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Revamped Fast-Paced Miner Balloon Deck

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Miner Balloon Deck

Hello everyone, it’s Zigge here. Since it’s Christmas, I have a lot more free time, so I figured I’d make a couple of posts for you fine folks.

I haven’t been playing the game for that much lately, but this is a very viable deck that I’ve been playing for several months, and so I know it by heart.

It’s a fast-paced Balloon control deck with amazing offensive potential, here we go!

Miner Balloon Deck

Clash Royale MinerClash Royale BalloonClash Royale fireballClash Royale Mega Minion
Clash Royale Night WitchClash Royale Ice GolemClash Royale Ice SpiritClash Royale Zap

copy deck

Pros Cons
Fast cycle Hard to learn
Easy chip damage Bit weak against Miner Poison
Solid defense No defensive building

Card Breakdown

Clash Royale BalloonBalloon

This not the only, but it’s the main win condition of this deck.

Doing 800 damage per hit, one single drop is often enough to bring the tower low enough so that you can chip it down with Miners and Fireballs.

If their only counter is a Rocket, send it a Miner to tank for your Balloon ensuring thousands of damage.

Clash Royale MinerMiner

This is the second win condition.

In some matches you may end up Fireball-and-Miner-cycling to slowly chip away their tower if your Balloon doesn’t make it even after a few attempts.

Miner is probably the best tank for your Balloon since it can pop up anywhere and take out defending units.

Clash Royale fireballFireball

Because it’s used more against units than towers, it wasn’t affected that badly by the spell damage nerf.

It completely takes out Flying Machine and brings down Fireballies* to low enough health for anything to one shot it.

Fireball is also one of the best counters to Elixir Collector and hands down the best counter against Three Musketeers, when combined with Zap.

*Fireballies are units (typically ranged attackers) who almost die to fireball, but not quite.

Clash Royale Mega MinionMega Minion

One of the most versatile defensive flyers. it can take out threats like mini pekka and flying machine, but also mortar and hog rider if paired with an ice spirit.

With its high damage it’s great for taking out support units behind a golem or giant.

Clash Royale Ice GolemIce Golem

Despite its nerf, this is still a very good card.

It has the most health for two elixir and even then it still has more health than a lot of 4 elixir units.

Because it only targets buildings, it’s the best card in the game for kiting enemy units into the other lane.

I can’t realistically cover all of this card in one deck guide, so I’ll be linking usc1313’s post here about more advanced usage and techniques.

Clash Royale Night WitchNight Witch

You might wonder why I put the severely nerfed Night Witch in this deck, and so do I.

There is something that makes her fit into this deck perfectly; the ability to spawn bats which covers up for the Mega Minion when it comes to defending against flying units, the very high DPS, especially when combined with the bats, which matches that of a Mini P.E.K.K.A, and lastly, her amazing counterpush potential.

After a successful defense, place a Balloon with an Ice Golem or Miner to tank for them both.

She will constantly spawn bats which can help take out enemy defenders or just be a nuisance for them.

Clash Royale Ice SpiritIce Spirit

I am a hundred percent convinced this is the best card in the entire game.

It is so good on defense combined with any DPS card, it prevents the opposing units from killing your win condition on offense, and it serves as a valuable cycle card.

I will be coming out with a full guide on this card; hang tight.

Clash Royale ZapZap

Since Zap was rarely, if ever used against towers, the spell damage nerf didn’t affect it much either.

It’s still a viable card for taking out Bats or weaken Minions.

Great for interrupting the Inferno Tower’s laser beam once it’s locked onto your Balloon.

Gameplan

Early Game (3:00-2:00)

In the early game, your first and only priority is to figure out what deck your opponent is running, and what their counters to your Balloon are.

Defend with Night Witch and Mega Minion as well as Ice Spirit.

It’s a solid defensive combination with high dps both against air and ground.

Make sure not to let your opponent’s take the lead in the chip race, because then they will be able to snowball that.

Mid Game (2:00-0:30)

This is where you have to start attacking.

Don’t go all out immediately, instead start off small with an Ice Golem and Balloon at the bridge.

Respond to your opponent’s counter accordingly, either with a Miner or Zap.

I prefer to save my Fireball this early in the game, in case my opponent has an Elixir Collector, Minion Horde or the Three Musketeers.

By this time you should have figured out what deck your opponent is running.

Late Game (0:30-)

If you haven’t managed to connect a Balloon by this point, it’s time to start making some moves.

Try getting a counterattack with your Night Witch, or you can go for the tower trade.

If the game goes into overtime, there’s no point in making Balloon pushes anymore.

Instead focus on preventing as much damage as possible from being dealt to your towers while chipping away with Miner and Fireball at your opponent.

Poison vs Fireball

The reason I chose to use Fireball over Poison is because Fireball take out the defending units faster.

While Poison does more damage, Fireball does it instantly and therefore your Balloon has a bigger chance of landing a hit.

Miner vs Lumberjack

Miner is much better than Lumberjack in this deck not just because of how great he works with Night Witch, but also because it makes it easier for you to end games, instead of spell cycling in overtime.

Best Clash Royale Cards for Challenge/Tournament (Updated)

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cards

Hello, it’s KairosTime!

In this page, I’m going to show you the best Clash Royale cards for competitive tournament play. The list shows you the current usage rates and win rates of each card in Grand Challenges.

best clash royale cards

Exploring The Best Clash Royale Cards With KairosTime

It’s been a couple of weeks since the recent balance changes and overall, I’m pretty happy with the shape of the meta. We’re starting to see different cards be used more and are even seeing less of other really popular cards.

For this Tier List, you’ll notice that I’m not going into detail as to why I moved each card. I wish I had time to type it all up (I really really do…), but I recently started Grad School and just don’t have the time to write everything up. So, if you care about the why behind the card moves, I cover each change in the accompanying video with this list!

Notes about the Win-Rates:

Mirror matchups will provide a 1 (win) and a 0 (loss) and as such, the win rates are averaged out to be closer to 50%. In addition, a “draw” will provide a 0.5 which does change things a bit.

As such, actual win rates (excluding Draws and Mirror Matchups) may be further away from 50%.

This means it is important to look at the win-rates as comparisons to each other, and use the use-rates to determine the validity of the win-rate.

Disclaimer

  • This Tier List is for Competitive Tournament play. So let’s put the Ladder and Classic Challenges aside since they’re different metas and function differently
  • Just because a card is in a high tier does not mean that it should be in all decks
  • Just because a card is in a low tier does not mean that it can’t be used in a competitive deck
  • A deck filled with High Tier cards may not be a great deck. Cards that compliment each other tend to help make the best decks, regardless of their tier
  • Cards are listed by rarity, not by superiority (Legendaries first, Commons last).
  • Cards in bold are cards that have been moved into a new Tier and their Old Tier is listed in parentheses
  • My opinion may be different than yours and that’s just fine. What’s important is that you share your opinion so the community can benefit from it

S Tier – Excellent

Clash Royale The LogClash Royale MinerClash Royale Royal GhostClash Royale Electro WizardClash Royale Mega Knight
Clash Royale Poison
Clash Royale Ice Golem
Clash Royale ZapClash Royale BatsClash Royale Goblin GangClash Royale Knight

S Tier cards are Excellent to use either because of their stats, versatility, or because they fit very well the current meta.

Card V7 Usage % V7 Win % Usage V7-V6 Win V7-V6
Bats 24.60% 69.40% 7.10% -0.30%
Electro Wizard 24.80% 66.40% -4.60% -2.20%
Goblin Gang 24.60% 68.00% 0.80% -2.90%
Ice Golem 15.70% 71.40% 5.90% -0.20%
Knight 22.60% 63.80% -1.40% -3.20%
Mega Knight 24.30% 70.20% 8.40% -4.00%
The Log 31.40% 67.40% 0.90% -2.20%
Zap 50.90% 66.40% 6.20% 1.00%
Royal Ghost N/A N/A N/A N/A
Miner 20.50% 69.70% 6.50% 3.40%
Poison 24.10% 71.50% 15.50% 1.70%

Note: Not all S Tier cards need a nerf. Some are “Excellent” to use because of the meta, and some are “Excellent” because they offer a lot of value to any deck.

A Tier – Very Good

Clash Royale PrincessClash Royale Inferno Dragon
Clash Royale TornadoClash Royale Goblin BarrelClash Royale P.E.K.K.A
Clash Royale Mega MinionClash Royale Hog RiderClash Royale fireballClash Royale Three Musketeers
Clash Royale Ice SpiritClash Royale Goblin

A Tier cards are Very Good to use at the moment. They aren’t as game-changing as S tier cards, but are still seen in many top tier decks.

Card V7 Usage % V7 Win % Usage V7-V6 Win V7-V6
Goblins 8.80% 70.20% -0.60% 0.10%
Mega Minion 15.80% 69.50% 5.10% -0.20%
Tornado 14.10% 65.00% 4.30% 1.10%
Fireball 17.40% 61.00% -4.50% -2.20%
Goblin Barrel 15.40% 61.00% -4.90% -2.20%
Hog Rider 26.30% 62.00% -3.30% 0.80%
Ice Spirit 20.60% 67.80% 2.40% -2.50%
Inferno Dragon 23.90% 68.40% 8.50% 2.80%
Minions 12.30% 65.30% -0.70% 0.10%
P.E.K.K.A 13.60% 62.80% -2.40% -2.10%
Princess 14.80% 64.80% -2.20% -3.90%
Three Musketeers 5.60% 69.60% 1.70% 1.30%

B Tier – Good

Clash Royale BanditClash Royale Ice WizardClash Royale LumberjackClash Royale Night WitchClash Royale Graveyard
Clash Royale Goblin BarrelClash Royale Baby DragonClash Royale HunterClash Royale ExecutionerClash Royale BalloonClash Royale X-BowClash Royale Golem
Clash Royale GiantClash Royale Inferno TowerClash Royale RocketClash Royale elixir collector
Clash Royale Skeleton BalloonClash Royale ArrowsClash Royale TeslaClash Royale Minion Horde

B Tier cards are Good to use, especially if they add something to your deck that you want, but there may be better options for the meta.

