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Instant Guide to Lava Hound (Updated)

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lava hound

Hello everybody! It’s me, Supermarine here again, with my 25th Clash.World guide!

I am super excited! I’ve once again gathered friends and clanmates, mainly to celebrate the April Update, to help me out with another one of my Ultimate Guides: The Ultimate Guide to Lava Hound v2!

It will explain all the things you can use with and against it, some decks with him (or her), and more!

Additionally, I’ve gone more in-depth with the list of Counters and added a couple more decks in the Decks section! I even added another video!

First though, let’s start with the basics.

lava hound

Overview

Clash Royale Lava HoundLava Hound is an Arena 4 Legendary Card with very high hitpoints that costs 7 Elixir.

Upon death, it splits into six spread out Lava Pups. These Pups have the same health as a Minion but only deal about half the damage.

Hit Speed Speed Deploy Time Range Target Cost Count Type Rarity
1.3 sec Slow 1 sec 2 Buildings 7 x1 Troop Legendary

Lava Hound

Level HP Damage DPS Lava Pups Level
1 3,150 45 34 1
2 3,465 49 37 2
3 3,811 54 41 3
4 4,189 59 45 4
5 4,599 65 50 5

Lava Pup

Lava Pup Level Hitpoints Damage Damage per second
1 180 45 45
2 198 49 49
3 217 54 54
4 239 59 59
5 262 65 65
Changelogs
  • 18/5/16, increased the Lava Hound’s hitpoints by 3% and Lava Pup’s hitpoints by 9%.
  • 21/6/16, increased the Lava Hound’s damage by 28%.
  • 30/11/16, decreased the Lava Pup’s hitpoints by 1%.
    On 18/5/16, a Balance Update increased the Lava Hound’s hitpoints by 3% and Lava Pup’s hitpoints by 9%.
    On 21/6/16, a Balance Update increased the Lava Hound’s damage by 28%.
    On 30/11/16, a Balance Update decreased the Lava Pup’s hitpoints by 1%. This was to fix a rounding error where a level 12 arena tower should’ve been able to kill level 4 lava pups in two shots.
    On 24/1/18, a Balance Update increased the Lava Hounds hitpoints by 5%.
  • 24/1/18, increased the Lava Hounds hitpoints by 5%.

Card Interactions

The Lava Hound deals extremely low damage and only targets buildings, but the Pups attack anything.

Hound is near incapable of killing any air targeting troop or structure, but the Pups can take out a wide variety of troops, including eWiz, Archers, Bats, and even Executioner, as they’re spread out!

Pups are capable of killing glass cannons in just about 10 shots, and since there’s six of them, it won’t take long before that pesky Wizard, Inferno Dragon, or eWiz is dead!

They can be cleared out by most low damaging spells, so keep them safe!

Strategy

Since Lava Hound has high hitpoints, you can use it as a tank for another air troop like a Balloon or Inferno Dragon.

You can also use it as a secondary win condition. Win conditions or tanks for the Lava Pups will greatly help you get damage on the Tower with the help of support spells.

Another viable, but risky strategy is to make the Lava Hound your main win condition and another card a second win condition or threat card, and elevate the Lava Hound’s threat level using spells.

When playing against Lava Hound, use an air targeting swarm to attack anything behind Hound, then use a tank killer to kill it. Spells will greatly help against the Pups.

Best cards to use with the Lava Hound

Clash Royale ZapClash Royale ArrowsClash Royale fireballClash Royale PoisonClash Royale LightningClash Royale BalloonClash Royale Baby DragonClash Royale Inferno DragonClash Royale MinerClash Royale BanditClash Royale Flying MachineClash Royale Skeleton Balloon

Best Counters to Lava Hound

Clash Royale Inferno TowerInferno Tower: This is a no brainer.

Once it hits its third stage of damage, the Hound will just get melted away!

Just be careful of reset cards (Zap, Lightning, etc).

Clash Royale Inferno DragonInferno Dragon: See Inferno Tower. Also, you can counterpush with the Inferno Dragon too!

Mega Minion: Even after its many nerfs, it is still a good option to kill Hound with due to its high damage per hit.

However, you may need to pair it with a card that deals high DPS, like Bats, in order to clear out Pups.

Clash Royale Minion HordeMinion Horde: Minion Horde’s high DPS is great at shredding down the Lava Hound and its Pups.

However, be very careful of spells like Arrows, Fireball, and Poison, as well as area damage troops like Wizard, as they can take down the Horde with ease.

Clash Royale MusketeerMusketeer: Musketeer is another great counter to Lava Hound.

Her attack speed allows her to deal really good damage to the Hound, and it helps out against Pups as an added bonus!

You can also counterpush with her as well!

Also use:

Clash Royale MinionsClash Royale BatsClash Royale Electro WizardClash Royale WizardClash Royale ExecutionerClash Royale HunterClash Royale Three MusketeersClash Royale Tesla

Best Counters to Pups

Clash Royale ArrowsArrows

Arrows, like with Minions, are capable of one-shotting Pups before they do any significant damage.

Clash Royale Ice GolemIce Golem

Ice Golem is great to place in the middle of the cluster of Lava Pups so it can soak damage, get slows in, and give more time for the Arena Tower to take them all out.

Clash Royale KnightKnight

Knight, like Ice Golem, cannot target the Pups themselves, but he can soak enough damage so the Arena Tower can take them all out. Note that Knight cannot slow Pups like Ice Golem can.

Clash Royale ArchersArchers

Archers are very cheap, durable ranged attackers that can survive Zap, Log, and even Arrows and still keep on shooting!

This also means that the Pups cannot one-shot or even two-shot the Archers too!

Clash Royale TornadoTornado

Perhaps every Lava Hound player’s worst nightmare is the Tornado.

It moves the Lava Pups back a ton, and paired with a splash troop can be really deadly to Balloons or Baby Dragons or anything of the sort!

Also use

Clash Royale MusketeerClash Royale MinionsClash Royale Minion HordeClash Royale Spear GoblinsClash Royale Goblin GangClash Royale Fire SpiritsClash Royale Baby Dragon

Decks with Lava Hound

Hooray! We finally get to some decks!

I will be giving a brief overview on each deck just so you folks can learn to play them more efficiently!

All of these were either posited on Clash.World before or tested by my clanmates.

LavaLoon (by Ash)

Clash Royale Lava HoundClash Royale BalloonClash Royale MinionsClash Royale Mega Minion
Clash Royale Goblin GangClash Royale TombstoneClash Royale ZapClash Royale fireball

We all know this one, don’t we?

This is the Classic LavaLoon! Basically get the Balloon behind the Hound with some support, and combined with your spells, you’re golden! You also have Minions, Gang, and Tombstone as well for defense against Hogs or Rams or anything of the sort.

Modified LavaLoon (by You Won!)

Clash Royale Lava HoundClash Royale BalloonClash Royale ArrowsClash Royale Rocket
Clash Royale MinionsClash Royale Mega MinionClash Royale TombstoneClash Royale Skeleton Army

Made by You Won!, this LavaLoon is a little different.

Rather than using the Fireball to kill swarms, you have the Arrows. There is also a Rocket rather than the more popular choice, Lightning, to kill Infernos or glass cannons such as Musketeers.

You can replace the Arrows for Zap. I have actually found it quite viable!

Raging LavaLoon (by Haru Cruz)

Clash Royale Lava HoundClash Royale BalloonClash Royale Baby DragonClash Royale Rage
Clash Royale ZapClash Royale Goblin GangClash Royale TombstoneClash Royale Mega Minion

This variant of LavaLoon by Haru Cruz uses similar principles as the Classic LavaLoon, except that you have a Rage to elevate the threat level of the Balloon.

However, this was sacrificing swarm clear, so to fix the swarms problem, Baby Dragon was added to help dispatch them.

Most cards like Tombstone and Mega Minion remain in the deck because of their roles in the deck, which is being tank killers.

Airfecta (by Tag™)

Clash Royale Lava HoundClash Royale Inferno DragonClash Royale Baby DragonClash Royale Bandit
Clash Royale SkeletonClash Royale ZapClash Royale The LogClash Royale Poison

The original Tag-style Airfecta!

Use the Inferno Dragon as a threat card to take the Tower! You have Skeletons and Bandit for defense and pressure, as well as two low-damaging spells! Poison works great if you don’t have your Baby Dragon in cycle! Bandit allows you to snipe at glass cannons attacking your Lava Hound or any of your Dragons.

Using the Tower’s health as a resource is a generally good idea, as long as you get any heavy tanks killed with Inferno Dragon as soon as possible.

Airfecta v2 (by Supermarine)

Clash Royale Lava HoundClash Royale Inferno DragonClash Royale Baby DragonClash Royale Bandit
Clash Royale ZapClash Royale PoisonClash Royale TombstoneClash Royale Guards

The modified version of Tag’s Airfecta, made by me!

This Airfecta has much greater defensive capability than the original (Tag, if you’re reading this, no offense). We have the Tombstone to kite tanks, Guards to attack the support, and Inferno Dragon to kill and counterpush with. Like the original version, Bandit can be used to snipe glass cannons attacking your Hound or Dragons.

Lava Hound Flying Machine Control (by HEbarbian)

Clash Royale Lava HoundClash Royale Flying MachineClash Royale MinerClash Royale Poison
Clash Royale Skeleton ArmyClash Royale Mega MinionClash Royale TeslaClash Royale Zap

This deck made by HEbarbian uses the Lava Hound and Miner as win conditions, and the Flying Machine is meant to be a threat card that forces opponents to react.

