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7 Quick Tips for New Players to Get Better in Clash Royale

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Hey guys! Extamyte here with another guide. Today, of course, we are gonna talk about the topic new players always ask: “How to be a better player at Clash Royale?”

Now, in Clash Royale, much as you like to spam all your troops down the arena like in Clash of Clans, this is not supposed so in this game.

quick tips

Firstly, patience is the key to the game.

Making bad misplays like placing the Bomber in front of the Giant can put you at a disadvantage as they can backfire you immediately.

So, here are some things you should NEVER do in Clash Royale.

  • Spamming troops (Unless you are doing Bridge Spam)
  • Wasting Elixir on redundant things (Using Fireball to counter Skeleton Army when you have Zap etc)
  • Send a tank alone to the towers
  • Place your troops in front of your tank.

All these things can lead to a loss as you allow your opponent to gain an advantage, be it on elixir or a push.

Couple things can decide your victory of a match:

  • Your skills
  • Your deck
  • How you analyze your opponent’s deck

bait out counterTip #1: Bait out the counter to your win condition

If you know your opponent has Skeleton Army for your Giant, and you do NOT have a counter for the Skeleton Army, try baiting it out by using Knight or Mini P.E.K.K.A.

However, it is best to know your win-con’s weakness first, which brings us to the next tip.

Tip #2: Know your deck’s strength and weaknesses

No deck is perfect.

However, you can make it nearly perfect if you know your deck’s weakness.

For e.g.,

If you are running a Control deck, you need to know that control decks are weak against siege decks like X-Bow cycle. So, to counter X-Bow, you may want to include a Hog or a High-damage spell like Lightning or Rocket.

If you are using Golem, 2 hard counters are Minion Horde and Inferno Dragon. Include Arrows and/or Electro Wizard as they are the hard counters for the cards respectively.

positive elixir tradeTip #3: Make Positive Elixir Trades

Try to spend as little elixir as possible as you may lead yourself into an elixir disadvantage.

An example of a negative elixir trade is using the P.E.K.K.A instead of Goblin Gang to counter a Bandit.

Positive elixir trades include Rocket and Tornado when you Tornado a huge 15 elixir push and destroy it with a Rocket right in the middle.

Try to get as much value as possible of your cards.

Keep practicing and read our guides on Clash Royale Arena, you will know the best ways to deal with each situation.

overcommitTip #4: Don’t overcommit on a push or counter-push

Overcommitting in Clash Royale means spending too much than needed.

Usually, we like to stack up troops behind a tank to destroy the tower as fast as possible.

Do NOT overcommit in any situation.

Your opponent can easily gain an advantage when you make up your push by rushing on the other lane with any fast-paced troop like Bandit or Battle Ram. Also, what If he has a combo that can counter your entire push?

Thus, it is better if you save a couple of cards to counter them.

Tip #5: Make a good deck

Firstly, it is recommended that our deck’s average elixir cost should not be over 4.5 elixir as the deck will be too heavy even with an Elixir Collector.

Certain decks have certain average elixir costs:

  • Cycle decks should be lower than 3 elixir.
  • Beatdown Decks should be between 3.5 to 4.5 elixir
  • Control, Bridge Spam decks should be between 3.3 and 4 elixir
  • Siege decks should be just slightly below 3 elixir.
  • Bait decks should be between 3 to 4 elixir

Also, do not go into ladder with an All Legendary deck. Not all legends can be used on the same deck. Much as we want to have as many legends as possible, there should also be a limit to a deck.

Take a look at here to read our quick guide on building your own almost-perfect deck!

counter playTip #6: Know the cards your opponent has

By knowing the cards your opponents have, you will have a huge advantage.

You will know how and when to deal with them when to push when to spam troops when to finish the Tower.

For example, If you know that your opponent has Hog Rider and no splash damage card, and you have Skeleton Army, simply keep it in your hand until they play the Hog Rider.

In lower arenas, players tend to mix up random cards together which makes no sense at all but does not matter as long as you memorize the cards in his hand.

MoreHow to Count Cards for Dummies

Tip #7: Don’t be discouraged when you lose

Just chill out! It’s just a game!

Try to find the reason why you lost, then analyze it, see whether if there is anything you can do to allow yourself to strategize better in the next match.

Remember, skill is important, so is your deck.

Learn your deck well, have faith in it, and don’t make stupid misplays.


That has been all from me today. Comment whether you find this article helpful or not!

Have a nice day ahead 🙂

Extamyte

Clash Royale Rascals Guide – How To Use

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clash royale rascals draft challenge

clash royale rascals draft challenge

So finally, the new Clash Royale card, Rascals, is here, coming up with the special Rascals Draft Challenge!

In this page, we are collecting the best tips and tricks for you guys to get 12 wins in the Challenge, and of course, to get that huge pack of the Rascals.

Card Summary

Clash Royale RascalsThe Rascals card can be unlocked from Arena 9.

This card deploys a group of 3 units: A Rascal boy and 2 Rascal Girls. This can be considered as a discounted Knight + Archers combo.

Rascal Boy is single target melee unit with moderate HP and damage. Rascal Girls are also single-target units with medium attack range, low HP and moderate damage.

The Rascal boy is basically a Mini-Tank wielding a wooden sword while Rascal Girls are squishy ranged support wielding slingshots with Double Trouble Gum as the projectile.

Together, they counter each other weakness and thus, can prove to be very strong, especially when over-levelled on the ladder.

The deployment is always a the boy in the front and the girls behind.

Hit Speed Speed Range Target
Rascal Boy 1.3s Medium Melee Ground
Rascal Girl 1.1s Medium 5 Tiles Ground & Air
Level Rascal  Boy Rascal  Girl
HP Damage DPS HP Damage DPS
1 755 52 40 102 52 47
2 830 57 43 112 57 51
3 913 62 47 123 62 56
4 1,004 69 53 135 69 62
5 1,102 75 57 148 75 68
6 1,208 83 63 163 83 75
7 1,328 91 70 179 91 82
8 1,457 100 76 196 100 90
9 1,600 110 84 216 110 100
10 1,759 121 93 237 121 110
11 1,932 133 102 261 133 120
12 2,121 146 112 286 146 132
13 2,332 160 123 315 160 145
Rascals Vs. Knight + Archers

Here, I will be comparing the stats of A Rascal Boy and Knight, a Rascal Girl and an Archer and finally Rascals and Knight + Archers.

I will be also providing changes in stats as well the respective changes in percentage.

Note: Since, Knight + Archers combo already exists and is already being used, I will be subtracting their stats from Rascals to show the changes. Thus, +sign stands for increase and -sign stands for decrease when you shift from Knight + Archers to Rascals. However, in case of Hit Speed even though the meaning of signs is the same, practically it’s the opposite i.e. +sign indicates slower and -sign indicates faster Hit Speed.  Since, DPS of Rascals wasn’t mentioned I am gonna round them of using standard Round-off rules. Comparison between Archer and Rascal Girl is between single unit while Knight + Archers and Rascals is between both the units. All stats at Tournament Standards.

Knight vs Rascal Boy

  Knight Rascal Boy Change (Numerical) Change (Percentage)
HP 1350 1600 +250 +19%
Damage 159 110 -49 -31%
Hit Speed 1.2 1.3 +0.1 +8%
DPS 132 85 -47 -36%

Archer vs Rascal Girl

  Archer Rascal Girl Change (Numerical) Change (Percentage)
HP 254 216 -38 -15%
Damage 86 110 +24 +28%
Hit Speed 1.2 1.1 -0.1 -8%
DPS 71 100 +29 +41%

Knight + Archers vs Rascals

  Knight + Archers Rascals Change (Numerical) Change (Percentage)
Total Damage 331 330 -1 -0.3%
Total DPS 274 285 +11 +4%

Rascals in my opinion are what Knight and Archer should actually be. How is a Man in armour die sooner than a boy dressed in cloth? How does a ball of bubble gum hit harder than an arrow?

Leaving behind these arguments as they can’t be changed, I feel Rascals are gonna be popular in coming months as people start getting them to the usable levels. Upgrading Rascals takes care of upgrading your Mini-Tank and support for half the gold. (People like me who have maxed Knight and Archers are gonna regret spending the gold if Rascals turn out to be dominating).

Their common rarity enables them to be over-levelled and we all know how powerful/annoying such cards can be on ladder. However, they seem pretty balanced so far seeing the stats and may actually help counter the real annoyance on ladder (cough Elite Barbs cough).

My Opinions

Rascal Boy is basically a more tankier version of Knight with less damage while Rascal Girls are basically a squishier version of Archer with more damage.

Switching from Knight + Archers may not be such a great idea because even though they cost 1 elixir less, you are gonna add a higher cost troop in the remaining slot and thus increase your deck’s average elixir. (Unless you add Skeletons or Ice Spirit. In this case, the average elixir cost remains the same)

Tips for Rascals Draft Challenge

Here are some cards that will work great with the Rascals in the Challenge. Pick them If you have the chance.

Synergies with Rascals

Clash Royale Hog RiderHog Rider

Rascals and this bad boy can be dope. With R.Boy’s High HP and R.Girls’ High DPS, it is a perfect combo.

Clash Royale GraveyardGraveyard

Tank + Support + Graveyard. Classic. Not much to say here. Can be used when opponent is low on elixir or when one tower down.

Clash Royale X-BowSiege Buildings

Mortar and X-bow both will be benefitted with Release of Rascals as its gonna be cheaper to protect your buildings.