Card V7 Usage % V7 Win % Usage V7-V6 Win V7-V6
Hunter 0.90% 54.20%
Skeleton Barrel 2.70% 72.90%
Guards 9.20% 72.00% 8.30% 12.00%
Arrows 19.70% 59.20% -3.50% -1.20%
Baby Dragon 10.70% 57.10% -2.70% -0.60%
Balloon 9.10% 56.50% -1.40% 1.30%
Battle Ram 5.50% 69.50% 0.50% 1.90%
Executioner 10.80% 63.00% -1.50% -2.10%
Giant 8.10% 65.60% 1.20% 3.60%
Golem 10.50% 66.50% 0.30% -0.30%
Graveyard 6.40% 63.70% 0.50% 3.70%
Ice Wizard 10.20% 61.60% 0.70% 0.00%
Inferno Tower 11.40% 62.30% -5.90% -3.60%
Lumberjack 8.50% 63.90% -1.50% -1.30%
Minion Horde 16.80% 59.50% -2.30% 2.50%
Night Witch 12.20% 69.40% 1.00% -0.80%
Rocket 11.20% 63.70% -1.60% -5.10%
Tesla 4.10% 65.60% 2.60% 2.50%
X-Bow 2.20% 63.70% 1.00% 2.30%
Bandit 13.30% 68.30% -2.70% -3.20%
Elixir Collector 12.40% 69.10% -0.70% -1.70%

C Tier – Fair

Clash Royale SparkyClash Royale Lava Hound
Clash Royale Skeleton ArmyClash Royale Dark PrinceClash Royale PrinceClash Royale BowlerClash Royale Cannon CartClash Royale WitchClash Royale Lightning
Clash Royale TombstoneClash Royale Dart GoblinClash Royale Mini P.E.K.K.AClash Royale ValkyrieClash Royale Flying MachineClash Royale FurnaceClash Royale MusketeerClash Royale Flying ZappiesClash Royale Goblin HutClash Royale Wizard
Clash Royale SkeletonClash Royale ArchersClash Royale Mortar

These cards can be used well but they are usually put into a deck to finish the deck off or with the deck built around making them work. There are likely better options in higher tiers.

Card V7 Usage % V7 Win % Usage V7-V6 Win V7-V6
Zappies 0.20% 58.50%
Goblin Hut 4.40% 70.50% 3.40% 16.00%
Prince 8.80% 58.60% 2.20% 10.50%
Archers 6.30% 59.90% -1.20% -1.80%
Bowler 2.10% 62.80% -0.80% -1.10%
Cannon Cart 0.90% 59.20% 0.60% -12.00%
Dark Prince 2.50% 59.70% -0.60% 1.90%
Dart Goblin 1.40% 58.10% -0.60% -7.10%
Flying Machine 2.10% 72.90% N/A N/A
Furnace 3.80% 65.70% 0.70% 1.00%
Lava Hound 3.50% 60.00% -0.50% -0.20%
Mortar 1.80% 63.60% 0.80% 0.40%
Musketeer 5.50% 62.30% -1.00% 3.30%
Skeleton Army 19.00% 54.30% -9.70% -2.10%
Skeletons 2.40% 62.50% -0.40% -1.00%
Valkyrie 8.20% 52.40% -4.00% -2.40%
Witch 9.10% 48.70% -3.50% -2.80%
Wizard 16.00% 51.20% -8.50% -1.80%
Lightning 4.20% 67.50% -3.50% -1.30%
Mini P.E.K.K.A 5.10% 57.40% -2.10% -2.20%
Sparky 4.20% 54.80% -1.70% -6.10%
Tombstone 3.60% 64.20% -0.30% -2.10%

F Tier – Poor

Clash Royale mirrorClash Royale RageClash Royale Clone SpellClash Royale FreezeClash Royale Giant Skeleton
Clash Royale HealClash Royale Bomb TowerClash Royale Barbarian Hut
Clash Royale Spear GoblinsClash Royale Fire SpiritsClash Royale BomberClash Royale CannonClash Royale BarbariansClash Royale Elite BarbariansClash Royale Royal Giant

F Tier cards are Poor options to use either because of their stats, how situational they are, or because they don’t fit well into the current meta.

Card V7 Usage % V7 Win % Usage V7-V6 Win V7-V6
Barbarian Hut 0.50% 54.70% 0.10% 2.30%
Barbarians 1.60% 59.90% -0.40% 0.70%
Bomb Tower 0.20% 52.40% 0.00% 4.30%
Bomber 1.60% 48.10% -1.00% -5.40%
Cannon 2.20% 73.00% 0.60% 11.40%
Clone 3.10% 49.60% -1.00% -1.70%
Elite Barbarians 5.40% 52.70% -4.60% -3.70%
Freeze 2.00% 47.30% -0.20% -3.30%
Giant Skeleton 4.10% 48.90% -0.50% -2.90%
Heal 0.40% 66.00% 0.10% 5.10%
Mirror 3.60% 47.30% -2.90% -0.70%
Rage 4.70% 47.00% -2.30% -0.70%
Royal Giant 0.90% 57.30% -0.30% 2.60%
Fire Spirits 4.80% 54.90% -2.80% -0.90%
Spear Goblins 2.30% 48.80% -0.20% -0.60%

Note: F Tier cards can be used in a competitive deck, but the deck typically needs to be built around making them work, and they will still be inconsistent in competitive matches. Not all F Tier cards need a buff in my opinion (Especially the RG and EBarbs). Refer to the “Buff List” to see which cards I think need a direct buff.

Click here to see the Kairos Tier List V5

S Tier – Excellent

Clash Royale Electro WizardClash Royale Mega KnightClash Royale The Log
Clash Royale Ice Golem
Clash Royale ZapClash Royale BatsClash Royale GoblinClash Royale Goblin GangClash Royale Knight

S Tier cards are Excellent to use either because of their stats, versatility, or because they fit very well the current meta.

Note: Not all S Tier cards need a nerf. Some are “Excellent” to use because of the meta, and some are “Excellent” because they offer a lot of value to any deck.

A Tier – Very Good

Clash Royale BanditClash Royale MinerClash Royale PrincessClash Royale Inferno Dragon
Clash Royale Goblin BarrelClash Royale P.E.K.K.AClash Royale Poison
Clash Royale fireballClash Royale Hog RiderClash Royale elixir collectorClash Royale Three Musketeers
Clash Royale Ice SpiritClash Royale Minions

A Tier cards are Very Good to use at the moment. They aren’t as game-changing as S tier cards, but are still seen in many top tier decks.

 

Card V6 Usage % V6 Win % Usage V6-V5 Win V6-V5
Bandit (S) 16.0% 71.5% -10.4% 17.3%
Elixir Collector 13.1% 70.8% -5.5% 16.1%
Fireball 21.9% 63.2% 4.9% 15.9%
Goblin Barrel 20.3% 63.2% 2.4% 13.5%
Hog Rider 29.6% 61.2% 6.4% 13.6%
Ice Spirit 18.2% 70.3% -3.8% 18.8%
Inferno Dragon (B) 15.4% 65.6% 1.8% 14.8%
Miner (S) 14.0% 66.3% -9.0% 12.1%
Minions 13.0% 65.2% -7.2% 11.5%
P.E.K.K.A (S) 16.0% 64.9% -6.8% 12.1%
Poison 8.6% 69.8% -7.90% 16.1%
Princess 17.0% 68.7% -1.1% 17.6%
Three Musketeers 3.9% 68.3% -5.3% 11.5%

B Tier – Good

Clash Royale Ice WizardClash Royale LumberjackClash Royale Night WitchClash Royale GraveyardClash Royale Sparky
Clash Royale TornadoClash Royale Baby DragonClash Royale ExecutionerClash Royale BalloonClash Royale LightningClash Royale X-BowClash Royale Golem
Clash Royale TombstoneClash Royale Mega MinionClash Royale Mini P.E.K.K.AClash Royale Battle RamClash Royale Inferno TowerClash Royale GiantClash Royale Rocket
Clash Royale ArrowsClash Royale TeslaClash Royale Minion Horde

B Tier cards are Good to use, especially if they add something to your deck that you want, but there may be better options for the meta.

