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Ultimate Guide to Using Mega Knight

185
mega knight

Hey guys! Its Blaze Stone back with another guide for you all! Today, I will be talking about one of the strongest card in the game at the moment: The Mega Knight!

mega knight

Ultimate Guide to Using Mega Knight

Basic Info

Mega Knight is a Legendary Troop card costing 7 elixir and is unlocked from Arena 10 (Hog Mountain).

It is a beefy tank with 3300 HP and does Splash damage! It deals 240 dmg (Same as The Log) per hit. Its main strength however, is its Spawn damage and Jump ability due to which it deals 480 dmg!

Mega Knight’s spawn is similar to that of eWiz except that he deals more damage but only to ground troops.

His Jump ability is similar to Bandit’s dash ability. Both have the range 0f 4-6 tiles and their damage is doubled, except that Jump doesn’t come with invulnerability and cards that target air can hit him while he is airborne.

One main attribute of its Spawn damage and Jump ability is that they deal 360° Splash damage while its normal hits deals damage only on the side he attacks.

Cost Hit Speed Speed Deploy Time Range Jump Range Target
7 1.8 sec Medium 1 sec Melee 4-5 Tiles Ground
Level Hitpoints Area Damage Spawn Damage Jump Damage DPS
1 3,300 240 360 360 133
2 3,630 264 396 396 146
3 3,993 290 435 435 161
4 4,389 319 478 478 177
5 4,818 350 525 525 194
Changelogs

Balance Changes (12/2/18): Mega Knight: Spawn and jump damage decreased by 25%, deployment radius reduced

Tips to using Mega Knight

mega knight 3Even though his name is Mega ‘Knight’, he can be a considered more like a bulked-up Dark Prince.

Both deal ground splash damage with similar weapons and similar damage, both have an attribute (Jump and Charge respectively) so that their damage doubles and they deal 360° splash damage.

Mega Knight’s normal dmg can be considered as dmg of The Log while its Spawn/Jump dmg can be considered as dmg of a Fireball.

These things should be kept in mind while using him on defence so that you can determine the number of hits it will require to kill certain troops.

For e.g. MK will take Spawn/Jump hit + 1 hit to kill 3M or 3 normal hits otherwise.

Unlike other tanks, it has Medium speed instead of Slow speed i.e. speed of a Knight. So, he will move faster than other tanks as well Jump ahead and therefore, it is difficult to form Beatdown pushes with him.

Therefore, he is a Control tank rather than a Beatdown tank i.e. instead of forming pushes, use him more often more on defence (utilizing its Spawn Damage to max) and then go on counter pushes.

In many cases down here, you can find more or less similarities in PEKKA and MK.

Synergies with Mega Knight on offense

On offense, Mega Knight should be used mostly in form of counter pushes.

Since, he is not a card for slow paced pushes, he should rather be used in fast paced pushes with cards like Hog Rider.

Mega Knight deals ground splash damage, so he is weak against air troops like Minion Horde and high HP Point damage troops like Knight.

So, basically you need cards which cover his weaknesses.

Clash Royale Hog RiderHog Rider

MK + Hog Rider is one of the strongest hog combo in the game at the moment.

MK is a great tank and a threat card as well as a splash troops for your Hog Rider making it easy for the hog to reach the tower and start hammering it.

This is however, weak to air troops so make sure you have spells like arrows or fireball in your hand.

Clash Royale Battle RamBattle Ram

MK + Battle ram is similar to the above-mentioned combo; however, it is a bit inconsistent in terms of damage it deals.

What I mean is often, the battle ram won’t connect so the damage won’t be much.

However, when it connects, it will deal tons of damage.

Similar to above, keep spells in your hand.

Clash Royale MinerMiner

MK + Miner is a bit different combo than the above ones.

This combo is far more consistent in terms of damage as long as you can play well with Miner (placement tactics).

This combo is cheaper as well so you can play it more amount of times.

MK acts solely as a Threat card here, so that players focus on killing him while Miner as actually your win-condition and takes down a chunk of tower HP.

Clash Royale BanditBandit

MK + Bandit is an awesome combo.

Both have a special ability that enables them to move quickly.

They both have a very powerful synergy as Bandit’s dash will take care of the troops who survive MK’s Jump. They are threatening combo as you need to act quickly.

Clash Royale GraveyardGraveyard

MK + GY is the old Tankyard combo.

But the difference between the other Tankyard decks is that this combo also functions as a Splashyard deck combo as Mega Knight is a Splash troops.

You can add Tornado here so that all troops gather around the tower on which the Mega Knight jumps dealing tons of damage to the tower as well as killing enemy troops.

Even without Tornado, this combo is pretty effective.

Clash Royale BalloonBalloon

MK + Loon is a scary combo.

Balloon is a slow card while MK is a faster card so this contrasting element in the push makes it complex and difficult to counter.

Opponent has to focus on killing the MK first as he is faster but since he rather takes a good amount of time to die, the Balloon can reach the tower so you need Bats or Minions to counter it.

Arrows here are important as they can kill those air troops and thus, this combo can deal tremendous amount of damage.

Clash Royale GolemTanks

MK isn’t a beatdown tank. However, it doesn’t mean he cannot be used in beatdown decks.

MK + Tank is rather a unique combination of two tanks in one deck.

But the reason that MK doubles as a Splash support so he acts here as a high HP support rather than a tank.

These combos are hard to place down as you need high amount of elixir, making Elixir Collector a compulsion.

However, once placed, they are difficult to take down.

Clash Royale fireballSpells

Due to MK’s versatility, almost all spells synergise well with it some deck or the other.

Main use of spells is to cover his weaknesses.

Spells like Poison, Fireball, Arrows help to clear those air troops

The Log is rather not necessary in MK decks but when used, follows the same role as in other decks.

Zap helps to finish of troops while Lightning helps to destroy buildings and weaken high HP troops while both of them help to reset inferno tower, inferno dragon and sparky.

Synergies with Mega Knight on defense

Mega Knight is a very powerful defensive card. In fact, he can take down many pushes on its own.

However, he is a splash troop with medium damage, so he doesn’t do well as a tank killer. So, to cover this weakness you need a strong tank killer with him.

Before going on synergies, let’s discuss how well he does on his own.

He can take down Ice Golem + Hog Rider combo alone with 0 damage on your tower. That’s raw power!

He can wreck Battle Ram pushes, X-bow, Graveyard, Mortar, 3M, Spawners, Log bait pushes and those annoying Elite Barbs!

Clash Royale Inferno DragonInferno Dragon

MK + Inferno Dragon is a combo used in almost all MK decks.

Inferno Dragon has established its place as staple tank killer! MK can take care of those support troops while Inferno Dragon melts down the tank. However, both of them are weak to air swarms so keep a spell in hand!

Clash Royale TornadoTornado

With Tornado, MK can devastate ground pushes. He can take down almost all support cards with this combo!

Pull troops away from him so that he jumps on them. That’s basically as good as doing a Fireball + Tornado.