Clash Royale Goblin GangBait

Play Rascals. Wait for opponent to use The Log. Throw in Goblin Barrel and Goblin Gang. Ah, the feeling.

Defensive Synergies

Clash Royale WizardAoE cards

Neither the R.Boy nor the R.Girl deal splash. So, having AoE cards is necessary for the Rascals to cause menace.

Clash Royale Ice SpiritIce Spirit

Freeze for 1 sec to make the Rascals do their job in an easier way.

Clash Royale Minion HordeAir Swarms

Tank with Rascals and Spank with Bats, Minions and Minion Horde. The Air and Ground combo also makes this hard to counter on your side of the map.

How to counters to Rascals?

General way to counter

The general way to counter Rascals is simply taking out the R.Girls and then focusing on R.Boy. Treat R.Boy as just another melee tank and use just the normal cards you use to kill them.

Here, I will be talking about cards which counter Rascals 1v1 (with the help of Crown Tower) and not card combinations.

Clash Royale Goblin GangSwarms

These specifically include Minion Horde, Skeleton Army, Barbarians and Goblin Gang.

With high DPS, these can take care of Rascals with ease.

However, beware of Spells or Splash Troops.

Clash Royale Mini P.E.K.K.AMelee Troops

These specifically include Mini P.E.K.K.A, Valkyrie, Prince, Dark Prince, Lumberjack, Night Witch, Knight.

Not sure about the interaction with Bandit and Royal Ghost yet.

Generally, place them behind the R.Girls and kill them (as they are the higher DPS units) and then it’s just a battle between your troop and the R.Boy which rather easy as he can’t dish out much damage and the battle is on your side of the arena.

Clash Royale WizardSplash Troops

These specifically include Bowler, Executioner, Witch, Wizard.

With their Splash Damage they can take simultaneously hit all the 3 units.

Clash Royale Bomb TowerBomb Tower:

Can one shot the R.Girls while the R.Boy would die soon enough.

 

Clash Royale HunterHunter

You can use him first to kill R.Girls by placing him behind them and let R.Boy come close enough for Hunter to be able to do max damage.

Or another tactic, is to use Hunter’s range and splash by placing him at the centre.

Thus, he can be used as a Melee Troop or a Splash Troop.

Clash Royale Barbarian BarrelBarbarian Barrel

The Barrel can itself take care of the R.Girls while the Barbarian can take care of the R.Boy.

However, the R.Boy has high health he may end up killing the Barbarian and get couple of hits off the tower.

General 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).

Here are the best win conditions in the Draft Challenge right now:

Clash Royale GiantClash Royale Hog RiderClash Royale Goblin BarrelClash Royale Battle RamClash Royale GolemClash Royale MinerClash Royale GraveyardClash Royale Lava Hound

In case you have the Rascals, pick either Giant, Lava Hound, Hog Rider or Goblin Barrel when you have the chance. They work with the Rascals very well.

Pick cards that counter 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 making your opponent’s deck worse, not making your deck better.

For example, If you get the Spear Goblins and Heal draft, go with Spear Goblins. Spear Goblins can’t make your deck better but Heal 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 the normal meta games, people can easily counter Witch with meta cards such as Bowler, Executioner, Knight, Lightning, Baby Dragon etc. However, in Draft Challenges, having those counters is not guaranteed.

Pick cards that require specific counters:

Here are some of them:

Clash Royale Inferno DragonClash Royale PrincessClash Royale SparkyClash Royale GraveyardClash Royale Goblin BarrelClash Royale Inferno TowerClash Royale BalloonClash Royale Skeleton ArmyClash Royale Goblin GangClash Royale Elite Barbarians

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 or Sparky Tornado.

Do not forget spell!

Always pick one of these If you have the chance: Rocket, Lightning, Fireball and Poison.

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

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

Ensure your deck makes sense

Example:

  • First pick: Graveyard vs Mega Minion
  • Second pick: Baby Dragon vs Musketeer

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.

The Challenge

Rewards

Number of Wins Total Prize One-time Rewards
Gold Cards
0 700 10
1 950 15
2 1,250 25  1,000 DZLmlFo
3 1,600 43
4 2,000 65  20 Cards
5 2,500 93
6 3,100 125  3,000 DZLmlFo
7 3,800 165
8 4,650 210 Epic Cards
9 5,750 265
10 7,100 335 10,000 DZLmlFo
11 8,750 430
12 11,000 550 200 Common Cards Rascals Cards

Solid X-Bow Deck for Trophy Pushing (Updated)

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x-bow cycle

Hey Guys!!! Snappy coming to you today with a brand new guide on a really solid deck.

It’s one of the best decks in the game if played well and needs a lot of skills, especially on ladder if your cards are underleveled.

x-bow cycle

Clash Royale X-BowClash Royale KnightClash Royale ArchersClash Royale Skeleton
Clash Royale Ice SpiritClash Royale TeslaClash Royale The LogClash Royale fireball

copy deck

x bow control analytics

About me:

I reached 4,580 cups early this season with a lvl 5 X-bow, lvl 12 commons and lvl 9 rares. I’m also the highest trophy player with a lvl 5 X-bow on the ladder, beating the second highest by 102 trophies!!

It’s really hard since most of the opponents are higher levelled than u, which is why playing this deck on ladder will definitely improve your gameplay.

I play for a clan called Nova EG Hydra (which is a CWA x Nova Alliance Clan).

The X-Bow Cycle Deck

Clash Royale X-BowX-Bow

It’s always been prevalent in the meta but now has exploded into it.

Last season, 4 out of 10 players used the same X-Bow deck.

It is really good against Hog Rider, P.E.K.K.A since you can out cycle them easily. You can otherwise just draw the game if you aren’t feeling comfortable.

Clash Royale KnightKnight – The Tanker

This card is interchangeable with Ice Golem, but I prefer Knight on the ladder and if you are starting out, here’s why:

On ladder, you usually matchup against people who run off-meta decks (off-meta decks are those decks where you can’t figure out the deck by just seeing the first few cards your opponent plays).

So in some cases you might get caught off guard. Where the Ice Golem doesn’t help at all.

Knight also helps against those pesky Elite Barbarians, Royal Giants, Bridge Spam and other decks.

Knight is also good since it’s a common card, that means you can level him up for ladder much faster than his alternative, the Ice Golem.

Ice Golem is the other option for the tank, Ice Golem helps against more aggro decks because of the freezing effect. It slows down troops, can be combined with zap to take out Horde, counters Graveyard, etc. It also can kite troops to the opposite lane.

Clash Royale ArchersArchers

This card is your number one defensive support, helps against a lot of matchups.

It is what saves you against Night Witch decks, Lava Hound decks and do some extent bait decks.

Personally i wouldn’t cycle them at the back as soon as I hit 10 elixir at the start of the game because it’s a 3 elixir investment. Your opponent could:

  • Rush in with a tank + GY
  • Ignore and pump up

It’s really an important card and can’t be subbed to Dart Goblin or Spear Gobs

Clash Royale Ice SpiritIce Spirit

This card still provides a lot of value of 1 elixir despite the nerf, it’s a really good card concept wise.

Pretty sure if it was 1 elixir and just freeze, it would still be used.

Helps against some games where you need to distract a troop or freeze it (like an inferno dragon over your xbow). The freeze mechanic also resets troops, in case you didn’t know.

Clash Royale SkeletonSkeleton

This card is pretty sweet too, for 1 elixir it provides a lot of value.

It can counter Musketeers, Miners, Mini P.E.K.K.A, Elite Barbs (yes, you heard it right).

It also cycles well and can act as a distraction unit while your Tesla or Archers snipe the troops.

Clash Royale TeslaTesla

Still one of the most busted defensive buildings in the game.

It one shots Minions, counters P.E.K.K.A along with Skeletons, counters Giant, Bridge Spam, and much more.

Since it doesn’t stay “up”, your opponent can’t get spell value out of it, though be warned it can’t be placed like other buildings. It requires special placements when placed reactively and when placed passively because of it’s “activation box”.

Clash Royale The LogThe Log

The Log is used over Zap, but you can switch them up.

Log is used so that you can kill Goblins from that Goblin Barrel, or push back troops while getting that sweet chip damage on the tower.

Zap can be used if your Zap can kill Goblins from the barrel.

Then you can use Zap to kill Goblins and Minions with the help of Ice Golem.

Clash Royale fireballFireball:

Usually your game ender, you wanna get the opponents tower down to spell cycle range.

But in some games you can’t. Since Fireball deals significant damage, you can always Fireball a 4 or more elixir troop so that it dies once it reaches your side of the arena (if unsupported).

Fireball is what takes out Minion Hordes, 3 Musketeers, Elixir Collectors if your xbow is out of cycle, Lava Pups + Balloon etc.

Card Substitution

Clash Royale KnightClash Royale Ice Golem

Clash Royale Ice SpiritClash Royale Ice Golem

Clash Royale The LogClash Royale Zap

Best Tips

General Tips:

  • When you play on the ladder, you don’t want to play X-bow early unless they pump up first.
  • Your really do not want to play X-bow if they start out with a Golem or Giant at the back, since it could be Giant/Golem Double Prince.
  • U really don’t want to overcommit on defense or offense, cuz even a slight mistake and you could easily lose the game.
  • You want to count opponents elixir all the time and know the cards in their hand.