Miner Poison pushes work great for chip in Single Elixir, and if you can add in the Lava Pups as well during Double Elixir, the opponent will be in massive trouble!

In terms of defense, you are still quite solid, with the Skeleton Army, Mega Minion and Tesla dealing heavy damage to tanks and mini tanks. Zap can be used for swarm clear on defense or to reset an Inferno Tower/Dragon on offense.

Raging Pups (by Haru Cruz)

Clash Royale Lava HoundClash Royale Mega MinionClash Royale Baby DragonClash Royale Skeleton Army
Clash Royale RageClash Royale TombstoneClash Royale BatsClash Royale Lightning

Made by Haru Cruz, the Raging Pups deck has a similar principle to the Raging LavaLoon, except the Pups are your sole source of damage.

Skeleton Army is a great card to pair with this push, but only use it for the counterpush.

Once again, we have the Baby Dragon for swarm clear, and Lightning to reset Infernos as opposed to Zap.

Lava Barrel (by Huncho Houndini)

Clash Royale Lava HoundClash Royale Goblin BarrelClash Royale MinerClash Royale Poison
Clash Royale Goblin GangClash Royale Mega MinionClash Royale TombstoneClash Royale Zap

Finally, a deck with the Skeleton Barrel! Made by Huncho Houndini, this falls into more of a control deck, with Miner, Skeleton Barrel, and the Lava Pups doing slow chip.

Goblin Gang also works, but be sure to not use it too often on offense, as it is your main ground swarm on defense. Single Elixir is when most of the slow chip happens, and Double Elixir is when things ramp up. The Lava Pups and the Skeleton Barrel Skeletons can all be used in conjunction with Miner to maximize damage. Against any Infernos, use Zap.

Skeleton Barrel Airfecta (by Lolman)

Clash Royale Lava HoundClash Royale Goblin BarrelClash Royale Baby DragonClash Royale Mega Minion
Clash Royale Goblin GangClash Royale MinerClash Royale ZapClash Royale Poison

Made by Lolman (you can call him Lmaoman or Rolfman), this is the deck of the week! It features Skeleton Barrel over Inferno Dragon, and retains the Miner and Baby Dragon.

Poison is used over Fireball to have a better synergy with Miner. You have Gang as your main ground swarm, and MM as a tank killer, but use them wisely, as there is no definitive defensive building in the deck!

This was posted on Clash.World before. Check it out at here!

Special Thanks To:

  • Haru Cruz (provided decks)
  • HEbarbian (provided a deck)
  • Huncho Houndini (provided a deck)
  • Schmenderick (helped edit)
  • KlorbitKali (tested all Ladder decks on ladder)
  • Dragon Claw (also a deck tester, but for Challenge decks)

Bonus Videos: Some extra videos of popular YouTubers playing some of these decks!

So that’s all for my 10th guide anniversary! Hope you guys learned a lot about using and countering Lava Hound! See you next time!

-Supermarine

Clash Royale April Update Recap: Clan Wars, New Card and More! (Updated)

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clash royale update

As the upcoming Clash Royale April update is just around the corner, we have created this page, picking up everything you want to know the update. This includes both official news and leaked information as well as rumors.

If you know anything about the update which hasn’t been included in this page yet, please let me know in the comment section below.

clash royale update

What is Clan Wars?

It’s been 6 months since the last major Clash Royale update and Supercell has been working very hard to bring back the hype to the game.

Clan Wars should be a real gamechanging feature, which could bring back left players and lots of new players.

clash royale clan wars map

clash royale war day

Some Information You Need To Know About The Clan Wars

  • The Clan Wars system is not based on the Tournament Standard. The Clan Card levels can’t be higher than your owncard levels.
  • Clan Wars last 2 days long. The whole clan (50 players) can participate in the Clan Wars
  • Players must be at least level 8 to join the Clan Wars.
  • The Clan War lasts for 2 days. Clan can participate in numberous Clan Wars during the Clan War Season (2 weeks).
  • There are be Clan Trophies and Clan Leagues, for determining the rewards as said earlier.
  • The rewards will be sent at the end of the War.
  • There are spectating days.

Read more about Clan Wars at here!

What Is The Clash Royale April 2018 Update Release Date?

Update: The Update is here! See you in the Arena!

Improvements

Here are some confirmed changes most of you might have already known

  • The Removal of Clan Chests: The old Clan Chests will be replaced by the new Clan Wars reward system.
  • Permanent Mute Button: This was mentioned a long time ago by Supercell.
  • Spectators can now emote also! (Both players can see it)
  • Players who quit 2v2 Quick Matches will have to wait before playing again (short ban).
  • Now you can sort your card collection by “rarity descending”.
  • New Supercell ID system in the Settings.
  • Arena Value Packs now contain Lightning Chest, King’s Chest and Legendary King’s Chest.

Balance Changes

  • Dark Prince: Shield HP -25%
  • Spear Goblins: Hit Speed 1.1sec → 1.2sec
  • Barbarian Barrel: Range 6.5 → 7
  • Knight: Hitpoints +3%
  • Dart Goblin: Damage +3%
  • Ice Spirit: Area Damage -4%; Freeze Duration 1.5sec → 1sec
  • Skeleton Barrel: Skeleton count 6 → 7
  • Lightning: Radius 3 → 3.5
  • Tornado: Duration 2.5sec → 2 sec; Damage per second +21% (this affects Total Damage -3%)
  • Magic Archer: Hits moving targets better.

Read more at here.

Chest Reworks (Confirmed)

lightning chest

Lightning Chest

Players now can use ‘Strikes’ to replaced unwanted cards. The new cards will have the same rarity and amount.

Higher Arena chest gives more strikes.

Arena Strikes Available Common Rare Epic Legendary Droprate Total Cards
1 2 64 16 1 0% 81
2 2 67 17 1 0% 85
3 3 71 17 1 0% 89
4 3 74 18 1 0% 93
5 4 77 19 1 0% 97
6 4 79 20 2 1% 101
7 4 82 21 2 1% 105
8 4 86 21 2 1% 109
9 5 89 22 2 1% 113
10 5 92 23 2 1% 117
11 5 95 24 2 1% 121
12 5 98 25 2 1% 125

fortune chestFortune Chest

Everyday, 4 different cards are featured in the Fortune Chest.

Most of the time, the chest will favor the cards which could be useful for you. 2 out of 4 cards are guaranteed upon opening.

Arena Common Rare Epic Legendary Droprate Total Cards
1 125 32 5 0% 162
2 131 34 5 0% 170
3 138 35 5 0% 178
4 143 37 6 2% 186
5 150 38 6 5% 194
6 156 40 6 5% 202
7 161 42 7 7% 210
8 168 43 7 7% 218
9 174 45 7 7% 226
10 181 46 7 10% 234
11 186 48 8 10% 242
12 192 50 8 10% 250

king chestKing’s Chest

Available for all players from Arena 1 to Arena 6.

Very high Legendary drop rate at Arena 6.

Arena Common Rare Epic Legendary Droprate Total Cards
1 176 48 16 0% 240
2 184 50 16 0% 250
3 191 52 17 0% 260
4 198 54 18 10% 270
5 206 56 18 20% 280
6 213 58 19 33% 290

legendary king chestLegendary’s King Chest

Available for all players from Arena 7 to Arena 12.

Each Legendary’s King Chest guarantees a Legendary Card and the unique ‘card drafting’ mechanic that allows you to choose between two different cards at a time.

Arena Common Rare Epic Legendary Droprate Total Cards
7 219 60 20 100% 300
8 227 62 20 100% 310
9 234 64 21 100% 320
10 241 66 22 100% 330
11 249 68 22 100% 340
12 256 70 23 100% 350

New Cards Coming in this April Update?

Update: There is no new card in this update. But we will have new cards in May, which is very close.

Hint: Watch your step when walking in the woods near Royal Arena…

Again, we have no clue yet.

This section will be used for the new cards (hopefully) once the update launched.

A few weeks ago, there was a guy asking CR team on Twitter that where was a new card coming. and they said Maaaaybe… with a hush emoji.

Maybe this is not a solid proof, in my opinion, Supercell really must release some new cards right now, which should be win-conditions, not all-around or support cards.

The gameplay must be evolved around them, creating a fresh new strategies for people.

And now is a perfect time to release new cards.

According to Tim, new heroes (not cards) were not a part of the Clan Wars update... Are they gonna be released soon? Archer Queen and Barbarian King?

no new heroes

 

How about the New Arena?

How about the new Arena?

Supercell hasn’t offered any indication about this yet, however, WELLGAMER has datamined some very interesting stuffs inside the game code.

There is new Arena called Atlantis, which could be coming in this update, and a new game mode named “King of the Hill”.

This is just so exciting!

leaked arena gamemode clash royale

What do you think about the Clash Royale April update?

Don’t hesitate to share your thoughts in the comment section below!

Meta Predictions – Clash Royale April Balance Update (24/4)

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Hello guys,

As always, Supercell is releasing the new Balance Change update on April 24th in order to make the game fine tuned and to keep the fun throughout the updates.

This time, Supercell is taking a serious look at Dark Prince, Spear Goblins, Barbarian Barrel and more! Let’s take a look!

