s definitely possible to just plain get a bad challenge.

It takes me between 1 and 3 tries to get a 12-win legendary challenge done. On a bad run it takes as many as 5 tries.

What does this tell you?

  1. Yes, sometimes you lose a draft because bad luck happens
  2. Players who are good at drafting can win with consistency despite the randomness.
  3. You can get better at drafting.
  4. If you’re free to play, getting good at drafts and saving up gems is an awesome way to get legendary cards.

F2P Tip: I have multiple accounts but I save my F2P’s gems exclusively for big prize challenges, preferably legendary releases. When you’re free to play, you probably won’t have a lot of gems. But the big releases are big prizes. Bank gems in preparation so you can give it a few tries.

Draft is Different

DUH!?

So in your average challenge you construct a deck (or for many of you, copy one) and that deck is ready-made to counter the popular cards/decks right now.

It has well defined attack strategies and counter-moves, and with YouTube, Twitch, or Reddit you can learn how to combine attacks and defend against other decks that are popular.

You can’t do that in draft. You don’t get the full card selection.

You have cards you don’t really know. And, you definitely didn’t get that sweet combo you love. Sometimes you don’t even know what your attack combinations are going to be until you get into the game.

Imperfect Knowledge

In the normal game when he plays a Baby Dragon or a Night Witch, you can make a lot of assumptions.

The first few plays, a player makes immediately telegraph his deck to you, and you know what to start saving for defense.

You can start organizing your rotation around surviving/defeating Golem/Night Witch 2 cards into the match.

In draft you both need to learn on the fly, what combinations you can use, and what combinations he might have and how you can stop them.

Play Slower:

You know 4 cards in his deck, but there are 4 cards you don’t know and any play he makes won’t tell you the rest of his hand.

Each play tells you only one card he has.

PLAY SLOWER 

Your attack combinations are probably different than ones you’re used to, and so are his.

You’ll want to see a few troop exchanges before you really go all in on any attacks.

Draft is Leaky

In most cases your defenses will be less than perfect.

You didn’t get to choose your defenses and some of your opponent’s attacks will deal damage.

Depending on the deck you received, your attacks might even need cards crucial to defense. You and your opponent are both likely to leak damage far more often than in a normal game. Be ready to set up a 2 or 3 crown win every game, because odds are decent you’ll lose one tower.

For the same reason, you want to avoid taking chip damage on the healthy tower, just in case you need to prevent him from stealing a 2 crown reversal.

You can’t say whether he has a weak 3 crown deck until more than halfway through the challenge when he shows you his 8th card.

My Drafting Tips

Every pick you make should be influenced by other picks you’ve made. This means you need to consider cards you’ve taken or given.

Ask yourself:

  • Did I give him an easy counter to this?
  • If I let him have this card, am I gonna die?
  • Can I make his deck weaker or my deck stronger by this choice?
  • Can I make him weak?
  • Can I make myself strong?
  • Can I counter this?
  • Did I give him a counter

Can I make him weak?

Example: Giving him 3 spells and a building will mean it almost doesn’t matter what you end up with as long as you have troop cards.

Same goes for making his deck just insanely expensive. But you can also give him cards you already have good counters to. Especially if you have multiple ways to counter those cards.

A Minion Horde is not that scary if you already took Fire Spirits. It’s just a good way for him to fail at attacking.

Can I make myself strong?

Example: You already have a Golem. Inferno Tower comes up as a choice.

Was the alternative card a nuclear weapon? No? TAKE THE DARN INFERNO! STOP THINKING ABOUT IT.

Only one of you can have an Inferno Tower. Now it is not him. Suddenly the Golem is lookin’ pretty freakin’ suuuuweeeeeeeeet.

Can I counter this?

Minion Horde is an incredibly strong card.

If your only air defense is a Musketeer, you probably don’t want to risk him having it, even if the other choice seems very good.

If you have Arrows, or Princess or Wizard, then hey, who cares if he has Minion Horde. At that point you can give him a Minion Horde because you can hard counter it.

Though you could still choose it if it makes your deck better.

Did I give him a counter?

For example, it’s the same thing in reverse.

If he has Fire Spirits, well, Minion Horde isn’t very strong for you now so picking it might be a mistake, but you still may want to keep it out of his hand if you don’t have your own way to deal with it.

You only Pick Half A Deck

With only half the deck to pick you’re not going to get everything you want.

Don’t set yourself up for failure by hoping he gives you something you already know you need.

Remember he has to give you 4 cards, so if you’re forced to give away a card you want because you need to take a counter it’s okay.

And he gets the same deal, he might have already taken a card that counters the stuff you took, but avoid giving him one!