Card V6 Usage % V6 Win % Usage V6-V5 Win V6-V5
Arrows 23.2% 60.4% 6.9% 14.1%
Baby Dragon 13.4% 57.7% 2.7% 13.3%
Balloon 10.5% 55.2% -1.4% 5.2%
Battle Ram 5.0% 67.6% -4.2% 12.5%
Executioner 12.3% 65.1% 5.0% 20.7%
Giant 6.9% 62.0% 1.4% 16.4%
Golem 10.2% 66.8% 0.3% 18.3%
Graveyard (C) 5.9% 60.0% 1.8% 15.8%
Ice Wizard 9.5% 61.6% 3.0% 18.0%
Inferno Tower 17.3% 65.9% 3.4% 17.6%
Lightning (A) 7.7% 68.8% -4.9% 19.2%
Lumberjack (C) 10.0% 65.2% 4.2% 20.1%
Mega Minion 10.7% 69.7% -1.7% 19.1%
Mini P.E.K.K.A 7.2% 59.6% -0.5% 11.8%
Minion Horde 19.1% 57.0% 0.0% 6.3%
Night Witch 11.2% 70.2% 1.7% 20.1%
Rocket 12.8% 68.8% -2.7% 18.1%
Sparky (F) 5.9% 60.9% 4.3% 20.5%
Tesla (F) 1.5% 63.1% 1.2% 26.0%
Tombstone 3.9% 66.3% 0.3% 17.1%
Tornado 9.8% 63.9% 2.2% 19.4%
X-Bow 1.2% 61.4% -0.3% 13.7%

C Tier – Fair

Clash Royale Lava Hound
Clash Royale Skeleton ArmyClash Royale GuardsClash Royale Dark PrinceClash Royale BowlerClash Royale WitchClash Royale Cannon Cart
Clash Royale Dart GoblinClash Royale Flying MachineClash Royale ValkyrieClash Royale FurnaceClash Royale Musketeer
Clash Royale SkeletonClash Royale Fire SpiritsClash Royale Spear GoblinsClash Royale ArchersClash Royale Mortar

These cards can be used well but they are usually put into a deck to finish the deck off or with the deck built around making them work. There are likely better options in higher tiers.

Card V6 Usage % V6 Win % Usage V6-V5 Win V6-V5
Archers 7.5% 61.7% 2.0% 18.3%
Bowler 2.9% 63.9% 0.0% 18.2%
Cannon Cart (F) 0.3% 71.2% -0.1% 23.7%
Dark Prince (B) 3.1% 57.8% -0.3% 6.1%
Dart Goblin 2.0% 65.2% 0.7% 21.7%
Fire Spirits 7.6% 55.8% 2.8% 13.9%
Flying Machine 0.7% 62.2% N/A N/A
Furnace 3.1% 64.7% -0.2% 16.5%
Guards 0.9% 60.0% 0.0% 15.5%
Lava Hound (B) 4.0% 60.2% -0.4% 10.7%
Mortar (F) 1.0% 63.2% -0.2% 16.4%
Musketeer 6.5% 59.0% 2.5% 18.0%
Skeleton Army 28.7% 56.4% 12.8% 14.0%
Skeletons 2.8% 63.5% 0.1% 18.2%
Spear Goblins (F) 2.5% 49.4% 1.2% 11.2%
Valkyrie 12.2% 54.8% 6.9% 14.7%
Witch 12.6% 51.5% 6.8% 12.2%
Wizard 24.5% 53.0% 13.7% 13.3%

F Tier – Poor

Clash Royale mirrorClash Royale RageClash Royale Clone SpellClash Royale FreezeClash Royale PrinceClash Royale Giant Skeleton
Clash Royale HealClash Royale Bomb TowerClash Royale Barbarian Hut
Clash Royale CannonClash Royale BomberClash Royale BarbariansClash Royale Goblin HutClash Royale Elite BarbariansClash Royale Royal Giant

F Tier cards are Poor options to use either because of their stats, how situational they are, or because they don’t fit well into the current meta.

Card V6 Usage % V6 Win % Usage V6-V5 Win V6-V5
Barbarian Hut 0.4% 52.4% -0.3% 5.5%
Barbarians 2.0% 59.2% 0.1% 18.2%
Bomb Tower 0.2% 48.1% 0.0% 8.6%
Bomber 2.6% 53.5% 1.1% 15.5%
Cannon 1.6% 61.6% 0.7% 21.0%
Clone 4.1% 51.3% 1.9% 10.8%
Elite Barbarians 10.0% 56.4% 3.8% 14.7%
Freeze 2.2% 50.6% 0.4% 12.6%
Giant Skeleton 4.6% 51.8% 2.4% 10.8%
Goblin Hut 1.0% 54.5% 0.1% 8.8%
Heal 0.3% 60.9% -0.3% 15.2%
Mirror 6.5% 48.0% 2.8% 6.8%
Prince 6.6% 48.1% 2.8% 8.9%
Rage 7.0% 47.7% 3.0% 10.0%
Royal Giant 0.012 0.547 0.3% 16.9%

Note: F Tier cards can be used in a competitive deck, but the deck typically needs to be built around making them work, and they will still be inconsistent in competitive matches. Not all F Tier cards need a buff in my opinion (Especially the RG and EBarbs). Refer to the “Buff List” to see which cards I think need a direct buff.

My Credentials

I’ve been playing Clash Royale since the Beta and have a PB of 5246 (Not relevant to Tournament Gameplay, but people will ask).

I’ve won 12 rounds of every special event CR has had and I can consistently win GC’s (My challenge record is 14 challenges in a row).

I made it past Phase 1, and made it 5 Rounds into Phase 2 of the CCGS.

Finally, I’ve contributed several in-depth Strategy Guides on Clash Royale. Here are my 3 most recent guides:

Counter Every Deck – Two Triangle Theory

Ultimate Guide to Elixir Management

How to Build the Best Decks

Do you consider yourself a highly competitive tournament player?

I’d love your expertise in helping ensure this Tier List is as accurate as possible! Send me a DM for details on how you can help with polishing this list before it comes out!

Competitive Collaborators who helped make this list as accurate as possible:

The Best Clash Royale Cards Right Now:

Clash Royale The LogClash Royale MinerClash Royale Royal GhostClash Royale Electro WizardClash Royale Mega KnightClash Royale PoisonClash Royale Ice GolemClash Royale ZapClash Royale BatsClash Royale Goblin GangClash Royale Knight

  • Royal Ghost
  • Electro Wizard
  • Mega Knight
  • The Log
  • Ice Golem
  • Miner
  • Bats
  • Goblins
  • Goblin Gang
  • Knight
  • Poison

Thanks so much for reading! I can’t wait to see your responses!

I’ll get to responding to comments as soon as I’m done getting my YouTube video promoted!

New Meta Miner Poison Deck – Featuring Royal Ghost

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Miner Poison

Heya guys Lolman here with a brand new Royal Ghost deck which helped me get a few 12-win challenges.

It’s a variant of a deck guide I made earlier with P.E.K.K.A Miner Poison.

With some subs to make it stronger in this meta, I think this is one of the strongest decks currently.

I can’t think of any good counter decks to this unless you play poorly vs punish decks like 3M or bait decks.

Miner Poison

Clash Royale P.E.K.K.AClash Royale MinerClash Royale Royal GhostClash Royale Electro Wizard
Clash Royale GuardsClash Royale MinionsClash Royale ZapClash Royale Poison

copy deck

hog splashnado analytics

The New Miner Poison Deck – Featuring Royal Ghost

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

P.E.K.K.A is now a must in so many decks due to the rise of beatdown decks.

Mega Knight is good but I would much rather run a P.E.K.K.A with some cards to counter swarms.

She’s that unstoppable wall not much can go through, albeit maybe an Inferno Dragon on your P.E.K.K.A while E-wiz is out of cycle is your worst nightmare. (You can still deal with that with maybe Minions + Zap or something).

Only used on defense unless it’s 2x elixir, one of your towers has taken significant damage and you are up in elixir.

Then, I’d drop her at the back same lane because the chances of opponent pushing other lane are slim with that little time left. Typically you can still easily defend as this deck is extremely strong on defense.

Clash Royale MinerMiner: One of the most consistent win conditions.

Miner in my opinion is one of the easiest to play and solid win conditions once you got all of it down.

There are a few things you need to pay attention to like placements etc but those are very easy to get a grasp of.

You want to whittle tower HP down with Miner while defending with other troops, also getting value Poisons off.

Spell nerf means Miner damage ought to be more so always have a Zap hovering over your Miner.

Can also be used to take out Elixir Collectors or Princesses as well!

Clash Royale ZapZap – Self explanatory card really.

This is for clearing off troops.

E-wiz + Zap for horde etc if needed.

Zap is very versatile.

Learn how to time it to clear all skele barrel skeletons though, can be a bit tricky.

Clash Royale PoisonPoison

Should be used on Poison, Princesses, Three Musketeers etc.

It is usually a good idea to save it for defense vs Golem. I always Poison+ Zap Night Witch and Mega Minion with P.E.K.K.A on Golem.

Mega dies and Night Witch is almost dead, Bats don’t stack. Golem dies and very healthy P.E.K.K.A on counterpush.

Poison also is good to get value on Elixir Collector.

Say you Miner Elixir Collector and they use Goblin Gang. Don’t Poison immediately! Wait for them to make a play like drop Three Musketeer at the back or something to Poison Muskets, Pump and tower.

Even if they drop 1M in the pump lane, you still want to do this! P.E.K.K.A is great at countering the 2m so that’s not an issue, get that value.

Clash Royale Royal GhostRoyal Ghost

Okay I just wanted to tease you guys a bit by not mentioning him first.

Now Royal Ghost honestly is a better Bandit and a better Dark Prince.

Royal Ghost is far more threatening than a Bandit, has similar HP and actually higher DPS than a Knight!

He is invisible so no troop or tower shoots him during his movement and only shows himself when he attacks first.

Remember that he also does splash damage!

Clash Royale Guards
Guards

Right now with the buff, Guards are so much better than Goblins.

Guards destroy P.E.K.K.A, Princes etc.

Guards actually counter Royal Ghost too! All you need to do is just to surround him.

Clash Royale MinionsMinions

You can use Bats for a faster cycle but I like Minions ability not to be Zapped away.

Always make sure you don’t drop them on top of your opponents Ice Golem/Ice Spirit.