Clash Royale April Balance Update

Clash Royale April Balance Update

Clash Royale Dark PrinceDark Prince

Shield HP -25%

Clash Royale Spear GoblinsSpear Goblins:

Hit Speed 1.1sec → 1.2sec  (This change affects Spear Goblins, Goblin Gang, Goblin Hut)

Clash Royale Barbarian BarrelBarbarian Barrel

Range 6.5 → 7

Clash Royale KnightKnight

Hitpoints +3%

Clash Royale Dart GoblinDart Goblin

Damage +3%

Clash Royale Ice SpiritIce Spirit

Area Damage -4%; Freeze Duration 1.5sec → 1sec

Clash Royale Skeleton BalloonSkeleton Barrel

Skeleton count 6 → 7

Clash Royale LightningLightning

Radius 3 → 3.5

Clash Royale TornadoTornado

Duration 2.5sec → 2 sec; Damage per second +21% (this affects Total Damage -3%)

Clash Royale Magical ArcherMagic Archer

Hits moving targets better.

Some other changes

  • Spells: Can now be played on the river
  • Fixed: In rare cases, Cannon Cart was not being targeted after losing its shield
  • Fixed: Witch would sometimes switch targets (while being locked to a tower), if spawning skeletons pushed her target out of range
  • Fixed: In rare cases, Sparky’s hit would reset if she’s knocked out of range while charging
  • Fixed: Hunter can now hit targets on top of him

meta decks

Meta Predictions

Clash Royale TornadoDecline of Tornado:

With Tornado’s duration being reduced by 0.5 sec, it will be harder to pull troops in order to activate the King Tower as you need to time it more precisely.

This will obviously increase its skill cap which will in turn promote people to shift to buildings.

With decreased duration many predict that it won’t be possible to heavy troops like Giant and Golem to the King Tower.

However, if this is indeed true, our old pal Ice spirit will help us by freezing it and enabling a quicker pull.

Clash Royale Ice SpiritViability of Ice Spirit:

Many say that Supercell went overboard with this change.

Well that may be true, there isn’t anything we can do about it. So let’s just see how it actually affects this guy.

Ice Spirit’s stun being reduced by 0.5 seconds reduces his utility and we will definitely see a decline in his usage, similar to when Zap’s stun was reduced by 0.5 secs.

However, I feel this was a much needed change as IS was created to be cycling card and there isn’t a valid reason why he should offer so much value. The damage nerf wasn’t really needed.

Overall, IS will still offer utility not enough like before but still be popular as a cycle card in many cheap decks.

Clash Royale Dark PrinceHit to the Princes:

Personally, I feel Dark Prince’s nerf wasn’t that much and it would still be a popular card but not as much as now where it fits in almost any deck.

However, major hit would be to Prince as Prince itself isn’t really strong but Dark Prince is the one that actually made it work.

With DP’s nerf, the combo would viable as much as before, but DP itself would work in many decks like for e.g. Bridge Spam.

Clash Royale Goblin GangBait Still Meta:

Even though two cards of Classic Log Bait w/Tornado were nerfed and Spear Goblins being nerfed as well bait decks which depend on these cards definitely took a hit. But that doesn’t mean that we won’t see bait.

With Skel Barrel and Dart Gob buff, a new variety of bait decks may arrive (and Spear Gob nerf isn’t that bad, Spear Gob will still be better than they before their buff that made them popular).

Not to forget the fact that Minions, Minion Horde, Bats, Skarmy, Gob barrel and Princess are still strong options for baiting out spells.

Clash Royale GolemRise of Beatdown:

With the much need buff to Lightning finally arriving, Beatdown decks are gonna be popular once again.

And by beatdown I mean classic heavy Golem Lightning beatdown

With Tornado’s nerf and buildings not able to withstand Lightning, counter Golem will be much harder and with right support, this guy will be ruling the game.

This will also affect the viability of Siege decks which usually lose to beatdown and lightning being popular again.

Also, a major threat to Ladder players, RG lightning is gonna be popular again so get ready with better counters like Mini PEKKA and Inferno dragon for example.

Another Important fact is that PEKKA decks are gonna be popular as she can counter all tanks safely being resistant to lightning.

Clash Royale Lava HoundLava Hound Cancer Once Again?:

Even though Hound is part of beatdown, he deserves a section of his own.

Lightning buff makes the Classic LavaLoon stronger while other LavaMiner bait decks with Skel barrel are also a good choice if you don’t like Balloon or just wanna be different.

Many other combos like LavaLoonMiner or LavaDoubleDragon will also be seen as in this game, even if a card gains popularity due to another card being buffed, decks which don’t contain this buffed card but containing the first card will be popular.

Overall, Lava Hound is gonna be and A tier card for both Ladder and Challenges.

Clash Royale MinerPopularity of Miner:

With Tornado nerf, Miner deck will be stronger as Tornado is the worst nightmare of any Miner player as Miner dies rather quickly with King Tower being active.

Also, as I said PEKKA is gonna be a good choice and we all know about the strong PEKKA Miner combo.

He is also good choice in the new variety of bait decks because of his synergy with Skel barrel and other bait cards.

Clash Royale Three Musketeers3M Ram Domination:

Lightning buff a threat to 3M?? Nah, don’t forget that 3M has been the meta since a long time, even when Golem Lightning was also the meta.

With DP nerf and Lightning buff, the strongest choice for a rusher in 3M decks would be Battle Ram.

It nullifies lightning as the ram and the barbarians act as Lightning rods, protecting your 3M for a Positive Elixir Trade #OJ.

Clash Royale X-BowLess Amount of Siege:

As discussed above, with rise of Beatdown and Lightning, Siege decks are going to have a hard time.

Major threat would be to X-bow but Mortar would still be viable and may be even strong on Ladder due to over levelling and the Bait meta.

Remember the Miner Mortar Skel Barrel bait deck?? Don’t forget Hog Mortar Bait for the same reason.

Clash Royale Hog RiderHog Back Into The Meta:

With Tornado nerf, one of Hog’s major counter is gonna be less popular.

Buildings were never much a threat to Hog anyway and Lightning buff will make this sure that Hog can safely reach towers.

As said above, Hog Mortar will still be used and may be since, Classic Log Bait is steadily being nerfed and losing popularity, Hog Bait decks that were popular during the days of the First Clash.World Tournament.

The Best Decks for the new meta?

Here, I will be listing the decks which I think are gonna be popular.

Note: Again, this speculation. Other popular decks are definitely gonna arrive and I will be only including decks which already existed in past metas.

3M Miner Ram Swarm

Clash Royale Three MusketeersClash Royale MinerClash Royale Battle RamClash Royale Ice Golem
Clash Royale ZapClash Royale Goblin GangClash Royale Minion HordeClash Royale elixir collector

P.E.K.K.A Miner Zappies:

Clash Royale P.E.K.K.AClash Royale MinerClash Royale Royal GhostClash Royale Flying Zappies
Clash Royale PoisonClash Royale The LogClash Royale Flying MachineClash Royale Goblin Hut

Golem Lightning BabyDrag Beatdown

Clash Royale GolemClash Royale LumberjackClash Royale Inferno DragonClash Royale Night Witch
Clash Royale LightningClash Royale The LogClash Royale Mega MinionClash Royale elixir collector

2.6 Hog Cycle

Clash Royale Hog RiderClash Royale Ice GolemClash Royale fireballClash Royale The Log
Clash Royale Ice SpiritClash Royale SkeletonClash Royale MusketeerClash Royale Cannon

Miner Mortar SB Bait

Clash Royale MinerClash Royale MortarClash Royale Skeleton BalloonClash Royale Knight
Clash Royale ZapClash Royale BatsClash Royale Goblin GangClash Royale Minion Horde


That’s all folks!

Hope you guys enjoyed reading this post and have fun and success after this New Update #ClanWarsHype.

Top 10 Notable Combos in Clash Royale for New Players

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best clash royale combos

This is another strategy post from my strategy channel where I made a video on the top 15 synergies in Clash Royale!

I’ll list them all here, with a little bit of explanation, if you’d prefer to read though!

best clash royale combos

Top 10 Notable Combos in Clash Royale

ice spirit zapIce Spirit/Ice Golem + Zap

Two of these have the ability to take out troops with health up to Minions.

This can lead from 3 for 3 trades, to extreme 3 for 5 trades in your favour.

ice golem batsIce Golem + Bats

The thicc Golem can bait melee units across the arena, whilst the flying Bats above can take them out for only 4 Elixir.

 

spear goblins batsBats + Spear Goblins

If your opponent is running Zap for your above pull trick, you don’t even need the Bats when you’re running the Spear gobs!

Plop these bois down for the same effect, and baiting out opposing zaps.

goblins batsGoblins + Bats

Having trouble with Zap still? Use the shock resistant Goblins!

If your opponent has Log, then your Bats are free to run wild. This sets you free from all of the popular small spells.

princess goblin barrelGoblin Barrel + Princess

Princess is a SUPER annoying card if you don’t have an answer, so logging her is a popular solution.

However, a punish Barrel will take full advantage of this for a ton of damage on your opponent’s Tower!

miner poisonMiner + Poison

For dealing with any pesky swarms, sticking around for the Miner’s duration, AND getting insane chip value, Poison is a beast in Miner win con decks.

 

minions minion hordeMinions + Horde

If your opponent has a hard counter to your 3 Minions, whack out the 6!

Even more DPS, and a surprise counter attack when your opponent has their hard counter at the end of their rotation can prove devastating.