Cards Get Better

In Draft, the limited selections will improve certain cards, and degrade others.

Generally, if a card has multiple uses, or if it can be combined with other cards easily it’s a good draft card.

Usually, these are cards you find in multiple meta decks because they pair well with multiple things.

Cards Get Weaker

Certain cards aren’t that good in draft mode.

They rely heavily on combinations to work well, and since you can’t guarantee you’ll have all of the pieces to those combinations, you can’t guarantee you’ll be picking a good card.

Generally, if a card is only ever found in one of the meta decks then you should think hard about whether it’s going to work with the cards you’ve already got, because it probably doesn’t play that nicely with others.

Clash Royale Goblin BarrelGoblin Barrel

Goblin Barrel decks usually rely on heavy defense and baiting out all of the good counters so you can chip chip chip.

While your opponent probably doesn’t have good counters, you’re probably not going to be able to play defensively.

Which means cards that excel at 1 crown wins aren’t as good.

Clash Royale SkeletonSkeletons

This is a card that can be an amazing value on defense.

Unfortunately, you’re very likely to end up in a situation with a mediocre offense, and this card will be completely useless in your attacks.

Unless you already have a Hog Rider, or other good cycle-attack, this cycle-card is a bit too risky to choose.

Clash Royale HealClash Royale Clone SpellHeal and Clone

Normally two fairly “bad” cards, but a lot of times you need certain cards to make these useful at all so unless you picked those cards this is probably a dead card

Clash Royale Lava HoundLava Hound

Big beefy tank to distract the Tower? Great!

But this really only does the job of tanking for air troops, and how many of those will you have?

If you can’t answer that question, then you probably shouldn’t pick the Lava Hound.

Which cards are good?

Some cards are exceptionally strong in draft. I break them into 3 classes.

Win Condition Cards

Most of the time win conditions are building targeting. Don’t get hung up on that in Draft though. The fact that your opponent’s deck is almost always sub-par allows a lot of cards to act as win conditions when they normally would be medium/bad choices.

Clash Royale GolemGolem: I really, really hate Golem, but it is hands down, my favorite draft card.

Golem is extremely difficult to counter when you can’t pick an Inferno Tower or a P.E.K.K.A.

Clash Royale P.E.K.K.AP.E.K.K.A: If he has a tank, or has no swarm troops then the P.E.K.K.A can be very good as a win condition, serving as both tank killer and as a tank.

If you already have a P.E.K.K.A (or Infernos), is basically the only time I’d “give away” the Golem.

If you took a Golem, you probably want to take the P.E.K.K.A, and just accept that it’s a card you’ll have to accept a dead card to choose Either/Or.

Clash Royale Three Musketeers3 Musketeer

There’s no guarantee he’ll have any heavy spell or another good counter to this deadly card.

Clash Royale BalloonBalloon

Many draft decks are light on air defense, and if you saw 4 of his cards, you can ensure it.

On the other hand, if you have perfect Balloon defense with your choices, give him the Balloon, so he can waste 5 Elixir.

Versatility Cards

Most draft decks aren’t complete well-rounded decks.

Versatile cards can do multiple things very well that utility can keep you from being stuck without an answer to Minion Horde, or a way to kill tanks.

This is my list of “good to haves” but any card that can be used to solve multiple, different problems is “versatile” in my book, and that makes it good to have.

Clash Royale Electro WizardElectro Wizard

Medium ranged damage, slow, and a splash effect on spawn.

He can counter swarms with his splash, defend tanks, and act as Inferno/Sparky stoppers. All while acting as a damage support card.

Clash Royale HunterHunter

In normal play, he can be underwhelming, but remember, your deck is probably not a complete deck.

Hunter can act as a swarm counter at range, or a Tank Killer up close, plus he has medium HP and can survive a hit from most things.

Clash Royale Mega KnightMega Knight

Swarm kill, huge tank, and support card counter, he does it all, for the low-low price of 7 Elixir…

Okay, it’s not that low, but he does a lot of different things.

Clash Royale Magical ArcherMagic Archer

Our newbie is very good at swarm control and at scoring chip damage in spite of a good defense.

In Draft, forcing damage to the Tower is an amazing thing.

Clash Royale GuardsGuards

Medium-strong damage, with the ability to survive at least 6 hits from even the hardest hitters.

Clash Royale RocketClash Royale PoisonClash Royale fireballRocket, Lightning, Poison, or Fireball

Support card killers, Pump counters, swarm defense and of course guaranteed chip damage.

With a heavy spell, you can probably get at least 1 really good Elixir trade-in, plus they can be a great way to end a close game.

You want one of these, but typically not more than one of these.