Typically you cycle them or defend then counter but there are moments I’d go aggressive with Minions.

using minions

At this point, I defended his Guards + Royal Ghost + Miner push with my E-wiz and P.E.K.K.A.
Was planning on pushing same lane but saw that Ice Wiz and I knew he had Tornado because no one uses Ice Wiz or exe these days without Tornado.
Playing Miner on same lane tower is not smart. Ihis is why I pushed the opposite lane with Minions+ Miner and he made the mistake of Tornadoing the Miner to the King’s Tower while I did a good 1600 damage to his tower sealing my victory.

Clash Royale Electro WizardElectro Wizard

The #1 Legendary card in the game.

Very very versatile to be honest, his reset and defensive capabilities are really what he’s used for.

E-wiz’s Zap is your savior combo vs Horde behind any huge tank, etc.

He’s great at destroying bait, and resetting the Inferno Dragon and whatnot as well!

He is a squishy troop so protect him!

Gameplan

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

Early on, this deck is a Miner Poison deck.

Despite P.E.K.K.A and other support cards, this is not really a beatdown deck.

P.E.K.K.A is your Inferno Tower and this is a control type deck.

Early on you want to get a feel out of opponent’s deck. Get an idea what cards you need on defence.

Always try to Miner the Pumps and punish with Royal Ghost, Guards etc in combination with Miner rather than Poison because you want Poison on defence.

You also need at least Minions or E-wiz if you are facing a deck with I-drag that might snipe your P.E.K.K.A behind their tank etc.

Get a feel for the deck.

Some decent starting plays in my opinion are:

  1. Royal Ghost at back
  2. Guards split at back
  3. Minions at back
  4. Miner in safe spot
  5. Wait- Don’t cycle any spells, P.E.K.K.A or E-wiz.

Just try to make a safe play and get a feel for opponent’s deck while getting a bit of chip damage.

If you get a lot of damage? Great! Don’t get over confident and play a more defensively oriented game.

Mid game – (2:00-1:00)

With their deck in mind and a rough idea of their deck cycle, here is where you would want to use your Miners a bit more cautiously.

If you face a deck with Guards and Guards are in cycle, you don’t want your Miners to always land on the tower when they have Guards.

If so you need to take necessary precautions. Like maybe changing up Miner placements or use prediction Poisons!

That being said, before 2x elixir, only Miner+ Poison if you are ahead in elixir!

You should have an idea what cards to save on defence as well! Ie- If you ought to use your P.E.K.K.A to defend pushes or if you say face a Graveyard deck where using a P.E.K.K.A in the back after a successful Graveyard push defence isn’t that bad of an idea. Etc.

Keeping that in mind, while making sure you make positive trades whittle away on the tower HP. Getting value Poisons!

Late game (1:00- End of OT)

Now Miner + Poison pushes should be what you aim to cycle.

Use your cycle cards to get back to Miner while defending and making sure you don’t lose your tower too and then try to get back to your Miner and Poison off whatever they use to defend it.

Make sure to switch Miner placements at this point.

Getting Tornado’d to the tower isn’t that huge of a deal at this point so you should be fine!

P.E.K.K.A, E-wiz etc should be heavily leaned on too.

Vs most match-ups, following that strategy and using Miner Poisons on the tower till the end of game should get you that sweet, easy 1-0 victory.

If you have a tower before 2x, try to work at the 2nd tower without overextending and defending when you can!

miner 2nd tower

Before I go onto match-ups, I want to show you placement of a 1-0 situation, using your Miner in order to get your enemy’s tower without king shooting at him.

Match-ups

Clash Royale GolemGolem Night Witch with Tornado

Now there are 2 variants. One with Lumberjack and one with Rocket.

Either way this deck hard counter both. Just make sure you do 3 things.

  • Pressure the other lane if they drop Golem so your P.E.K.K.A can clean up their Golem.
  • Punish their Pumps! Don’t Poison it unless you get value or you got no other way of dealing with it. Miner is your number one option.
  • In 2x elixir, get Miner chip but almost always Poison on defence unless they Night Witch your Miner. If Miner hits her then you can Poison to get rid of the Night Witch and the Golem push will fall easily.

Follow these and this is a very easy win.

Clash Royale Mega KnightMega Knight Decks with Inferno Dragon

Can’t stress this enough but, save your E-wiz! Protect him at all costs.

Inferno Dragon is the worst enemy without E-wiz.

So vs this deck a few things to keep in mind are.

  1. Don’t overcommit. If they Mega Knight your push and you don’t have enough for P.E.K.K.A…. Well GGWP.
  2. Save your E-wiz or Minions, Guards and Zap for I-drag, Bats etc. Guards can take the aggro of the I-drag while your P.E.K.K.A shreds the Mega Knight
  3. Zap is the easiest way to destroy the Skeleton Barrel if you face that.
  4. Surround opponents Royal Ghost if they urn a Royal Ghost variant.
  5. If you are facing Mega Hog, I always try and prioritize the Hog. Use P.E.K.K.A so P.E.K.K.A tanks but hits your opponents Hog.

Like the Golem deck, if you do play cautiously and save the cards you need then you are in the clear as this deck on paper hard counters any Mega Inferno Dragon deck!

Clash Royale Goblin BarrelBait control

Not a hard match-up.

Guards, Minions etc for the Barrel.

Royal Ghost renders a defensive Gang useless because one swing kills all the Goblins and the other the Spear Gobs.

Poison off the Princess and you should be golden.

If they use Inferno Tower, honestly don’t bother going to support P.E.K.K.A.

This is control and in the long run Miner Poison will beat their deck as long as you counter their pushes properly.

Play it safe and save a counter for Barrel and you will be in the clear!

Clash Royale GraveyardGraveyard

Vs this Poison their Graveyard.

If they defensive Poison a counterpush of yours then use Guards, Minions etc on defence vs Graveyard.

P.E.K.K.A on offence as a tank is fine. While Miner chips away at tower.

If Poison was used on defence by them feel free to drop your Poison to get their defensive troops. Usually they will be like, Ice Wizard, Mega Minion, etc. All mid HP troops which will take a significant amount of damage by the Poison!

Getting value like that without much negative effects like a Graveyard Poison punish will be key.

Try not to get your Miner nado’d to the tower early on too! If no Tornado go wild with the placements.

Test out new ones and you will be fine.

Clash Royale GiantGiant Beatdown

Similar to Golem decks, but no need to worry about pump.

If Goison with Prince, use Guards on Prince while P.E.K.K.A kills Giant.

Deadly counterpush potential from your end!

If Giant bait with Horde and Minions etc, then you want to save E-wiz with zap and potentially Poison on defence getting massive value.

They won’t be able to defend your P.E.K.K.A that well on the counterpush, so try to keep your P.E.K.K.A alive with as much HP as possible.

In a nutshell this is the easier version of the Golem match-up.

Clash Royale X-BowX-bow

P.E.K.K.A for the X-bow. Tanking.

A maneuver I like to do with P.E.K.K.A tanking is Miner back of X-bow then Poison tower and X-Bow.

In 2x elixir, you can Miner tower and Poison their X-bow while cycling tanks if they manage to kill a P.E.K.K.A.

Predictive plays can play a huge deal too if you are dealing with an X-bow + Inferno Tower deck for an example.

vs xbow

Here I knew he had Inferno Tower in hand so I dropped Guards preemptively and it paid off.
Didn’t even need to Zap and pre-emptive plays like this can be golden. Just make sure you pay attention to their cycle etc.
That Royal Ghost on other lane was like a 2x lane pressure. So he dropped Knight with the P.E.K.K.A allowing my Royal Ghost to go on and shred that tower.


That’s all I got for you with this deck, not too much more to cover.

If you got any questions please leave them down below I’ll answer them when I get a good look at them.

Lolman out.

Royal Ghost – Best Tips For You!

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royal ghost challenge

royal ghost challenge

Tips for Royal Ghost

Clash Royale Royal GhostRoyal Ghost is a very interesting troop. In my opinion he is somewhat in between Bandit and Dark Prince.

Dark Prince because of the area damage. Bandit because while being invisible, he is untouchable.

Nothing is able to attack him until he attacks first.

However, remember that you can damage him with spells or splash cards while he is being invisible.

For 3 Elixir with 135 DPS, he is a good support card.

Similar to Bandit with her charge, behind a tank, the opponent’s troops wouldn’t even be aware of his presence while he is invisible. Thus, he could deal massive damage.

His splash radius is enough to kill all of 3 Goblins so if you do face him, carefully play your Goblins and Goblin Barrel.

While dealing with him, use swarm or mini tanks like Knight, Valk etc.
1v1 even on your side of the map, he still shreds your Wizard, Ice Wizard, Musketeer etc.  After taking down your glass cannon, he goes invisible again and then moves to Tower to dish out 230 damage per hit (at tourney cap) which is only 10 less than the Mega Knight!

Interactions

  1. Goblins- 1 hit
  2. Archers- 2 hits
  3. Musket- 3 hits
  4. Executioner- 5 hits
  5. Wizard – 3 hits
  6. Ice Wiz, Night Witch, Witch, Bandit – 4 hits
  7. Ice Golem – 5 hits

So he can kill medium HP troops fairly easily and with a few hits.

Cost Hit Speed Speed Deploy Time Range Target Transport
3 1.7 sec Fast (90) 1 sec Melee Ground Ground
Level Hitpoints Damage DPS
1 1,100 216 120
2 1,210 237 131
3 1,331 261 145
4 1,463 287 159
5 1,606 315 175
Changelogs
  • 24/1/18, decreased the Royal Ghost’s damage by 6%, hit speed decreased to 1.8sec (from 1.7sec), invisibility delay increased to 1.2sec (from 0.7sec).