Executioner + Tornado

The Exe’s thicc axe and a centring spell like Nado can shut down most large pushes, whilst keeping your Exe out of range to continue chewing through units.

 

xbow logX-Bow + Log

Ranged units and big swarms are the bane of X-Bow’s domination, but what clears out most of these? The Log!

Taking most ranged units down to around half HP, and clearing out a lot of ground swarms, The Log aids the X-Bow’s lockons tenfold.

double princeDouble Prince

Everyone’s favorite combo in the Clash Universe; Double Prince!

The dark boi kills any swarms, and the normal boi takes out any strong melee units – so they counter each other’s counters!

These two dashing towards a Tower in extremely menacing.

graveyard poisonGraveyard + Poison

Again like Miner, the Poison sticks around for the Grave’s duration and takes out any countering swarms.

 

goblin hut graveyardGraveyard + Goblin Hut

On the other end of the Poison matchup, Grave sucks against Poison.

Having a Hut to bait it out, or to stack up for domination, means that the Graveyard deck can continue to run wild.

inferno tower mega knightMega Knight + Inferno Dragon

When Mega Knight would run wild, Inferno Dragon was his best buddy!

Taking out all swarms and beefy tanks, these two were the ultimate splash/melee combo and worked their ways into so many decks.

lava loonLava Hound + Balloon

Since the inception of Lava Hound, Lavaloon has been a prevalent deck within the meta game. 4546HP in the air, with a potential DPS of 470, this push is ultra menacing.

 

elixir collector 3mThree Musketeers + Elixir Collector

The Collector can bait out spells, allowing your Musketeers to live, and also give you the Elixir to actually play the most expensive card in the game.

Along with other spell bait cards, this can be a dangerous synergy to face.


Appreciate you all taking the time to read my post, there’s more details in the video version

Shared by EbolaBaileys

Ultimate Control Deck – The Wizard’s Spire

58
bridge spam new

bridge spam new

Welcome to My Fortress

“Back where I come from there are men who do nothing all day but good deeds. They are called phila… er, phila… er, yes, er, Good Deed Doers.” – The Wizard of Oz

You’ve heard of the brilliant Wizard up on the hill who jealously guards his secrets in an impenetrable magic fortress, guarded by all manner of arcane tricks.

Usually with a bunch of floors and for some reason, increasingly more difficult traps and monsters that allow you to level up along the way.

Don’t judge, the really strong monsters cost a lot more!

Dragons need a whole treasure hoard. A hoard. You can’t risk some lucky hobbit stealing a ring of invisibility on floor one. Dragons go at the top.

The legends of old don’t do me justice my friend. And for the low low price of one tiny sliver of your soul I’ll share my secrets with you.

The most powerful and sneaky control deck known to man with a surprisingly strong offensive potential.

What’s that you say? Impossible? SILENCE WHIPPER-SNAPPER! I’m a gosh darn Wizard! Get off my beautiful life-sized marble chess set with pieces that watch you as you move!

Show me the cards you troll!

“There are some things you can’t share without ending up liking each other, and knocking out a twelve-foot mountain troll is one of them.” – Harry Potter

I’m not a troll, I’m a Wizard, but fine!

Clash Royale Ice WizardClash Royale TornadoClash Royale Flying ZappiesClash Royale Magical Archer
Clash Royale BanditClash Royale Battle RamClash Royale PoisonClash Royale Royal Ghost

copy deck

Background

“The highest ideals are human intelligence, creativity and love. Respect these above all.” – Penn Jillette

So this deck is based off of a deck shared by AveragePichu as a 20 win CRL challenge deck:

Clash Royale Flying ZappiesClash Royale HunterClash Royale Battle RamClash Royale Poison
Clash Royale Royal GhostClash Royale Magical ArcherClash Royale BanditClash Royale Zap

It’s good stuff, and if I didn’t think it was a great deck I wouldn’t have modified it to end up with my deck. Pichu is better than me at the game, and rumor has it both taller and better looking, so I won’t feel bad if you like his/her/its version better.

So the original deck is great, and makes use of the undervalued Hunter card. But if you know me at all, you know I’m a freaking 2 cent trollop for the shiny new hotness. Especially if that card is unpopular.

Well I wanted to use the Magic Hunter as a serious win-condition.

Which if you read my Magic Archer guide, is very much possible, if you pack a Tornado. So I changed the Pichu deck. I used Tornado instead of a Zap.

And because the Hunter is awesome, but as some learn the hard way “not a splash troop”, I thought I should replace him with a splash damage troop, since those love Tornado so much.

Well, I’m losing serious DPS by replacing the Hunter, which is how I came to Ice Wizard, whose slow effect, especially when combined with Tornado, more than offsets his low damage as a defense.

What’s the Plan?

Tempo

“People are stupid; given proper motivation, almost anyone will believe almost anything.” – The Wizard’s First Rule

So there are 3 primary ways this deck wins, if you’re familiar with Tempo (A.K.A. Bridge Spam) this has several cards that are quite good at just dumping attack cards at your opponent.

  1. Royal Ghost
  2. Bandit
  3. Battle Ram

Control

“Here is your flaw, Shaitan, Lord of the Dark, Lord of Envy, Lord of Nothing, here is why you fail. It was not about me. It’s never been about me.” – Rand al’Thor

If you’re familiar with Control style decks this card also has several cards that are quite good at it. This deck can play defend-and-counter-attack quite well

  1. Zappies
  2. Tornado
  3. Ice Wizard

Chip

“Surprises seldom grow more welcome as one gets older.” – Elminster

This deck also has serious chip damage potential and is entirely capable of winning using primarily chip damage

  1. Magic Archer (Especially with Tornado)
  2. Poison

So what is this deck? It’s the ultimate control deck. Even more than my old Ravager Deck, this deck has the ability to just decide “no this is how we’re gonna play for the next 30 seconds.”

Wanna defend and beat through that beat down?

No freakin’ problem, slow/stun plus splash-nado and you have both Elixir advantage and surviving troops.

Forced to play defensively all game?

Well you can chip him out.

Ready to just TO JUST FREAKING GO now now now nownownonwonwonoowownon-oops-i-ate-MyOwnFace?

Do it. This deck will let you go from low key space pirate to full on Reaver in less than 10 Elixir and your opponent is never ready for that change up.

It can play tempo, beat down, control, and siege chip all at once and while it isn’t a master of any game mode, it’s capable of emulating any of the major deck archetypes, and most importantly, switching between them to suit you current need.

So right! The PLAN!

You have the ability to punish players for over spending. You also have the ability to play defensively. That flexibility is the crux of this deck.

Your opponent can make any move they like, and you have the ability to respond in a way that benefits you.

If Control decks are defense, and Tempo are offense then this deck is just Doffensive. NO I will not apologize for that word!

Gameplan

How Do I Start?

“A Wizard is never late, nor is he early, he arrives precisely when he means to.” – Gandalf The Gray

This deck allows you to start fast or slow, depending on your starting hand and your mood.

In this deck, there really are no “bad” starting hands. Almost any starting hand or card rotation is perfectly fine for you, and that is largely true throughout the match.

If your opponent is the type to throw you off your game this deck is amazingly good at adapting to any scenario..

This deck plays best once you understand your opponent’s strategy.

As with almost any deck, start by waiting for 10 Elixir. The best starting moves are either small probing attacks, or a slow-moving investment that will allow you to react to your opponent.

In no particular order I offer all of the best starting moves:

  • Royal Ghost – This is probably your best first play. He’s cheap, and he can do an epic #$*(&-ton of damage if your opponent struggles to defend it. It’s a lot like spamming the Hog at the bridge, only cooler because he’s a legendary card and smarter because you read it in a guide.
  • Battle Ram – This is probably your best first play. Battle Ram is a “must answer” card whose Tower-threatening potential is unique. For now your main goal is to force your opponent to describe his own deck to you. If it connects, GREAT, if not, well he showed you some of his key defenders didn’t he?
  • Split Zappies – This is probably your best first play. Zappies are a powerful defensive troop, capable of reducing any push. By splitting them you force your opponent to wait or play into a disadvantage. Drop behind the king Tower.
  • Ice Wizard – This is probably your best first play. Much Like Zappies except you have to pick a lane, drop him behind the king Tower.
  • Bandit at the bridge – This is probably your best first play. A relatively cheap card who forces the next move or does serious damage. Either way it’s a good thing.
  • Magic Archer– This is probably your best first play. Drop Behind the King, You’re forced to pick a lane, but he can’t Fireball for a profit unless he also dropped a troop as soon as he hit 10, you’re winning the Elixir war and/or you know more about his deck.

Oh gods I started. Now how do I win?

“If you think you’ve gotten a good deal from a Deveel, first count your fingers, then your limbs, then your relatives.” – Aahz

The main goal with this deck is “stay in control”.

You can do this by wrecking your opponents attacks and using the counter-attack, or just by placing a spam attack and forcing your opponent to abandon his cards already in play.

Your objective, should you choose to accept it, is to exploit your opponent’s play.

Your opponent will make moves, and you will destroy them by cheating them out of those moves and stealing thousands, possibly billions of damage.

What is your opponent’s Deck?

Beatdown


HZwhFLC

Build Up A Defense to punch them on the counter-attack

uGNDrNS

Split Zappies and Combo-Defend/Attack them

59BH5eB

Pound their face right now for the fun of it

kXPvojZ

Chip them out because cheating is fun

Chip Deck (Goblin Barrel/Hog/etc.)