Clash Royale ZapZap

Zap is a must need if you don’t have eWiz.

Most players will use in Inferno Dragon on offense to kill your MK, so Zap along with Minions or Bats are needed to take care of it and make your defence successful.

It can also be used to quickly kill something like 3M down in one lane. Basically, you do Zap + MK at same time. Neutral elixir trade but you have a tank with 3300 HP left.

Clash Royale PoisonPoison

Poison helps MK on defense a lot.

It takes down air troops and swarms as well as weakens support troops to make MK’s work easier and enable him to survive with lot more HP.

Clash Royale BatsTank and Spank

In this combo, MK is the tank while any cheap troop like Goblins or Bats can deal tons of damage to enemy troop.

This combo is rather useful against cards like PEKKA which can deal lot of damage to your MK when you use him on defence.

Use this combo to distract the high DPS troop and its support while the cheap troops with high DPS do the work.

Counters to Mega Knight

Mega Knight can be a tricky card to counter due to its Jump ability and high splash.

The things you need to keep in mind are timing and placement.

One thing about Mega Knight is that once he starts his jump, he it doesn’t stop. He can literally do a jump on the same tile he is on if you place a troop near him while he starts his jump.

This can be bad as you just wasted your elixir and may cost you the game.

The same thing is with placement.

If you place a card more than 4 tiles away from him he will eventually jump on them and deal double the damage. On the other hand, if you place a card within 4 tiles he will just walk towards it.

Now coming to card counters:

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

P.E.K.K.A is the Mega Knight’s worst nightmare. She can absolutely destroy him 1v1.

For her particularly, the placement and timing doesn’t really matter much as she will kill him easily anyway.

However, in a battle, MK will always be supported so you may wanna use other cards and determine the placement and timing accordingly.

Clash Royale Ice SpiritSpirits

Ice Spirit and Fire Spirit don’t actually counter MK but can help a lot.

The thing about the Spirits is that they jump and go on Kamikaze-mode before the MK can complete his jump. Even if you place MK directly on them, the spirits will still damage him.

This interaction makes them excellent cards to use while defending against Mega Knight, the Ice Spirit especially, owing to the stun/freeze ability as it can freeze the Mega Knight.

However, place them at a distance from MK or if they are placed like on the tile besides him, he will just kill them as quickly as they were deployed.

Clash Royale KnightKnight

The irony is that the Knight can actually counter the Mega Knight, though not 1v1. You will need crown tower and another card’s help.

There are three ways to counter him mainly.

First is with Ice Spirit. You can place the Ice Spirit in the cross fire zone of your tower. MK will jump on it but due to above mentioned interaction, the Ice Spirit will jump first and end up freezing him. As soon as that, place your Knight so basically the Knight along with the two towers will kill the Mega Knight.

Second is Knight + Ranged support (or a building). Use your Knight to tank and a high DPS ranged unit behind the Knight to take of the Mega Knight.

Lastly, use tank and spank tactic. Use Knight to tank and absorb damage and then place a cheap troop with HP DPS behind MK.

Clash Royale Ice GolemIce Golem

Ice Golem does the same role as Knight above except that it doesn’t do damage.

However, he attacks only buildings, so can thus be used to kite MK to other lane while a ranged troop (or building) takes care of him.

You can also use him in Tank and spank tactic, the catch is that Ice Golem doesn’t do damage nor has the health as high as Knight so you need a higher DPS card to kill him.

Clash Royale Inferno TowerInferno Tower/Dragon

Both these cards can melt Mega Knight. Just make sure to take care of distraction troops like Bats or Minions.

Sometimes, you may need to use a distraction unit yourself like Ice Golem or Ice Spirit to buy time so that the Inferno cards can fully heat up.

Clash Royale Cannon CartCannon Cart

Cannon Cart can crazily counter MK if placed near the cross-fire zone of your towers.

MK will take care of the entire Cart and still be alive but barely with any HP so that he will die by the time he reaches your tower.

Make sure you place it properly or MK may survive with lot more HP than you wanted.

Clash Royale Minion HordeMinion Horde

Minion Horde (or punish Horde according to Lolman) can just shred away the Mega Knight.

It needs to be placed in the middle of the lane so that there will be less movement and slightly more hits.

However, this is risky and not dependable as opponent can use a spell to wipe out the Minion Horde.

Clash Royale Night WitchHigh DMG Melee Troop

These include cards like Night Witch, Bandit, Lumberjack, Elite barbs, Prince, Dark Prince etc.

Some of them can take care of Mega Knight on their own but as it happens in a battle, a card is rarely alone.

So, most of the time you will need a distraction unit like Ice Golem or Ice Spirit to counter him completely.

Clash Royale TombstoneTombstone

Tombstone is a weird card to be seen on this list but the thing is that the Skeletons that spawn are a great distraction for MK.

Place your Tombstone on the tile right in front of King Tower towards the lane the MK is in. The skeletons that spawn will constantly distract him and eventually pull him towards the Tombstone.

MK will kill the tombstone and the death spawn skeletons but after that will hit the closest thing: Your King tower thus activating it!!!

Also, the skeletons distract him long enough that the two Princess towers will deal lot of damage to him.

*Note: There are lot more synergies to use with Mega Knight and many different ways to counter him. I have explained the ones which are most popular, effective and easy to use*

Best Mega Knight Decks

Mega Hog Control

Clash Royale Mega KnightClash Royale Hog RiderClash Royale fireballClash Royale Zap
Clash Royale Ice GolemClash Royale BatsClash Royale GoblinClash Royale Inferno Dragon

Mega Miner Poison

Clash Royale Mega KnightClash Royale MinerClash Royale PoisonClash Royale The Log
Clash Royale BatsClash Royale GoblinClash Royale Electro WizardClash Royale Inferno Dragon

Mega Minerloon

Clash Royale Mega KnightClash Royale MinerClash Royale BalloonClash Royale Arrows
Clash Royale ZapClash Royale BatsClash Royale Minion HordeClash Royale Goblin

Mega P.E.K.K.A

Clash Royale Mega KnightClash Royale P.E.K.K.AClash Royale BanditClash Royale Minions
Clash Royale Mega MinionClash Royale elixir collectorClash Royale ZapClash Royale Arrows

 

New Meta P.E.K.K.A Bridge Spam Deck

309
new bridge spam

Hey everyone! It’s me, Supermarine, back at it again with a new-school P.E.K.K.A Bridge Spam Deck.

As you may know, Bridge Spam’s userate decreased massively after the Mini P.E.K.K.A buff, the Ice Wizard Buff, and the Battle Ram nerf.

However, I have seen a new bridge spam, featuring a surprise inside: Dark Prince! This deck was made by Wicky Royale and played by Nickatnyte.

Enough talk! Let’s get to the guide!

new bridge spam

Clash Royale P.E.K.K.AClash Royale Dark PrinceClash Royale BanditClash Royale Electro Wizard
Clash Royale BatsClash Royale ZapClash Royale PoisonClash Royale elixir collector

copy deck

 Pros  Cons
 
 

P.E.K.K.A Bridge Spam Deck

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

She is one of the best counterpush units in the game right now.

