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All The Ways You’re Not Using the Magic Archer

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magic archer arrow

As the Magic Archer is going to be unlocked tomorrow in the Arena, I hope you guys will find this guide helpful!

Have you met our newest addition yet?

Going by the name “Sterling Malory”, the Magic Archer was minding his own business in the woods, casting spells and such when a great big man caught him by surprise.

Noting Sterling’s wicket facial hair the guy got right in his face and shouted “You’re an archer, hairy!”.

Opinions are all over the map on whether this guy is OP, or some weak sauce.

I fall into the “He’s pretty freakin’ powerful” camp and I’m here to share what I know.

magic archer arrow

Why the Magic Archer?

Clash Royale Magical ArcherHe’s awesome, is at least one good reason.

Maybe you like Katniss Everdeen. Maybe you’ve always fantasized about being Ygritte and telling off John Snow, who, as we know, knows nothing.

It’s a very unique card.

Take the cool bits of an Executioner, then condense them into the pure, unadulterated coolness, lose all the HP, and the damage, and just make a pill of pure concentrated awesome pierce through.

That’s the Magic Archer. Do you like straight lines? HE SURE DOES!

You can use the power of geometry to great effect, to deal tower damage, or create epic defenses.

magic archer

Who is He?

He’s a chip troop, he’s a splash troop, he’s..well he’s not a tank at all. If the Mini P.E.K.K.A is a glass cannon, he’s a glass machine gun.

Each shot being a tiny amount of damage, but, especially if you can splash-through, it adds up fast.

How do I use Magic Archer

As a Chip Win Condition

Each arrow blast deals approximately 3.8% of a king tower. So 4 shots is a whopping 15% of a tower.

That’s only slightly less than a 6 elixir rocket.

All by itself, it’s a mediocre trade, but even dealing significant chip damage to a unit while chipping the tower tips this into a fairly positive use of elixir.

Here’s him, countering a 3 Princess and scoring 3 free hits on the tower (he then chips the tower himself)

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As a Splash Defense

Tuck him well back and his incredibly range will keep him safe through an entire defense, while he chip-chip-chips at every unit who has failed this city.

Here’s him, shredding a defense effectively negating its counter-attack potential.

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As a Support Troop

Like other splash/ranged units he can be used to provide good cover, especially from Bats, Skeletons, Goblins and Minions.

He can also be used behind a win condition to weaken defending troops while chipping the tower.

Effectively scoring tower damage despite being countered, while negating or weakening the counter-push.

Here’s him, being used to score some tower damage, countering-the-counter

I hate him, How to destroy him?

I don’t know why you’d hate a guy who can shoot a Patriot arrow, but I get it, he’s really is ruining your plan to tax all the peasants of Sherwood Forest and build a sweet castle.

So how do we burn this bearded bombardier?

Spells

Clash Royale fireballEither Poison or Fireball are ideal trades, allowing you to deal tower/troop damage while killing Robin of Locksley.

If you are using Poison, make sure to catch him while he’s distracted or he might escape your toxic tendrils.

Log doesn’t kill him, but it does deal a very significant portion of his health in damage (49%!) basically halving his damage.

In fact, it ends up being more, if you can use the knock-back/stun to your advantage and score an extra hit. Since Log costs exactly half what the archer costs, scoring free tower damage or even a an extra free hit from your princess tower makes this is a positive elixir trade.

Troops

Clash Royale KnightMagic Archer’s big strength is his pierce through.

By playing troops that point his bow in the wrong direction, he basically becomes Hawkeye in a team that includes Hulk, Thor, and Iron Man.

Especially medium health troops who can shrug off a few blasts from the Magic Archer like it’s nothing.

Hey look, that empty space there is pretty dead! Just like my archer :'(

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Stand By Your Man

What should I use with a Magic Archer? Well I’m glad you asked.

Tornado

Clash Royale TornadoAs single-cards go, this one deserves its own heading.

Magic Archer can deal significant tower damage with his pierce through effect.

His vulnerability is, of course, distraction. Stupid butterflies. So how do we line butterflies up with the tower? Log doesn’t work on fliers. Tornado does.

You can use the Tornado to keep distraction troops from killing him, while you make sure he hits all the defenders at once, while striking the tower.

This is amazing value.

You know how Executioner gets insane value with Tornado? Same deal, but he costs 1 less!

And if you paid attention to the GIFs in the previous section, Tornado features in a few of them, both in defense and offense.

Tanks/Win Conditions

Clash Royale GiantThe Magic Archer is impressive at defeating any number of low-HP troops, and from safe distances in your own territory he can perform over-watch for your Battle Ram, your Giant, your Golem, etc.

If it needs protection, he does it, and he does it well, from an area you can actually defend him.

He’s basically Princess, but instead of slowly letting your guys die, he kills the enemy and survives Log or Arrows.

He can kill swarms or shoot through P.E.K.K.A to deal tower damage.

Micro Tanks

Clash Royale Ice GolemIce Golem, Miner, Knight, Valkyrie, and Bandit are all good troops to deploy to distract threats to the Magic Archer as he shoots the tower, or troops from a safe distance.

 

Tank Killers

It’s absolutely awesome when your opponent lets you shoot a billion Magic Archer shots through the tank into his tower.

But on defense he’s a lot less awesome versus heavy tanks like the Giant. Or even Medium tanks like the Hog Rider.

He just doesn’t have the DPS to do the job right, and for four elixir he’s a big investment if you’re not getting value.

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Notice the Tower HP. You know what, don’t notice it, it hurts to show that one.

Which is why you should have a heavy damage dealer in your deck.

Other Tips

He Went To The Storm Trooper Academy of Marksmanship

using magic archerIt’s great that he can shoot across lanes, but unfortunately his slow-moving projectile has a tendency to miss fast moving targets.

If your goal is to kill a Hog Rider, you should play him same-lane. But you probably shouldn’t use Magic Archer anyways, because of the whole damage issue.

His splash is very tiny.

It’s very frustrating when you think you’ve lined him up properly and his shot hits the first target then goes off into space.

With Magic Archer, placement is everything.

You really need to hit multiple targets with the Magic Archer to make him valuable.

When you start to use him think about how you can shoot through the first unit into the ones behind.

It will probably take you several days to really start getting it right.

He Can Out-range Almost All Buildings

You know Mortar and X-Bow right…

His long sight range will allow him to clear out any defense safely out of its range.

This can be useful if your opponent has a lingering Inferno Tower blocking your next push.

One exception, the Tesla, since it remains hidden until he enters the tower range.

Spawners

He’s one of the better answers to center-placed Goblin Huts, Furnaces, Barbarian Huts or Tombstones.

Placed well he can shoot through the spawns into the building, which will keep him healthy, and eliminate both spawns and building for a very positive trade.

This same ability can prevent the Tombstone from being used to shut down your Hog Rider on an offense.

Though you’ll want to clear the larger buildings prior to sending the Hog Rider.

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Conclusion

This card is just tons of fun and lots of value! Give it a serious shot, I think it might be overpowered, but it’s definitely not weak.

Submitted by DarchAngels13

3 New Stunning Decks for The Magic Archer

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What do you get when you cross the legendary Ice Wizard from the far north with the legendary Guy Fieri from California?

What amazing skill could possibly come from combining the skills of a chef with magic?

Archery, duh.

This guide is written on Reddit by AveragePichu, who gave me permission to repost.

magic archer decks

3 Stunning Decks for Magic Archer

In the fusion process, Guy lost his cooking aptitude, but he’s a mean shot, capable of chipping towers from across the bridge, sniping anything silly enough to stand in the same arena, and baiting Fireballs or Poison to allow your Zappies or Graveyard free reign – he knows how to take one for the team.

magic archerOf course, without something to take advantage of a baited heavy spell, he dies in vain, letting your own towers get chipped for free.

Never let him die for nothing; If you want to use Magic Archer, you’d better have some other cards with the same weaknesses.

There’s really not much more than that for your basic gameplan with Magic Archer.

Sure, you need to practice your placements, as his splash range is tiny but one shot can hit a lot of things.

They’re situation specific, though for some basic ones, I’d suggest seeing Orange Juice’s tips on placements (the end of this post).

One note about the example with taking down a Giant push while chipping: it’s worth dropping him there was just about anything at all.

Uncountered, he’ll kill an Ice Golem and deal ~1200 tower damage for -2, and against troops that can fight back, it’s worth supporting him with Skeletons or an Ice Golem to kill a Knight or Musketeer for the same -2 while dealing the same ~1200 tower damage.

Unless you’re low on elixir, it’s almost always worth it to get three Rockets of damage for two thirds of the cost.

I have constructed and tested one Magic Archer deck for each of the main archetypes.