6Jn5ehz

One Shot One Kill. (Hey look, chip damage! I’m better at it tho.)

lAH3NEt

Deploy S-Foils in Attack Position

SnIguwJ

YOU SHALL NOT PASS (You Can Out-defend them)

RH8kydU

Siege


MBoSK3W

Magic Archer them because cheating is fun.

“I mean, it’s sort of exciting, isn’t it, breaking the rules?”- Hermione Granger

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Split it because WTF is siege anyways, like a crappy Goblin Barrel?

Three Musketeers


I consider 3 Musketeer a unique deck.

It is largely a bait deck, but instead of chipping it is a split-push+beat-down all at once.

Sorry about the lack of GIFs, the Musketeers appear to off fighting the enemies of the French people right now, I haven’t got a single replay to show.

Since the deck basically plays “Pump in the back as spell bait, drop Musketeers at some point

This deck you Poison the Pump, to avoid a ridiculous Elixir advantage. If you just spent Poison, instead dive for the throat.

When the Musketeers are in play you can defend pretty effectively with a Magic-Nado combo on the 2 Musketeers side, get it out there early so you can use the piercing to plink the Tower.

You’ll probably bleed a bit on the one-Musketeer side but what you’ll play into it depends a bit on his combos.

Weaknesses

“Enough! You are, all of you are beneath me! I am a god, you dull creature, and I will not be bullied by… ” – Loki

Clash Royale SparkySparky: Sparky is just a trash can on wheels! But you really have no ways to shut her down.

Why would you?!

She isn’t even popul-BOOM-ow. Your ability to split troops is limited to the Zappies, you have no cheap sacrifice troops, and you have zero resets in this deck.

Your best move will be to kill it before it closes range, and she’s tanky as heck, so it’s not easy.

Battle Ram can tank a shot to produce two brutal Barbarians who will wail on her, but that’s almost never enough unless you’ve already injured her or the Tower is helping.

A really good Sparky deck/player is a lost match. Thankfully she’s “popular” now, and still isn’t very common.

Accept that this is a rough match. Do your best, and don’t feel bad if you lose this one.

Clash Royale SkeletonOver-Levels: There are a few interactions in this deck that matter.

And because this is a legendary-heavy deck you’re bound to see some of them. Namely, interactions where the Ice-Wizard takes two shots to kill Skeletons/Bats, or Royal Ghost takes two hits to kill Goblins will have a brutal impact.

SHUT UP ALREADY!

Okay jeeze, I too feel like this went on too long, so I’ma shut up now.

As always, love your feedback, and if you’ve got a Reddit account, hit me up at /u/DArchAngels13. I’ll read up the comments here for a day or two, but I don’t get the notifications, so if the guide is old, sorry I missed ya.

I do monitor the reddit account, so y’know….

Hit me up with hate, if you’ve got a good criticisim. I deserve it.

Hit me up with love, if you liked anything.

Hit me up if you’ve got a good question and you feel like anyone in the world might want to know the answer. I try to edit in good commentary.

Best 5 Tips for Bridge Spam Lovers

27

As Bridge Spam decks are still extremely hot at the moment (Come on man it’s the meta), I think mots of you guys will still find these tips helpful!

bridge spam

Best Tips for Bridge Spam Lovers

Tip 1: Assigning Roles

As bridge spam runs 2+ win conditions (opposed to the usual 1), the cards in your deck will suit very specific purposes.

For this, you need to make sure you’re holding cards for their threats.

For example, in a bridge spam mirror match, be holding Guards for the Bandit. Do this for every threatening card, make positive trades and counterpush on these.

 

Tip 2: Defensive Value

Every bridge spam deck will run a ranged DPS unit, something like Electro Wizard or even Bandit, so make sure you’re using this as a defensive unit.

Make sure they survive by using mini tanks, then counter push.

This defensive investment is more for your opponent to deal with, and it’s already gained you value.

 

Tip 3: Timing Spammage

There are three main times to push in with a bridge spam deck:

  1. Punishing an investment, like a Golem, as you know they’re now low on elixir and probably can’t defend your quick river push.
  2. After getting defensive value, as we just talked about.
  3. When you know you have a heavy elixir lead, if you’ve been counting elixir.

 

Tip 4: Tracking Counters

Whilst you’re assigning roles in Tip 1, your opponent is likely doing the same.

Make sure you’re aware of when their counters are and aren’t in hand.

For example, if they spam a Goblin Gang at the river, know your Bandit is free in the other lane of any gang interference.

Do this for all of your spam cards, and try to bait out any hard counters.

 

Tip 5: Predictive Plays

This sort of relates back to Tip 4, in knowing your opponent’s rotation.

If you know their gang is still in hand, throw in that prediction log to get a TON of damage for only 2 elixir.

Once you’re more advanced at this, start doing it with poisons on units for ultimate area denial.

 


And there are more in the video below:

Those are my Top 5 Tips to Bridge Spam. I hope you learnt something from this post!

Thanks for reading <3

Shared by EbolaBaileys

Classic Golem Double Prince Deck

110
golem double prince

Hey guys, Hybrid FTW here with my 3rd guide on Clash.World.

My last two guides have been on control decks, but today I’ll be talking about the famed Golem Double Prince deck, which is an almost unstoppable deck which thrives in both challenges and ladder alike.

With this deck being so successful, I cannot believe how there is no guides on it already.

Without further ado, let’s hop into this long guide.

golem double prince

Clash Royale GolemClash Royale PrinceClash Royale Dark PrinceClash Royale Zap
Clash Royale Mega MinionClash Royale Baby DragonClash Royale TornadoClash Royale elixir collector

copy deck

Pros:

Cons:

  • Very epic heavy
  • No medium/heavy spell
  • Struggles against that super annoying P.E.K.K.A Hut control deck

Clash Royale GolemGolem: The Golem is the win condition of the deck.

The Golem is a hefty 8 Elixir, so I recommend not using him till Double Elixir even if you have an Elixir advantage.

One mistake I see people usually do is to put the Golem right at the bridge. Never do this, or you will not be able to support the Golem enough.

Clash Royale PrincePrince: Both the Princes in this meta are just so strong!

In the early stages of the game, the Prince is really great on defense taking out glass cannons with his special charge.

In Double Elixir, he can also convert straight to offense behind your Golem decimating the Tower is uncontested for.

One little trick I found out is that the Prince can also push the Golem to your opponent's Princess Tower if placed directly behind the Golem.

Clash Royale Dark PrinceDark Prince: The DP buffs have finally caught up to him, making him so OP right now.

The Dark Prince is also used on defense and offence alike.

DP has a nifty shield, making him a great option versus P.E.K.K.A, Sparkies, and more.

The splash does a great job at clearing swarms trying to counter your Golem.

Same with the regular Prince, he can also push the Golem.

Clash Royale Mega MinionMega Minion: One of your two air defense cards.

The Mega Minion deals an insane amount of DPS, so use him to take out air threats like Balloon, Lava Hounds and Inferno Dragons.

You can also play Mega Minion to take out glass cannons for a positive Elixir trade.

Clash Royale ZapZap: Self explanatory.

The Zap is good in all decks, but it’s a must in beatdown decks for resetting Sparkies and Inferno dragons/Towers.

The Zap also synergizes very well with Tornado, killing Minions if you don’t have your Baby Dragon in cycle.

Clash Royale Baby DragonBaby Dragon: The second air defense unit of the deck.

The baby is used to take out ground/air swarm cards for positive Elixir trades/counterpush potential.

Versus air based decks, you’ll need to save your Baby Dragon for those pushes.

Clash Royale TornadoTornado

The Tornado is great for a multitude of different things in this deck.

One of my favorite moves is to Tornado all the opponents units toward the Golem death damage and then have the BabyDd splash them all to death while also hitting the Tower.

The Tornado is also the best counter to Hog making it great in ladder matches where Hog is just so prevalent.

Not only all of this, but the Tornado can help you activate your King's Tower so that it will be a lot easier to defend pushes.

Clash Royale elixir collectorElixir Collector: The Elixir Collector is the best starting play that you could possibly have in this deck.

The Pump is used to get an Elixir advantage over your opponent, preparing you for the massive 20 Elixir push you’ll inflict in Double Elixir.

If your opponent plays their heavy spell/Miner for whatever reason, Pump up shortly afterward.

Only play the Collector when your at 10, so that you have enough Elixir to defend a sneak punish.

Card Replacements

Clash Royale Princeekf9WOpClash Royale Cannon CartClash Royale Mini P.E.K.K.AClash Royale Royal GhostClash Royale Electro Wizard

Clash Royale Dark Princeekf9WOpClash Royale Royal Ghost

Clash Royale Mega Minionekf9WOpClash Royale MinionsClash Royale BatsClash Royale Inferno Dragon

Clash Royale Zapekf9WOpClash Royale The LogClash Royale Arrows

Clash Royale Baby Dragonekf9WOpClash Royale WizardClash Royale ExecutionerClash Royale Ice Wizard

General Gameplan

Early Game: (3:00-2:00)

In this stage of the match, you want to place down as many Collectors (In the middle placement for rockets can’t damage your Tower and its easier to predict those pesky miners.) as you can and defend.

It is okay to take some damage early on, for you will be converting that damage into an Elixir lead which leads to taking down your enemies towers.

As with all decks, try to figure out which type of deck your opponent is playing by identifying cards played.