You can kill an MK or Hog with her, then perform a counterpush with your own attack units!

She absolutely destroys just about every tank in the book (except Lava Hound, but we all know that Bridge Spam hard counters LH) with quite a bit of health left, meaning you can put a Dark Prince or Bandit down to assist her if you want to attack!

Overall, she is a very good tank troop, if not the best tank, to have in a Bridge Spam!

Clash Royale Dark PrinceDark Prince

Many people think of him as total trash, and they’re kinda right.

However, since the nerf to Battle Ram, many Bridge Spam users have turned to the Dark Prince for his decent 360 charge and area damage.

In fact, if it wasn’t for him, Bridge Spam would probably die down completely!

He can deal really good area damage if he charges up, and even if he doesn’t, he one shots Goblins and deals good damage to low cost structures such as Tombstone and the newly buffed Tesla, and even Siege structures like X-Bow.

Like P.E.K.K.A, he is a very good counterpush unit, as you can defend with him, and even if he loses his shield, you can still use him with Bandit on the counterpush!

Overall, he is very good to have in a Bridge Spam!

Clash Royale BanditBandit

This mask wearing, blackjack wielding gal is a mainstay card of Bridge Spam.

Her dash attack really puts a dent in those cards you want hurt, especially glass cannons. She also deals good damage without the charge as well.

If paired with P.E.K.K.A, mini tanks won’t be a much of an issue for her.

The best ability that she has is being able to snipe opposing troops from across the river, as long as they are in range.

However, her role in Bridge Spam is mostly self explanatory.

Clash Royale Electro WizardElectro Wizard

This shocking man is great for DPS and resetting an Inferno Tower or Dragon.

He also deals decent damage to mini tanks that could threaten other cards in the deck like Bandit or Dark Prince.

Overall, he’s mostly self explanatory.

Clash Royale BatsBats

I love these adorable little fellers! They’re so versatile for their cost!

You can kill ground swarms, surround stuff with them, distract Infernos, cycle, and even kill mini tanks, all while being cheaper and killing faster than the Minions!

Overall, they’re mostly self explanatory, and more than welcome in Bridge Spam!

Clash Royale ZapZap

Self-explanatory card.

 

Clash Royale PoisonPoison

Another one of Bridge Spam’s mainstay cards.

It provides lane control against every single swarm or Horde out there.

It even kills most glass cannons if they stick around long enough!

Clash Royale elixir collectorElixir Collector

I don’t really know if Bridge Spam decks originally had a Pump, but I’m assuming they don’t.

In this Bridge Spam, though, the Pump allows us to have an edge over cheaper decks like P.E.K.K.A Miner Poison and most MK Hog decks, allowing us to keep up with their cycle.

We can also use it to have a greater advantage against more expensive decks like 3M split pushing decks and Golem Beatdown.

Overall, it can be a real game changing card if used right!

Substitutions:

Clash Royale Dark Princeekf9WOpClash Royale PrinceClash Royale Battle Ram

Clash Royale Electro Wizardekf9WOpClash Royale Musketeer

Clash Royale elixir collectorekf9WOpClash Royale GoblinClash Royale Mega MinionClash Royale Ice Spirit

General Gameplay

3:00-1:00

There are two things that are really key to your success at this time: Pumping and bridge spamming.

By doing these two things, you are inflicting Tower damage, cycling to another Pump as fast as possible, preventing damage to your Tower, and shaping your hand to better arm yourself defensively.

Just a word of warning: NEVER place P.E.K.K.A in the back, as the opponent can punish you with a building targeting troop or Siege weapon as they please.

1:00-End

SPAM THAT BRIDGE!!!

Bandit+Dark Prince functions a lot similarly to the old Phantom Combo, Bandit+Ram.

Also, if P.E.K.K.A was used on defense at all, ALWAYS use it on the counterpush unless it’s at low health.

Use Zap, Bats, and eWiz to reset/distract any Infernos.

Matchups:

Clash Royale GiantGiant

P.E.K.K.A. Easy as that.

Use Bats to attack support if necessary. If P.E.K.K.A isn’t in cycle, then use the eWiz+Bats.

Clash Royale GolemGolem

ALWAYS place your P.E.K.K.A in the same lane as soon as possible.

If it isn’t in cycle, get it in cycle as soon as possible.

Use the Dark Prince and Bats to attack any support.

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

Ok, I’ll be honest.

You will most likely need P.E.K.K.A to counter a P.E.K.K.A, as it’s the most efficient way to do so.

However, Dark Prince and eWiz are great at keeping this gal held still with shield health and constant stuns.

Paired with a high DPS troop (especially Bats), they can shred right through her!

Check the substitutions for even more options when it comes to DPS!

Clash Royale Royal GiantRoyal Giant

Use P.E.K.K.A, eWiz, and/or Bats to deal with him.

For any Elite Retards, use Dark Prince.

Clash Royale Hog RiderHog

eWiz and Bandit are your best bets against the Hog in Single Elixir.

In Double Elixir, however, you can use your P.E.K.K.A to completely deny him any swings, and then counterpush with your threat cards afterward!

Clash Royale MinerMiner Poison

You have several Miner blockers in the Bandit, eWiz, and Dark Prince.

Bandit and eWiz both work well against lone Miners, but when Poison is added, they will die before the Miner is killed, meaning he will still get a few shots on the Tower.

That’s where Dark Prince comes in! He is durable enough to survive a Mjner Poison onslaught.

Also, watch for juke Miners.

Can’t tell if they’re going to target your Pump? Hover a troop near your Pump and your tower, and if a red exclamation point appears in the area, that’s where Miner will pop up!

If you mess up on your troop placement, use Zap to make Miner retarget.

Clash Royale GraveyardGraveyard

Unlike Miner Poison, Graveyard Poison is not powerful enough to take out your Bandit or eWiz, so you should be fine.

Graveyard Freeze, however, is a much harder matchup because they get lots of Tower damage on their first push, and you run the risk of them outcycling you.

First, bait out the Freeze with Bandit. Then, once Freeze is used, deploy Bats on the Graveyard and watch the Skeletons drop like flies!

Clash Royale BalloonBalloon Cycles

Super hard.

They will outcycle you on every push, and will always have good defenses.

Against the Balloon, your best shot is to use the Bats or eWiz.

If you want to have another high damage troop in the deck to deal with Balloon easier, check the Substitutions for more.

Clash Royale Three MusketeersThree Musketeers

Shouldn’t be too hard.

Chances are, they’re going to split these gals behind the King Tower, so when they do, place P.E.K.K.A on the side with the two Muskets (or just Poison).

Then, if they use a Ram or Knight with the solo Musket, use the Bats to surround and the eWiz to kill, leaving the mini tank exposed.

Poison Pumps in Single Elixir and the two Muskets if possible during Double Elixir.