These are, of course, just examples, and you can make your Magic Archer deck in whatever way you want. I find it easier to explain a card’s role if there’s a deck with it.

magic archer

Beatdown-control hybrid

Clash Royale P.E.K.K.AClash Royale Inferno DragonClash Royale SkeletonClash Royale Poison
Clash Royale Electro WizardClash Royale Magical ArcherClash Royale GraveyardClash Royale Zap

copy deck

There may be several control cards, but there are plenty of cards to get together a push the opponent cannot stop.

The defensive cards do a great job of snowballing, and the tower is often taken in one push, though there are plenty of chip options if your opponent has Poison.

Magic Archer’s main role here is as a heavy spell bait.

The reason why he’s ideal instead of Zappies is that there’s little use for splitting them in this deck, but he does pair well with Graveyard when your intent is to get chip damage – they can’t Poison both, they can’t Fireball both Wizards, and unlike other Fireball baits, he’s excellent at dealing chip damage.

As far as defensive value, the tiny AoE compares to Flying Machine’s extra damage fairly evenly, but his chip damage capability beats out Flying Machine’s DPS in a Graveyard deck.

You’d use him in this deck the same way you’d use a Flying Machine.

magic archer 1

Control (Tempo)

Clash Royale Battle RamClash Royale Magical ArcherClash Royale HunterClash Royale Flying Zappies
Clash Royale BanditClash Royale Royal GhostClash Royale ZapClash Royale Poison

copy deck

In a tempo deck, while his usual chipping remains the same, his tiny area of effect is excellent for clearing the swarms usually used to stop a Battle Ram or Bandit.

Either something connects on at least one side, or you get chip damage through a tank to the tower.

You’ll never want to play Magic Archer behind the king, as Zappies are there to bait Fireball or Poison for a better trade without being able to be ignored.

Play Magic Archer reactively or predictively, but never just put him down because you have ten elixir when you have Zappies.

magic archer 3

Siege Deck

Clash Royale MortarClash Royale TornadoClash Royale SkeletonClash Royale fireball
Clash Royale The LogClash Royale Magical ArcherClash Royale Electro WizardClash Royale Ice Wizard

copy deck

Magic Archer has a much larger role in Mortar decks, as Mortar gets damage when defenses get too close, and Magic Archer gets damage when things are far from the Mortar.

With Tornado being able to reposition troops, there is no way for your opponent to prevent all damage except for Fireball, and you have bait for that.

All you need in order to win is to defend while spamming Mortar.

I’ve had only one near-loss with that deck, and I misplayed multiple times against bridge spam.

As for counterplay to Magic Archer, if you don’t have a heavy spell, you’ll have a tough time removing him.

You’ll want to adjust your placements to try to prevent Magic Archer from chipping, but if there’s a Magic Archer behind a building targeter and you don’t have a building, or if the Magic Archer user carries Tornado, you can’t avoid the chip damage.

Either save your heavy spell for Magic Archer and only Magic Archer, or deal more damage on the counterpush.

https://www.youtube.com/watch?v=j9ecTCMiJVA

There’s really not a lot of tips one can give on Magic Archer; he mostly comes down to your placements.

Sorry for being repetitive, but hopefully you learned something.

Just know that if you’re interested in trying him, you oughtn’t give up if he doesn’t work out very well in your first week.

-AveragePichu

Tips for Getting to Legendary Arena (Arena 13)

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best arena 10 decks

Hey everyone! Supermarine here with my guide for you guys.

Currently, there is plenty of players that are stuck around Electro Valley and really want to push to the Legendary Arena.

Here are some great tips for reaching Legendary Arena and move through the starting leagues.

legendary arena

Best Tips for Pushing to Legendary Arena

Use a deck that suits you.

This is probably one of the most important rules to follow, as having a good deck just isn’t enough.

I mean, you probably shouldn’t play a Golem Beatdown if it doesn’t seem comfortable to you.

Play what you feel comfortable with.

Play with a deck that makes you relaxed, not tense! It makes all the difference!

Make sure your deck can counter the popular cards in your Arena

counter elite barbariansNow, I know it’s very important to make a deck that suits you, but it will never be able to win if it can’t counter the popular cards in your Arena.

For example, Elite Barbarians are very popular in Arenas 7 to Challenger II.

These are the some cards that counter the Elite Barbarians:

Clash Royale KnightClash Royale Ice GolemClash Royale ValkyrieClash Royale Skeleton ArmyClash Royale BarbariansClash Royale Goblin GangClash Royale TombstoneClash Royale Mini P.E.K.K.AClash Royale BatsClash Royale Minion HordeClash Royale Night WitchClash Royale Mega KnightClash Royale Rocket

Now, I know that’s a lot of counters, but if your deck doesn’t have at least two, do add one or several (Example: Valkyrie+Ice Spirit), because Ebarbs are very popular right now, and it’s better to be prepared even when you don’t see them!

The same applies with other cards too!

Level up the cards you use

It’s much better to level up just the cards you use rather than leveling them all up.

If you level them all up, then you will not be able to make the cards that you use powerful enough in Arenas 10 and 11.

Long term, leveling up the cards that you do use is better, because then they will be more powerful.

Trust me, that Level 10 Hog Rider will be worth it more, rather than getting all of your cards to level 7/5/3/1!

level up cards

Play on Tablets

Now, I’m not insulting all of you who play on their phones, but it’s true!

Tablets truly are better! Their larger screen means that you are much less likely to misplace a card (I have seen MANY people play on their iPhones and misplace a card multiple times).

They are also more durable, with plastic covers that you can use to keep your screen safe from harm.

Also, the screen of a tablet (IMO) is much easier to clean, mainly because the small crannies are not as small and annoying as with a phone, making them easier to clean out.

Trust me, a clean screen means a lot in order to see the game in full depth!

Finally, people can’t call you when you’re on your tablet (most likely)!

giphy

Don’t play if you’re stressed.

This is a very important tip because stressed people are destined to lose, making them more stressed than before.

Stress prevents you from focusing on the game fully. If you’re stressed out from something like school or work, DO NOT PLAY!!!

Watch a relaxing sitcom or something like Jason Bourne rather than playing Clash Royale. Heck, you could even play Hay Day!

ladder deck

Use Ladder Deck

One of the more obvious tips, this is very important. Use decks which are designed for pushing trophies.

You could be using the deck that has the highest winrate and still lose trophies, just because that deck isn’t fit for the ladder!

Instead, use something like Spell Bait (still good!) or MK Hog, which both are fit for Ladder.

You don’t need Legendary cards in order to be in Legendary Arena.

goblin barrelI know! For whatever reason, some people think that they need at least one Legendary Card before they can be in Legendary Arena (probably not the case for you guys).

So not true! Take my clanmate Schmenderick for example. He is F2P and he made it to Arena 12 using an F2P version of Spell Bait! See? Problem solved.

Just make sure your deck works and that’s all.

Never do trophy pushes during a Gold or Gem Rush event.

I know, I know, you want to be able to get extra cash and bonus gems while pushing.

Well, I have two words for you: BAD IDEA

I’ve crunched the numbers, and during these special events, it is significantly harder to trophy push because you’re going up against significantly harder opponents.

So, unless you want your rear end kicked by a guy with a Lvl 7 Golem (actually happened to me once), don’t trophy push during Special Events!

Buy cards from the Shop whenever you can

The Shop is a very under-appreciated tool that works so well when trophy pushing, as it allows you to spend Gold to get the cards you need.

This allows you to upgrade your cards quicker.

Take a quick look here for more details.

Buy the Hog Mountain pack

The Hog Mountain pack contains a Legendary Chest, 100,000 Gold, and 1200 Gems.

Such awesomeness, and very useful for upgrades too!

To be honest, buying all Arena packs are worth it.

clash royale arena pack

Watch good plays on TV Royale

It’s like a wise man once said: “Buying chests and leveling up can only get you so far.”

Learning from others is always one of the best ways to learn.

Who knows, maybe you’ll find a deck that you may want to use on Ladder too!

Watch your own replays

Most players haven’t done this at least once.

When it comes to losing, nobody likes it. But, you’ll keep losing if you don’t figure out what you did wrong during that match in which you lost.

Watching the replay will help you figure out what you did wrong and fix the mistake, so you’ll be ready for another round!

Trust the Experts

Sometimes, when somebody finds an interesting deck, they tend to play it differently than the way it’s supposed to be played.

Make sure you watch and re-watch the video to make sure you are playing the deck right.

And, don’t purposely try to find a new way to play a deck when you CLEARLY know how it’s supposed to be played.

Just trust the experts.

Keep the volume on when you play.

Trust me, this could mean the difference between winning a match and losing a match.

It allows you to detect that pesky Goblin Barrel much easier than through your eyes.

It’s like Ben Kenobi once said, “Your eyes can deceive you. Don’t trust them.”

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Try not to change the deck too much

You see a deck and you think “Wow! I wanna use that!” Then you realize that half of the Commons in that deck are tourney standard, and those same commons for you are only level 4.