Also try to identify what their best counter to Golem is, so you know how to counter it when you are ready to launch your Golem push.

Middle Game: (2:00-1:00)

By this point in the game, you should know what deck your opponent is playing and your best bet on countering it.

Continue to get pumps on the playing field and just keep defending.

I recommend not going into a Golem push because you won’t have the Elixir for all your support units and It will be much easier for you opponent to defend.

It’s also ok to be down damage wise, maybe even a Tower, if you have an Elixir lead, for you will be able to crush their Tower shortly.

End Game: (1:00 - OT)

By now, you want to start launching your Golem pushes.

Hopefully you have identified your opponents best counter to your Golem is so you can work around it.

You will only have 2-3 chances to get to your opponent's towers because it takes a full 30 seconds for a Golem to travel from the back of your king Tower to your opponents Princess Tower if not being pushed by a Prince.

Just endlessly spam all your support units behind your Golem, unless you know that they have Rocket in their deck.

One major flaw I see other Golem users do is not support the Golemites. Each golemite has about the HP of an Ice Golem, so its a complete waste to not support them.

Matchups

Clash Royale Three MusketeersThree Musketeers:

This one isn’t too hard.

Keep up with their pumps, for you’ll be screwed if they get an Elixir advantage on you.

They have the Miner, so be ready with your Dark Prince.

When they start pushing, Tornado the Muskies to one side and splash them with the Golem+Baby Dragon.

Clash Royale X-BowX-Bow 2.9

This one is the easiest matchup for any Golem player.

Pump up in the earlier and middle stages of the game like you would for any other deck.

They’ll either Fireball your Pump, or attempt to punish you with the X-Bow.

If they punish you, make sure you don’t overcommit on defense, for you will be able to crush them in 2x Elixir.

Clash Royale P.E.K.K.AP.E.K.K.A: Hard matchup.

Try to focus on the Elixir advantage, by pumping up early game and trading damage for Elixir, for this is the only way you can possibly win.

In Double Elixir, drop your Golem behind the king and wait.

If they drop their P.E.K.K.A on the same side of the Golem, you can do 1 of 2 things:

  1. Support the Golem with Dark Prince and Prince.
  2. Double lane pressure with both the princes on the other side.

It will be much harder to defend the P.E.K.K.A when dual lane pressuring, but you can pull it off if you have enough of an Elixir advantage.

Clash Royale Prince2.9 Prince Bait: This one is actually very easy.

The 2 major flaws for them is that they don’t have a counter to the Pump, and they don’t have a high DPS unit to take out your Golem.

Don’t use your spells on the Princess or the Gang, save them strictly for the Barrel.

Use your Elixir Collector as often as you can, for they have no response for it and it will be a free 2 Elixir each time.

Rather than zapping their barrels, Tornado them away from your Princess Tower so that you won’t take any damage whatsoever.

Clash Royale Lava HoundLava Balloon: This matchup comes down to who plays their deck better.

You have Baby Dragon for the Lava Hound and Mega Minion for the Balloon.

Never play both your defenses on the Lava Hound unless the Balloon is already behind it, for they might attack your other Princess Tower and you’ll be screwed.

Another very important tip is too always support your Golem with the Baby Dragon, for they will most likely try to defend with a bunch of squishy troops like Minion Horde, Tombstone, Guards, etc.

Clash Royale MinerMiner Poison: This one is not too hard.

When pumping up, always have Dark Prince ready to predict the Miner.

One advantage this deck has over Miner Poison is that you don’t have any troops that die to Poison, so they’ll never be getting value with poisons.

It’s fine to take some minor (pun not intended) chip damage early on, as long as you’re not over committing on defense.

Clash Royale Battle RamBridge Spam: Hard matchup, not gonna lie.

The only way you can possibly beat this deck is if you defend against there punish to your pumps.

Always wait till your in Double Elixir to start your Golem push.

Almost all spam decks have Inferno Dragon, so be ready will your Mega Minion and Zap.


Well, that's going to be it for me today.

This deck is super fun, easy, and very successful and I highly recommend you give it a try.

Have fun, and keep clashing. (email: [email protected])

 

Miner Lumberjack Chip Cycle – Solid Deck for Ladder (Massive Guide)

80

Hello everyone this is Dart Goblin FTW and I’m excited to say that after a while of testing crazy deck ideas I have come up with one that I had mentioned in the comments earlier.

Sidenote: I pushed +340 trophies getting me into Challenger II with this deck.

miner poison lumberjack

Clash Royale MinerClash Royale LumberjackClash Royale Electro WizardClash Royale The Log
Clash Royale Mega MinionClash Royale Ice SpiritClash Royale PoisonClash Royale Tombstone

copy deck

hog splashnado analytics

Pros:

  • Hard to outcycle
  • Surprisingly solid defense
  • Excellent counter-push potential
  • Solid chip damage
  • Great support deck in 2v2

Cons

  • Hard to master
  • One mistake can cost the game
  • Somewhat weak to beatdown players
  • 4 Legendaries

The Deck

Clash Royale MinerMiner: Clearcut win condition of this deck.

For 3 elixir he’s just one of those cards that you can’t leave alone smacking away at your tower.

He also destroys spawners, including Elixir Collectors (Get it they spawn elixir overtime? Haha ok I’ll stop), Furnaces, Goblin Huts (Paired with a counter-pushing card and/or Poison), and finish of annoying Princesses, low-health troops(Especially with Poisons and Fireball), and those annoying, life-saving crown towers.

Clash Royale PoisonPoison: Miner’s best friend.

Remove the swarms, deal a bit more damage than Fireball (For the same cost no less) and deal reasonable damage to the Tower for a reasonable 7 Elixir.

Now, 1 or 2 Poisons isn’t the end of the world, however as a 3 Elixir average cost deck you can cycle a lot of these over the course of the game, and they add up big time.

Burning Miner is one of my favorite synergies, as I favor the chip cycle arch-type, and for the most part is the reason why I have pushed so far up into legendary arena.

Did I mention that the Poison is your medium spell, support killer, secondary building destroyer, and potential reliable OT win con?

Well, yea… 4 Elixir for all of that… pretty sweet right? No wonder it became the meta card.

Clash Royale LumberjackLumberjack: Poor guy.

You would think he would replace the Mini P.E.K.K.A and be one of the best cards in the game due to his excellent DPS and run speed, along with decent HP and the fact that he drops a free win-more Rage for you (Seriously, if you have Lumberjack and your deck contains a Rage, make the swap).

I mean, you can treat him like a not flying or not building-targeting 4 Elixir Balloon or another glass Cannon, both of which are successful in the meta and might even be considered important.

And yet, he’s used as frequently as a Musketeer(11.9%), and his usage rate of 12.1% is actually surprisingly close to Mini P.E.K.K.A(12.9%).

His win rate of 59.7%(All of these stats are for ladder, all arenas as of 4/13/18) means in the right decks, he helps you win games, but he’s not being used enough.

I almost never see him in ladder, and it hurts to see this underrated card just kinda get swept past like that. So I made this deck with him in mind.

Now that I ranted over him, let me explain his role: tank killer(few exceptions), defense/support, counter-push guy.

His high DPS takes out Hogs (with 1-2 hits), Giants (+1 Elixir), Royal Giants (+2 Elixir), Golems (Preferably with more than just him but he does do the job), and most mini tanks and support troops.

If you distract with another troop, he will wipe themout even faster, and his speedy legs carry him across the arena in no time.

Pair him with a Miner to make you opponent spend at minimum 4 Elixir just to completely counter your counter-push(Knight+Ice Spirit/Skeletons).

Don’t forget that when an opponent faces a Lumberjack, they have to deal with both his high DPS and Rage. Which one to choose, eh?

Clash Royale Electro WizardElectro Wizard: Once one of the most OP cards in the game, he’s now a much more balanced card.

He’s so versatile in every deck arch-type, and you can’t really get mad at an opponent for using him in their deck (Unless you use Sparky in which case, I feel bad for you).

I don’t think it’s extremely necessary to go over him, so many guides already have.

4 Elixir. Resets troops, charges, infernos, stuns them for half a second, and can attack 2 at once.

Dies to Fireball if not leveled high enough, but like most other support troops, he survives with a sliver of health.

His spawn damage is basically a Zap, so don’t be afraid to use him to take out swarms with his spawn(Just make sure you can defend with him out of rotation).

And never, never ignore a Miner+E-wiz combo. It will take out your Tower, no matter how low his HP is, if that E-wiz is firing Lightning bolts out of his hands and onto the Tower that’s firing Arrows at the Miner, that Tower won’t be firing Arrows for too much longer.

Oh yeah he’s anti-air as well.

Clash Royale Mega MinionMega Minion: He is so awesome.

For 3 Elixir, he’s your second anti-air card.

He shreds mini tanks (Including Balloon), Lava Hounds, and tanks (With another troop/building).

He will be your backup option to cards your Lumberjack can’t take out like Mega Knight(He won’t survive), and for when he’s out of rotation.

The damage he dishes out with each swing is just incredible for 3 Elixir.

You won’t be able to kite ground troops with him obviously, and he can get distracted so pay attention for distraction Skellies, Bats, Minions, etc.

He’s a rare card as well, so it’s easy to level him up to survive Fireballs on ladder. And don’t get me started with Miner+Mega Minion. 3 extra Elixir can translate into a wasted Ice Spirit, Spear Goblins, Zap, etc. Positive Elixir trades all day with the Mega Minion.