Clash Royale Goblin GangSpell Bait

Don’t let them force you to use your Zap on something you don’t want to use.

The main target will definitely be the Barrels. Against Princess, use Bandit or eWiz, and against Gang, use Bats.

Any other Bait troops can be dispatched by the eWiz.

Clash Royale Mega KnightMega Knight

P.E.K.K.A will definitely be your best counter to this guy.

Otherwise, you can use Dark Prince and the Bats.

Also note that if Dark Prince is charging and the MK is preparing to jump, once he hits the Dark Prince, he will still get the charge off because of shield HP!

Be sure to use the Pump as an opener wherever possible to help keep up with their cycle.

Check out the video to see Nickatnyte trophy push with this deck!

So that’s all for just another of my many deck guide by yours truly, Supermarine! See y’all next time!

Best Spawner Deck At Master League

125
spawner deck

Hello everyone! It’s Desertanu here with another deck to share.

For many seasons I have challenged myself to reach the master league using a spawner deck without any other win condition. At long last I have succeeded!

This powerful deck has allowed me to consistently beat opponents with much higher card levels and achieve my goal.

spawner deck

Clash Royale Barbarian HutClash Royale Goblin HutClash Royale KnightClash Royale Dart Goblin
Clash Royale Goblin GangClash Royale Mega MinionClash Royale fireballClash Royale The Log

copy deck

lumberjack dark prince analytics

Overview

This deck aims to constantly pressure the opponent using the Barbarian Hut and Goblin Hut to chip away at the tower while punishing them for using spells.

It utilizes many cheap and efficient cards to draw spells from the opponent, defend effectively, and provide a punishing offense.

Super Mega Ultra Spawner Deck

Clash Royale Barbarian HutBarbarian Hut

This card functions as the deck’s win condition alongside the Goblin Hut to swarm and overwhelm the opponent.

It constantly applies pressure and forces a response from the opponent.

The spawned Barbarians also serve as a formidable defense against building targeting units like Hog Rider, Giant, and Golem.

Due to the Barbarian Hut’s high elixir cost, it’s often best to place it after reaching 10 elixir or when the opponent is low on elixir.

Clash Royale Goblin Hut

Goblin Hut

Goblin Hut provides a constant flow of air targeting, ranged troops that chip away at the opponent’s Tower.

The spawned troops from the Goblin Hut are great at drawing out spells from the opponent.

They can also render support troops like Musketeer, Electro Wizard, and Wizard vulnerable to spells.

Clash Royale KnightKnight

For the low cost of three Elixir, this champion provides amazing value.

He can be used to kill support troops, defend against threats like Elite Barbarians and Goblin Gang, and tank for troops while pushing.

Clash Royale Dart GoblinDart Goblin

This deadly assassin strikes fear in the heart of enemies by destroying troops and buildings alike.

Dart Goblin’s long range allows him to safely snipe opposing troops and buildings under the cover of the swarm.

On offense, Dart Goblin is great at eliminating small troops like Bats, Skeletons, and Minions.

Given enough time and protection, this card can even kill support troops like Musketeer, Executioner, and Bowler.

When using the Dart Goblin, it is important to take advantage of his long range by placing him in areas that limit the opponent’s ability to make positive Elixir trades through spells like The Log and Fireball.

Clash Royale Goblin GangGoblin Gang

When the opponent isn’t worrying about the spawned troops or Dart Goblin they will worry about this card.

With high damage output, slight spell resistance, air targeting, and amazing distraction value for only three Elixir, it is no wonder that Goblin Gang is considered to be one of the most powerful swarm cards in the game.

Goblin Gang is great for punishing the opponent when they are low on Elixir or just used a valuable spell like Log or Zap.

Clash Royale Mega MinionMega Minion

Mega Minion is a cheap and durable air targeting unit. Its strength and durability make it a reliable defensive card even when at a level disadvantage.

Even at level 9, this bulky beast can survive a max level Fireball.

Clash Royale fireballFireball

Fireball is used to eliminate support troops and grouped units.

It’s also useful for chipping away at crown towers with low health.

Clash Royale The LogThe Log

The Log is usually reserved for the Princess to prevent her from constantly obtaining value against the spawned troops.

It is also great for killing swarm troops or giving troops a bit more time to deal damage.

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Spawner Positioning

This is how I position the spawner buildings in different matchups:

Standard Positioning

The Barbarian Hut is usually centered three tiles above the king Tower facing the lane you wish to pressure.

Goblin Hut is placed behind the crown Tower of the lane that the player wishes to apply pressure to.

Rocket

If the opponent uses a Rocket against the Goblin Hut and crown Tower, unless significant damage has been done to the crown Tower on that lane, switch lanes and place the Goblin Hut on the edge of the side you wish pressure two tiles above the crown Tower.

If the opponent is using Rocket in conjunction with a large tank like Golem try to place the Goblin Hut when you have a threatening push built up so they can’t Rocket it immediately.

Hog Rider/Battle Ram (Without Three Musketeers)

Against Hog Riders and Battle Rams, the Barbarian Hut is centered four tiles above the king Tower to prevent the opponent from bypassing the building and dealing massive damage to one of your crown towers.

The Goblin Hut retains its standard position.

Royal Giant

The Barbarian Hut is placed in the middle two tiles above the king Tower.

This position prevents the Royal Giant from being able to target it from across the river. Once again, the Goblin Hut retains standard position.

Graveyard (Non-Beatdown)

Goblin Hut is placed three tiles above the king Tower in the center. The Barbarian Hut is placed behind the crown Tower in order to heavily reduce the damage dealt by the Skeletons.


That’s the guide! Thanks for reading. If you have any feedback, be sure to post it in the comments.

Crazy Miner Skeleton Barrel Chip Deck

53
miner skeleton barrel

Hey guys! It’s NebulaNoodle back at it again with another deck guide. Here’s a quirky little Miner chip control deck that I want to show to you all that I just formulated on Deckshop Pro for Challenges and friendly battles and tested out, it’s basically a very fun deck to play! Sit back, relax, and enjoy my guide!

Note: I’m not too sure if anybody has made this deck or something similar before, do tell me if it’s not my creation.

miner skeleton barrel

Clash Royale MinerClash Royale PrincessClash Royale Skeleton BalloonClash Royale Ice Spirit
Clash Royale Fire SpiritsClash Royale Ice GolemClash Royale Inferno TowerClash Royale Poison

copy deck

off meta deck analytic

 Pros  Cons
  • Very cheap in elixir
  • Fun to play
  • Synergizes extremely well
  • Rather strong defense for such a cheap deck
  • Element of bait to this deck
  • Very level-independent deck

Card Breakdown:

Clash Royale MinerMiner: Your win condition and chip master!

Miner is such a great card, especially for Challenges, which is what this deck is made for.

Can be used in strong counterpushes with bats, spirits, and whatnot. Great synergy with Poison and Princess, as they have a large AoE to clear pesky swarms trying to kill your Miner.

Don’t expect masses of damage each time, you have to play patiently while still keeping up the pressure.