Clash Royale TornadoTornado

If you’ve got any splash card, this can be a powerful offensive/defensive tool.

Plus it’s effective at killing small swarms, activating the king Tower, countering certain win conditions and just plain moving things around.

Clash Royale WitchWitch

A ranged splash damage dealer who births distraction troops.

She’s an excellent card for draft.

Clash Royale Battle RamBattle Ram is normally one of my favorite cards, but in a world where he’s got crappy defense, it’s an amazing card.

It can act as a solo win condition, as a tank for supporting troops, like a kite for troops like Mini P.E.K.K.A, and on defense as a mini tank filled with 2 Barbarians.

Clash Royale MinerMiner

A useful chip card who can kill spawners and pumps, an emergency defensive medium tank, and of course tank for the counter-attack after whatever defense you slapped together?

Yes please.

Defenders

Some cards are insanely useful on defense in Draft.

Clash Royale Inferno DragonInferno Dragon

4 Elixir is a pretty good trade for most medium-sized/tanky units, and since so many of them are ground troops, you get a free Inferno Dragon out of it.

Plus he’ll give you a definite answer to Giants, Golems, and Pekka’s.

He’s also a medium tank, in a pinch.

Clash Royale Dart GoblinDart Goblin

High DPS, and excellent at swarm control, plus there is a pretty decent chance your opponent doesn’t have a Log or Arrows.

And he can provide amazing air defense.

Clash Royale SparkySparky

Without a Zap, Sparky can be very hard to defeat on defense.

Clash Royale BarbariansBarbarians

Are so good at killing many of things that he really wants to use to target your crown towers, like graveyards, Giants, Golems, Prince, Royal Giants, Hogs, basically all manner of win conditions are pretty hard countered by the Barbarians

Clash Royale Skeleton ArmySkeleton Army

With a chance he has no Zap or Log, the Skeleton Army is the “counter basically everything card

Clash Royale Minion HordeMinion Horde

Another card whose risk often outweighs its value, but in draft sometimes your opponent has no good answer!

If you gave him 4 cards that don’t help him kill Minion Hordes, then take the Minion Horde, it’s an amazing defense.

Improvements to Come and clash.world Clan!

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I am happy to announce that clash.world will be seeing some major improvements in the coming months. We are looking to create new partnerships, adding new guides for each card, and revamping the whole site. Look forward to these changes soon. If you have any suggestions or would like to contribute, please look to our contact page.

 

Also, there is now a clash.world clan. It has just been created and is looking for new members. Currently, it is open to all trophy levels, but this might change soon. If so, look towards a sister clan for lower members. Once we get going, expect frequent clan wars.

Clan Page

Minor Plays, Huge Impacts

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advanced tips

Hey, guys, this is Sidd and today’s guide is going to be different than my other two guides.

Today I’ll be giving you a guide on some cool, unexpected plays that you can make on your opponent to catch them off guard,  to save you loads of damage or to deal tons of damage.

Some of these plays are hard to make and need great timing, but when mastered can pay off well.

So I’ll start with the easiest of the moves, and then the difficulty of the moves will increase as we go on so let’s get into it.

advanced tips

7 Advanced Tips for New Players

#1 How to counter split Archers

The oldest trick in the book, the Split Archers but have you ever thought how to save that little trickle of damage, those two annoying gals getting the damage of even though you can stop it.

If you remember from my first guide, I did mention how to counter Split Archers.

It’s as simple as one frozen snowball, the one elixir card: Ice Spirit.

The easiest move in this guide.

split archers

When split Archers are coming to your way, wait until they cross the bridge so that the Crown Tower can target the Archers but the Archers don’t.

The moment this happens, deploy the Ice Spirit in the middle, one tile behind The River. So that at least one of these two things happens

The Ice Spirit distracts both the Archers and one of them dies to the Crown Tower, and the Ice Spirit jumps on the other Archer t slow it down and to be killed by the Crown Tower.

Or the Archers get countered because they are both distracted by the Ice Spirit, and the Crown Tower kills the Archers. In this, the Ice Spirit gets killed by the Archers before it can even do anything but its worth it.

All in all, you can get a positive two elixir trade without taking any damage to your tower.

#2 The Wall against The Hog

wall against hog riderThis is less of a tactic, but it does work either way, so let’s get into it.

Okay, so in Clash Royale if you deploy some ground troop in front of a Hog Rider, the Hog will pass through it.

The bigger the troop is, the longer it takes to pass through it.

More troops mean it takes longer to get through that.

So that means if you make a wall of troops in front of the Hog Rider, it will take extremely long to get around, or it might not even get there.

So that’s the plan.