It’s fine to switch decks every once in a while, but don’t switch too much, otherwise you’ll just be wasting valuable Gold.

Have faith in your current deck. Practice by doing friendly battles. Whatever deck you are using, stick with it unless it just isn’t working anymore (which would be 3 days without any wins).

Join a Clan

Yeah, sure. Some people get along just fine without ever joining a clan.

But, in the long run, joining a clan is much more helpful, as it allows you to receive more cards and upgrade them quicker, along with the joyous feeling of practicing all of your decks in Friendly Battles. But, perhaps the best part of being in a Clan is war rewards, as it gets you tons of gold, cards, and even has a decent chance of a Legendary Card!

If you’re looking for a clan to join, consider joining the clash.world clan. Just search clash.world to find it.

Make use of troop aggro

Aggroing is a very useful skill that one should learn, as it allows you to distract troops, activate your King early, and do other things that were previously thought to be impossible.

For example, you can use just Skeletons and Ice Spirit to counter a Mega Knight by making use of the aggro technique, giving you a massive advantage.

You can also use Ice Golem+Skeletons+Fire Spirits to counter an Elite Barbarians+Hog Rider push, giving you another massive trade.

Now you know the potential of aggro!

Watch Orange Juice’s video on micro and macro.

Yes, this is a very helpful video, filled with very helpful techniques that will certainly give you an advantage in battle.

WATCH IT!!! I even put it below for you guys!

Ask somebody here on Clash.World!

Yes, that’s right! Clash.World, this is is one of the greatest resources one can use apart from the Clash Royale Wiki!

There are many experts here who can help, and anyone of them is willing.

Whether that’s through using the comments section of a new guide or chatting through the Discord, help is all around you! Use it!

So that’s all for this guide! As always, be sure to leave a comment if you guys enjoyed, and also abide by these tips! In terms of my new deck series, it will be coming soon, and remember, I may not work alone on that one! See you guys later!

Classic Magic Archer Bridge Spam Deck – An Instant Guide

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magic bridge spam

Greetings, clashers! It’s ExYz (LoLGamesYT in the comments, Ƶx | Wing #3350 in Discord), here with the first (or is it the second?) Magic Archer deck that will probably won’t get posted here.

Today, I’m bringing you a Bridge Spam deck featuring the newest addition to my card collection: Magic Archer!

I already know that some of you who have him and are looking for good decks with him are just ANXIOUS to read on. Let’s get this show on the road!

Please note that the Magic Archer can not be replaced or rarely be replaced due to your play style so read this guide accordingly!

magic bridge spam

Clash Royale Magical ArcherClash Royale Battle RamClash Royale Dark PrinceClash Royale Inferno Dragon
Clash Royale BanditClash Royale PoisonClash Royale ZapClash Royale Ice Golem

copy deck

pekka ram analytics

The Magic Archer Bridge Spam Deck

Clash Royale Magical ArcherThe Magic Archer – He is just such a well balanced card!

He hits fast and can hit from 7 tiles away, it’s projectile reaching 11 tiles! That is 0.5 tiles less than an X-Bow!

Anyways, you need to use the Archer to counterpush or only defend.

You can not make a big push with him, the reason being the lack of HP and damage.

A Fireball can 1 shot him so use him VERY skillfully.

Clash Royale Battle RamBattle Ram

Admit it guys, we see him in ALL of the bridge spam decks alive right now (not considering Elite Barbarian Hog decks).

The Battle Ram is just such a great tank for all the cards in this deck.

Clash Royale Dark PrinceDark Prince: He just got buffed AGAIN so he is not bad at all right now.

His place in this deck is to be the splash damager other than the Magic Archer because his splash radius is too small.

The Dark Prince is a really good support card for the Battle Ram.

Clash Royale Inferno DragonInferno Dragon: No need to talk about this flying Coca-Cola can.

He is just the perfect tank killer and PEKKA killer if the opponent defends your push with her.

 

Clash Royale BanditBandit: She was always in the Bridge Spam element because of her dash ability, fast speed and fast hit speed.

She just got buffed too so I guess she is better right now.

Clash Royale PoisonPoison:

You know, to kill Minions or Goblin Gang.

 

Clash Royale ZapZap:

Definitely not going to talk about it.

Even my brother knows how to use it.

Clash Royale Ice GolemIce Golem:

The Ice Golem is just the tank for all of your cards.

It is low cost and slow so you can use it at the back to build a massive push later on.

General Gameplan

3:00-2:00:

In this part of the game, you should just defend or if your opponent plays something heavy, PUNISH them with all the elixir you got.

Your opponent will not have much answers to your push and that push will result in a dead tower.

After the push, use your Inferno Dragon to take out the heavy troop.

You MUST learn the way they are using their deck.

2:00-1:00:

So your opponent must have understood that you have a Bridge Spam deck.

Just be careful and do NOT waste too much elixir.

You will need them in the next phase of the battle: DOUBLE ELIXIR TIME!

Same as the first phase.

Defend, punish, laugh.

1:00-0:00:

This is the Double Elixir phase so keep track of your opponent’s cycle.

Both of you can cycle pretty fast right now. Just focus on super defending and counterpushing.

Do not make unrelated pushes on the other side. That might cost you the game.

Overtime

This phase is just all risk or going for the draw. You choose.

If you choose to push all in and waste all of your elixir you might have a chance to win but don’t forget that there are still people who use the Mega Knight.

If you choose to defend for that full 1 minute, you will be fine.

Just don’t waste too much elixir.

Matchups

As the first Bridge Spam deck, this deck doesn’t have proper counters.

Every matchup will be the same, resulting in a win.

Just melt the heavy tank with Inferno Dragon, destroy the supports with Dark Prince or Bandit, counterpush HARD with Battle Ram, and then GG! You can now start BM’ing.

The only matchup i find hard is Lavaloon because you don’t have great counters to the Balloon.

Another kinda hard matchup is Hog Cycle. If the opponent is skilled, he 99% knows how to stop your push with a Cannon and other cards.

And so, we have reached the end of a marvelous journey…thanks for reading, and I hope you liked the deck! Be sure to leave a positive comment below 😉

This is ExYz, saying sayanora and stay determinded <3

Magic Cannon Hybrid Deck

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magic cannon

Lucky enough to get the new Magic Archer? I, Heiny, am going show you a very interesting deck evolved around him and the “undervalued” Cannon Cart!

magic cannon

Clash Royale P.E.K.K.AClash Royale Magical ArcherClash Royale The LogClash Royale Ice Spirit
Clash Royale TornadoClash Royale MinionsClash Royale PoisonClash Royale Cannon Cart

copy deck

payfecta deck analytics

 

Card Roles

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

She is your big tank killer and gives a great counter push.

Use her only if really needed or it is Double Elixir.

Clash Royale Magical ArcherMagic Archer

He defends amazingly.

He works well with Tornado as long as you can out cycle their spells.

Don’t give your opponent spell value. Also use him to chip away at the Tower if your opponent places a slow moving troop.

Clash Royale Cannon CartCannon Cart: Your win condition.

The CC does tons of damage left alone.

If your opponent places a Golem in the back you should CC the opposite lane.

If they place a Elixir Collector and you want to punish, place the CC in the same lane.

Clash Royale MinionsMinions: These guys are your air defense.

Use them wisely because they are one of your only two.

These work really well to kill lots of cards. A good push is just CC and Minions.

Clash Royale Ice SpiritIce Spirit: Ice Spirit really helps you cycle.

Its stun effect is very helpful as well.

Try to use it to get extra chip damage as well as cycle at any point in the game.

Read more about using Ice Spirit at here.

Clash Royale PoisonPoison: This is your high-damage spell.

Use it on Elixir Collectors, 3M, or others. Make sure to get good value.

You can also use it with the CC to predict swarm troops.

Clash Royale The LogThe Log: This card can get insane value.

If I know my opponent has a Goblin Gang or Skeleton Army, I will place the CC and predictive Log a second or two after.

If your playing against Log Bait save this for extra value or save it for the Goblin Barrel.

Clash Royale TornadoTornado: This is an amazing control card.

With the long distance Arrows and AoE of the MA they synergies well. You can get hundreds of chip damage with only the MA and Tornado.

You can activate your King Tower with a lot of cards. If you have it in hand you should try to activate your King Tower ASAP.

Read more about using Tornado at here.

Substitutes

Clash Royale The Logekf9WOpClash Royale Zap

Clash Royale Magical Archerekf9WOpClash Royale Executioner

General Gameplan

This deck is a big defensive chip type of deck.

You want to learn your opponent’s deck and be able to get their counters out of cycle.

If you can get one Cannon Cart to the Tower you should be good.

The Cannon Cart is such a underestimated card. It is not that popular so people aren’t very experienced defending against it. The Cannon Cart will do quite a bit of damage if left undefend.

Once you hit the range of 1000-1500 hitpoints you can start cycling them.