Clash Royale PrincessPrincess: Chip damage and swarm clearer!

The Princess is your helper to your Miner. She’s like a Poison, except she’s a troop.

Plop her at the bridge for a free few hundred damage!

She’s great with Ice Spirit, one of her shots+ice spirit kills a lot of small troops like goblins and minions.

With the Inferno Tower she’s especially powerful because she can clear swarms with her insane splash radius which are distracting your Inferno Tower from killing tanks.

Clash Royale Skeleton BalloonSkeleton Barrel: The freshman!

Another spooky doot card! The great thing is that you don’t need to overlevel them.

Miner+Skeleton Barrel is a deadly combo. This is a semi win-condition, don’t just play this at the bridge and pray for damage. Bait out the spell with Princess.

Try to save them for offense.

Clash Royale Fire SpiritsFire Spirits: Cycling card and value swarm clearer!

Fire Spirits are such an amazing card, and are so versatile.

They work in miner decks, hog decks, siege decks…and if you don’t care about your spirits hitting the tower they are level-independent, just like the Ice Spirit.

If you do overlevel them so they are the same level as the opponents’ tower, 2 spirits will hit the tower dealing about 300 damage.

Value for 2 elixir!

Clash Royale Ice SpiritIce Spirit: Just plain amazing.

Anybody remember when Ice Spirit had a 2 second freeze? That was just OP for 1 elixir. Supercell noticed this and now it’s 1.5 second freeze.

Problem? I think not! Ice Spirit is still one of the best utility cards in the game and one of the most versatile.

Works very well with Poison, freezing troops so they stay in the poison radius for a longer duration.

Clash Royale Inferno TowerInferno Tower: Tank shrrrreder!

Obviously Inferno Tower is your defensive core and your big, beefy structure in this deck of mostly very squishy cards.

Synergizes very well with Princess as I already mentioned.

This deck has a pretty solid defense considering how cheap it is. I don’t feel good playing a cycle deck without a solid, efficient tank killer! That’s why I chose the Inferno Tower!

The Inferno Tower can also be used to bait out zap, so your bats can do work on defense vs a Mega Knight or whatever.

Another great thing about Inferno Tower is that the level doesn’t matter too much, so don’t worry if you have a relatively low level inferno tower!

Clash Royale Ice GolemIce Golem: Main tank and kiter.

He is such a good card paired with Inferno Tower. Synergizes nicely with Princess, due to Princess shot+Ice Golem death damage killing Minions and Bats.

Kite away support troops so you can kill the tank!

Clash Royale PoisonPoison: Amazing synergy!

Poison is never a misfit in a Miner deck.

The fairly large AoE kills any swarm (as well as severely damaging any glass cannons) which are attacking your Miner. It’s like these two cards were made to be together!

At tourney standard, Poison deals 600 damage to troops/buildings and 240 damage to crown towers, just FYI, so keep that in mind.

Also use Poison defensively against opposing air/ground swarms like the Princess so your Inferno Tower can do its work!

Replacements

Clash Royale Minerekf9WOpClash Royale Hog Rider

Clash Royale Princessekf9WOpClash Royale ArchersClash Royale Dart Goblin

Clash Royale Skeletonekf9WOpClash Royale GoblinClash Royale Spear Goblins

Clash Royale Inferno Towerekf9WOpClash Royale Inferno Dragon

Clash Royale Ice Golemekf9WOpClash Royale Knight

Clash Royale Poisonekf9WOpClash Royale fireball

Recommended: Miner Balloon Barrel Deck

General Gameplay:

Best opening moves:

  • Miner in anti-tornado position
  • Princess/Ice Spirit/Ice Golem at the back
  • Fire Spirits at bridge if they will reach the tower

*As you can see there are a lot of good opening moves!

At the beginning of the match you will want to start off with the recommended opening moves mentioned above.

Don’t play too aggressively, this is a challenge deck and you will be slowly chipping away at the opponent’s tower over a longer period of time than a ladder match.

Don’t expect large chunks of damage in one push, instead make mini pushes with the Miner and Skeletons Barrel/Fire Spirits/Princess.

You will want to save your Spirits for defense and/or cycling.

Don’t go with Poison too early on in the match, but don’t be afraid to if your opponent pumps up, because this deck contains many fragile cards and you’re heavily relying on your Inferno Tower.

Same concept with a tank, you should go very hard on the opposite lane if you see a Golem or whatever.

Slowly chip away at the opponent’s Tower while trying to take as little damage as possible. Especially against the same type of archetype (chip control) you will want to try to take very little damage.

Stay patient in early game.

Most of your games will end in 1-0 or 2-1. If not, it’s probably a loss.

Around mid-game, you will want to have gotten the Tower down to maybe a little more or around half health.

Now you should start going with more Miner Skeleton Barrel Poisons because you don’t want to not get any damage!

This deck is a little short on offense so you should try to just cycle, cycle, cycle to the combo, getting around 300-400 damage each time.

You can try using Skeleton Barrel at the bridge when your opponent overcommits.

Remember your deck is very cheap, so you should be outcycling most decks, which is good because once you know their Miner counter you can outcycle them and they’ll be forced to use a less than optimal card and you’ll be getting more damage.

When they use that less than optimal card they sort of wasted that card so you should be taking advantage of that and place down a card which you know would usually be countered by the card.

Keep defending, but you have to know when it is time to let your Tower go.

Don’t waste Elixir desperately trying to defend a massive push, go all in on another Tower. Chances are the opponent won’t have much Elixir to defend your quick push.

In the late-game/OT, keep the pressure on.

Don’t overcommit because if you don’t have Elixir to defend a big push you’re pretty much screwed!

Your mini-pushes shouldn’t cost more than 6 Elixir.

Always save at least 5 Elixir to defend, because that’s how much an Inferno Tower costs.

You might be thinking, there’s no small spell in this deck to finish off a Tower!

Well, you have Miner which is good enough, as well as Poison which deals a hefty amount of chip damage to a Tower by itself.

Cycle Skeleton Barrels with the Miner. GG!

Matchups:

Clash Royale GolemGolem: Medium-hard matchup.

This is gonna be a toughie, but don’t give up! Try to get 2 Inferno Towers on the field because this deck cycles like a beast. It’s hard for them to get Lightning value as you have a lot of squishy troops. Don’t let them gain an Elixir advantage or else you’re…yeah…pretty much toast. This deck relies on having Elixir to defend while attacking with small pushes.

Clash Royale GiantGiant: Medium matchup.

Like Golem, except Giant has less health so you shouldn’t need to commit as much Elixir on defense and you’ll have an Elixir advantage to punish hard.

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

Inferno Tower screws over P.E.K.K.A, and you have so many small defensive troops that you can cycle back so quickly to. Bats will work very well on back-end support troops. Watch out for Executioner though. Might need to use Skellie Barrel on defense to distract.

Clash Royale Royal GiantRoyal Giant: Easy-medium matchup.

Inferno Toweerr!! And if they have Furnace make sure you have a Princess splashing onto those spirits and the Furnace. Lovely.