Offense

Royal Ghost shines on offence, when rushing or behind a tank.

He’s like the Mega Knight version of the actual Knight. With similar Knight’s HP and Mega Knight’s DPS.

He does deal splash damage so he isn’t as easily countered by swarms either!

Neither will air troops work! Which honestly make him a force to be reckoned with.

Defense

On defense, you should place him right on top of the the opponent’s troops.

He is a mini tank so dropping him on top of say a Musket etc isn’t a bad idea at all. Remember that will not attack (visible) if he isn’t close enough.

Also, remember that he doesn’t target air units. You can’t use him to kite or take damage from any air troop when he is invisible.

Royal Ghost is a very interesting card. He doesn’t seem overwhelming on defense but on offense he can be very scary the opponent doesn’t have the right cards.

He is able to dish out a significant amount of damage if doesn’t pay enough attention.

If you are looking to fit him into a deck, do not sub out a card like Knight because overall Knight is indeed the best card in the game when you look at usefulness/cost right now. Instead, you could try to play him like the Bandit’s role.

Hunter – Best Tips and Decks

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clash royale hunter

Hey guys! It’s Zigge back with another guide.

For the last couple months, I’ve been busy studying and I also wanted to spend more time with family and friends.

Anyhow, I will today give you best tips and decks when using the Hunter, which is by the way my new favorite defensive card.

Let’s get going!

clash royale hunter

Clash Royale Hunter

Basic Stats

Cost Hit Speed Speed Deploy Time Range Target Projectile Range
4 2.2 sec Medium (60) 1 sec 5 Air & Ground 6.5
Level Hitpoints Damage Damage per second
1 524 52 x10 23 x10
2 576 57 x10 25 x10
3 634 62 x10 28 x10
4 696 69 x10 31 x10
5 765 75 x10 34 x10
6 838 83 x10 37 x10
7 922 91 x10 41 x10
8 1,011 100 x10 45 x10
Changelogs
  • 24/1/18, decreased the range to 4 (from 5), and slightly decreased his bullet spread.

Hunter is not a direct replacement for Executioner

Clash Royale HunterMany might think of comparing the Hunter to Executioner, but it’s quite the opposite.

While Executioner throws his axe in a straight line, Hunter has a spray sort-of attack.

Imagine it like all bullets coming out from the same spot, then spreading out in front of the Hunter, extending a bit further than his actual range (one of the only similarities to Executioner).

Hunter also doesn’t benefit from Tornado at all, since his attacking is already spread out, so clumping all units together is just hurting you when playing Hunter.

At a glance, it might look like Executioner is just the stronger card, but wait, there’s a lot more depth to it!

Depending on how many or how strong the attacking units are, you can place the Hunter at different ranges to maximize efficiency.

This may sound counter-intuitive to you, since he’s a ranged card and should therefore be played as far away from your opponent’s units as possible to make the most out of his range.

But as a matter of fact, if he’s right on top of an enemy unit, his bullets will all go onto the same target, since the don’t have a chance to spread out before hitting the enemy.

clash royale hunter

Defense

The Hunter is an absolute beast on defense and can take out most units.

The fact that you can either have him as a DPS card or a ranged splash damage card makes for insane versatility on defense, and he can counter nearly every card in the game.

If all 10 of his bullets hit, that’s between Mini P.E.K.K.A and Lumberjack DPS, even with his slow hitspeed.

For example, against a Knight, the Hunter will easily win if you place him a little closer to the Knight, allowing most if not all of his bullets to hit at the same time.

This is a great pairing with Ice Spirit, since it let’s you play the Ice Spirit, then the Hunter on top of the opposing Knight. This way, their Knight won’t get the first hit and it gives your Hunter an edge in the duel.

The opposite is also true, against a Skeleton Army, place him as far away as possible to make the most out of his spread bullets. They will quickly take out the skeletons, especially if they’re just walking over the bridge so they’re not able to surround the Hunter.

In between a Knight and a Skeleton Army, we have Goblin Gang!

Place the Hunter at medium range, so most of his bullets hit the Goblins and Spear Goblins, but not so close that he’ll get surrounded and killed.

Offense

With everything you have heard so far, you might think that this is the most overpowered card in the game, but truth is, he’s very weak on offense.

Due to his spread attack, he does very little damage to an arena tower, with only 2-3 bullets hitting.

He also is very easy to counter with a Lightning or Fireball+Zap combo.

Even though he counters a Skeleton Army well on defense, on offense he just gets surrounded and killed before being able to do any severe damage to it.

For four Elixir though, he has a lot of health and will actually take out a Mini P.E.K.K.A if it’s dropped on top of the Hunter.

Therefore, it’s best to treat the Hunter more as a Mini P.E.K.K.A than a Wizard, since you will most likely be defending by dropping stuff on top of him.

It’s very easy to surround a Hunter, and if placed right Goblins can completely take him out. Because of his larger hitbox, this isn’t much of a challenge.

Best Hunter Decks

Shared by Bull3tst0rm

Miner Poison Hunter

Clash Royale MinerClash Royale TornadoClash Royale HunterClash Royale Mega Minion
Clash Royale Ice SpiritClash Royale KnightClash Royale PoisonClash Royale The Log

This deck is currently used by betelgeuse (Nova player) and tested by me via Challenges.

This is nothing but a variation of Miner Poison deck where Hunter replaces Inferno Tower and Tornado added to gain more value out of Hunter by bringing all troop near Hunter and using Ice Spirit so that Hunter can melt em all.

The objective is to get as many Miner Poison as possible while defending with the remaining troops.

X-Bow Hunter

Clash Royale X-BowClash Royale Mega MinionClash Royale HunterClash Royale fireball
Clash Royale Ice GolemClash Royale Ice SpiritClash Royale GuardsClash Royale The Log

This deck is currently used by Electr1fy.

After playing few matches with it, I felt that this deck being no different than any other X-Bow deck until I faced some beatdown decks.

Beatdown decks never felt like real hard counter while having Hunter in this deck.

He helps melting Golem, Giant etc while Guards help me distract opponent’s Inferno placed to kill our X-Bow which would otherwise not be possible without Hunter’s high DPS.

This card completely nullifies the only hard counter X-Bow has.

Mega Miner Poison

Clash Royale LumberjackClash Royale Mega MinionClash Royale Flying MachineClash Royale Hunter
Clash Royale PoisonClash Royale The LogClash Royale MinerClash Royale Mega Knight

This deck is currently used by Hatcher (a famous player from Crucible Wrath).

This deck is the variation of Mega Knight Miner control deck. Believe me guys, this is by far my favorite deck.  It was so much fun playing with this deck.

I dare say, this deck has the strongest defense on this entire game for now. (while it suffers a bit against aerial decks :/)

I can define this deck in 3 steps

  1. Defend with any appropriate cards (other than Miner ofc)
  2. Throw in Miner on the counter push and hover Poison
  3. Throw in emotes

Flying Machine can be used to snipe buildings.

Mega Graveyard

Clash Royale GuardsClash Royale HunterClash Royale Mega KnightClash Royale Mega Minion
Clash Royale Ice GolemClash Royale PoisonClash Royale The LogClash Royale Graveyard

This deck was played by SirTagCR (so Pero) in one of his video (below) where he showcased a beautiful Graveyard control deck with Hunter.

As he said in the video, Hunter complements Mega Knight as Hunter melts tanks which will improve the decks quality by overcoming its weakness.

Wanna learn more about this deck? Watch his video and show him some support for his great content 🙂

Golem Miner

Clash Royale GolemClash Royale MinerClash Royale PrinceClash Royale Arrows
Clash Royale Ice SpiritClash Royale MinionsClash Royale HunterClash Royale Guards

This deck was played by Nova I Oktay (famous ladder player) and was showcased in a CWA’s video.

To be honest, I am not a great fan of this deck just because it requires too much skill to get it to work and 1 misplay will easily cost you the game.

Nevertheless, a fun deck to toy around and It was played by a top player in a 2k card tourney. Must be good!

Hog Cycle

Clash Royale Ice GolemClash Royale TornadoClash Royale fireballClash Royale Hog Rider
Clash Royale ZapClash Royale HunterClash Royale SkeletonClash Royale Ice Spirit

This deck is nothing but 2.6 Hog cycle deck with Hunter instead of Musketeer.

This deck has its own advantages and disadvantages.

Advantages are it’s cheap cycle allows us to cycle quick and no possibility of us being out cycled;

Beatdown decks with huge tanks can be dealt with easily with our Hunter.

Disadvantage is that due to its cheap cycle so much decisions has to be made and a small mistake may cost us the game.

Feel free to leave your thoughts in the comments and whether you agree or disagree with me. I will do my best to answer them as quickly as possible, in a few days I will have my favorite Giant Hunter deck coming out, stay tuned!

Giant Double Princes – Incredibly Offensive Deck That Works

121
giant princes

Hey guys it Cow FTW here for another guide! Today I am going discussing about INSANE Giant Double Prince deck which pushed my up tons of trophies!

At first I used this deck and immediately lost, and decided to give it another shot. I then won the next 5 matches before ending my streak with a draw!

This deck is great in ladder matches as you have lots of options for over leveled cards.

Well let’s get right into the guide!

giant princes

Clash Royale GiantClash Royale PrinceClash Royale Dark PrinceClash Royale Minions
Clash Royale elixir collectorClash Royale Mega MinionClash Royale ArrowsClash Royale Poison

copy deck

lava witch clone analytics

Pros

  • Great Offence.
  • Level doesn’t really matter
  • Good against Mega knight
  • Can Punish your opponent

Cons

  • Not great defence
  • No Swarm cards
  • No cards to reset attackers
  • No Cheap utility cards

Giant Double Prince Beatdown

Clash Royale GiantGiant – Your main tank.