If they place any cards in front of their Tower to defend against your cards, you should angle the Magic Archer to chip on their Tower.

Right before the troop gets to your Magic Archer you should Tornado it back. This will allow for 300-600 chip damage.

Do this enough times till you take their Tower, you can use Poison to help as well.

The P.E.K.K.A is all defense. Use it to kill your opponents tanks and pushes.

If you pair this on defense with the MA (Magic Archer) and Tornado you should do alright. You can use other cards as necessary.

In Single Elixir you should use the CC (Cannon Cart) and MA as defense along with the Ice Spirit and Tornado. This should kill most small pushes and go on to counter push.

Make sure not to allow spell value on your cards. You should be careful with the MA since all high-damage spells kill him.

On defense you only want to play the P.E.K.K.A on defense in Double Elixir and when really needed during Single Elixir.

Against a Giant, Royal Giant, or Golem you might want to play P.E.K.K.A instead of a CC.

Last if you defend with a P.E.K.K.A, support it with a MA and spells.

THAT IS ALL.

You then want to push the other Tower with CC, Ice Spirit, and Minions other side to force them to split their defenses.

Both sides will get some chip damage.

This maneuver should only be played during Double Elixir and Overtime.

Only split push if you don’t have a Tower yet.

If you have a Tower support the P.E.K.K.A as much as you can to try to take the 2nd crown. Don’t over commit and leave Elixir to defend.

You shouldn’t only play defensive once you get the first Tower.

You want to pressure the 2nd Tower to force them to defend or lose.

While they’re focused on defending they won’t have enough Elixir to also push for your Tower.

Hard Counters

Clash Royale Lava HoundThe hard counters to this deck are, Lava Hound decks are the main hard counter.

Against these you have to play conservatively.

Whenever they kill your MA, Tornado their push and cycle to more Minions and another MA.

When they first drop the Lava Hound, try to punish them with either a P.E.K.K.A in the back same lane or a CC.

You will lose a Tower so try to get a second Tower before you lose your first.

Then fight with your life for your second Tower.

Tips

Some tips for this deck is to really get to learn it.

It really helped me for ladder pushing.

It also works well for challenges since cards are at tournament standard.

Also if you already know how to use the MA well already that really helps. If you are really good at using each of the cards individually, putting them together should be a piece of cake.

Lastly figure out your own playstyle and adapt the deck to what you like.

Royal Ghost Chip Deck for Challenges

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royal miner

Hey guys! Its Blaze Stone back with another Miner Poison deck for you all! Today, I will be talking about this powerful deck I have been trying out for some time and which works pretty well in Classic Challenges and can definitely help any average player easily get those 9+ wins!

Before I begin, this deck is a variation of the PEKKA Miner Poison deck w/Bandit that was popular few months ago and my good friend, Lolman aka lmaoman has written a guide on which I definitely recommend you to check out in case you don’t have Royal Ghost but were lucky enough to unlock Bandit.

So, lets jump right in!

royal miner

Clash Royale P.E.K.K.AClash Royale MinerClash Royale PoisonClash Royale Zap
Clash Royale Royal GhostClash Royale BatsClash Royale Spear GoblinsClash Royale Flying Zappies

copy deck

hog spirits analytics

Royal Ghost Chip Deck

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

Threat, Tank and Tank Killer.

One of my favourite cards to use in Challenges and Tournaments. PEKKA is a powerful card in the game since a long time now and is very useful in this deck

She is can take care of any ground tanks with ease and then go on acting as a tank herself for a counter-push.

Good synergy with Miner Poison.

Clash Royale MinerMiner:

The best legendary card in the game right now IMO.

He is quite cheap, decent damage, good amount health and has the unique and strong ability to pop anywhere in the arena!

Mainly use him as your main win-condition to chip down towers but you can also use him to take care of spawners, pumps, Princess and even nearly finish off Glass cannons.

Make sure to be as creative and as unpredictable as possible in Miner Placements! That’s the key to win!

Clash Royale PoisonPoison

My favourite card in the game. Synergizes extremely well with PEKKA and Miner to form the core of this deck.

Great in clearing out swarms, destroying buildings, killing glass cannons and countering GY.

This card’s main role is to exert your control over the opponent and prevent him to really go too defensive or too offensive as for a while as he may end up wasting his elixir.

Clash Royale ZapZap

Used to stun opponents and quickly kill troops that distract your Miner, Royal Ghost and PEKKA.

Can be substituted with The Log but I feel Zap is better with cards like Miner and GY as you can instantly kill swarms that are used to counter if you don’t have enough elixir for Poison, which is better than The Log as it can not his troops behind the Crown Towers.

Also, you have Royal Ghost, Spear Goblins and Bats to take care of Barrels.

Clash Royale Royal GhostRoyal Ghost:

Still a popular and strong card even after being nerfed.

Royal Ghost is your only Splash damaging troop in this deck and will be used to snipe opponent’s troops targeting either your PEKKA or Miner.

He is very good as a PEKKA support especially when coupled with Poison.

He can also be used to threaten a tower alone but most of the time use him with Miner or/and Bats/Spear Goblins.

Clash Royale BatsBats

Powerful with Miner for quick Mini-push.

Can be used to distract Inferno Dragon/Tower as well as other troops which threaten your PEKKA.

Use them to cycle through your deck and take care of glass cannons/mini tanks for elixir advantage.

Can be replaced with Minions for 1 more elixir but more health.

Clash Royale Spear GoblinsSpear Goblins

Again, powerful with Miner for a quick mini-push.

Useful for cycling or chipping of any towers as most people won’ waste their Zap on them.

Use them to distract troops and pull them to the middle of the arena, straight into the cross-fire zone.

Can be replaced with Archers again for 1 more elixir but more health.

Clash Royale Flying ZappiesZappies

The mini-sparkies are here.

Very useful in this deck as PEKKA support as they offer a Triple Stun ability which is great against Inferno Dragon/Tower as well as Princes, Battle Ram and Sparky.

They can also be split up and help you go on for Dual Lane pushing, an aspect of this deck which I will be explain below.

Fragile against spells so almost always don’t play them near your crown towers.

Best when placed in middle of your side to pull troops in Cross-fire zone.

Can be replaced with eWiz or since, we already have Zap for Stun, you can use Flying Machine, Mega Minion or even Musketeer.

General Gameplan

Again, like last time, I won’t be giving Minute by Minute game plan and describing the various matchups as IMO Clash Royale is an unpredictable game so better to just give you a brief explanation of all the weapons in your arsenal and trust you that you can figure out when what should be done.

miner chipMiner Chip Factor:

So, well this a simple Miner Poison chip deck with the added twist of PEKKA and RG.

Spear Goblins and Bats along with Miner can be used together for pressuring and even deal tons of damage when opponent fails to kill those cheap troops.

Here, Miner placement is very important, you need to predict where the opponent will place a card to kill those cheap troops and thus, send your Miner to that spot so that Miner tanks/kills that enemy troop instead.

However, 90% of the time, the enemy troop will be on the side of the Crown Tower which is near the king, so definitely send your Miner there when you are sure, opponent doesn’t have any other card to kill your Cheap troops or is short on elixir because he just placed a tank.

royal ghostThe Royal Threat:

Royal Ghost for 3 elixir is a very threatening card.

Use this factor to your advantage.

Say, your plays something (not necessarily a tank), you place your Royal Ghost behind the King Tower but in the opposite lane.

This simple, casual placement will make your opponent’s brain go in a session of brainstorming where he will be fixated of the Royal Ghost so at the same time play something else as a surprise to distract the opponent like send your Miner in the other lane along with Bats/ Spear Gobs split and then push with Zappies and Royal Ghost.

A rather expensive tactic but can really make your opponent’s mind spinning. That’s how threatening Royal Ghost can be.

pekkaP.E.K.K.A The Beast:

PEKKA is the MVP here.

Don’t reveal your PEKKA till Double Elixir time unless the situation calls for it.

She is your main defence against all ground win conditions so mostly use her on defence and then go offensive through counter-push.

Usually I don’t recommend starting a push with PEKKA in the back but some how, you end up in Double Elixir time with opponent not having a win-condition and low on elixir, which is in fact quite possible, start a PEKKA push and don’t hesitate to go all-out as a full on PEKKA push is very hard to stop.

An all-out push consists of PEKKA, RG, Miner, Poison, Zappies with either of cheap troops and use of Zap if necessary.

he defensive strength is basically PEKKA, Poison, Zappies with RG or cheap troops if/where necessary (usually to kill support).

Dual Lane Pushing:

Consider the same situation that I said above but opponent has good amount of elixir.

Here, there is a good chance that your All-out PEKKA push may be defended as this deck is a Control deck and not a Beatdown deck.

So, here you go on a Dual Lane push.

Hard to defend, damage on both towers and opponent can’t do a strong counter push as well.

Main core of this push will be PEKKA RG on one lane and Miner Cheap troop on the other lane with Zappies Split.