Clash Royale MinerMiner Poison: Medium matchup.

Don’t worry about keeping up with the cycle, because you will. Focus on getting more damage, because they will probably be getting damage the same speed as you.

Clash Royale ExecutionerSplashnado: Game over.

Don’t even try! This deck doesn’t have a reliable Graveyard defense and the splash troops (Baby D, Exe, Bowler) will just completely wreck all your tiny troops. Princess will probably get killed by Poison so don’t rely on her. It’s just honestly unfair. Overall just a big fat pain in the a$$ if you face Splashnado.

Clash Royale Three Musketeers3M: Medium matchup.

Poison works very well. Not many people use Heal but be prepared if they do! If they do Heal, cycle back to another Poison quickly, chances are they haven’t cycled to their Heal. Poison their pumps as well, don’t give them Elixir advantages! Bats work nicely vs Ram. Most 3M decks don’t have a medium/large spell so that should be good for you, hold them to a draw if you need to.

Clash Royale Hog RiderHog: Easy matchup.

If they have small units distracting your Inferno Tower, just put Princess! It’ll be very hard for them to get damage, they might have to resort to Fireball/Rocket cycling. In that case pressure hard with Miner. Their Cannon/Tesla won’t help.

Clash Royale Lava HoundLavaloon: Medium matchup.

Inferno Tower! Princess will shine against Minions/Bats on their attack. Bats will also help nicely. Make sure the opponent can’t Lightning the IT and Princess. The Lightning got a radius nerf so that’s good for you.

Clash Royale Mega KnightMega Knight: Medium matchup.

Inferno Tower works nicely, but watch out for things like Giant or Balloon as well supporting/getting supported by the MK. Skeleton Barrel again to distract.

Clash Royale Goblin GangBait: Medium matchup.

This isn’t too hard, as you have Princess. Just plop her on the opposite lane and watch her kill all the swarms! Try to take minimal damage from the Barrel. Watch your Tower, make sure it doesn’t get to Rocket cycle range!

That’s all guys, hope you enjoyed this crazy 1800 word long deck guide! Give this Miner deck a shot. Stay tuned for more guides from me. But that’s another time! See y’all later, adios from NebulaNoodle!

 

 

Anti-Bait Clone Deck: A Very Detailed Guide

222
giant skeleton clone

Hi, I’m q1a2, and I love to analyze Clash Royale and create low-tier decks. I decided to write about this deck because I’ve heard a few people complain about the quest for Dark Prince and Clone, and I’ve heard a lot of people complain about log bait decks

Hopefully, this guide will help you with both of those problems.

This deck is really quite good and tends to do especially well against the classic spell bait control deck featuring Knight, Rocket, and Inferno Tower.

giant skeleton clone

Giant Skeleton Clone Heavy Beatdown

Clash Royale Giant SkeletonClash Royale Dark PrinceClash Royale Night WitchClash Royale Lumberjack
Clash Royale Fire SpiritsClash Royale Clone SpellClash Royale elixir collectorClash Royale The Log

copy deck

General Gameplan

This deck started as a joke, but it worked so well I had to share it.

Just a word of warning: This is not a ladder or challenge deck

It rushes for wins and has short matches, making it extremely effective for winning timed tournaments, but a few terrible matchups make it too inconsistent for Challenges, and it has too many problems with overleveled interactions to work well on ladder.

This guide will all be assuming cards are at tournament standards.

The deck has won me multiple random tournaments (some of which I joined about a half-an-hour after they started), and it brought me to my trophy record for the season on ladder.

This is a very hard deck to play and describe the strategy for since it requires so much adaptation. With a slow cycle and a lot of options for pushes, you will rarely be defending the same way twice in a row.

In the early game, you need to learn your opponent’s deck quickly. Specifically watch for anything that counters Clone, such as PrincessTornadoExecutioner, and Poison.

Keep those cards in mind and try to come up with what push will work best (usually Giant Skeleton with one or two supporters and Clone at the ready).

The game can go one of two ways.

Sometimes, you need to rush the crap out of them and do insane pushes while ignoring whatever they play (good against some beatdowns). Other times, you need to play patiently and build up Elixir Collectors while waiting for overtime when you can do a viable push (good against some control decks).

In general, sacrifice some damage and play riskily to try and get that push that destroys a tower (or even gets the 3 crown).

Cards Breakdown

Clash Royale Giant SkeletonGiant Skeleton:

This is the main tank of the deck. He is low-health for his cost, but he packs a good punch if he makes it close enough to the tower.

Use some 4-cost supporters to defend a push, and drop Giant Skeleton in front for a very threatening couter-push.

One of the biggest mistakes I see with people new to Giant Skeleton + Clone decks is when they decide to use Clone.

Most people want to wait until the Giant Skeleton reaches the tower so that he does double the damage. The problem is, this rarely happens.

Clone‘s purpose is to help him reach the tower.

Usually, I play it right after he crosses the bridge so that his 1-health counterpart is quickly destroyed and leaves a bomb behind. This bomb will act like Poison in that it gives you total control over an area for a few seconds.

No smart opponent will play melee defenses until after it blows up.

This is also the only effective way of clearing air troops like Mega Minion and Baby Dragon (with some help from the Night Witch).

Like the P.E.K.K.A.Giant Skeleton can be played as a tank and then later supported.

This works great against things like ValkyrieBandit, and even Hog Rider if you’ll accept some tower damage (place him right in the Hog Rider‘s path so he physically slows it). Also note that he can one-shot Goblins, so he can help against Goblin Barrel if you’re desperate.

Also, if your opponent places a ranged troop (MusketeerExecutionerWizard, etc.) in the back and you have full elixir (probably the start of a match), you can immediately play Giant Skeleton at the bridge it is headed towards for a good trade. The ranged troop will start firing at him from a position right next to the tower. If they don’t drop any more defenses, then the bomb will hit the tower. If they do drop defenses, they will likely lose those defenses along with the ranged troop to the bomb. It’s surprising how well this works.

Clash Royale Dark PrinceDark Prince:

This is an all-arounder for this deck. He can kill support, provide decent DPS, deal moderate splash, and is semi-spell resistant. In a deck with a slow cycle like this, you’ll find he can do many jobs well enough.

The Dark Prince is probably one of the best cards to Clone in the game. The Clone has a 1 HP shield and lags behind the real Dark Prince, allowing him to survive even through The Log.

The main asset a Dark Prince has is splash damage.

He can one-shot Goblins making him effective against Goblin Gang, and when charging, he can take out Archers and Bombers. His charge also has a wide circular hitbox similar to Valkyrie‘s, which means that it can counter any defensive swarms that an opponent tries to drop directly on your push.

When you Clone Dark Prince, this means that troops with as much health as Barbarians will be obliterated the frame they are played on your push.

The Dark Prince also helps take advantage of one interesting aspect of Giant Skeleton: his mass.