You want to use him in the back to slow roll a push, when you have a big elixir advantage, or your opponent has just use their main tank killer. (P.E.K.K.A., Inferno Tower, Etc.)

Ideally you will want to play him with both Princes and a support troop, but you can play him with really any troop in this deck and concocted a very powerful push.

If you’re desperate, you can always use him to tank some damage on defense if your in trouble or kite threats away.

Clash Royale PrincePrince Counter pushing is the name of the game with card.

Ever since his buff, he has seen lots of popularity and has been paired with tanks ever since.

He is as an amazing card on offensive card as well as defense, able to take care of countless threats!

Use him defensively to take care of heavy tanks and support by placing him behind the tank, allowing him to take care of the supports then charge over to the tank and take it down with ease.

Pair him up with Minions, Dark Prince, or your spells for a strong blitz/counter push.

A great card over all that servers as major damage dealer in this deck

Clash Royale Dark PrinceDark Prince – A pretty moderate card that without the right the card to stop him, he is probably going to reach the tower.

An absurd counter card to cards like Battle Ram, Goblin Gang, Barbarians, and many other cards.

Despite not always having 360 splash damage like the Valkyrie, he is still a great defensive card because of his speed, shield, and splash damage allowing him to be more versatile than his counterpart, the Prince.

After the semi-resent buff, the Dark Prince turned out to be good, but this deck really makes him shine offensively, being pair with the Giant or Prince for a power push.

Clash Royale MinionsMinions

These guys are amazing when paired with any of your tanks, clearing out swarms and providing air defence, permitting them them to deal massive damage.

A great card on defence, being able taking out tanks and defend air units,  making these guys are great fit in this deck.

Clash Royale elixir collectorElixir Pump

An awesome addition for any beatdown deck, allowing you to get the Elixir Advantage and create a monster push.

Despite the massive nerf, the Elixir Pump still stands strong in any beatdown deck! Despite not being a very heavy deck, this card allows you to get the Elixir lead.

The Place it in front of your King Tower is always a good move if you have a few defensive cards against Miner, Goblin Barrel or other threats that could destroy your Elixir Pump.

You wanted to constantly Pump up and protect it until Double Elixir Time when you can make a massive push.

It’s alright to take a little damage in the beginning of the match if it means you can Pump up and get the elixir advantage.

Clash Royale Mega MinionMega Minion – This guys is the key defender, allowing you to defend against flying threats and deal significant damage vs tanks.

Although he can’t clear swarm, he is great kill tank killers when behind a Giant.

Pair him with Arrows to take out swarms and allowing him to reach the tower.

He is your go-to cheap defense card when your opponent has Arrows or your Minions are just out of cycle.

Clash Royale ArrowsArrows – A great fit to this deck, filling in many gaps that other spell would miss.

Arrows allow you to kill ground swarms as well as Minions and Goblin Barrel for a neutral trade.

If you notice your opponent consistently places their swarm cards in the same or similar spot to counter your Prince’s, you can try to predict their swarms by playing Arrows. This a high risk high reward move so I wouldn’t recommend it.

Clash Royale PoisonPoison

Your heavy spell for finishing of the tower and getting good value on troops next to the tower.

Use Poison to protect your Giant or Prince’s from swarm or other defensive units and chip the tower.

When paired with the Prince, it makes a powerful combo, making it difficult to stop him from the tower

Gameplay

3:00 – 2:00

Pumping up is the name here.

If you have a Elixir Collector in hand, putting it down is excellent starting move as long as you have a air targeting and ground card so you are able to defend against Miner or other threats that might come your way.

For an example, if you have Giant, Poison, Arrows, Elixir Collector in you hand, chances are, you won’t be able to defend your tower or your Collector so I would recommend you wait.

However, if you have a defensive hand like: Prince, Mega Minion, Arrows, Elixir Collector, then you should Pump up once you hit 10 Elixir.

Your main goal is to Pump up, protect it, and don’t play Giant unless you have a massive counter push with lots of troops or you have just made a massive positive Elixir trade.

2:00 – 1:00

Now it’s time to shift your focus not mainly on Pumping, but now getting damage.

Start by defending a push and then counter pushing with Prince or Giant and use spells to support them.

However, if placing a troop to tank for those counter pushing troops leaves you Elixir less, then you should opt to save your Elixir and not play the tank.

By now you will hopefully know your opponent’s deck and now you should start to adjust to his play style.

1:00 – End

Now depending on the match, you should either Pump up once more or slow roll a push and go in hard.

However, the situations will vary depending on whether you in a ladder match or not given the time.

Because of the time, in ladder matches you should slow roll pushes with Giant and also counter push with both Princes.

Combine Giant with support troops to make a large push.

If you feel like they have overcommitted on offence or used their main defence against you Princes, rush a lane with both Princes if you have enough Elixir.

Overall you want to create a Giant push and trample them with a massive push when you have Elixir lead.

Matchups

Clash Royale Goblin GangLog Bait

Good old log bait, a classic deck for that everyone is familiar with and it is extremely annoying.

Over a simple and easy matchup if you play smart.

Dark Price is great for pushes like Knight + Goblin Gang while you should save Arrows for their Goblin Barrel.

Poison their Princesses if their next to the tower, but she shouldn’t be much of a problem because Minions are your only squishy troop in this deck.

Make sure you place your Elixir Collector in FRONT of your King’s Tower so you deny your opponent Rocket value of tower + Collector.

Clash Royale GolemGolem

Don’t let them Pump up!

You should be constantly Pumping up and try to Poison their Collectors.

If you don’t have poison in hand or you feel like it wouldn’t a save play, (Against Golem Three Musketeers or something) than punish them with a double Prince push.

When they place Golem, you should always try to rush the other lane and try to get damage.

However, if you don’t have both Princes in hand or you have just used them, you can either place Giant at the bridge + a support unit, or you can place your Giant behind your King’s Tower on the opposite lane and when it hits the bridge, add Mega Minion or Minion to the push.

Doing this applies pressure and maybe a tower trade if needed.

Clash Royale GiantGiant

Drop the Prince to kill the Giant and tank then use Mega Minion to kill the supports and help with the Giant.

If your defending troops still have a lot of health, it is rarely a bad idea to drop your Giant in front of those troops a make a counter push.

However don’t place the Giant if it won’t tank for all the counter pushing troops or if you don’t believe you will be able to defend their counter push.

Try to place as many Pumps as possible, but focus mostly on counter pushing.

Clash Royale Three Musketeers3 Musketeer

Logicly it should be an easy match up.

You have Arrows for their Minion Horde, Poison for their Musketeers and you can Pump up when they do too! But when you face a good Three Musketeers player, it really puts your experience to the test.

Save your Arrows for their Minion Horde and nothing else!

Use your Dark Prince to kill their Goblin Gang and to protect your Pump.

Try to Pump up as much as you can, and punish their Pump with a Double Prince push which usually will be very hard for them to stop if you have Arrows for their Minion Horde.

Your goal should be to constantly Pump up, not allowing them to get the Elixir Lead and get good value with your spells.


Well guys that it for this guide! Thank you for reading and I hope you give this deck a shot!

Sorry for not posting any guide sooner, I have been pretty busy lately!

Have a great day! – Cow FTW

Best Tips and Decks for Triple Elixir Challenge

98
triple elixir challenge

Triple Elixir is a fast-paced mode that requires quick reactions to be successful. Here are some great tips:

triple elixir challenge

Best Decks for Triple Elixir Challenge

This is a very similar Challenge to 2x Elixir Challenge.

While in regular challenges you ideally want to keep your decks cost at a relatively manageable average cost, in this challenge you can go wild!

It’s all good to have the AEC above 4.0.

Although quick cycle decks might work well in this challenge, the time they really shine is in 1x elixir.

With the insane Elixir flow like this, beatdown decks are the best!

That being said, compared to the last 3x elixir challenge, the meta has significantly changed!

We will be covering some tips and tricks that are relevant to this new meta and what decks will shine in my opinion in the challenge.

Get good crowd control!

Some cards I believe will help you in this aspect!

Clash Royale RocketRocket!

3 Musketeer Cycles may become common in this Challenge and Rocket is AMAZING at clearing them out without Heal becoming an issue. Try and have something like Fireball + Zap at the very least to make sure you don’t get hard countered by the heal spell.

And no, P.E.K.K.A doesn’t counter 3m heal if you consider how fast they can cycle back to another set of 3 Muskets.

Rocket also can be deadly on a beatdown push. See a Giant+ Sparky+ Bowler+ E-barbs? Rocket them!

Also Rocket 1 shots Executioner which can potentially ruin the entire push! Make your opponent cycle back to another one putting you at a great Elixir advantage.

Amazing value. While it won’t shut the push down you will be up a LOT of Elixir.

Clash Royale TornadoTornado!

Now this spell when paired up with splash is devastating. Also you can mitigate damage on towers by Tornadoing troops to the King/s Tower. (Be careful with this. You don’t want to get to the point where your opponent might just Rocket cycle your king Tower.

Also Tornado + Rocket is a legitimate move you can make in order to destroy your opponent’s defenses. Practice this combo a little to make sure you can get the timing right!

rocket tornado

Clash Royale ExecutionerExecutioner and/or Bowler

These two work really well over Wizard, Witch etc.