Generally, 2 Zappies with PEKKA and 1 with Miner.

Poison the PEKKA push lane and keep Zap ready. Send your other cheap troop where more damage is confirmed.


That’s all folks! Hope you guys enjoyed this guide and have success with this deck. Ask me about anything in the comments section below.

Sayonara!

By Blaze Stone.

Easy Guide on Building Your Own Unique Deck

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making deck

In this guide, I am going to show you the easiest way to build your own working, stunning, beautiful and unique deck.

I’m no 6,000 Grandmaster player, there are better players than me, and some of them are regular Redditors here.

BUT, I’ve learned enough that there are at least a few of you who could take something useful away from this, I hope.

making deck

Deck Elements

So if I (a madman) want to build my own deck what is the things I need?

Let’s start by describing the categories I place cards and combos into.

A deck doesn’t need every one of these, and it’s possible to build a deck that has none of these, but I’ll list out what I view as the pros and cons of each element.

Side note, cards can fit into multiple categories here, and sometimes a combination of cards would fit into a category, but one individual piece of the combo wouldn’t.

Hard Ground Stop

Clash Royale ExecutionerClash Royale Tornado Clash Royale Giant SkeletonClash Royale Mega Knight

ground stopGround Stops are the cards you can play to just slow everything down and eliminate a push.

They are cards you can drop against medium(6-16 elixir) sized pushes, generally they have a lot of hit points, and can survive for a bit while your towers whittle down attackers.

Combos like Tornado +Executioner, or cards like the Giant Skeleton and Mega Knight fit into the category of ground stops.

  • Pros: A hard ground stop makes it much easier to defend big beat-down style pushes, and certain types of ambush plays (I’m thinking of you elite barbarians!).
  • Cons: Cards and combos like this can be expensive, to the point of dramatically defining how you can play

Air Stops

Clash Royale Minion HordeClash Royale Mega MinionClash Royale MinionsClash Royale Bats

air stopAll flying cards, on account of being completely immune to half of them, are weaker than their ground-based counterparts.

The Lava Hound does not compete with the Golem in Beatdown, unless you accompany it with other flying cards.

The main advantage to air cards is that they can kill off your ground-only troops damage free, so you’ll want the air-targeting troops to escort your walkers to the tower, and to shutdown balloons or bats harassing your troops and towers on defense.

Most of the time you’ll want 2 or more air-targeting troops in a deck, since just one tends to be easily overwhelmed by a Balloon or Lava Hound deck.

  • Pros: Air troops have a huge advantage so being able to kill them is an absolute must if you’re trying to get a Pekka, Giant or Hog to the tower
  • Cons: Ground-only troops tend to be stronger than the troops that can hit air, so it’s worth taking them.

Win Conditions

Clash Royale MinerClash Royale Battle RamClash Royale Hog RiderClash Royale MortarClash Royale GiantClash Royale Golem

win conditionWin Conditions consist of Primary, Secondary and Tertiary win conditions.

Primary Win Conditions

Troops that target buildings or can be deployed directly to target a tower (like the miner).

  • Pros: These will be your most cost effective ways to deal tower damage, and are much harder to stop via distraction tactics.
  • Cons: These cards tend to be weaker or useless on defense, so you can end up with a dead card in the middle of a defense

Secondary Win Conditions

These are cards that are either easily distracted, or easily countered, and so while powerful they aren’t reliable as a way to kill the tower. Cards like the Pekka, Mega Knight and Minion Horde can fit this role, as can a heavy spell card.

  • Pros: These cards are much better at defense than Primary Win conditions, and can fill multiple roles.
  • Cons: These cards tend to be less effective at tower-killing and if you rely too much on on these to deal tower damage, frequently a good defensive player can shut down your attacks and either play for the tie, or grind you down by being better at defense.

Tertiary Win Conditions

These are cards and combos that aren’t really good at killing towers. They’re too easily countered, or distracted. They serve other roles, but can deal significant damage. Cards like the Princess, Goblins (any kind), spawners, and Bats fill these roles.

  • Pros: These cards serve roles the other win conditions can’t.
  • Cons: Being bad at killing towers, you bring too many of these and you’ll find it impossible to win.

Swarm Killers

Clash Royale PrincessClash Royale Baby DragonClash Royale ValkyrieClash Royale ExecutionerClash Royale WizardClash Royale Bowler

swam killSwarm troops are one of those secondary or tertiary win conditions and can be extremely deadly, most decks should have one or more solutions to shut down a horde of angry birds or Larrys, since a good swarm card can shut down a lot of win condition cards

Pros:

  • You can pair most splash damage troops with Tornado to create a fairly effective Ground Stop.
  • They make excellent escorts for walking(/flying) win conditions to keep them from being killed or distracted.

Cons: 

  • They tend to be more expensive, easier to kill.
  • Have lower damage output than their single-target counterparts.

pressurePressure

Clash Royale MinerClash Royale Battle RamClash Royale Hog RiderClash Royale Goblin Gang

Pressure cards/combos must be answered right now. They force your opponent’s next moves.

Pros:

  • Force your opponent’s next few moves which can be a useful way to defeat beat-down pushes before they even start
  • Disrupt your opponent’s defenses so you can break through.

Cons:

  • Pressure attacks that get well countered are wasted elixir, and usually at a bad time
  • Adding cards to your deck for the purpose of causing pressure can reduce your ability to support your main attack.

cycleCycle

Clash Royale SkeletonClash Royale Ice SpiritClash Royale Ice GolemClash Royale BatsClash Royale Goblin

Cycle Cards you already know. Cheap cards costing no more than 3 elixir, but usually in the 1 or 2 elixir cost.

Pros:

  • Smart use of these cards allows you to defend at an elixir advantage
  • Allow you to play as though they have 6 cards instead of 8. Is this useful? Well it depends on your other 6 cards, but it can frequently allow you to out-cycle your opponent’s good counter-plays. If his only good hog defense is a tombstone, then by playing hog every 5th card you’ll eventually get to the point where he doesn’t a tombstone and you score big damage.

Cons:

  • They tend to be very weak, by themselves, and a well supported combination push can render these Dead Cards in your hand on a defense.
  • They are also limiting, your “main” cards will need to be a good combination on offense and defense to make up for these choices.

Investments

Clash Royale Ice GolemClash Royale PrincessClash Royale Ice WizardClash Royale Archers

investmentInvestment cards are slow-moving cards like the Ice Wizard or Archers. They are basically the opposite of pressure cards.

They can be used to stack elixir up in a lane for a big beat down push, but you can also use them defensively as a way to deny (or reduce) your opponent’s ability to attack a given lane.

Pros:

  • Being slow moving is useful when trying to build up an attack, or to defend against high pressure attackers.

Cons:

  • Being slow moving makes it hard to create pressure on your opponent, which can make it hard to clinch a tight game, or to defend against a big beat down attack.
  • It also leaves very little room for a Hail Mary style last-ditch-effort attack.

Supports

Clash Royale Night WitchClash Royale Electro WizardClash Royale Magical ArcherClash Royale HunterClash Royale ExecutionerClash Royale BowlerClash Royale Wizard

supportSupport cards are anything you use to help ensure that your attacks actually get to the tower. These cards always fit into multiple categories and most are useful on defense.

They are cards you use to help that your main tower-attacks actually kill the tower.

It might be a Poison Spell or an Ice Golem if you’re using a Graveyard for damage. It might be a Wizard or a Night Witch if your main attack is the Golem.

It’s useful to think of multiple ways supports can be combined since most good win conditions can be countered, and it’s a good idea to have a back-up plan which uses the same support cards in different ways.

  • Pros: Every good win condition can be supported to make it more effective, and to help break through the opponent’s defenses.
  • Cons: Support cards aren’t necessarily, useful attack cards by themselves. You need to be thinking about how they combine with other cards to make powerful combinations. Bringing too much support can make your deck feel underwhelming and weak, especially if they have a way to defeat your main win condition. If they have a poison spell, for example, your graveyard can be rendered completely useless and the supporting cards are then easily dealt with.

Pocket Cards

Clash Royale BalloonClash Royale Three MusketeersClash Royale RocketClash Royale Clone SpellClash Royale mirrorClash Royale Freeze

pocketPocket cards are cards that you include in your deck, but don’t play in every match. They are kept as a situational high reward card, and can be very effective when revealed late in a match.

They are often used to catch your opponent off guard and punish them heavily.

They can be very effective if not revealed the entire match, and can be very devastating for your opponent if they are not able to react to your “pocket card” properly.

-duck_635

The last concept I’ll address is the pocket card. No deck “needs” a pocket card, but they can be quite fun to use.

Pros:

  • They’re fun
  • They are frequently game-changing.

Cons:

  • Pocket cards can often be a dead card, until you find an ideal situation to use them in. This leaves you playing with a 7 card deck and only 3 cards in-hand, which is a serious disadvantage.
  • You must be able to find an excellent use for a pocket card in at least some matches, or it’s not a worthwhile addition to your deck.