When compared to the heavier tanks, Giant Skeleton is relatively light, which means that Dark Prince pushes him to the tower in just 3 seconds! Coupled with the protection of a Giant Skeleton bomb from Clone, this leaves your opponent rather helpless.

Dark Prince can also be used as a weak tank or tank-killer.

I often use him against Hog Rider when I know a Fireball or Lightning is coming. I only use him as a tank when playing the distraction game.

Sometimes, my opponent over-invests in defending my Giant Skeleton before I support it, so I rush the other lane with Dark Prince + support + Clone and let my opponent’s defenses all run into a big boom.

Similarly, I rush if they defend my push with Executioner.

One last trick for Dark Prince requires a lot of predictions.

Play him behind your tower right before an opponent throws a Goblin Barrel, and if you time it right, he will hit the three before they split. If you use Dark Prince in push after that, that’s a free 3-elixir advantage.

Clash Royale Night WitchNight Witch

This card is the one that I most contemplate replacing, but it’s simply too good when the opponent doesn’t have the right counters in hand, and it’s also one of the only air defenses that synergizes with Clone.

Night Witch is one of the only cards in this deck that is good to place in the back. In the late-game, when you are trying to build a huge push, this can be a good way to start it.

She also is a decent tank-killer. Her DPS with the Bats is better than Dark Prince, and I would call her a “good enough” counter to Hog Rider. This DPS also makes her one of your best supports when trying to destroy a tower (watch out for Zap, though).

Speaking of Zap, she can be used to bait out spells before you Clone everything. If they waste Zap to kill a few Bats she spawned, respond with Clone, which is now much harder for your opponent to answer.

Night Witch, however, is rather weak to splash damage, so only use her if you aren’t expecting Ice WizardWitchExecutioner, etc. to be played to defend her.

Clash Royale LumberjackLumberjack

The best tank-killer in this deck, and a way to make your pushes fast.

If your opponent plays solo Hog Rider, play Lumberjack. If they play Giant + Musketeer, drop Giant Skeleton on the Musketeer to distract it and play Lumberjack to destroy everything. This guy does a ton, and when you use Clone, you get either double DPS, or your opponent uses Zap/The Log, and you get the Rage effect on this chopping machine.

Lumberjack also makes your pushes faster in two ways. First, when you use Clone, his clone often dies fairly quickly, dropping Rage over everything. Second, like the Dark PrinceLumberjack can physically push Giant Skeleton to victory. One-shotting Goblins is also a plus.

Clash Royale Fire SpiritsFire Spirits

These are both spell bait and anti-spell bait. On the one hand, they are common targets of the same spells that most people would use to try and stop your Clone push. On the other hand, they are the only good response to Minion Horde in this deck and overall provide good splash on defense.

I rarely use these on offense, either for chip damage or as a prediction for my opponent placing a swarm card to defend a push. I would recommend saving them for defense, where they are a lot more consistent.

Fire Spirits also are my favorite answer to Goblin Barrel, since when played as a quick reaction to your opponent tossing one, they don’t allow the Goblins to get a single hit.

Also, with Clone, they can kill most support troops and destroy most of a Balloon for 5 elixir. Only use this during desperate times or when Clone will affect more than just the Fire Spirits.

Clash Royale The LogThe Log

Pretty self-explanatory. This is the only spell in the deck. It is used in a variety of situations, but in this deck, it especially shines as a way to finish off towers and as a way to get rid of Princess to let Night Witch run unopposed. Don’t waste it on Goblin Barrel, since Fire Spirits are better for that.

Clash Royale Clone SpellClone

(Note that Clone no longer counteracts Freeze. I’m a little annoyed that Supercell nerfed Clone in the last patch.)

Clone is the best response to Inferno Tower that I can think of, especially with Night Witch. If they Zap all the cloned troops, then some Bats will spawn, continuing to stall the Inferno Tower. Always push on the left side if you want this to work.

Clash Royale elixir collectorElixir Collector

Another self-explanatory card.

If your opponent is blocking your pushes, play defensive and try to get some Elixir Collectors down.

Good Luck!!!

ThunderBow – Sparky Siege Is Back!

190
x-bow sparky

Hey guys, it’s RohanReigns back at it again after a long time with another guide for you all, this time sharing an amazing X-Bow deck that I use to rock with in challenges and tournaments but you may want to use it in ladder too if you wish.

So let’s get into it!

x-bow sparky

Clash Royale X-BowClash Royale SparkyClash Royale ArchersClash Royale Mega Minion
Clash Royale Ice SpiritClash Royale Ice GolemClash Royale The LogClash Royale fireball

copy deck

hog rider nado analytics

X-Bow Sparky Deck:

Clash Royale X-BowX-Bow : You main win condition.

X-Bow is a really annoying card to face against.

As a siege deck, your objective while playing it will be to have a stern defense and making a successful counterpush with X-bow. Don’t recklessly drop down this card since it costs a hefty 6 elixir.

I recommend playing this card in the following scenarios:

  1. When your opponent drops a Golem at the back,
  2. When they have used their win condition and you successfully defended it with your troops.
  3. When you have troops remaining after a successful defense.
  4. Make sure you do heavy Xbow pushes only in 2x elixir.
  5. To defend their siege weapon (Xbow, <ortar)

X-Bow comes handy in defensive situation too. Place it in the middle of your crown towers to snipe away their troops.

This allows you to form constant elixir advantages and thus you can spell-cycle your opponent. Easy as that!

Clash Royale ArchersArchers: Your She-Guards!

The fact that Archers are resistant to light spell makes them a better option in siege decks. Your opponent has to overcommit in order to get rid of them.

Also, splitting them at the back is always a safe, neutral starting move.

You know the rest about these meany girls. (Wink wink)

Clash Royale Mega MinionMega Minion: Another light-spell-resistant defensive guard.

This card boasts a pretty decent DPS and a mediocre hitpoint stats, making them a nuisance to get rid of, for your opponent. Due to its low cost, you can use it as your starting move too.

Mega Minion has always been in the meta despite of it’s brutal nerfs due to the fact that it can defend well in your side and can wreck their tower if left ignored or tanked for.

It does 500+ damage to their towers when ignored at tournament standard.

Clash Royale SparkySparky: Sparky is now a usable card and acts as a Tank Shredder in this deck

Ice Spirit + Sparky can counter Ice Golem+Hog+Goblins push completely and you can create a counterpush out of that.

Moreover, Sparky acts as Rocket Bait card. Your opponent is forced to either rocket your sparky or your X-bow.

Just make sure you don’t group xbow and sparky together when your push.

Clash Royale Ice SpiritIce Spirit: Freezes troops for a second and half, allows you to react before your opponent’s troops do any damage.\

Also, a good card to guard your xbow due to it’s stalling ability.

Clash Royale Ice GolemIce Golem: Replaceable with Knight.

Also a stalling troop, soaks enemy damage and slows them down a bit for you to take them out before they do any damage.

Can kite Pekkas and melee troops effectively to the other lane.