Bowler with his push-back and Executioner with the air + ground splash. They synergize really well with Tornado and will help in shutting down huge pushes coming your way.

Clash Royale ValkyrieValkyrie!

Rest in peace Graveyard. Enough said. But overall she’s a great defensive card vs swarms.

Clears 2 Gobs off a Barrel if placed right in front of the Tower. She hard counters Graveyard.

Is there anything more you need to know?

Clash Royale GuardsGuards or Goblins

Each with pros and cons, survives a Zap and great vs bridge spam.

Especially with the buff, we would recommend you using Guards instead of Goblins defensively. With 243 DPS (only -27 DPS vs Goblins), they don’t die to Log, Zap and other splash damages.

Clash Royale Electro WizardElectro Wizard

With a lot of Inferno Dragons flying around, It’s more and more important to have this guy in your deck.

His reset and spawn zap can be extremely useful in just so many cases. He doesn’t die to Fireball and helps you win you a P.E.K.K.A vs P.E.K.K.A fight.

Clash Royale Mega KnightMega Knight

This guy is just amazing at crowd control.

He and Zap/Log can easily take out tons of medium HP troops like Musketeers, Electro Wizard, Ice Wizard, Wizard, Night Witch etc.

He is also pretty good at the role tanker.

Poison

Vs any any Golem Night deck, P.E.K.K.A + Log + Poison combo tends to clear away almost any swarm behind the Golem.

Poison is great prolonged crowd control. Up for 8 seconds, that 8 seconds of you taking away space for your opponent to place a card.

Try something new!

Now while you may be a really good Hog player, cards like Hog in my eye are just cards that allow your opponent to counter push.

Remember Night Witch on Hog is a 0 Elixir Night Witch. With her still on the board so that’s a +4 trade despite how the math might work out. You still need to counter her.

So I see beatdown as the more dominating archetype in this game-mode.

Spells are important. The heavier, the better!

Clash Royale RocketClash Royale TornadoClash Royale fireballClash Royale Poison

More elixir = bigger pushes = Better to carry something to do heavy damage.

Rocket is a must in this Challenge. Tornado will be very helpful too!

Poison and Fireball will be close seconds.

Lightning is a bit mediocre. No real value with running Lightning at the moment.

DO NOT leak Elixir

This is very important! If you leak Elixir, your opponents Elixir advantage will increase at 3x the regular rate.

For example, If your opponent Giant in the back and you wait ultill it’s at the Tower, they will be around max Elixir and 5 Elixir ahead thus in a sense they got a free Giant down and you will be… *screwed*

DO NOT Use Elixir Collector!

With the nerf, playing Collector is not really worth it for 6 elixir now since the enemies could use Fireball on your Collector for a neutral trade (but your Tower still gets damaged).

Running Elixir Collector in this challenge is just asking to get spelled out.

Do not give them spell value.

Plus this is x3 Elixir already.

Don’t worry about over-committing to make sure you can reduce or prevent a counterpush.

Such as Rocketing Tower and an Executioner that has already gotten value from defending your push. Which is something you’d usually avoid when playing a regular game.

Get good DPS!

Like I said before about beatdown being the more dominant archetype, you also want to be able to counter beatdown. Cards like Inferno Dragon, Night Witch, P.E.K.K.A will shine in this game-mode as well because you will be able to kill tanks, and kill these tanks Fast. Which is ideally what you want.

Powerful Decks for the Triple Elixir Challenge

P.E.K.K.A Double Prince

Clash Royale P.E.K.K.AClash Royale PrinceClash Royale Dark PrinceClash Royale Guards
Clash Royale The LogClash Royale Electro WizardClash Royale PoisonClash Royale Bats

This deck is straightforward.

You want to defend then counterpush. Save your P.E.K.K.A for defenses. Feel free with cycle Princes at the back but alway save your P.E.K.K.A for defenses!

Giant at the back? Play P.E.K.K.A on the same lane! Golem? Same thing. Etc.

You will want to keep E-wiz handy too but because it’s 3x you can cycle him easily! E-wiz is very important for you to not get hard countered by good players with Inferno Dragon!

P.E.K.K.A 3M Rocket

Clash Royale P.E.K.K.AClash Royale RocketClash Royale Three MusketeersClash Royale Electro Wizard
Clash Royale Minion HordeClash Royale PrinceClash Royale Mega MinionClash Royale Zap

Rocket really is only for hard to reach Inferno Dragons, Executioners etc. They can be pesky when coupled up with a Tornado and will wreck your pushes. Rocket can be helpful vs opponents 3M etc as well!

Electro Wizard again is making a show here as well! Zap is for a quick little reset. The 3M and Minion Horde are for drawing out spells.

It’s somewhat of a very heavy bait-y beatdown on steroids!

P.E.K.K.A Graveyard

Clash Royale P.E.K.K.AClash Royale GraveyardClash Royale Minion HordeClash Royale Executioner
Clash Royale TornadoClash Royale RocketClash Royale Electro WizardClash Royale Ice Golem

Ice Golem, Graveyard with Rocket instead of Poison.

Because it’s 3x elixir, Exenado and P.E.K.K.A will be your main defense. You can use E-wiz only for Inferno Dragon.

Graveyard with a Tornado with Executioner behind the tank will work great at killing Graveyard counters!

Mega Graveyard

Clash Royale Mega KnightClash Royale GraveyardClash Royale PoisonClash Royale Zap
Clash Royale Minion HordeClash Royale Three MusketeersClash Royale Ice GolemClash Royale Guards

You will ideally want to to Ice Golem + Graveyard as your typical push. Use Mega Knight on defense only and then counterpush with him.

3M can be replaced with an Inferno Dragon but they are somewhat Poison bait. You can also draw out Poison with Horde and then punish them hard with 3M and Graveyard.

Golem P.E.K.K.A

Clash Royale GolemClash Royale P.E.K.K.AClash Royale Three MusketeersClash Royale Minion Horde
Clash Royale RocketClash Royale ZapClash Royale TornadoClash Royale Electro Wizard

This was the deck I won the previous 3x elixir challenge with. Very powerful!

Pekka to defend and Golem on offense. 3M and P.E.K.K.A are great at taking down your opponents troops.

Tornado and other cards great at crowd control and clumping troops. E-wiz mainly for the Inferno Dragon.

Basic Information

The Triple Elixir challenge is already live in the game!

Overview

Rewards

 

Number of Wins Total Prize One-time Rewards
Gold Cards
0 700 10
1 950 15
2 1,250 25
3 1,600 43 1,500 Gold
4 2,000 65
5 2,500 93 20 Rares
6 3,100 125
7 3,800 165  3 Epics
8 4,650 210
9 5,750 265  10,000 Gold

Hope you guys have a fun time and have success in playing the Triple Elixir Challenge

Zappies – Best Tips and Strategies

66
clash royale zappies

Zappies are the new 4 elixir Rare card in town with its own “stunning” ability, which has changed the meta a lot…

clash royale zappies

Clash Royale Flying ZappiesStats

They fill a very interesting role in both offense and defense.

Their stats are really controversial, so it’s too early to tell if they will be beasts like Night Witch, or duds like Lumberjack.

Hit Speed Stun Duration Speed Deploy Time Range
1.6 sec 0.5 sec Medium (60) 1 sec 4.5
Level HP Damage DPS
1 250 40 25
2 275 44 27
3 302 48 30
4 332 53 33
5 365 58 36
6 400 64 40
7 440 70 43
8 482 77 48
9 530 84 52
10 582 93 58
11 640 102 63

There are 3 of them, and they spawn in a triangular manner, similar to 3 Musketeers.

  • They have 440 hitpoints, which is really interesting: Fireball easily kills them, but Arrows are far from that. The mot close to their hitpoints is Tombstone (422), and when it comes to troops, it’s Flying Machine (510).
  • Their hitspeed is 1.6sec, and every time they hit a target, they stun it for 0.5sec. If timed absolutely perfectly, they literally can delay a target for 93.75% of the time.
  • They deal 70 damage each attack, which is as much as Ice Golem’s death frost. A Zappy has the lowest DPS in the entire game. Three Zappies have very low DPS too, but it’s still better than a few cards, such as Bomb Tower.
  • Their Move Speed is Medium, similar to most glass cannons.
  • Their targets are Ground. At first I thought they would hit Air; they don’t.
  • Their range is 4.5, which is half a tile shorter than Electro Wizard. This is really important against Sparky! Unlike Electro Wizard, Sparky will shoot at them.

And some invisible stats

  • Zappies are influenced by pushback.
  • You can stun Zappies to reset their attack, like Sparky (!!!)
  • Similar to Sparky, they don’t spawn charged and take 1.6 seconds to charge. However, unlike Sparky’s attack, Zappies aren’t really pushed back when they attack.

Strategies when Using Zappies

Zappies are a decent card to start the game with.

Splitting them in the back isn’t very costly, ignoring the one Zappy exposes to a bit of damage, ignoring the two Zappies is dangerous, and also you will have a strong defense against every rush your opponent might want to start with.

Stunning for longer than 0.5sec

Zappies’ stun mechanics are awkward, and you’ll need some very specific approaches to use them on defense.

Let’s say that a lonely Giant is approaching the tower. Placing them closely will result in all of them targeting the Giant before they even charge, and they will attack at the same time.

This is wasted stun duration.

Out of the 1.5 seconds they could stun, the stun will last for only half a second. What you want to do is place them in such a manner that they approach the target with full charge at different times.

This means, putting them a bit behind the Tower is ideal: they will charge, approach the Giant shortly and attack him at different times, giving the Giant a difficulty to even move.