Ladder:

  • Never play X-Bow till you know what your opponent is playing.
  • Only play X-Bow at the beginning if they pump up first.
  • Always Fireball the Pump.
  • While approaching the 2 minute mark, you don’t need to Fireball pumps anymore. you can just push with an X-bow and then defend later. You can win a game where your opponent has 3 Collectors on the ground since you can always cycle back to Fireball quickly, do that only when your opponent’s tower is significantly low.
  • Against beatdown, the main damage you get is from the starting.
  • Against Royal Giant, draw the game.

Challenges

  • You can afford to spend a little more Elixir on offense or defense since you really can’t get punished because of the level discrepancy.
  • You can play X-Bow in the first 30 seconds if both the players are making passive plays.
  • If you feel that your opponent is gonna kill your X-Bow no matter what, then just let it die and focus on defense.
  • This is really tough to do for a new player, knowing when to use X-Bow and when to not. When to defend the X-Bow and when to let it die. Well it usually comes with experience but I will help you with more detailed guides against every single deck archetype.
  • Remember that X-bow is always a 1 tower game, if you lose a tower. Draw it. And if you have to lose a tower let it be on the same one that you are pushing on, because if it’s the other tower then your opponent can drop troops right on your X-Bow.

Matchups

Clash Royale Goblin GangBait

It’s a favored matchup, you usually win this game if your opponent makes a mistake.

In single elixir time, keep The Log for Barrel, while in double elixir u can use Skeletons or Archers to counter it while using Log on offense.

Keep Ice Spirit in hand for Inferno Tower.

Clash Royale GolemBeatdown

It’s not a favored matchup especially Giant, but it’s easy to draw.

Never go opposite lane since they will just trade towers and you will be a sad panda.

Play defensive if needed.

Clash Royale Goblin GangCycle

You usually do well against cycle decks.

Don’t spend a lot of elixir on defense, take a bit of damage if needed.

Clash Royale mirrorMirror Games

Play defensive X-Bow and progress into an offensive X-Bow.

Use cycle cards to tank opponent’s support troops.

Clash Royale Battle RamBridge Spam (Includes Hog Rider)

Save Tesla at all times.

Against E Barbs you can use Knight + Ice Spirit or skeles and ice spirit if u pull it to the center.

Play defensive against the bridge spam.

Detailed Guides for Matchups

Vs Golem

Clash Royale GolemAgainst Golem

There are mainly three kinds of golem decks in this meta:

  1. Double Prince
  2. Night witch with lumberjack
  3. Night witch, guards, and rocket/lightning

General Tips against Golem:

Never go opposite lane if they drop Golem behind their king tower, often they would trade towers and go real hard.

Your gameplan should vary with the type of major spell they have.(i.e. If they have Lightning, you don’t keep troops together, if they have Fireball don’t clump up, and so on)

Try to get most of your damage in single elixir, since in double elixir you may be unable to out cycle them.

Don’t Fireball pumps in single elixir unless you have their tower at low HP.

Don’t use the X-bow placement below vs Golem

Disclaimer: The decks posted might not be the same ones you face, but the concept lies the same, for example: Golem + Night witch + Lumberjack, that is what the core of the deck and is what I will be covering, since support troops can vary, and you need to play around it.

Vs Golem Double Prince

This is a tough matchup for u, but you can play around it.

In single Elixir always play X-Bow if they pump up, unless you are down in elixir. In that case just Fireball the Pump.

The only way that you can get damage in this matchup is to punish them when they Pump up.

Let me tell you what could happen if you x-bow when they Pump up and you are down by 2 elixir.

Opponent: 4 elixir. You: 2 elixir. Opponent drops a Dark Prince.(-4, net 0). You drop Knight once you hit 3 (-3, net 0)

But then since your opponent has the Elixir Collector, he gets to 3 elixir before you, and drops the Mega Minion on the Knight. Your Knight dies and then your X-Bow dies.

You spent 9 elixir and got minimal damage. While your opponent has a pump down, and has spent 7 elixir on defense while you spend 9. And since the Elixir Collector “produces” Elixir, your opponent now goes to a positive 4 elixir compared to u.

However if you did this when you were at the same elixir, this forces your opponent to either play something to kill the X-Bow, which means he goes down on elixir or he takes the damage and losses the tower.

So it’s a win-win.

In double elixir time:

You got a tower to around 1000 hp.

Now set up your defensive X-Bow near the furthest draw point and place Tesla right beside it, looks like this

If you can cycle Archers first, do it immediately, cuz you need to cycle back to them fast.

The setup will finish the Golem, but the support troops is the issue.

Knight for the Princes, but before they hit your Knight, use Log and Ice spirit, then use Archers or Skeletons on the other side to kill them.

Then when you are back to a Tesla, which you can use to kill the Baby Dragon. Now that they have run out of steam, you can proceed to chip on the opposite lane with a Log or split Archers at the back.

Don’t Fireball unless they it’s in Fireball + Log range. Even then use Fireball last cuz they can bridge spam you with a double prince push.

If you are absolutely new to X-bow, I would recommend playing defensive, killing pumps since Golem is pretty tough, it’s the second toughest class of beatdown.

Night witch with Lumberjack

This one is even more difficult because of the Bats coming from the Night Witch and the range from the Golem, they also have a Poison so watch out.

Single elixir is the same, punish Pumps with X-bow but you can play X-bow even if you are down by one elixir or so. Always keep Log and Ice Spirit because you need them for Guards or Ice spirit for the Bats or just to freeze a Lumberjack before you can use Skeletons.

But in double elixir, use defensive X-Bow and Tesla.

You want to kill the Lumberjack last so that his rage effect doesn’t annihilate you.

Use Skeletons to distract while you use Knight on the Night Witch, then use Archers.

Make sure they are on the other side of the arena tower so that you don’t give them much spell value.

WBis7a8

Once the Night Witch is down, the Lumberjack dies from the residual troops.

If not, then play Skeletons at high in your side of the map to pull the Lumberjack there since the tower will be shooting at it as the Golem died.

This matchup is difficult because if you kill the Lumberjack first then the Bats will kill your troops and wreak your tower.

You can also punish them with an offensive X-bow on the opposite lane if they cycled Golem at the back.

If they play Golem in the center to take the X-Bow shots then Log it.

Because your X-Bow is tilted its range reduces and cuz you log it it pushes the golem out of range.
Do that only in overtime when you have the opponents tower considerably low, like 1,500.

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Night Witch, Guards, and Rocket/Lightning

This game is really hard since they can Rocket your X-Bow, which they will do as they don’t have an Elixir Collector.

The only way you can play around it is by:

  • Playing for the draw
  • Setting up your cycle like this. X-Bow -> Skeletons -> Ice Spirit -> Archers -> Knight -> X-bow

That is how your card cycle must be if you want to win, which i really don’t recommend unless you are able to beat the above matchups consistently.

This matchup is also hard as they can Rocket your defensive X-Bow. Let them do that then set up your Tesla.

After that, kill the Night Ưitch and Lumberjack like in the above matchup, for Baby Drag you need to cycle back to Tesla.

Fireball on defense if needed.

It takes a lot of practices against this particular deck, but you won’t find it frequently since the Double Prince version outclasses this version of Golem.

5.0 Golem – Another notable Golem Decks

This is a straight up easy game for you. Punish pumps, Fireball Hordes and Log Gangs.

In double elixir, defensive X-Bow and Tesla, Fireball the Horde and Log+Knight+Skeletons the 3M.

Golem Elite Barbarians

This also a pretty easy game for u.

X-Bow when your opponent doesn’t have Ebarbs in hand as they will spam it down.

Kill Ebarbs with Ice Spirit + Skeles and Archers, counter push with X-Bow. Keep spells in hand if needed.

Updating…

6 Best Tips for Using Minion Horde

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minion horde tips

The Minion Horde can counter any troop card in the game. I’m sure you know the obvious ones.

There are some things that you can do with the Minion Horde.

minion horde tips

punishOvertime Punish

This is a type of punish used at the end of the game when your opponent uses Arrows to get damage off of the Tower.

The arrow user depends on their Arrows to counter Minion Horde.

This often works if your opponent has no hard counters to your Minion Horde counter push.

Useful for rushing the Tower in overtime quickly.

vs executionerCountering the Executioner with Minion Horde

You can counter the Executioner using the Minion Horde.

Using the Minion Horde’s hexagonal formation with a 1 tile hole in the middle, you can sacrifice one half, while the other half kills the Executioner.

Since the Executioner has a slow attack, this works.

This is a risky move because if you mess up the placement you just wasted 5 Elixir.

You can also do this with the Witch with less risk because if you mess up the placement all of the Minions won’t all die, and all six will survive.

This is possible with the Wizard, but only with an extremely overlevelled Minion Horde.

counter pushMaster of Counterpushes

The Minion Horde is a very good defensive card with its high DPS.

This high DPS can also be useful on offense.

Place an offensive card (that doesn’t cost too much, maybe a Lumberjack for 4) to counterpush.

You can also use Minion Horde in your push. It does a lot of damage when at the Tower and can damage/kill the troops/building your opponent places.

vs hutSpawners

The Goblin Hut has been triumphant in this meta and has seen some good deck, one of which was the P.E.K.K.A zappies Hut bait deck.

I noticed when I faced this deck the Goblin Hut was often placed near the center of the opponent’s side.

Minion Horde can solve this problem with any spawner besides Furnace (Fire Spirits kill Horde).

Note that a spawner behind the Tower or near the king is hard to counter with the Horde and you should use a spell/Miner to counter instead.

vs infernoThe Bane of Bait Decks

Ever raged over the extremely powerful defense created by a bait user by placing swarms and mini-tanks and letting the Inferno Tower kill the tanks? Fear this no more.