Deck Building

Start With a Concept or Card

conceptMaking a new deck, especially one that can compete in ‘real’ play is quite challenging, and staring at the 73 cards in the game can leave you feeling overwhelmed.

If you want to create an undead deck you probably can’t just throw 8 zombies together and have something useful. But it’s a good place to start.

Pick a theme, or pick a card you want to use (like…. maybe it’s an unpopular card like the Cannon Cart and you’re a deck hipster)

Pick a Win Condition

win condition 2So regardless of what your starting point is, you need a way to destroy the tower.

Did you pick a support card?

Then think about whether that card is best at supporting.

Is it frail and best behind a distraction (like the Musketeer), or is it mainly a defensive card (like the hunter)?

Did you pick a tank?

Tanks are frequently quite limited what they can do, and will like some support cards.

If you picked the mega knight then you probably want to consider how to get him to the tower.

He’s good at clearing swarms so you probably want something high damage to kill the things he’s bad at killing.

Did you pick a theme?

Start by selecting two or three cards that fit your theme. Either you’ve got a win condition, or you’ve got support cards.

Think about what those support cards combine with best to create a win-condition style push.

If you’ve got wizards to blow away the swarm troops, then you might want to consider a Giant or Battle Ram that would appreciate a splashy escort.

Pick a Secondary Win Condition

2nd winconditionSkeleton Barrel or Graveyard are pretty easily countered win conditions. Every win condition in the game can be very easily defeated by something.

If your opponent has the right combination of cards you need a way to ensure you can actually deal tower damage.

Here are a couple of options:

Bait

If your first win condition is hard-countered by poison, and you discover your opponent has poison you might want to consider baiting out the poison as a way to actually defeat him.

Cards like the Goblin Hut, Furnace or Skeleton Barrel are good options that would allow him to mis-play a poison spell.

Baiting is the premise of the Goblin Barrel deck you all love/hate.

Alternative

If you have a Hog, and your opponent hard-counters him with a Mini PEKKA or a Tornado, then you might be in for a rough match.

By picking an alternative win condition that functions differently, like the Giant, or Goblin Barrel you can use a completely different style of attack to deal the damage.

Double Down

By bringing a mirror or a different win condition that functions similarly you can force out your opponent’s hard-counter defense and be ready with your alternative as soon as that threat is neutralized.

For example, you could bring both Hog and Battle Ram, and once the Mini P.E.K.K.A has been played to defend one of them you’re free to attack the tower, either in the opposite lane or in the same lane (post P.E.K.K.A).

Cycle

By simply playing the win condition more often than they can counter it, you can defeat the problem of a hard-counter by playing your attack card frequently enough they can’t defend it.

big spell

Big Spells

At this point you probably have 4-6 cards picked out.

Most decks should have a heavy spell.

Failing to bring one will leave you at the mercy of Elixir Pumps, and with no way to force the last 200hp on the tower in close matches.

So how do you pick one? Look at what your deck already has and use your spell to strengthen a weak spot.

Clash Royale PoisonPoison

Poison is good at area denial and chipping away small troops, and dealing with spawners.

It pairs nicely with Graveyards and Miners, but can be effective in beat down decks.

Clash Royale LightningLightning

If your deck needs a way to kill a multiple supporting troops (like Ice Wizard and Musketeer) tucked safely behind the tower this is your choice.

Defenses like this are most common against beat-down decks, so if you’re running a beat-down deck this is a good choice.

It’s also effective at destroying a big beat-down push by taking out the supporting units behind it so you can use Skeleton Army to destroy the tank.

Clash Royale fireballFireball

Fireball is good at killing swarms and its knock-back can be used to drive a support card like the Musketeer (now injured) forward so that she cannot hide behind the tower.

Paired with a Tornado, Log or Zap it’s an effective (albeit expensive) killer of supporting troops.

Clash Royale RocketRocket

Rocket is mainly useful to deal tower damage or eliminating critical threats like Bowlers, and Inferno Dragons, but paired with a Tornado it can make an effective ground stop.

Small Spells

Clash Royale The LogClash Royale ZapClash Royale Arrows

Small spells aren’t a requirement, but you’ll frequently want them.

Generally one is sufficient, adding two (if you already have a heavy spell) can leave you in “dead card” territory.

Can I beat a Goblin Barrel?

If you have no good troop-based counters to the Goblin barrel, you’ll want a Log or Arrows (or changing your troops)

Can I beat a Minion Horde?

If the answer to that is no, you’re going want to consider adding Arrows (or changing your troops)

Do I need to worry about Skeleton Army or Bats on offense?

This makes an argument for Zap. You might already have a splash troop you plan to run behind a Golem, and you may not need Zap.

Having a Poison Spell can negate the need for Zap on offense.

Do I have splash troops?

Tornado is never a requirement, but Splash Troops can be paired with tornado to devastating effect on defense.

Having at least 2 splash troops makes a strong argument for including Tornado.

Check the Deck Elements

Ask yourself which deck elements you currently have. Not filling a category is not a deal breaker. The whole point is to think about what your deck will be good at.

Ground Stop

If you don’t have a ground stop, then how will you defend a big beat-down death ball? Will it be a high pressure attack to prevent them from building the death ball in the first place? Can you create pressure with the cards you currently have?

If your opponent is cycling

How will you keep up? Do you have multiple solutions to hog-riders ?

How does this deck play?

Is it slow investment cards for a big beat-down attack? Should you consider changing win-conditions because your support cards are all slow but your win condition is a hog rider? Battle Rams like offensive support more than a hog rider, so do giants….

Do you have potentially dead cards, and do you have too many?

A hand with 4 cards that aren’t troops can be a huge disadvantage

Is your deck expensive?

Do you want to consider swapping in a cycle card to help reduce cost and make the deck play a little faster?

Check your Battle History

At this point your deck is more or less completed, so it’s time to consider whether you can beat the Meta.

If your battle history shows a lot of Hog Riders then you should ask the question “How will I defend a Hog Rider?.

Add or Swap cards until you’re fairly comfortable with the defenses you’ll have to make. Then ask yourself if you can still get damage to kill the tower, and swap cards until you’re comfortable you can.

Repeat this process until you feel like you’re ready to give it a try.

Play Test

Break into a few friendly battles or 2v2 Matches until you’re comfortable with the combinations of cards you’ll use to attack and defend.

If you have any major holes, then someone will probably stick a finger in them, and that’ll tell you you have a problem.

So start making trades.

Sometimes you need to swap 2 or even 3 cards to fill one hole without creating another.

Prime Time

It’s time to start “real” play so bust out a classic challenge (grand if you’re already super confident in the deck) or start laddering.

Remember, trophies are just as easily won as they’re lost so give it several matches to get comfortable before making changes.

Conclusion

This is the process I go through when deck-building. Hopefully at least a few of you will find this useful. Let me know what you think.

Shared by darchangels13

Hog Log Bait – The Final Hybrid Horror?

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hog log bait deck

Hey guys! Supermarine here!

Now, I know you’re all depressed because this is the last Hybrid Horrors, but after further thought, I’ve decided to (mainly because I can no longer continue it myself) allow somebody else to keep this deck series alive!

I know you guys think this series is totally awesome, and are sad to see it “end.” That’s why I’m doing this!

If you think that you want to continue the Hybrid Horrors series, please, please, PLEASE notify me in the comments!

Anyway, I will be concluding my contribution to the series with a Wallbreaker sized BANG with an iconic Hog Logbait deck! Let’s get to it!

hog log bait deck

Clash Royale Goblin BarrelClash Royale Hog RiderClash Royale RocketClash Royale Inferno Tower
Clash Royale PrincessClash Royale The LogClash Royale GuardsClash Royale Ice Spirit

copy deck

hog splashnado analytics

The Hog Log Bait Hybrid Deck

Clash Royale Hog RiderHog Rider

Of course, this guy will be your main win condition. Despite his nerf, he is still a force in the Arena.

He has very good health, very good damage, and still has a faster attack speed than the eWiz!

Other than being a win condition, he is also a tank for your Goblin Barrel.

Clash Royale Goblin BarrelGoblin Barrel: It’s a Goblin WHAT? It’s a Goblin WHY? It’s a Goblin HOW? It’s a GOBLIN BARREL!!!

This barrel o’ mean, green killing machines is your secondary win condition.

Mostly, it’s roles are self explanatory. Just remember: Against Zap, Log, or Arrows, use the Deep placement (I call this technique JukeBarrel) to bait their spell, then rush in with other troops!

The Goblins can also provide a shield for the Hog again troops like Fire Spirits or Ice Spirit.

Clash Royale PrincessPrincess

The life of everyone’s party, the Princess fires flaming arrows that are very hard to escape.

She also has enough range to not get shot at by the Arena Tower if she attacks it!