If a faster unit like Hog Rider is approaching, you’ll need to drop Zappies even more back to counter him (not recommended).

Even if there are two units such as Elite Barbarians, cumulating stun a bit is useful.

Because of the cumulative stun, having 3 Zappies reach the opponent’s tower will be deadly because the tower would struggle to attack.

However, don’t just drop Zappies on the bridge: because of their Medium speed and moderately low range, 3 Zappies will almost never reach the tower unsupported.

Still, remember that Zappies are not Electro Wizards.

They will not attack two targets at once. The concept of deploying Zappies in a way to utilize their stun the best is – while one of the most useful techs when defending – really hard to pull off for real.

Because of this, we’ll need to take win rate data with a huge grain of salt.

How do you fight against somebody who uses this tech?

Well, you just get rid of the Zappies, they aren’t all that tanky.

Also, you can use Zap on them to reset their charge: they will not only be unable to attack for 2.1sec, but will also stabilize their cumulative stun to last for only 0.5sec.

Defending Zappies

Zappies are as moderate on offense as they are on defense.

In big pushes, they will usually just add on as easy spell value, and won’t do much.

A lighter push is a better idea because, even though Zappies are quite costy for such pushes, they will demand some specific counters.

To defend from Zappies, just pay attention to not let them get a lot of value from stunning. This is situational, so I won’t explain it.

Now, just some useful interactions can be useful.

Zappies take X shots to take out:

  • Skeletons: x=1
  • Ice Spirit: x=2 (place your Ice Spirit in such way that two of the zappies hit it, but the third one doesn’t so it still freezes them)
  • Goblins: x=3
  • Fire Spirits: x=2
  • Archers: x=4

A bug with zappies!

I want this to be acknowledged!

When two Electro Wizards go against each other, the one that is placed first will attack first, gaining an unfair advantage. Now there are two stun troops in the game, and the same bug happens when zappies meet.


That’s it, folks. Zappies aren’t very complicated and there’s not a lot to say without hitting the “That’s too obvious” wall; I’m surprised their mechanics are still widely not acknowledged.

Hit me in the comments if I’ve missed anything important.

Shared by Mew_Pur_Pur

The Legendary Goison Is Finally Back!

139
goison

Hey guys, it’s NebulaNoodle here again with another guide after a long time! Today I’m presenting to you an extremely good Giant Prince deck for the new meta.

goison

Clash Royale GiantClash Royale PrinceClash Royale Mega MinionClash Royale Guards
Clash Royale MusketeerClash Royale Ice SpiritClash Royale ZapClash Royale Poison

copy deck

trifecta analytics

Pros:

  • Well suited for the next meta
  • Amazing defense and offense
  • Very offensive and pressuring
  • Counters many popular decks

Cons:

  • Hard to play- you need to know when to play which card when.
  • Easy to get caught with no elixir, you have to manage your pushes and know not to overcommit on the push

The Goison Deck

Clash Royale GiantGiant

Your main win condition.

You will want to be using him frequently and aggressively, even in single elixir, building up pushes with Prince and Mega Minion and Musketeer, mostly.

This deck is very cheap (only 3.4 elixir!) So don’t play like a slow beatdown deck, testing out the opponent’s deck, or else you won’t be getting enough damage!

Clash Royale Mega MinionMega Minion

One of the best support troops of all time.

Can take out glass cannons with ease, does really good damage, and is especially good and a staple in tank decks.

The all-rounder!

Clash Royale MusketeerMusketeer

Musketeers have been firing guns since Training Camp!

Another staple tank support, can take out troops from long range.

Take advantage of her long range. Place her in the other lane to defend something (as she can fire across the arena) and place a Giant in front for the counterpush!

Add troops as desired.

Clash Royale PrincePrince

Prince is everywhere in ladder after the buff.

He is pretty good at killing tanks and great against support troops, like the Mini Pekka. Increasing his hitspeed and hitpoints will massively affect the usage rates.

He will be much more of a threat to deal with, with higher DPS.

Combined with Giant and a small spell, he is a threat to be reckoned with.

He also protects the Musketeer/Mega Minion from Mini Pekkas or the like, and can be used as a win condition as well.

Clash Royale GuardsGuards:

Finally these bone brothers with shields have gained some love with the recent buff.

They have replaced Goblins in virtually every deck, being an extremely solid defensive unit (their shields are incredibly useful!)

Don’t use them on offense, use them like you would with Goblins, but just don’t cycle them.

They do quite well versus a Hog, and they even have a slight range (like the Prince) because of their swords.

Their DPS has increased massively. Get them in your deck NOW!

Clash Royale Ice SpiritIce Spirit

Right, this deck needs a cycle card. Here you have one!

Ice Spirit is a very balanced card, always a great choice in every meta. Resets Princes, Sparkies, Inferno units!

Clash Royale ZapZap

Even though all the spells got a tower damage nerf, it doesn’t really matter as much as cards like Log, as you will rarely be using Zap to chip away at towers.

In rare cases, you will need to cycle your Zap at the beginning if you have a bad starting hand.

Great to reset troops (not to take out Inferno Towers!!!!!)

Clash Royale PoisonPoison

Yep, good ol’ poison.

Always works in a Giant deck to get nice juicy chip damage.

Don’t use it on offense until double elixir when you can start forming massive pushes.

Remember, it still does normal damage to troops/buildings, just not arena towers, so it’s completely fine to use.

Replacements

Clash Royale Mega Minionekf9WOpClash Royale Minions

Clash Royale Musketeerekf9WOpClash Royale Mini P.E.K.K.AClash Royale HunterClash Royale Dart GoblinClash Royale Electro Wizard

Clash Royale Guardsekf9WOpClash Royale Skeleton ArmyClash Royale Goblin

Clash Royale Poisonekf9WOpClash Royale fireball

goison

 

Gameplay

Good starting plays would be: Mega Minion/Musketeer/Prince at the back, Guards split at the back, Ice Spirit at the back!

Single Elixir

Play quite aggresively, and keep making quick pushes with the Giant.

Like I said before, this deck is not a slow beatdown with pump. Gaining elixir advantages is not as important, but of course you should be managing your elixir.

I suggest putting your Prince at the back and when the Prince is almost halfway to the bridge, place your Giant to not risk your Prince going in front of your giant.

You want to be using your Prince to protect your support.

The Poison will be crucial to use later on.

Don’t use pre-poisons unless you know their counters, which is why you shouldn’t use your poisons too early, or else your opponent will be able to punish you quickly for wasting your poison.

This is the elixir-advantage-generating card and probably the most valuable card in the deck!

Don’t be afraid to spam support behind the Giant and ending up with no elixir.

If you have a massive push on one side, even if you have no elixir, your opponent won’t be able to punish effectively because they will need to spend elixir defending your push.

This doesn’t just apply to this deck; it applies to most beatdown decks.

Double Elixir/OT

This is where you can overwhelm your opponent!! Send in lots of Giant pushes.

Keep applying pressure, this is the key to success in this deck.

Force your opponent to spend lots of elixir defending so he won’t be able to attack.

Don’t use Princes on their own without a Giant, you need them on defense and for the counterpush.

You could possibly just poison cycle for the win, it’s totally fine.

It’s just best to overlevel your Poison to get maximum value and kill those glass cannons!

Matchups

Clash Royale Lava HoundLavaloon:

With less quick cycle pressure decks, Lavaloon can finally shine!

The key is poisoning the Minions, who will be your biggest threat if you waste your Poison.

Place your Mega Minion to distract while your Musketeer can kill. This deck sort of lacks an anti-air tank killer so tower trade if needs call for it.

Clash Royale GiantGolem/Giant

This might be tough if you don’t play the deck right, especially against seasoned Golem users.

Prince has high HP to kill support troops, and Poison everything on the map!

Again, you can tower trade.

Quick Giant+Mega Minion at the bridge works very well

Clash Royale Goblin GangBait:

Supercell basically nerfed Spell Bait decks but in case you come across one when using this deck, I’m writing this!

Save Zap for the Barrel and Poison Princesses/Goblin Gangs.

I’ve been seeing Miner Barrel Bait decks recently, so you should apply this to that deck too. Guards are great against the Miner.

No one is using Rocket now really, as 5% out of a high damage spell really hits the Rocket hard.

Clash Royale MinerCycle/Control:

Against Hog Cycle, which people still use (presumably because the damage/HP wasn’t nerfed), defend minimally and crush with the counterpush.

Reset buildings’ targets with Zap. Hog Exenado is popular nowadays, so Guards are a cheap and effective counter vs the Exe.

Against Miner Control decks, like Miner 3M Ram, save the Guards for Miner and make sure you have enough elixir to defend a split push.

Poison the 3M, and remember it’s better to poison 2M and a tower with higher health than 1M and a tower with lower health. Thanks Lolman!

Use the Musketeer to snipe away from the other lane on the Battle Ram.

Clash Royale GraveyardGraveyard:

Guards work very well, don’t give them Poison or Freeze value. This is why you should always space out your troops!

You won’t really want to be using Poison on their graveyard continuously as you won’t make the most out of it on the offense.

Clash Royale X-BowSiege:

Beatdown always does very well against Siege but don’t get too cocky.

Place the Giant on the opposite lane, around the distance in the middle of the bridge and tower, to distract the Siege weapon and put something cheap-ish to kill the weapon (Guards?).

Push heavily on the other side.

Chances are you can overwhelm them.

 

That’s it from me, hope you all enjoyed my latest guide! Feel free to drop me a line below or ask me a question regarding anything.

Merry Christmas and a happy new year to everyone at Clash.World! You guys made my year great. Have a wonderful 2018 ❤️