Since the Minion Horde flies, it can make it easy to cross the river and distract the Inferno Tower.

The swarm of the Minion Horde will overwhelm the Inferno and pressure the opponent.

This can also be done with the Tesla.

vs spellRisks To Keep In Mind

Spells are great counters to the Minion Horde.

Fireball and Arrows shut the Horde down for a positive trade. Zap will not kill it, but a Horde weakened with Zap cannot make a good counterpush and will die to the Tower.

Wizard is the best troop counter to Minion Horde, with Executioner in a close second and Fire Spirits in third.

Zap can also be combined with Ice Golem/Spirit to shut the Horde down.

Despite these risks, Minion Horde can create massive positive Elixir trades too and can be very useful.

Shared by respectmyhorde

What is Supercell ID? How To Use It?

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Supercell ID is the very new account management system recently added into all games developed by Supercell.

By using Supercell ID, you just need only one game account to play Supercell games across all of your mobile devices, from tablets to smartphones, or even Clash Royale on PC.

Setting up and using Supercell ID is very easy (and free of course). You don’t need to use/remember any password. There will be an one-time-password sent to your email whenever you login.

Using Supercell ID is the best way to load your game accounts on multiple devices, or different accounts on one device.

How to Register Supercell ID?

  1. Open the Settings menu in Clash Royale

You should see the Supercell ID box marked red like the screenshot below. Tap on the Disconnected button to go to the next step.

supercell id setting in game

  1. Register the your new Supercell ID using your email

Tap Continue then write down your email address twice. If you want to receive news from Supercell, check the last box.

Then, tap Register.

enter email supercell id

  1. Check email, enter the verification code.

After step 2, you will receive an email like below. Enter that verification code onto the box then press submit to finish the registration.

enter verification code supercell

  1. Done

All good.

Your game progress is now connected to this Supercell ID. You can load it on any mobile device you want, from Android to iOS.

How to load my game account with Supercell ID?

  1. Log out of the current account

Of course you don’t need to do this If this is the first time you download the game.

If you are already playing the game and want to load other accounts, simply go to the Settings → Supercell ID → Log Out

Now, you will be back to the game loading screen. Tap on Log in with Supercell ID to continue.

log out supercell id

  1. Enter the registered email and verification password.

Enter your email account you registered before then go to the next step. An email should be sent to your email account now. Open it then enter the verification code.

The system will ask you one last time before loading your account. This is for the case you forgot to connect your previous account with a Supercell ID, which can lead to losing it forever.

log in supercell id

Supercell ID Frequently Asked Questions

Q: What is Supercell ID?

Supercell ID is the new account management system, being used for all Supercell games. By using it, you can easily save and load your game progress across all of your devices, from smartphones to tablets, from iOS to Android.

One Supercell ID can be used to store and load all of the games developed by Supercell.

Q: What happens to my Game Center/Google Play ID once my account is connected to Supercell ID?

A: Once your account is connected to the Supercell ID, you can no longer load it via Game Center account or Google Play ID. In order to load another account with Game Center or Google ID, log out of the current account then choose “Play Without Supercell ID”.

Q: Is Supercell ID free to use?

A: Yes, definitely!

Q: Can I use Supercell ID to load my accounts on both Apple and Android devices?

A: Yes, as stated above, only one Supercell ID is used to store your account. You can load it on all devices and operating systems.

Q: Can I play Clash Royale without signing up for Supercell ID?

A: Yes, you absolutely can do that. Using Supercell ID is optional. However, we strongly recommend using Supercell ID to safeguard your game data. You do not want to lose your game progress by any accident right?

Q: Can I have multiple Supercell IDs?

A: Yes. You will never get ban because of using more than one Supercell ID.

Q: How can I use multiple game accounts on only one device?

A: Simply create a Supercell ID for each account. When you want to switch to another account, simply open the Settings in game then choose Log out. Also, you can tick “Remember me on this device”. By doing that, the next time you sign in with that account, you don’t need to enter the verification code again.

Q: Why did my Supercell IDs get removed?

A: On Android, reinstalling the game will wipe out the saved Supercell IDs. On iOS, you need to factory reset to wipe out them all.

We always recommend attaching all your game accounts to Supercell ID to make switching between them so much easier.

Q: I didn’t get my verification email. What should I do now?

A: First, check your Spam mail box. If you still can’t see it, make sure you didn’t block any email sent by Supercell. Last, contact your email provider for more details.

P.E.K.K.A Skeleton Barrel Cycle for Double Elixir Matches

30
pekka skeleton barrel

Wadup, it’s ya boi, SparkynadoMeisterBro, here with his second deck!

I use this deck for ladder currently, and have recently incorporated it into the Double Elixir Clan War battles to great success (haven’t lost one yet)!

So without further ado, here we go!

pekka skeleton barrel

Clash Royale P.E.K.K.AClash Royale ExecutionerClash Royale TornadoClash Royale Skeleton Balloon
Clash Royale GuardsClash Royale Electro WizardClash Royale Ice SpiritClash Royale Zap

copy deck

hog rider nado analytics

Pros:

  • Can counter the meta, provided the skill
  • Cheap counters to cheap cards
  • High skill cap
  • 3.5 average cost
  • Very defensive, easy to tie
  • Fairly level independent

Cons:

  • A special weakness to Goblin Barrel and Inferno Towers (Log bait)
  • Most air counters need to be paired with another air counter
  • No answer to pump
  • Spawners are a pain to deal with

The Deck

Clash Royale P.E.K.K.AP.E.K.K.A – Your tank mauler, Primary push killer, and Primary win-con.

You might want to focus on leveling him up, as he can die easy, and you need all the HP you can get.

I play with him about a level under everyone else’s epic cards, but that hasn’t stopped me yet, so when I see someone with my card levels, playing this deck is heavenly. Except against log bait. Screw log bait.

Clash Royale Skeleton BalloonSkeleton Barrel – Your Secondary win-con, emergency air defense, and in some cases a support mauler.

Don’t underestimate this card’s defensive potential.

The splash damage allows you to Zap a Minion Horde afterward for an even trade, or to kill pesky Bats that are being tanked for while the dropped Skeletons go for the tanking troop.

You will want to try to (ONLY safely) pair this with a tanky troop for maximum effect.

When the Barrel drops, everything retargets to the next thing in sight, so the Skeletons can freely destroy a Wizard, or even a Tower, until the tanking unit dies.

The best part is that some people just epicly miss the Zap as the Barrel drops. That decides a lot of games sometimes.

Clash Royale ExecutionerExecutioner – Your Secondary push killer and main support for P.E.K.K.A.

He is just a great F2P card you can’t pass on. Survives Fireball on many levels, survives Lightning easy, and is just a great splasher.

Clash Royale TornadoTornado – Utility spell and a crucial support spell on the offense, but also great on the defense.

The main reason I would use this for is inside an offensive P.E.K.K.A push.

Why? Well, Wizards, Witches, etc. are pretty heavy hitters that are normally out of reach of every card in your deck (besides Zap, but that won’t work). Pulling them towards your P.E.K.K.A is a great alternative to Fireball since it is 1 less Elixir and actually ends up (almost) killing it every time.

Plus, if Executioner is in the push as well, nothing survives because of all the synergies. NOTHING.

Clash Royale GuardsGuards – Pretty much a grounded Mega Minion.

Crucial defense card and a decent threat card. A great Inferno Tower distractor, tank killer, support killer, swarm killer, heavy distractors, etc. etc. etc.

Super underrated.

They can do pretty much everything, and a spell will hardly do a thing against them, making them a great Hog Rider counter as well.

They can even outrange a Valkyrie splash (if they don’t push each other into her), being a great Valkyrie distractor as well. There is so much more.

Clash Royale Electro WizardElectro Wizard – The counter to a nightmarish counter to PEKKAs everywhere – the Infernos.

And he should only be used as such.

Allow me to explain: His stun makes everything retarget. And in this deck, that can hurt you on the offense, as the Tower, who is targeting the P.E.K.K.A, will retarget to the Skeletons doing most of the damage, killing them, so use it only for Infernos, which would be the bane of the push.

Otherwise, use him on defense.

He is a great swarm killer at spawn, but he is also great at slowing down a single- or double-troop threat or win-con, easily helping to take down tanks in a pinch.

Leave him to die afterwards or place a card you won’t need soon in the battle right in front of him to make him a more dangerous threat if you can afford doing so (whether by cost of Elixir or they have a lacking counter to them).

Clash Royale Ice SpiritIce Spirit – I don’t care what you say, this card is still one of the best and useful cycle cards in the game.

Despite the nerf, he can still do a ton of work.

Pair him with Zap to annihilate Minions with ease, especially those cheesy ones they place to stop your pushes.

I almost don’t use him as the starting play as he can really make the difference at the start of a battle.

Clash Royale ZapZap – Self explanatory utility card.

All I can say that strays from the normal usage of Zap is to not Zap the Tower if your Skeletons are down, for the same reasoning as Electro Wizard.

Replacements

I don’t recommend them as things can change a lot, but hey, why not.

Clash Royale P.E.K.K.AClash Royale Mega Knight

Clash Royale Skeleton BalloonClash Royale Goblin Barrel

Clash Royale ExecutionerClash Royale WizardClash Royale WitchClash Royale Baby Dragon

Clash Royale GuardsClash Royale Goblin GangClash Royale Skeleton ArmyClash Royale Barbarians

Clash Royale Electro WizardClash Royale LightningClash Royale Dart GoblinClash Royale PrincessClash Royale Magical Archer

Clash Royale ZapClash Royale The Log

Important Facts

Alright, a LOT of people miss these facts, and these facts, in this deck, can cost them games if not followed. Pros know these as well, and is the reason they can get so far with them. It involves a axe thrower and a twirly boi.
Yes, the Executioner and the Tornado.