This tactic might put you in a big elixir disadvantage but its best in use when there are 10 seconds left and there’s a Hog coming at a Crown Tower with only 200 HP left.

The best cards in this tactic are Skarmy + Ice Golem, Barbarians, or Lone P.E.K.K.A and some others.

#3 Clone’s Hidden Ability

balloon cloneAs we all know Clone hasn’t been doing great in any meta recently because it’s useless and there are loads of other cards, you can put in decks to make it more functional.

But there is one cool thing about Clone that you can use during the battle that will give you soo much damage.

As we all know, when you clone a card the clone comes on the right of the card and the original card you clone move to the left.

That’s the advantage you can use.

If you’re a pro player, you already know this, but for the people who are unknown to the fact here, it is.

Suppose you deploy a Balloon and they deploy a Tesla to counter it. Just before any of the lock on each other (basically when your loon is just about to cross the bridge), Clone the Balloon so that the Balloon moves to the left and goes out of the reach of the Tesla and locks on the Crown Tower.

And even the Tesla will target the nearest Balloon which is the Cloned one.

Awesome move to try does nee a great sense of timing but helps you deal a ton of damage when mastered.

#4 How to activate the King Tower without Tornado

So this is a cool trick.

You can use a variety of ground swarm troops in this method (even Archers), but I prefer the two cheapest cards in the game: Ice Spirit and Skeletons.

Since Bandit is pretty fast at times, I going to use her as an example.

activate king tower

So when you see a Bandit coming, deploy Skeletons in the middle, four tiles ahead of the King Tower so that the Skeletons split and the Bandit looks at the Skeletons.

When the Bandit is about to finish dealing with the Skeletons, you deploy an Ice Spirit 1 tile in front of the King Tower, three tiles away from the right Crown tower and four tiles away from the left Crown Tower.

The bandit will immediately look towards the Ice Spirit the moment it deploys and will dash towards it since the Ice Spirit is right in front of the King tower, the Bandit will immediately hit the King tower after it kills the Ice Spirit. This will activate the King tower.

So that’s the trick you can use against. It saves you loads of Crown tower damage and can activate the King Tower for a cheaper cost. Cool trick to try needs a great sense of placement and timing and is an unexpected play.

You can substitute the troops mentioned here with whatever you want but keep it as cheap as possible.

#5 How to pull troops by using Miner

Now, this move needs specific timing and placement so here me out well. This trick is mainly used when you want to pull a hard counter to the other side.

pull troop with miner 1For example,

So let’s say after a counter push, you have survived Bats coming towards the enemy Tower and he has an Ice Wizard walking from the back, approaching your Bats.

Wait till the Ice Wizard is about to cross the Tower, play your Miner on the other side so the Ice Wizard will be locked on it. Make sure that your Bats haven’t been targeted yet.

pull troop with miner 2Another Example,

So let’s say you have a lone Giant walking down towards the enemy Tower and there’s a P.E.K.K.A approaching your Giant from the back.

Wait until the P.E.K.K.A is about to pass the Arena Tower, draw your Miner to the middle of the enemy Arena (four tiles left from the P.E.K.K.A) so that it will target the nearest Arena and the P.E.K.K.A will be distracted by the, giving your Giant a clear path ahead.

This play needs precise timing and placement. When mastered it’s a move that helps you deal a ton of damage.

#6 The hidden Goblin Barrel

This is one of the hardest tips I’m going to give you today.

This trick is pretty famous, and you probably know it if you’re a pro, or you are a Clash Royale nerd (I’m the first one just saying)

So, for this technique, you need a Rocket in your deck as well, and you hide the GB under the Rocket to catch your opponent off guard.

You have to deploy them together like below:

This is the trick to hide the Barrel. Just hope your opponent has the game muted because of the Barrel is kind of loud (;

#7 How to counter Goblin Barrel with Dark Prince

This is the hardest play of all of them because this is a prediction play and this is a pro play.

As you might already know, the DP has a 360-degree hit while charging but we are never able to use it to kill the triangle formation GB on the tower.

So when you think that the opponent is about to deploy a Goblin Barrel, deploy a the DP at the back of the lane you think your opponent is going to deploy the Goblin Barrel.

So if you think the person is throwing the GB to the right, you put the DP on the right side.

You have to deploy the DP a few seconds before your opponent is going to put the GB down so that the DP can start charging by the time the GB travels across the arena through the sky.

If you placed the DP at the right time, the charing DP would slam all of the Goblins at once like OJ’s gif below.

This needs insane predicting skills and timing, and you are probably not going to get it right in the first try, and you have to be experienced to get it right.

So that’s the end of this hopefully interesting guide.

I’ll see guys in my next guide and till then keep on clashing.