Clash Royale Ice SpiritIce Spirit: Unless Supercell decides to nerf the living daylights out of this guy, you will never convince me that he isn’t the better of the 1 Elixir cards (The Skeletons and maybe Mirror).

IMO the greatest 1-Elixir card, maybe even the greatest Clash Royale card for his versatility.

Want to cycle? Drop an Ice Spirit in the back or the bridge for some nice chip damage.

Want to counter-push? Miner+Ice Spirit deals hundreds of damage if left ignored.

That extra hit on offense? BAM! 1.5 second Freeze.

Buy some time on defense? BAM! Kite with the Ice Spirit, and your troops can clean up.

Retargeting? Ice Spirit. You get the idea.

He also pairs well with the E-Wiz to take out the Minion Horde (Spawn damage+Ice Spirit=Counter-push with an E-wiz. At least +1 Elixir for you, and if they are low on Elixir and you have Miner in hand, massive damage).

Clash Royale TombstoneTombstone: Another underrated card.

The cheapest building at 3 Elixir, as a spawner it doesn’t work to chip away the opponent’s Tower (It can never reach on it’s own), but instead it works as one of the few spawners that are solely for defense.

Can tank 2 hits from a Hog, shutting him down, and distracts building targeting troops like Battle Ram, Giant, Golem, Balloon, Lava Hound, Royal Giant (You’re gonna need Tombstone for RG, trust me), you name it.

It’s also your main counter against single aggro units (That get easily distracted) like P.E.K.K.A, Prince, Princess(She attacks so slow), and even Mega Knight to a certain extent (Hopping from 1 spawned skeleton to the next as slow as possible).

There’s a reason why it’s used in Lavaloon decks, it provides amazing defensive abilities against single aggro ground units.

Fun fact: A lone Tombstone will counter a lone P.E.K.K.A at tourney levels. Not really practical since P.E.K.K.A users have swarm removers in their hand but still, it shows the power of the Tombstone. Never underestimate those doots.

Clash Royale The LogLog

Just reading “Log” just makes me think of that little voice saying “Log!” when you cast it.

It’s 2 Elixir, it only targets ground, but it knocks back troops, resets Prince charges, and clears swarms.

It’s so useful that there were decks created just to counter it(Log bait, which bait your Log with swarm troops).

It takes about 4 seconds for the Log to reach your opponent’s Tower when you cast it. Just don’t cast it too far back.

Replacements and Recommended Card Levels

This list is sorted by the priority of which cards I think should be leveled up.

Clash Royale Ice SpiritIce Spirit: Level it up so that its level matches your opponent’s king Tower levels.

If you face level 11’s a lot, consider getting it up to level 11 so that you have the option of dropping it at the bridge for chip damage and more.

Replacements can be any troop under 3 Elixir, Mirror, and Zap.

Clash Royale Mega MinionMega Minion: Just enough so that it survives Fireball on ladder.

A Fireball 3 levels higher than your Mega Minion will one-shot it.

So basically a max level Fireball will one-shot a level 8 Mega Minion, but will leave the Mega Minion with a sliver of health at level 9(A level 9 Mega Minion will only die to a level 12 Fireball so it is the “safe” level).

So keep your Mega Minion at the minimum 2 levels under Fireball levels.

Replacements are Minions, Bats, or any other high DPS anti-air troop.

Clash Royale PoisonPoison: It’s a good thing this deck is really level independent since it is so hard to level it up.

The only real noticeable difference is against Bats and Skeletons.

If they are 6 levels higher, the Poison will take 2 shots to kill them. The Bats and Skeletons will die in the Poison, however your troops will die faster if it’s underlevelled, which will prohibit you from getting that extra damage.

So a level 12 Bats/Skeletons will survive one shot against a level 5 Poison, but will die to a level 6(A level 7 Poison one shots all Bats/Skeletons except level 14s).

Replacements are Fireball and Rocket(Not really recommended).

Clash Royale Electro WizardElectro Wizard: One key interaction and that’s Fireball.

A Fireball 7 levels higher will one-shot the E-Wiz. So a level 9 Fireball will one-shot a level 2 E-Wiz, but a level 3 E-Wiz will survive(Maxing out an E-Wiz is the only way for him to always survive, except for level 12 Fireballs).

Replacements include Ice Wizard, Musketeer, Hunter, Zappies, or any other support troop.

Clash Royale TombstoneTombstone: As a rare, it keeps up with another famous 4 Elixir win condition that it counters for +1 Elixir: Hog Rider.

A max level Hog Rider will one-shot a level 6 Tombstone, so playing a Tombstone reactively you really only need it at level 7 yourself.

However if you play it first, then the Tombstone will have lost health and the Hog will be able to one-shot it.

if you play Tombstone reactively, just keep it at level 7. If you prefer to play it passively(Like me), then upgrade it to level 8(level 9 against max level Hogs). Honestly it’s one of the few cards I don’t care to upgrade as much.

Replacements are any other building and swarm troops.

Clash Royale MinerMiner: Honestly, just more chip damage and health.

No key interaction changes so don’t worry about upgrading it too much.

Replacements are Knight, Valkyrie, Mini P.E.K.K.A, Hog Rider, and Battle Ram.

Clash Royale LumberjackLumberjack: Again, just more damage and health.

Since Miner is more important however, Lumby’s priority is lower.

Replacements are Mini P.E.K.K.A, and any other tank/support killer.

Clash Royale The LogLog: Get it to level 2. That’s really it.

At level 1 you won’t one-shot max level Goblins, so you really don’t need to level up the Log after that.

You can if you have the extra gold however.

Replacements are Fire Spirits, Zap, Arrows, and Barbarian Barrel.

General Gameplan

Beginning (3:00-2:00):

Figure out your opponent’s deck.

If they run beatdown, pressure lightly and wait for them to drop their tank and pressure the other lane.

If they run siege, counter the X-Bow/Mortar and counter-push.

If it’s control, keep up with them and set the pace for the rest of match.

Don’t worry about dealing damage, just defend and counter-push.

Midgame (1:59-1:00)

You should understand your opponent’s deck by now.

  • Pressure hard against beatdown deck; make sure your pushes can’t be stopped cheaply or you will lose at least a Tower, and make sure you save your defensive troops.
  • If it’s siege, counter their siege weapon and counter-push. They will have a lot of cheap troops such as Skeletons, Archers, Ice Spirit, etc.
  • If they are running control, keep yourself in control. You will most likely have the lower Elixir cost, and will be able to cycle back to your counters and outcycle them.

Start to be more aggressive.

x2 Elixir (0:59-0:00)

Defend as little as possible, but at the same time don’t sacrifice significant amounts of Tower health for your counter-pushes.

If your opponent is just dominating your Miner and you have no way of getting to their Tower, play the long game and defend.

This defense holds very well, just do not give them value Lightnings, Fireballs, Rockets, Poisons, etc.

Know exactly how much to commit on offense, and continue to counter-push.

You will be able to cycle faster, do not give in to the opponent.

Overtime

As a chip cycle deck, you don’t want to be in overtime for too long.

Beatdown decks are deadlier, siege decks are just more annoying as they Rocket cycle you to death, and you’ll probably be in a stalemate with control decks.

Consider Poison your only reliable way to get damage on their Tower

However, you are more likely to win in 3:00 overtime as opposed to 1:00 since it takes so long to chip out your opponent sometimes.

Matchups

Clash Royale Goblin GangBait decks: Reserve the Log for the Barrel.

Counter Goblin Gang with an Ice Spirit(On their own) or E-Wiz’s spawn, Princess with Miner, Poison, or Mega Minion, Knight with Mega Minion or Lumberjack. If they counter your Miner with Goblin Gang instead of Knight, use Poison. Don’t let them get any damage off from the Barrel as they will try to Rocket cycle you. Their Inferno Tower is useless.

Miner decks: Lumberjack shuts down Burning Miner(Or what I call Moison). You can use E-Wiz, Mega Minion, and/or Ice Spirit if Lumby is not in hand(Just make sure you don’t need them elsewhere).

Clash Royale Hog RiderHog decks

Tombstone. Mega Minion. Lumberjack. E-Wiz. Ice Spirit if necessary.

There is no way you should lose this matchup they can barely get any damage off of your Tower.

Clash Royale Battle RamBridge Spam: Tombstone for Battle Ram.

Toss in an Ice Spirit and Mega Minion if they add a Bandit to the push (Make sure the Mega Minion is attacking the Bandit).

Lumberjack will somewhat deal with the Royal Ghost, Log for their Gang, E-Wiz for the Inferno Dragon.

They don’t have any really good counters to Moison (Maybe the Bandit), so you can usually send Miner+Ice Spirit for some chip damage on the Tower. Ice Spirit connects, and it freezes the Bandit they played to counter the Miner. The Miner attacks the Bandit, crippling her.

If they counter attack with a Ram, Ice Golem, etc., just use Mega Minion(Make sure he actually targets her though). Should be pretty easy.

Clash Royale GiantGiant: Lumberjack, Mega Minion, Tombstone+Ice Spirit all counter a lone Giant.

Take out their support, then counter the Giant, and then counter-push with Miner.

Bonus points for split-lane pushing as they won’t have the Elixir to defend. One of the easier of the beatdown decks to play against.

Clash Royale Dark PrinceDouble Prince: Obviously split the Princes. Ice Spirit to Freeze both.