  1. You don’t need Tornado AND Executioner in your deck for Executioner to work. When people say this, that is like saying Wizard, Witch, Baby Dragon, etc. needs to be used with Tornado in order to work. No! Just no! The Executioner can work without Tornado, just as Wizard and Witch and every other splash card can.
  2. If you do use both those cards in the same deck, you don’t need to use both together on defense all the time. That’s right. I am saying, if you can take out a push with Executioner with expert placement to take out a push WITHOUT USING TORNADO, do it. Spare the Tornado for when you really need it or to use the Elixir for something else, as you can be wasting 3 precious Elixir stopping a push you could have easily stopped for less.

Strategy

Starting Play

RNG can hit you hard against E-Barbarians at the bridge if you end up with Ice Spirit, Zap, Electro Wizard, and Skeleton Barrel in the starting hand.

If you see the E-Barbarians, cycle Ice Spirit to literally any other card (P.E.K.K.A, Executioner, Nado, Guards) and use it ASAP, possibly along with another card.

Best starting hand is P.E.K.K.A, Executioner, Tornado, Guards, and Ice Spirit, with any of these cards as the next card to come to your hand.

Best starting play to make is to wait for them to play something first, unless you have a poor cycle, in which you need to cycle to a better card.

Patience is crucial.

You can even wait until Double Elixir if it gets to that situation, as this deck excels at Double Elixir, so it would be a valid decision.

Single Elixir

Placing Executioner in the back behind the king Tower is a great way to start a push.

Skeleton Barrel would be your second bet, and P.E.K.K.A your third, but only start P.E.K.K.A if you know you can counter whatever else they have with 3-5 Elixir.

Build small pushes with just 2 cards (i.e. P.E.K.K.A Executioner, P.E.K.K.A SkeleBarrel, Executioner SkeleBarrel) along with a Zap and/or Tornado to make sure you don’t get too big a negative trade.

You can cycle Guards, Ice Spirit, and Electro Wizard, but do so in the back only, and split Guards. Just be aware of what you need for what. You can rush Guards at the bridge as a second valid option.

Don’t cycle a spell on the Tower in any circumstance in single Elixir. You will probably need it elsewhere and it would just be a shame.

Use Tornado to pull a Hog Rider, Goblin Barrel, etc. to the Tower ASAP, if you need to, then, save Tornado for offense unless necessary for defense.

Double Elixir

Maintain control no matter what. Your opponent should take a decent amount of time to deal with your pushes, so don’t clump troops.

Keep Executioner at least 3 tiles behind the P.E.K.K.A, and Skeleton Barrel a decent ways in front of P.E.K.K.A, to minimize splash value.

The only exception is with Guards/Electro Wizard VS Infernos.

Following that, try not to leak Elixir. I find myself enjoying the view of my push not knowing I just leaked 4-5 useful drops of Elixir, ultimately costing me the ability to win with the time remaining.

Work up a P.E.K.K.A + Executioner + Skeleton Barrel push (with Guards and/or Electro Wizard ONLY for infernos) and ready the Tornado and/or Zap for random things.

If you cycle fast enough you can push the other lane by starting another Executioner in the back, and you can keep doing that until you outcycle them to bits.

When using Tornado with your push, pull everything in FRONT of your P.E.K.K.A (between enemy Tower and P.E.K.K.A), that way any Valkyrie or big splash troop that may have been placed on your support will be pulled away from the support immediately and towards the P.E.K.K.A, keeping the push well and alive.

It brings everything in for Executioner to splash. It also brings Inferno Dragons within range of the Electro Wizard, so yippie, more synergies!

You can spell cycle Zap on the Tower, but be very aware of how much you may need it for other situations and do so wisely.

Matchups

I’ll start with the hardest ones and go easier:

Clash Royale Goblin GangLog Bait – Hard matchup.

Outcycling them is very hard, but possible, and stopping their Inferno Tower is a pain to do with all their swarms.

I like to predict a Skeleton Barrel at the river for their Inferno Tower and have P.E.K.K.A tank everything afterwards, with the Skeletons effectively destroying the Inferno Tower, if they left the Skeleton Barrel alone, which they most likely didn’t by using a Log.

So, try to bait out the Log with threat Guards on the other lane.

You can’t effectively kill a defensive Princess with a spell for a good trade unless the opponent plays it bad to where you can pull her to your Executioner with Tornado.

You can stop a Princess at the bridge with Guards extremely well, though, and if they counter Guards with Goblin Gang afterwards, the Gang will be in too poor a poor state to be useful for attacking the Tower, so you have that Elixir advantage.

I would advise against using Zap, P.E.K.K.A, Executioner, or Tornado on the offensive Princess.

You need to build a push with something.

Zap/emergency E-Wiz the Goblin Barrels, or Tornado them to the king Tower to later minimize damage from the Barrel. From then you can only hope the chip damage isn’t enough.

Against a pro Log Bait player, you probably won’t stand much of a chance unless your predictions are on-point.

Clash Royale Battle RamDouble lane Bridge Spam – Decent to Hard matchup.

If you adapt to using this deck, it ends up being a Decent matup, but using this for the first time makes this one hard.

I’m talking like Bandit Dark Prince Royal Ghost combos here, they are so cheap to use.

Use P.E.K.K.A on the side with more troops, and Guards for the others.

Tornado is crucial in this deck. When you go on the offensive, none of their defenses should live, lest you suffer a terrible counterpush, so make sure they die by pulling all their counterpushers to P.E.K.K.A!

Clash Royale Lava HoundLava Hound – Decent matchup.

All your air counters are lacking DPS, so Balloon is a pain to deal with.

Rely on E-Wiz for slowing down the Balloon, and have Executioner PROPERLY aligned to clean both up without Tornado, as E-Wiz + Executioner + Tornado = 12 Elixir, and Lavaloon = 12 Elixir, and you rely on keeping an Elixir lead against them to win, not neutral trades.

If they have Baby Dragon and/or Mega Minion in the Lavaloon push as well, feel free to use Tornado if needed.

Just make sure E-Wiz lives.

For other Lava Hound decks not involving Balloon, you should be fine.

Clash Royale GolemGolem/Giant/Giant Skeleton/etc/ Beatdown – Easy to Decent Matchup.

You have P.E.K.K.A for the tank and Executioner for swarm spam (including Night Witch), not to mention beefy Guards, Zap, an Electro Wizard, etc.

Only reason you should possibly lose is 1+ bad plays or disgustingly high levels (*cough* Royal Giant *cough*), and if you can prevent a mistake from happening you will win or draw everytime.

Clash Royale Elite BarbariansNormal Overleveled Bridge Spam – Easy matchup.

E-Barbarians, Hog Riders, etc. Just don’t stand a chance with all the counters to their cards and the negative trades they will get.

Just don’t let them catch you off guard/at low Elixir.

Clash Royale X-BowSiege – Easy to Decent matchup.

It is a Decent matchup if you are learning the deck, but once you do learn it, it becomes easy.

P.E.K.K.A is the bane of these decks if played right, but Executioner is the champ here.

For X-Bow, place P.E.K.K.A next to the crown Tower to tank the shots and save up Elixir for Executioner behind P.E.K.K.A and possibly Tornado to clump the troops up for maximum value, then go on a glorious counterpush.

For Mortar, simply use Executioner (not next to it, mind you, just within throwing range) and maybe Tornado to take it down along with support, and try a P.E.K.K.A in front.

If they use Tesla, place your Executioner accordingly to knock out the Tesla first.

If you can clip the siege weapon as well, go and try it, but be aware that to do that it almost has to be next to the river in the open, ready for Archers and/or Mega Minion to whack him down.

If they use Inferno Tower/Dragon, use E-Wiz, but make sure the siege weapon or support doesn’t retarget to the E-Wiz himself due to his stun or you are in a heap of trouble.

If X-Bow locks to the Tower, place a tanky troop and Zap the darn thing to make it retarget to it.

Skeleton Barrel is a decent counter to all these, as long as you have a tanky troop nearby to start tanking the shots.

Conclusion

I am using this for my ladder deck and am up to 3.6K trophies (I can go further, but I am taking a break) using:

  • Level 5 P.E.K.K.A
  • Level 4 Guards (waiting for gold to upgrade)
  • Level 4 Executioner
  • Level 4 Tornado (can, but won’t, upgrade)
  • Level 2 Electro Wizard
  • Level 9 Ice Spirit (FTW)
  • Level 10 Skeleton Barrel (waiting for gold to upgrade)
  • Level 11 Zap (almost enough cards for Level 12, crucial card to upgrade).

I could even go as far as to say this is an F2P deck as I am F2P (besides buying some Arena Value Packs, but come on, they were too good to pass up), but I will get some complaints about that.

Have fun!

 

Giant Miner Fast Cycle Deck – Grand Challenge Freak!

42

Hello my friends, it’s Norbysweg here again, bringing you a fresh deck for the new meta!

Long story short, I’ve has no inspiration for a new deck, so I just watched CaptanPrice and metalbond’s (two Turkish players who specialize in Giant Miner control) replays over and over again, until I made up a deck that would do well against anything it might come across in this new “playground”.