However, she has two main roles in this deck: Lane control and Spell Bait.

She can kill that Minion Horde attacking the Hog and at the same time bait Arrows or The Log (rhyme time!), allowing the Goblin Barrel to go in unhindered.

Also, she is relatively cheap, meaning if things go south, you’ll still have plenty of Elixir to make up for it!

Clash Royale RocketRocket

Essentially a tactical nuke in the wide world of Clash, the Rocket can be used to absolutely destroy most glass cannons in its path.

Capable of tackling Musketeer, Executioner, and even heavy hitters like Balloon, Elite Barbarians and Sparky, the Rocket can be used to get tons of positive trades on defense.

However, you must use it sparingly.

It’s 6 Elixir, and one misfire can possibly cost you an Arena Tower!

Clash Royale The LogThe Log

LOOOOOOOOOOOOOG!

That, my friends, is the sound of doom headed towards all of your troops.

This big, solid hunk of wood can cripple Princesses and Dart Goblins, annihilate Skeleton Armies and Goblin Gangs, and even move tanks closer to structures and tank killers like Inferno Tower and Tesla!

It’s also cheap, so you can use it to gain an Elixir advantage as well, however it does give the chance for Bait users to force it out if you’re not careful.

One more thing, though: Do NOT Log Minion Horde (Rule #5 of being a good 2v2 player)!

Clash Royale GuardsGuards

Simply just three ruthless bone brothers with shields, the Guards have very good DPS that saves your bacon more often than not.

They are also useful for cheap cycle, whittling down the health of tanks and mini tanks, and also for surrounding splash units.

Clash Royale Inferno TowerInferno Tower

An all-around MVP of any Logbait deck, including this one!

Murdering tanks is what it does, and does well, killing Giant, Golem, P.E.K.K.A, Royal Giant and more!

Just protect it from reset cards like Ice Spirit or Electro Wizard!

Clash Royale Ice SpiritIce Spirit

This one lively little guy only costs one Elixir, yet he is much more useful than some other crummy cheap cards.

He can take down entire swarms if placed right, and also protects Hog Rider from dangerous Inferno Towers and Cannons and even the spawned Skeletons from the Tombstone!

Substitutions:

Clash Royale The Logekf9WOpClash Royale ArrowsClash Royale Zap

Clash Royale Guardsekf9WOpClash Royale Goblin GangClash Royale SkeletonClash Royale Goblin

Clash Royale Inferno Towerekf9WOpClash Royale Tornado

Clash Royale Ice Spiritekf9WOpClash Royale MinionsClash Royale BatsClash Royale Electro Wizard

Clash Royale Princessekf9WOpClash Royale Dart GoblinClash Royale Hunter

 

General Gameplay:

3:00-1:00

Keep in mind that you can play this deck in two (or is it three?) ways

  • You can play it like a cycle deck with Hog or Rocket
  • You can use more of a Spell Bait style and use the Goblin Barrel as your source of damage, and use Hog as a tank.

But, whatever play style you’re using, your priority during this time should be to get some good damage done.

Counterpushing is wise, as it allows you to gain some ground and immediately force your opponent to transition from offense to defense, giving you an advantage.

1:00-End

Cycle Hogs, Rockets, and Barrels like crazy!

This is when you need to take the Tower.

Defend wherever necessary, and counterpush if you can. But, once the opponent’s Arena Tower is at 1,000 HP or lower, you can use the Clutch Combo, which is Rocket+Goblin Barrel!

Place the Rocket, then quick-drop the Barrel in the same spot.

If all goes well, the Barrel should be concealed by the smoke of the Rocket, and the Barreled Goblins should finish it off.

Matchups

Clash Royale GiantGiant: Definitely use the Inferno Tower.

Use the Guards if it gets Zapped, then counterpush with the Hog.

Clash Royale GolemGolem: A much harder matchup than Giant.

Again, you must use you Inferno Tower, but if it gets attacked by Lightning, your Tower is screwed.

So, to prevent the oh so dreaded Lightning on the Inferno, once Golem gets placed, rush the other Arena Tower with Hog+Goblin Barrel.

Alternatively, you can place a Princess at the bridge to punish as well (it’s definitely cheaper), but it’s always wise to save her for defense too!

Clash Royale P.E.K.K.AP.E.K.K.A: Harder than Giant, but easier than Golem.

This is because P.E.K.K.A is distracted by the Guards, making things easier for the Inferno Tower.

However, she does have high health and damage, so if she does make it to the Inferno, then it will most likely die in one hit (a chunk of its lifetime would have gone by).

Use Ice Spirit to freeze if necessary.

Clash Royale Lava HoundLava Hound: Inferno Tower.

Use Princess+Rocket on the Balloon if there is one.

If a Miner comes instead of a Balloon, use the Guards to block the Miner, and use Princess on the resulting Lava Pups once the Hound dies.

Clash Royale Royal GiantRoyal Giant: Again, Inferno Tower is key.

Use the Guards to distract any support troops and Ice Spirit to freeze if necessary.

Clash Royale Hog RiderHog Rider: There are two options here.

One is to use your Inferno Tower, and the other is to rush the other lane with Hog and Goblin Barrel, and defend the enemy Hog with Guards.

The first option lets you defend with little to no damage, and the second gets good damage done to the enemy while also allowing you to defend with a spell-proof troop; however your Tower will be hurtin’ a little.

Either way, you’ll be getting the job done.

Clash Royale Three Musketeers3M: Should be easy.

When they place their Pump, rush the lane with the Pump using Hog and Goblin Barrel.

Make sure you place the Barrel on the Pump and not the Arena Tower. This allows you to save your Rocket for their Musketeers.

If they split and you hit the side with two, simply kill the lone Musket with Guards.

Clash Royale GraveyardGraveyard: Guards are an amazing counter to this card.

Use Log or Ice Spirit if necessary.

Clash Royale X-BowSiege: It’s very wise to just use Rocket on the structure if it’s an X-Bow.

In fact, you have three counters to Siege: Hog, Rocket, and Inferno Tower!

Mortar will be tricky because of the dead zone, so use Inferno Tower to kill it and any defenses around it.

Use Princess for crowd control if necessary.

Clash Royale MinerMiner Poison: The Guards should be able to kill the Miner before Poison kills them.

If not, use the Log to finish him off.

Against any tanks paired with Miner, use Inferno Tower. Use Ice Spirit to freeze if necessary.

Clash Royale Goblin GangSpell Bait: Defense versus Bait should be easy with the Guards, Log, and Princess.

However, during Double Elixir, FIRE YOU ROCKET FIRST.

Rocket cycling is very key versus other Bait decks, and if your opponent cycles the Rocket first, you’re screwed. However, you have the capability to recover and punish by using Hog+Log if they fire their Rocket first.

If you fire your Rocket first, do NOT let them punish you using the Princess or Goblin Barrel.

Clash Royale Mega KnightMega Knight: Use Guards to surround, and Inferno Tower to kill.

Use Ice Spirit to freeze if they Zap the Inferno Tower.

So, that’s the end of this deck guide. But, this series doesn’t have to end.

Remember, if you want to continue this series, do notify me in the comments.

Be sure to look forward to my new Ultimate Guide and second deck series (I might not work alone on that one), as they will all be coming soon! Cya!

Here are the rest of the Hybrid Horrors decks:

Farewell,

Supermarine

Magic Archer Bridge Spam Deck – Get Free Wins Now!

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magic archer bridge spam deck

Hey there ladies Lolman here. Yep the one and only, not dead yet.

Yay! So far I have got a few Grand Challenge wins respectively with this deck. I think that’s enough to consider this a consistent and decent deck. (Will have to see how well it works once people figured out how to play vs the Magic Archer)

magic archer bridge spam deck

Clash Royale Magical ArcherClash Royale ZapClash Royale Battle RamClash Royale Poison
Clash Royale FurnaceClash Royale P.E.K.K.AClash Royale GuardsClash Royale Minions

copy deck

zap bait analytics

Magic Archer Bridge Spam Deck

Clash Royale Battle RamBattle Ram –  Win condition.

Not quite a meta win condition but solid. Battle Ram control has been always quite strong despite its nerf.

The Ram is also decent on defence with Prince running amok, or to kite P.E.K.K.A and Mega Knight.

Should typically be used when counterpushing or if you got an elixir advantage.

Clash Royale FurnaceFurnace –  Constant chip damage and Poison / Fireball/ Lightning bait-ish.

Similar as to how you’d bait out a Log for a Princess, you want to use the Furnace to chip and/ or bait out a spell that would kill your Magic Archer!

Also is a secondary win condition, as if not answered the Furnace will deal massive damage to a tower allowing you to Furnace + spell cycle them out.

Also a decent-ish counter to Goblin Hut, just drop in same lane.

Clash Royale P.E.K.K.AP.E.K.K.A – Tank killer.