Mega Minion and Lumberjack to take out the Dark Prince, Tombstone if the Prince is still alive.

Counter push with Miner and add a Poison if possible.

Shouldn’t be too hard. Just don’t let them accumulate the push.

Clash Royale X-BowSiege: X-Bow is so much easier to deal with then Mortar.

Miner/Lumberjack to tank X-Bow shots, Mega Minion to take out the X-Bow.

Distract with Tombstone if necessary.

They will often pre plant troops, make sure to pre-Log properly.

Don’t forget that they will use Miner counters to save their X-Bow.

Counterpush but not too hard as they will catch you with 1 Elixir Skeletons or Ice Spirit or whatever.

Poison their Archers, it’s the closest to chip damage you’ll probably get.

Same goes for Mortar, however Tombstone distracts Mortar excellently.

Do not over commit.

Clash Royale Royal GiantRoyal Barbarians: Tombstone and Mega Minion for Royal Giant, Lumberjack and Ice Spirit for Elite Barbarians.

E-Wiz if needed.

If they play both at the same time, advantage goes to you.

Defend, counterpush with a Miner and Log away their Goblin Gang.

Poison their Minion Horde, but only if you can get them. If not, give up on the counter push. Shouldn’t be too hard, just annoying and mind-numbing.

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

Tombstone. Mega Minion. E-Wiz. Ice Spirit.

Need I say more?

Clash Royale Mega KnightMega Knight

Same as P.E.K.K.A.

Watch out for Bats (Ice Spirit them).

Clash Royale BalloonLavaloon

Tombstone to pull both Lava Hound and Balloon. E-Wiz on Lava Hound, Mega Minion on Balloon.

Do not let it get distracted, and never give away value by putting the 2 troops close to each other. Ice Spirit if needed.

Counter-push with Lumberjack, Miner, Poison(If you can), and Log.

Clash Royale GolemGolem

Lumberjack on Golem or support troops, Mega Minion or E-Wiz with Lumberjack, Tombstone for Golem. Ice Spirit if necessary.

Take out their pumps with Miner+Lumberjack/Poison and Ice Spirit (Get some good chip damage).

Do not let them accumulate a push. You will not defend their massive push no matter how good you are.

Clash Royale Three Musketeers3M decks: Miner for their pumps, add Poison as well.

If they do nothing for a bit afterwards they are probably trying to play 3M.

Pressure before they can, and cycle back to your Poison.

Lumberjack can deal with 1 Musketeer, he will die against 2. Only use him in the 2 lane as an emergency.

Do not over defend the higher health lane.

Conclusion

This deck is extremely solid on ladder.

Its level independence makes it great to face annoying max level players who think that over-leveling is the key to winning.

I don’t plan on pushing too much more, instead I am focusing on 2v2, where the star of the deck is actually Lumberjack with his useful Rage drop.

It takes a while to master this deck, however once you do master it, it becomes a really powerful deck.

I hope you all enjoyed this guide, and have a clashtastic day!

Touchdown Mode – Best Tips for You!

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touchdown clash royale

touchdown clash royale

What is Touchdown Mode?

  • Do everything you can to get a troop cross the touchdown line at the end of the Arena.
  • Troops will run in straight lines until get lured.
  • 1 troop crossing the line = 1 Crown. Get 3 Crowns first to win the game. Otherwise, the one who gets more Crowns in 3 minute will win the game. There will be sudden death also.
  • x1 Elixir and x2 Elixir phrases remain. The first 2 minutes are x1 Elixir and the rest is x2 Elixir. There is also sudden death phrase.
  • Cards like Graveyard, Miner, Goblin Barrel etc cannot be placed past the middle.

clash royale touchdown mode

General Tips

This game mode is very different to what we usually play. Cards that are good in normal games might not exactly be that useful in this mode.

Spells aren’t as effective in this Touchdown, the Tower damage doesn’t exist here and spawners are finally overpowered! It’s chaotic here and almost a completely new meta.

Buildings you should pick:

Clash Royale X-BowClash Royale MortarClash Royale Goblin HutClash Royale FurnaceClash Royale Barbarian Hut

I cannot stress this enough. Having the right buildings in Touchdown would give you tons of advantages.

Mortar and X-Bow are probably one of the top picks.

I recommend cards like Furnace, Goblin Hut, Barbarian Hut etc as well because they are good at defending as well as exerting pressure because each Fire Spirits, skeleton, Goblin or Barb that spawns has the potential to cross the Touchdown!

You can drop a spawner and pressure the other side of the arena while the spawner continuously sends wave after wave and distract them allowing your spawner to send something over the line!

Pick crowd control spells

Clash Royale RocketClash Royale fireballClash Royale PoisonClash Royale Arrows

Try to avoid spells like Clone, Heal, Lightning etc.

While good in regular play they aren’t the best in this in my honest opinion.

You ideally want to have spells that can get value as loads of troops will be bunched together, each will have it’s moments where the spell shines and where it does not.

Pick at least one of these If you have the chance!

Have good air and ground DPS!

Clash Royale Electro WizardClash Royale Night WitchClash Royale MusketeerClash Royale Mini P.E.K.K.A

You will need cards that can take down cards like Golem, Lava Hound etc while only being able to place cards in a limited region.

Cards like P.E.K.K.A aren’t that great in this mode because of just how many swarms there are and chances are you may not have cards like Log/Zap etc to remove swarms.

Pick troops that have good crowd control and range

Clash Royale PrincessClash Royale Dart GoblinClash Royale ExecutionerClash Royale WizardClash Royale BowlerClash Royale Valkyrie

Princess is one of the best cards in this mode. She is excellent to bait out cards and spells.

Dart Goblin is also really good at controlling a really large radius.

As for crowd control, Executioner, Wizard, Bowler etc are very good at filling this spot. Valk post buff is also a really good troop in this spot.

Surprising Cards

Clash Royale HealClash Royale FreezeClash Royale Lightning

Using these cards at the last seconds of the match is one of the most satisfying things. For sure.

Make sure you have already had at least one building-targeting troop to make the most of them.

touchdown map

Best Cards in Touchdown

Clash Royale Mega KnightClash Royale Lava HoundClash Royale Night WitchClash Royale PrincessClash Royale LumberjackClash Royale Battle RamClash Royale Hog RiderClash Royale BalloonClash Royale Elite BarbariansClash Royale GolemClash Royale WitchClash Royale Dart Goblin

In this game mode, everything is a win condition and ought to be treated that way.

Clash Royale Battle RamBattle Ram is a must-pick.

It is fast, targets only buildings and spawns Barbarians that could potentially be in the touchdown. If your opponent just spent all of their Elixir and you play a Ram in the opposite lane, it is nearly impossible to stop it from scoring if supported correctly.

Clash Royale Hog RiderHog Rider (Currently removed) – Automatically pick Hog Rider as this is the Hogdown Mode!!!!

Mini P.E.K.K.A and P.E.K.K.A need 2 hits to kill him. Paired up with a well timed Rage this can equal an easy point.

Clash Royale BalloonBalloon – The Balloon is insane in this mode.

This card is really strong if you have a tank, similar to Lavaloon, Golem, Giant etc in front, making it a very deadly card for your opponents to deal with as they do not always have air-targeting cards in hand.

Clash Royale Elite BarbariansElite Barbarians

They are perfectly capable of crushing big tanks then charge at your opponent’s defenses.

Also, due to the exclusive skin, just pick them.

Clash Royale Goblin HutSpawner (Tombstone, Furnace, Goblin Hut and Barbarian Hut)

Spawner puts on constant pressure which requires a response for the whole match. Builds up massive Elixir advantages while pulling Hogs and Rams.

Barbarian Hut isn’t as great as the other 3 because of the Barbarians’ sluggish move speed but it still  offers a lot of value.

Clash Royale GolemGolem – This bad boy has a ton of HP that your opponent has to deal with and tanks for whatever is behind him.

Playing him early isn’t that huge of an issue because getting rushed really isn’t that much of a threat in 2v2.

The Golemites are usually the MVPs in Golem games because dealing with the Golem and the almost 1000 HP Golemites  is just so annoying.

Clash Royale Mega KnightMega Knight – Fast, splashes, has tons of health, has spawn damage to kill stuff before counter pushing. Lots of value.

Although not a must, he is a very good addition to a potential huge push.

Poses a threat by himself, too but he is easily distracted and because of the nature of draft this pick can either be rather good for you, or actually pretty useless.

Clash Royale Lava HoundLava Hound – He is just so good in this mode because of the Lava Pups.

The most interesting part is that when it pops out, there are chances that your Lava Pups hit the touchdown.

I’ve had my opponent destroying the Lava Hound last second only for the Pups to spawn past the touchdown…

Clash Royale WitchWitch and Night Witch

They spawn fast moving units which deal a lot of damage and require responses.

The Witch is especially useful in Touchdown because it not only can deal with swarms but also single hard hitters with her Skeletons

Clash Royale LumberjackLumberjack – He himself is a fast moving threat and after he dies, the Rage can be very very threatening especially if you have a Hog, Balloon etc following him. Or even a Battle Ram.

These will speed up and chances are they will manage to make it across the line quite easily.

Clash Royale PrincessPrincess and Dart Goblin

Their very long range makes them very effective in Touchdown.

Just drop them at the very front and watch it snipe a damaged Minion Horde, killing them all in no time.

Also not all the time your opponents have The Log so they are just so good here.

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