I’ve gotten three 12 wins straight using it, and I’ve come to a deep understanding of all its mechanics, and hopefully you will get the same results too!

As I’ve seen, it works well on ladder too, where a few substitutions can be done if you might want to try it out (Poison for fireball, Inferno dragon for mega minion, etc)!

miner giant dark prince

Clash Royale GiantClash Royale MinerClash Royale Dark PrinceClash Royale Inferno Dragon
Clash Royale ArchersClash Royale Ice SpiritClash Royale ZapClash Royale Poison

copy deck

trifecta analytics

Pros

  • Cycles well at 3.3, 2 ways of punishing and pressure keeping
  • Awesome counterpush potential
  • Relatively easy to level up on ladder
  • Can out-DPS most tank matchups

Cons

  • Slightly unstable defense
  • Pretty hard to master
  • Relies heavily on predictions and good reflexes

Cards Breakdown

Clash Royale GiantGiant – Your main win condition of course, the Giant is a card that will always pair up with the top meta as being the only punishing tank in the game.

For the cost of 5 elixir you get a huge tank that does good damage on its own too! I mostly use the Giant after a successful defense, for a huge counterpush potential with the Dark prince.

Often times I use my Giant at the back, but only if I Know my opponent has their attack out of hand.

Clash Royale MinerMiner – Some would say that he’s your secondary win condition, but often times he will just be your Giant support, the one who takes out defending units when attacking.

In rare cases, such as your opponent having lots of counters to your tank, you should switch to playing Miner Poison and leaving the Giant out of the equation.

Your Miner should mostly be used as a support distractor or chip damager, but he does well on defense if needed.

Clash Royale Dark PrinceDark Prince – The star of this deck, the Dark Prince is a stable defending card and a great punisher, with his fast charge and speed.

His main role will most often be counterpushing, because he will most often get his charge off without taking massive damage, and able to do that after a successful defense.

He pairs up well with most of the cards from this deck, and is still a very good pick despite the nerf he got.

For example, if classic 3musk player pumps up at the start, I push him with the magic punish and Poison his Pump, use my Zap or Ice Spirit if needed, and there’s no way he can defend it!

And please, oh god, always push the same lane where the Pump is, so you can get more Poison value.

Clash Royale Inferno DragonInferno Dragon – Your main defensive troop, I chose him for the potential to bait out spells, huge damage and very high potential at counterpushing.

It might sound weird, but maybe half of the towers I’ve taken with this deck were critical Inferno Dragon damage!

I reacted the same way, because I saw that it acted so much like Prince, and supported the entire push crazy well.

In defense, he has two major roles, or two major ways to use him.

Let’s say the enemy starts with the Giant in the back. From here, you could go Giant Dark Prince on the other lane for a super successful push, or Giant in back same lane, and hope to outdps his push, so you can counterpush after.

Clash Royale ArchersArchers – Another great defensive card, these two give you the potential to deal better with air, swarms, and everything else by splitting them.

Their long range couples up extremely well with the rest of your deck.

You will mostly have to play them spaced out from the rest of the troops so the enemy doesn’t get spell value.

I recommend splitting them as often as you can, unless the enemy pushes one side hard (for example, against Hog Mortar it’s the best to split them, because they rely on split pushes, but Golem mostly relies on one side, so place them grouped.

Clash Royale Ice SpiritIce Spirit – Your cycle card.

It pairs up well with most of the cards in this deck.

It helps vs all kinds of defense, including Hog, Graveyard, Giant, 3Musk and most other matchups.

Clash Royale ZapClash Royale PoisonPoison, Zap

Your spells, more info on them later.

General Gameplan

Starting Moves

Probably your best starting move is Archers in the back, or Ice Spirit at the bridge.

If your opponent starts first you want to play accordingly.

If they start passively you do the same with the moves above.

If they focus on one lane you can use Inferno Dragon or Dark Prince.

If they Pump or tank at the back you should punish.

I don’t recommend starting with Giant in the back, only because this deck has more counterpush and punish potential than building up a push.

Attacking

In single Elixir, you will always push from counterpushes or punishes.

A counterpush will usually have the Inferno Dragon, so that means you have a current weakness to swarms.

From here you can either play a Dark Prince, or an Ice Spirit and Zap, but whatever you do and however you attack, always have enough Elixir for Zap.

One of the things that won most of my games were the classic counter attack outplay.

I had my counterpush up, and in most cases some kind of support card took my Giant out, for best results you can just send a Miner most of the time to extend your push.

With your Zap In hand and the leftover troops from your push (most importantly the Inferno Dragon), you have good chances of taking down the Tower.

Basically just extend your push with the Miner just before the Giant dies, and make sure you have your Zap in hand.

If you already used it, that means your opponent shouldn’t have a swarm counter to your Inferno Dragon.

Here’s when Zap tech comes in place.

Your main focus is getting the Inferno Dragon to stay alive long and do the most damage to the opponent’s defense, so you obviously want to protect him from Bats, Minion Horde.

Then there’s no point for Zapping a Goblin Gang for example, when you know they have air counters to your Dragon, it’s only worth it in the last moment of your push, or in critical defense.

Miner & Poison Tech

Something you should always remember, really when to use Miner, when to use Poison when attacking, and this differs from matchup to matchup.

miner musketeerVs Hog 2.6

If you’re playing vs Hog 2.6 for example, you obviously want to Poison the Cannon and the area between, so any pesky troops don’t distract your attackers.

A prediction Miner on the Musketeer can be a great play, and it’s essential to always save your Zap for Skeletons that might be there to protect her.

The 2.6 usually defends with Cannon in the middle 4-3 placement, and Musketeer on the side.

vs minion hordeVs Mortar Bait

Now for a more complicated matchup like Mortar bait, you don’t want to push all in as they might just Minion Horde it all without you having enough Elixir.

One of the tricks I like to do is do my Giant Dark Prince push, and when I expect the Minion Horde, I just place Archers at the river and Zap them.

Killing the Horde is the most essential part in all of the defense.

From here you can just Miner the Tower’s edge to kill the Spear Goblins he might use, and just save your Elixir for the counterpush he might do.

Don’t use the Miner vs troops like Zappies or Flying Machine, the P.E.K.K.A Hut deck, because he gets no value. Instead, Miner the Hut and Poison the Zappies.

Always use Poison in valuable situations, and Miner their essential support troop/tank killer.

miner poison vs pumpVs Graveyard

There’s not much reasoning behind Poisoning in attack, but there’s a window for that too!

Once they’ve used their Ice Golem or tanking troop in defense, you can safely use Poison because they have their tank out of hand.

Now for the tricky part, killing a Pump.

There are 2 types of punishing you can do, depending of the opponent’s deck.

  • Giant+Dark Prince at the bridge, and Poison the Pump and the swarm troops he defends with (if he uses swarm).
  • If your push holds up, you can just send a Miner on the Pump (keep Zap in hand).

When the punish push is out of hand, I like to do the juke Miner Poison on the Pump.

Listen up, they place a Pump.

Instead of sending Miner on the Pump, you send in on the Tower, and immediately Poison the Tower and Pump, and you will magically catch his troops meant to kill the Miner in the Poison!

If you only have the Miner in hand, there’s a cool placement (only if the Pump is played in front of the King Tower!) to use. Send the Miner to the exact top of the Pump, not between it and the Tower. It creates a weird animation, and the Miner will ignore most troops meant to distract him!

Punish Push (Giant+Dark Prince):

  • → Miner on the Pump
  •  Poison Pump and Tower

No punish push in hand à Miner on the Tower and Poison the Pump

No Poison in hand and no punish push à Miner on the top of the Pump

Defending basics

First, the Inferno Dragon.

He charges up slowly and is vulnerable to Lightning Zap and what else.

A trick I like to use is when your opponent’s push is close to the bridge, make sure there are no troops that kill him quick or stun him, place the Inferno Dragon in the front to get more time to charge up!

This is most valuable against Golem and Hog.

For example, vs Hog Lightning my key defenders are Dark Prince and Inferno Dragon. If the opponent places an Ice Golem at the bridge and prepares, I’ll put the Inferno Dragon as forward as I can, just to not get hit by Lightning and kill the Ice Golem fast, or even the Hog in few cases. Another cool prediction you can use is Dark Prince in the back when expecting a push. This gives him enough time to charge and splash the entire push, before the opponent realizes it’s too late, this is the best counterpush starter.

So that’s all about this deck guys! I’m still searching for solid interactions and tech with it, and I’ll keep you updated in the comments section! I hope you enjoyed it, best of luck using it! See you later!

P.E.K.K.A Loon: A Surprising Meta Crusher Deck

31
pekka miner loon

Hey guys this is Sidd and this is my first guide on Clash.World. I have been trying decks lately and trying to find a unique combo.

During my search I was playing the Reddit Blind Deck Challenge where I got to use the Mineroon deck by ☆Andrés☆ ♡ ;).

I came up with my own variation of this deck and it has done wonders.

This combo is getting some fame in the meta as I have seen some pros use it as well. So without further ado lets get into it.

pekka miner loon

Clash Royale P.E.K.K.AClash Royale BalloonClash Royale MinerClash Royale Zap
Clash Royale Ice SpiritClash Royale ExecutionerClash Royale TornadoClash Royale Mega Minion

copy deck

trifecta analytics

Pros

  • Does great in the current meta
  • Is amazing at punishing and counter pushing
  • Does good against Golem Double Prince

Cons

  • Does not have a heavy spell
  • Weak against Inferno units
  • Does have a few troubles with bait/fast cycle

The P.E.K.K.A Loon

Clash Royale BalloonBalloon: He is your main win condition.