Keep your Furnace up, but chances are opponent will have a heavy spell so say a Hog + Fireball will likely kill your Furnace and Hog will get tower swings.

Plus Furnace is hardly enough to kill a Golem push. Hence P.E.K.K.A is needed.

P.E.K.K.A counters Giant, double Prince, Golem etc.

Only really a defensive card and can be used as a tank for the Ram in counterpush.

 using pekka

Example of when P.E.K.K.A can come in handy 

Clash Royale GuardsGuards – With Prince so prevalent, Guards come in handy at taking in the charge. Prince dishes out insanely high damage for his cost.

Say your P.E.K.K.A is attacking a Golem, you will want these bad boys to absorb the charge from the Prince in order to keep the P.E.K.K.A relatively healthy.

Also typically used for defense. Never really go offensively with them.

Clash Royale Magical ArcherMagic Archer – Supercell did it again, one word… OVERPOWERED.

Not in the same context of the Night Witch where she literally takes an entire tower down.

Magic Archer’s range and attack speed are so good.

Though damage is low, he 2 shots Minions! He has more range than a Dart Goblin/ Royal Giant.

Range can be utilized for many things, like sniping buildings, troops etc. I’ll include a few examples below.

He will get nerfed eventually try to get as many wins as you can before this.

using magic archer

Insanely valuable Magic Archer. Protecting him allowed me to prevent a few hundred damage of chip from the last Spear Gobs!

Clash Royale PoisonPoison – Heavy spell here.

Should be used on Pump, 3M etc. First get a feel of the opponents deck.

Typically in challenges people use meta decks so seeing first few cards should give you a feel of opponents deck and let you know if you should use your Poison.

For example If you see Archers that means either Graveyard or X-bow most the time.

In challenges people tend to run Musket in Hog decks. That sorta thing.

Try and get value with your Poisons! Be patient.

Clash Royale ZapZap-  I still haven’t really transitioned back to Log.

Zap offers a lot of versatility. You don’t have an E-wiz and Zap can help a great deal vs Inferno Dragon.

That being said, P.E.K.K.A isn’t your win condition so unless you are 100% sure that Zap = P.E.K.K.A swing on tower never Zap an Inferno Dragon defending your P.E.K.K.A.

Clash Royale MinionsMinions – Can be changed to Bats for cheaper cycle.

These guys are mainly for air DPS on say a Balloon.

Not Zappable, and only really 1 deck runs Arrows is Lavaloon.

Fireball/ Poison bait. They have to spell out your Furnace, Minions, Magic Archer or Guards. So you can make life miserable for your opponent by not giving value. 

General Gameplay 

Early game (3:00- 2:00)

There are a few ways you can start the game off

  1. Furnace on lane you want to push, start adding pressure passively. Make the opponent play into you.
  2. Minions split. Don’t give spell value and Minions same lane. Split makes them less likely to Fireball/Arrow etc. If they say Hog Rider. You will have 1-2 Minions damaging it.
  3. Magic Archer – Good way to find what spells they have. Ie- Fireball etc.
  4. Guards split- This I don’t like doing this at all, mainly because of the prevalence of bridge spam. Guards should be saved for P.E.K.K.A, Prince, Bandit etc. Try and get a feel for opponents deck prior to cycling the Guards.

Once you get started, play passively.

Try to keep the P.E.K.K.A as a trump card. Especially if you see the signs of a Golem deck! This can catch them off guard quite often.

So defend, build a lead and counterpush is the name of the early game.

Mid game – (2:00-1:00)

Now that you’ve gotten an idea of your opponents deck you will ideally be doing some damage.

Again, cycle Furnaces and get value Poisons.

This should be the main focus early on in the game/mid game.

Get as much chip damage as you can and the occasional Ram. Unless it’s to punish, a counterpush or you’ve just built a very obvious lead try to not play too aggressive.

Something I find a lot of people do is play too aggressively.

Defense is also something you have to focus on!

Playing predictive Poisons is totally fine but not something I recommend. Try and always have your Zap ready on offense though!

Play cautions and smart before 2x elixir.

Try and get damage passively for the most part with Furnace and aggressively with the Poison rather than risking over committing with your Ram + support and facing a nasty counterpush.

Late game – (1:00 – end of OT) 

Keep the Furnaces up at all times!

You want to ideally push with Ram + Minions and Poison/ Zap.

Still don’t cycle P.E.K.K.As.

P.E.K.K.A on defence if facing tanks, try to keep P.E.K.K.A healthy and then counter push with Ram behind or in front of P.E.K.K.A.

There are different situations I’d rely on either.

If P.E.K.K.A has over 50% HP I’d Ram behind and vice versa if significantly less than 50%.

Never proactively place the P.E.K.K.A only reactively as that can probably lose you the game if you mess it up!

In a nutshell, Keep on playing Furnaces whenever you can, defend but also whenever you are able Battle Ram+ prediction Poison with Zap ready. ((Assuming you aren’t playing vs bait with horde/ 3M that is. ))

Match-ups

Clash Royale GolemGolem

Now there are 2 decks with Golem that I am aware. Golem Night Witch and Golem 2x Prince with Baby Dragon + Tornado.

Both are very easy to defeat however Golem 2x Prince can be a bit tricky. By tricky I mean they might use 2x Prince opposite lane when you P.E.K.K.A on Golem, which can leave you in a pickle. Guards aren’t much help vs 2x Prince.

What you want to do is to punish the Pumps and Golems. ALWAYS.

You will need them to split elixir rather than focus on one lane. However if they go for 3 crown, falling back and defending is fine with this deck.

You want to give up the tower then P.E.K.K.A on the Princes, while they hit the tower P.E.K.K.A will take care of them and then Magic Archer other lane to take care of their air troops.

vs golem

Here same principle applying to punishing a Golem. (Using different deck but giving a general idea)

Clash Royale Mega KnightMega Knight control-

Mega Knight is still relatively viable because on defense he is still quite tanky at 3300 HP and does decent damage.

Only nerf was to the jump and spawn damage. Plus his radius, that being said not many interactions really changed.

In this match-up, P.E.K.K.A should be saved for the Mega Knight. However you can use other plays like kiting with Ram+ Minions on top to kill the Mega Knight.

Now as for the decks, there can be one of a few options, Mega Knight Hut Spam, Mega Miner, Mega Knight Hog ((haven’t seen this one in over 50 games in gc’s)). The one I faced a few times was Mega Knight Hut Spam. What you don’t want to do is, give huts value!

Always, always and I repeat always push opposite lane, and Poison off their Furnace

Furnace does more damage despite lower cost, Goblin Hut for the most part can be ignored.

Flying Machine can be sniped by your Magic Archer and try and save your Guards for their, Prince/Bandit/Canon Cart and you’ll be fine!

Easy enough win.

Clash Royale Goblin GangSpell bait-  Can be a little tough,

Poison off their Princesses! Zap Gang on offence and keep your Minions/ Guards for their Barrel.

P.E.K.K.A isn’t much use unless they run Prince bait or anything of that sort.

This match-up is somewhat of a 65/35 in your favour in my opinion because Furnace chip can be devastating for them if you Poison off their Princess without any way to deal with the Furnace other than rocketing it.

Clash Royale Three Musketeers3 Muskets –  Punish their Pump/Poison it in 1x elixir.

Don’t Poison in 2x elixir, this can prove to be disastrous for you because they will cycle their 3M very fast with Poison now in a bad cycle they will control tempo of the game.

Even with P.E.K.K.A they will be able to shred through her and take your tower with relative ease.

Only Poison Pumps put up before ~15-20 seconds before overtime.

If you follow this and deal with their Minions Hordes smartly, you will have an easy time vs them with them hardly getting any damage on you.

Clash Royale Lava HoundLavaloon- Well…

You’re kinda screwed.

Base race is really the only option this deck is very weak air-counters wise.

Clash Royale Hog Rider2.6 Hog- Very popular now.

I face this at least 3 times per challenge.

Not too tough with your Furnace, Minions and Magic Archer acting as Fireball bait.

One gets Fireballed you can play the other. P.E.K.K.A hard counters Hog, and then counterpush.

Splitting your push can win you an easy game as Musket really is their main defensive card. Which you can always also Poison off.

Clash Royale GraveyardGraveyard – Not too popular these days but reasonably popular.

Try and get Furnaces up, bait out Poison.

If they Poison Furnace then Guards/ Minions on Graveyard. Otherwise you will have to Poison defensively!

Not too tough of a matchup.

You yourself will have to rely on fire spirits chip and Ram damage.

Don’t Poison on offense unless they’d Poisoned you first or you get good value! Especially if they’ve got Graveyard in cycle.

Conclusion

Well that wraps up the first deck guide for Magic Archer.

Very very solid deck give it a try, it’s a variant of the P.E.K.K.A bridge spam deck which has been rather solid.

Not many bad match-ups make use of the Magic Archer while you can!