He is like a flying P.E.K.K.A when it comes to offensive threat.

He is a great punishing card due to his insane DPS and only building focus.

Don’t use him at the start. After defending a push, deploy him and the Miner for a nasty counterpush. Beware of building counters as well.

Clash Royale P.E.K.K.AP.E.K.K.A: She is sometimes used on only defense, sometimes on only offense, sometimes both, sometimes as a tank and in very rare cases, even as a win condition.

In this deck she is your pure defense.

You will barely use her on offense because of the lack of support units in this deck.

But on defense she is a beast. Her capabilities of destroying is amazing.

Do only use her in case of emergencies as she is 7 elixir and you may not be able to cycle her fast enough to destroy your opponents main push.

Your opponent may over commit trying to defend her, if they do, Balloon your way to glory.

Clash Royale MinerMiner: He is your main tank for your Balloon.

You can use him as your secondary win condition if your opponent has a super solid counter to your Balloon.

Since this deck has no heavy spell, He is the one to rely on to finish the tower.

If your Balloon gets a shot of the crown tower early in the game, its okay to send lone miners and slowly chip away.

Clash Royale ExecutionerExecutioner: The crowd controlling boss and the splash unit in this deck.

He is more than just a crowd controller, He is your main defense on air and even sometimes ground.

He is soo good at defense that I use him more than P.E.K.K.A in some matchups.

Pair him up with the Tornado to stop many of the incoming pushes. But don’t waste this amazing synergy on petty pushes.

You never want to use him on offense because of his squishiness. He can be paired up with the Balloon for a counterpush

Clash Royale TornadoTornado: Like any Exe deck, the Tornado must be there.

You can also use this spell with the P.E.K.K.A to make it easier for her to defend Three Musk and other ranged threats.

Ice Spirit may get some good value of Tornado as well, if played right

And finally, yes you can use it to activate the King Tower.

Clash Royale Mega MinionMega Minion: He is your secondary air defense and your only flying unit.

He is great at defense because of his high DPS. He is for taking out offensive glass cannons.

He can also take out Hogs and Balloons with an Ice Spirit.

With the help of Exe, He is great at taking out tanks as well.

Clash Royale Ice SpiritIce Spirit: The showstopper, no literally cause he can stop units. Get it? Get it? Okay not funny.

But seriously, for one Elixir, he is value. His Freeze gives time for Mega Minion to kill a Hog, Crown towers to finish of a Lumberjack and an Exe + Mega Minion to finish a P.E.K.K.A.

You can use him with a Balloon to Freeze counters giving your Balloon enough time to at least get one shot at the Crown Tower.

Pro Tip: If you see split Archers coming your way, wait until they cross the bridge and deploy your Ice Spirit in the middle, one tile behind the River to perfectly counter them.

Clash Royale ZapZap

We all know this one.

General Gameplan

Best Starting Hands:

Clash Royale P.E.K.K.AClash Royale MinerClash Royale BalloonClash Royale ExecutionerdotClash Royale Mega Minion

Clash Royale P.E.K.K.AClash Royale MinerClash Royale ExecutionerClash Royale TornadodotClash Royale Balloon

 

Best Starting Plays:

  • Miner to a crown Tower
  • Ice Spirit on the bridge

3:00 – 2:00

This period is to see how aggressive your opponent is and react to the situations accordingly.

If your opponent is super aggressive like he puts Double Prince in the start. Either put your P.E.K.K.A and Minerloon.

If you don’t have P.E.K.K.A. Simply Exnado and if your Exe survives, put your Balloon down and watch demolition.

If your opponent is less aggressive like only one Hog deployment than its your turn to go aggressive or to wait till Mid Game.

If you decide aggression, go for a Balloon and Ice Spirit or if your really daring, MinerLoon.

If you decide MinerLoon, just make sure you have strong defensive backing. These options are highly not recommended in the start if your opponent is starting of slow.

If you want to wait till Mid Game, just Miner in the start and defend till it’s the appropriate time to make a formidable offensive push. If so you may not use Balloon a lot in the start.

So basically the start is for you to make a decision to go offense or defense.

2:00 – 1:00

The decisions you make in the start of the game go on into this period.

If you went on offense in the start (hopefully for a good reason), you probably got the Tower, so its time to slow the pace down and defend more. If you are confident they just overspend Elixir, then go for the 2nd Tower.

If you went slow in the start, now is the time to pick things up. That still doesn’t mean you go for the straight kill. Just wait for your opponent’s overspending mistake and go for the kill.

If your opponent is good, they still wo’nt make any errors, this will go to Double Elixir or even OT. You need to go full strength in that period.

This period is to stick on defense or offense, and amp up your game in whichever side you choose.

Double Elixir

This is where you go extreme offense or extreme defense and if you are skilled you can manage both.

It is hard to manage both equally, so you will have a few problem if you go neutral.

If you go offense, here’s the plan. Keep cycling Balloons and Miner pushes. Keep track of counters like the Inferno Tower. Try to outcycle them.

Try even somewhat baiting the Infernos by putting P.E.K.K.A’s so that the Balloons have a free way. So altogether go full force.

If your Balloon has got your opponents Tower to atleast 640 HP. Your safe to just cycle Miners and go on the defensive side.

Keep your opponent on their toes and don’t let them go on the offense.

Just don’t overcommit as this is a mistake that will cost you a lot.

If its defense your going just keep on cycling units. You may want to still go on some sort of offense. Because offense is the best sort of defense.

Keeping the pressure on your opponent is a good tactic so that they can’t build their own push.

Just make sure you have your P.E.K.K.A ready in case of a nasty counterpush.

So basically, it’s a Balloon and Miner parade.

Replacements

Clash Royale Executionerekf9WOpClash Royale WizardClash Royale Magical ArcherClash Royale Witch

Clash Royale Balloonekf9WOpClash Royale Hog Rider

Clash Royale Zapekf9WOpClash Royale Arrows

Clash Royale P.E.K.K.Aekf9WOpClash Royale Mega KnightClash Royale Giant Skeleton

Clash Royale Mega Minionekf9WOpClash Royale Flying MachineClash Royale Electro WizardClash Royale Musketeer

Explaination

Clash Royale WitchWitch: I feel the Witch is a lot like an Executioner when it comes to clearing swarms.

The Witch has a fast hitspeed but low damage, The Exe has a high damage but when its axe boomerangs it does take some time so basically he has a high damage but slow hitspeed, So they basically both clear a Minion Horde at the same time.

But the Executioner gets more value of the Tornado because the Exe can hit through multiple troops.

Anyway, you wont be using the Witch a lot differently but I don’t recommend this replacement as she cant give you the great defensive value out of the Tornado. You may consider using her because of her skeleton spawnage.

Clash Royale WizardWizard: He is a better replacement than the Witch because he has a decent hitpeed and good damage as well and he gets better value from a Tornado because of his great damage.

He clears swarms quicker than an Executioner. but I still prefer the Executioner because on tournament standards the Exe has higher damage and way more hitpoints.

The Wizard cant cut through units like the Exectioner.

Clash Royale Magical ArcherMagic Archer: I don’t have the Magic Archer yet, but I have used it in a few instances such as the Reddit Blind Deck Challenge.

The Magic Archer makes a good replacement for the Executioner as it gets the most value out of the Tornado compared to the other replacements I have mentioned before because it can pierce trough multiple troops like the Exe.

The Magic Archer also has great projectile range and has good hitspeed. But the Magic Archer has less damage compared to the Exe and is comparatively less efficient in clearing swarms.

If you use him, try paring him up with Tornado to get most value out of him on defense and offense as well.

Clash Royale Hog RiderHog Rider

Now Hog Rider is comparatively easier to counter as it is a ground unit.

The Hog is a better punishing unit as it is very fast and does good damage as well. Using him will be a bit harder because he isn’t very tanky either.

You want to use him like you would with a Balloon, what I mean is to send him down with Miner tanking for him so that the counters look towards the Miner, use Zap if needed.

This will be tricky because you need to time the Miner perfectly so that the Tower looks at the Miner and the Hog is quick so be careful.

So again this is the best replacement for the Balloon.

Clash Royale ArrowsArrows: The Arrows is a similar spell to the Zap.

It is a light spell just like the Zap.

The Arrows would be better than the Zap because of its ability to destroy Minion Horde, a major counter to Balloon, You can pair up Ice Spirit with Balloon and when the Ice Spirit jumps on the Minion Horde, you can Zap it up for the same amount of Elixir.

The Zap is better in resetting, faster deployment and a cheaper counter to many swarms.

Clash Royale Mega KnightClash Royale Giant SkeletonMega Knight and Giant Skeleton

I’m not going to keep a separate for both because they both have two very close similarities, one they both have a different way of defending in contrast to the P.E.K.K.A and two they both get defensive value because of their special qualities.

Yes, they both work differently compared to the P.E.K.K.A.

Suppose a beatdown push is coming, you would probably put the P,E,K,K,A on the tank but with Mega Knight’s deploy damage, you would probably put him on the glass cannons to kill them and then let the Megan Knight deal with the tank, same with the Giant Skeleton except its probably going to die from the multiple glass cannons, but when it does, just Tornado he tanks and the glass cannons altogether to the bomb to kill the entire push

Clash Royale Flying MachineFlying Machine: The Flying Machine has a good quality, that it’s a ranged troop, and a far ranged one as well.

With its decent damage, it would make a pretty good replacement for the MM, but due to the lack of HP and its vulnerability to any heavy spell makes it not such a good card in the meta, plus his damage is way lesser than the Mega Minion and finally it costs one more Elixir than a MM.

I would use this flying mechanism from some range due to its far shooting, a small, incoming push can be stopped with a Flying Machine if kept in front of the King Tower, away from the ariel attacking support units

Clash Royale MusketeerMusketeer and E wiz: Again, not going to keep a separate guide for these two becuase work almost the same way.

You want to keep them away from support units in an incoming push because they are quite squishy as well and use their range as an advantage.

I would prefer using the E wiz as I have mentioned before the deck is weak to Inferno units and we could use a bit of resetting.

Flying Machine would be the closest replacement to the MM as it is a flying unit.

Opposing Threats

In this part of the guide I will be telling you cards to look out for and how you should properly deal with them and to not make certain moves that lets your opponent to use these cards in full efficiency against you.

inferno dragonInferno Dragon

As I mentioned before, the Inferno units are a problem with this deck.

These flying reptiles aren’t as big of a problem as compared to its building counterpart, since the Balloon is only building targeting unit.

The key here is to never send your Balloon alone.

I prefer sending it with an Ice Spirit so that the Inferno Dragon cant heat up or you can use Zap with it.

And don’t forget to punish them if they play Inferno Dragon as a offensive card or as a starting move.

inferno towerInferno Tower

Now we have a problem, because the Balloon is building targeting unit.

Luckily this card isn’t so famous in the meta right now (although it is used n a certain Hog Cycle deck). Sending it with an Ice Spirit but it dosnt help.

So in these situations you want to out cycle these buildings.

It sure is hard to do so in Single Elixir, so wait till Double Elixir and go for destruction.

You can also Miner the Inferno so it gets it down to low health.

Try baiting it out by defending a push with P.E..K.K.A and if your P.E.K.K.A walks onto their side, hopefully they deploy their Inferno so that its out of cycle when you put your Balloon.

You should also try holding onto your Balloon until it’s the right time to go for a push.

elite barbarianElite Barbarians

These savages are the reason why I NEVER put P.E.K.K.A in the back with this deck.

And also one of the reasons I never put P.E.K.K.A on offense as well. Because the moment you put the P.E.K.K.A in the back, T=they go on the offense the other lane and with the lack of support, your P.E.K.K.A and your push will get destroyed.

And if you meet that odd loonatic (Heh, heh get it, lunatic and Balloon… Okay ill stop) who uses Elite Barbarians Rage than you are in real trouble.

So in this case, never play P.E.K.K.A on offense.

Matchups

Clash Royale GolemGolem Double Prince Beatdown:  These decks do better in Double Elixir so you’ve got to get most of your damage done in single Elixir.

Keep switching Miner deployments, sometimes on the Tower and sometimes on the Pump so that your opponent dosent know where you are going.

When nearing Double Elixir, ALWAYS Miner their Pumps so that they don’t build up Elixir.

In Double Elixir, P.E.K.K.A their Golem, and Exnado for supports and use the MM if needed.

Don’t let them go on the offense.

The moment your done defending, make a Balloon counterpush of the remains and go for the win cause again offense is the bet sort of defense.

If you go only defense in Double Elixir than your guaranteed your going to lose.

Clash Royale Three MusketeersThree Musketeers: P.E.K.K.A for the Three Musketeer, Tornado if necessary.

If they go split lane pushes Exnado one side and deploy P.E.K.K.A on the Two Musketeer side.

Only deploy the Balloon after the Three Musketeers are dealt with because they shred Balloons in no time.

Punishing Collectors is a good move as well, but its important to not overuse Elixir.

After dealing with the Three Musketeers, deploy Balloon and have Zap ready because these decks usually have zappable cards as arial counters (Ex. Bats).

Clash Royale Hog RiderHog Cycle: Mega Minion for small Hog pushes, use Ice Spirit if necessary.

P.E.K.K.A for big Hog pushes and then go on the counterpush on the same lane or opposite lane for pressure.

Important thing is to keep up with the Hogs as they can be devastating.

Don’t overuse as that’s your worst mistake.

Clash Royale X-BowSiege: These are your hardest matchup when it comes to offense because of the multiple bullding defensive units. Especially with the 2.9 X-Bow cycle since I has Tesla, Ice Wizard and Archers

So you basically have to run a Miner deck with 3.7 average Elixir deck and without Poison.

The best means of action is to distract the Crown Tower, so that the Balloon can move onto the Crown Tower, but they probably have a counter for that too.

So basically your screwed on offense.

On defense, have P.E.K.K.A tank their siege weapons shots. And try your best to keep up with their cycle.

Hog Lightning Is Back – The New Hog Meta Deck

39
hog lightning

Hey guys, Unstoppable here! Today, I’ve decided to share with you, a (somewhat) new Hog Rider cycle deck that I went 12-0 with in a grand challenge!

It is actually an adaptation of an old deck that was very popular a few months ago that I decided to test with the new Lightning buff.

Expect it to become meta once again among competitive players but also works just as well on ladder.

Here’s the video of my last 6 games, some of which I had to make spetacular plays to win with:

hog lightning

Clash Royale Hog RiderClash Royale GoblinClash Royale Mini P.E.K.K.AClash Royale Ice Golem
Clash Royale BatsClash Royale PrincessClash Royale The LogClash Royale Lightning

copy deck

battle ram chip analytics

Substitutions

  • Hog Rider → Can NOT be substituted without changing the core of the deck
  • Goblins → Skeletons or Ice Spirit can be substituted in for a quicker cycle
  • Mini P.E.K.K.A → Inferno Dragon can be substituted in for better air but worse ground defense
  • Ice Golem → Knight can be substituted in for a more “ladder friendly” version
  • Bats → Minions can be substituted in for better air defense but slower cycle
  • Princess → Archers can be substituted in if you don’t have Princess
  • The Log → Arrows or Zap can be substituted in if you don’t have the Log
  • Lightning → Fireball, Poison, and Rocket can all be substituted in for Lightning

General Gameplay

In order to utilize this deck to its maximum potential, you never want to overextend or play reckless Hog Riders.

As for starting plays go, the best ones are: Princess/Ice Golem/Bats behind the king Tower or Goblins at the bridge.

I like to play it slow and attempt to see what counters my opponent may have to my win condition or if they have any win conditions of their own.

During single Elixir, its best to try to just chip at their Princess towers with Hog Rider + Goblins/bat pushes and try not to reveal Lightning unless they have Elixir Collector or use a lot of Elixir to defend my Hog Rider.

Once it reaches Double Elixir, I have usually figured out what counters and win conditions my opponent has so I will go in for Hog + Lightning pushes and attempt to finish off their Princess Tower.

Watch my gameplays with live commentary:

Matchups

Clash Royale GolemBeatdown

Against Golem or Giant, you always want to attempt to save your Hog Rider for when they either use Elixir Collector or play their tank in the back, then you want to hit them hard with Ice Golem + Hog and maybe Goblins or Bats depending on their spells.

Against Lava Hound, its much more difficult but beatable due to the fact that you can spread their spells thin by properly using your Princess and Bats as well as just lightninging their Lava Hound support units.

Clash Royale Hog RiderHog Rider

Always save your Mini P.E.K.K.A for their Hog Rider and then go in for a counter push either same lane as your defensive Mini P.E.K.K.A or opposite if they are low on Elixir.

If you know how to keep track of what cards your opponent has in their hand you can get away with defending their lone Hog Riders with either Goblins or Bats for a positive Elixir trade and then capitalize with a counter push.

Clash Royale Three MusketeersThree Musketeers

A very easy matchup due to the fact that you have both Lightning and Mini P.E.K.K.A which absolutely destroy them.

During single Elixir, save your Lightning for their Elixir collectors and use your Mini P.E.K.K.A on their Musketeer pushes and during Double Elixir you can begin to Lightning their 2 Musketeers as well as Tower because they won’t have time to place any more Elixir collectors and get value from them.

Princess is also a very valuable card in this matchup because most three Musketeer decks use Zap and Miner instead of Log so you just defend your Princess from their Miner with Goblins and get lots of value from her.

Clash Royale X-BowX-Bow & Mortar

If you are playing against Mortar on ladder, I would always recommend playing very defensively and attempt to draw since Mortar hard counters Hog Rider.

X-Bow however, is much easier since your Lightning will be able to hit their X-Bow and their Tower which lets you chip at them the entire game and then finish the Tower off with a Hog Rider.

Since most Mortar and X-Bow decks use Log, make sure to utilize your Bats to keep control of the match.

Clash Royale Goblin GangSpell Bait

This is typically a very fair matchup for both sides since you have Log for their Goblin Barrel and they have Tornado/Tesla/Inferno Tower for your Hog Rider.

However you can get an edge on your opponent by defending their Goblin barrels with your Bats or Goblins and then going in for Hog Rider + Lightning + prediction Log (for their Goblin Gang) pushes in Double Elixir and completely outplaying them for the win.

This is very hard to pull off however and the safer way to win would to just continually Lightning their Tower + whatever they put near it like Inferno Tower or Princess.

These games will usually come down to the wire but if you remember what I’ve said here you should be able to pull out a win.

giphy

That’s all for this deck guide, if you have any questions feel free to tweet me @Unstoppable_CR or check out my YouTube channel for a more in depth guide. I’ll be doing deck guides weekly so make sure to stay connected.

See you in the arena!