Ice Golem+ Mega Minion+Archers and your Xbow can take out a healthy PEKKA before it even touches your Xbow. So, a pretty much worthy card of it’s cost.

Clash Royale The LogThe Log: Swarm clearer.

Use it to kill Princesses, GGangs, GobBarrels and buy a bit of time during defense.

 

Clash Royale fireballFireball: Replaceable with rocket but increases the Average Elixir Cost.

Use it to damage Pumps, kill 3M, Minion Hordes and also to spell-cycle them out.

General Gameplan

I usually play this deck as defensively and passively as possible.

Let them do the first move although you can split your Archers back first, if you have them.

Defend their every pushes and try not to show your Xbow before 2x elixir. The exceptions include when they place their Golem at the back or they Pump up and you don’t have Fireball in hand.

Try to assess their deck and find out their win condition.

If possible, try to know all of their 8 cards (by counting as they place it) and most importantly, their spells.

1x Elixir Time is primarily for knowing your opponents’ decks and making a plan to outplay them or penetrate through their defense.

I recommend using your spells often in 1x elixir to chip down their towers.

Use your Sparky to defend ground pushes, and if you’re lucky, you can take out their tower with just a Sparky blast! 😆

Try not to overcommit in defense. Try to make positive elixir trades with your Sparky.

Once 2x Elixir hits, you can use your Xbow offensively.

Let them push first, defend with your units and place the Xbow in front and watch them panic defending your push.

That is how this deck works; defend and counterpush.

Defensive Matchups:

Clash Royale Hog RiderHog Decks: Easy matchup but Hog Cycle decks with Rocket can be problematic.

Use Sparky in front of your King’s tower (to avoid rockets) to defend their Hog pushes and counterpush with Xbow in front. Make sure you have enough elixir to use your spells before dropping that Xbow.

Clash Royale GolemGolem Decks: Easy Matchup.

Sparky wrecks Golem in a couple of blasts. You can either push with your Xbow if they drop their Golem at the back or defend and counterpush. The former strategy is useful when they have Heavy Spell (Like Rocket or Lightning) in their deck while the latter one works well if they have medium spell. So its important to know their spell before pushing.

Clash Royale Goblin GangSpell Bait: Medium/Hard Matchup.

Depends upon how well your gain elixir advantages with your Sparky. In fact, against Spellbait, I push with my Xbow if they rocket my sparky even in 1x elixir because they can cycle rockets real quick in 2x elixir. Never drop your Sparky at the back against such decks. They can’t spell-cycle you out in this matchup, but you can! That’s how you win sometimes against Spellbait.

Clash Royale Three Musketeers3M: Easy/medium matchup.

Fireball their collectors and use Sparky for their 3M. You can even use your Xbow defensively to snipe their muskies, if you don’t have Fireball in hand.

Double Elixir Challenge – Best Tips and Decks

52
double elixir challenge

double elixir challenge

Best Tips for Double Elixir Challenge

Although this is pure x2 Elixir, you still want to keep your deck’s cost at a relatively manageable average cost, which is ideally no more than 4.5.

Assuming it’s not like an all tank deck or something. I am currently undefeatablein friendly battles (35 straight wins) playing this deck vs my friends who stick to meta decks (3M Heal, P.E.K.K.A Bridge Spam, Giant Beatdown, Golem Lightning, Log Bait etc).

And this is the deck I am using – Golem Sparky Nado. I just won the Challenge with it at the first attempt.

Clash Royale GolemClash Royale SparkyClash Royale TornadoClash Royale Night Witch
Clash Royale ExecutionerClash Royale RocketClash Royale GuardsClash Royale Ice Spirit

You can also try to switch out Sparky for Electro Wizard and Guards for Goblin Gang.

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.

 

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!

While Log and Zap, Fireball and Poison are good spells, I do see Arrows and Rocket as the far better substitute.

Sure they cost more but at the same time they do far more damage clearing away more troops. You will make up an Elixir deficit far quicker than you would in a normal game mode where you will get Elixir at a regular pace.

DO NOT Leak Elixir

This is very important! If you leak Elixir, your opponents Elixir advantage will increase at 2x 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*

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.

Other Powerful Decks for the Challenge

Miner Rocket

Shared by 0NE_HAND

Clash Royale MinerClash Royale Giant SkeletonClash Royale RocketClash Royale Zap
Clash Royale Ice WizardClash Royale Electro WizardClash Royale TornadoClash Royale Poison

Golem Balloon Rage

Clash Royale GolemClash Royale BalloonClash Royale LumberjackClash Royale Night Witch
Clash Royale Mega MinionClash Royale ArrowsClash Royale The LogClash Royale fireball

Golem Graveyard

By Blaze Stone

Clash Royale GolemClash Royale GraveyardClash Royale ExecutionerClash Royale Poison
Clash Royale GoblinClash Royale Mega MinionClash Royale TombstoneClash Royale The Log

Spell Bait

By norby

Clash Royale KnightClash Royale PrincessClash Royale Goblin BarrelClash Royale Goblin Gang
Clash Royale Ice SpiritClash Royale RocketClash Royale Inferno TowerClash Royale The Log

Golem P.E.K.K.A Graveyard

By CookieMonsterCR

Clash Royale GolemClash Royale P.E.K.K.AClash Royale GraveyardClash Royale Executioner
Clash Royale TornadoClash Royale LightningClash Royale PoisonClash Royale Ice Spirit

Hog P.E.K.K.A Lightning

Clash Royale P.E.K.K.AClash Royale Hog RiderClash Royale LightningClash Royale Ice Golem
Clash Royale GoblinClash Royale ZapClash Royale Electro WizardClash Royale Bats

3M Ram Punish

Clash Royale MinerClash Royale Three MusketeersClash Royale Battle RamClash Royale Minion Horde
Clash Royale elixir collectorClash Royale Ice GolemClash Royale Goblin GangClash Royale fireball

Double Elixir Challenge Basic Information

The Triple Elixir challenge is already live in the game!

Because Supercell allowed you to practice via the friendly battle system I myself have tried a few decks and decided to compile a list of tips and tricks above that might allow you to succeed in this challenge.

This Challenge is split into 2 phrases:

  1. Challenge: First entry is free. Get 6 wins to unlock the next phrase.
  2. Elite Challenge: Costs 10 Gems to enter. Top prize at 9 Wins.

Rewards

Challenge

Number of Wins Total Prize One-time Rewards
Gold Cards
0 130 2
1 180 3
2 240 5 10 Rare Cards
3 310 8
4 390 12 15 Rare Cards
5 480 17
6 600 25 2 Epic Cards

Elite Challenge

Number of Wins Total Prize One-time Rewards
Gold Cards
0 350 5
1
2
3 2,000 Gold
4
5 30 Rare Cards
6
7 4 Epic Cards
8
9 3000 140 10,000 Gold

New Meta Airfecta Deck – Featuring Skeleton Barrel!

200
airfecta

Hey there peeps, Lolman here. In a way repeating my old trend.

When Night Witch came out, I had success playing it with Lava Hound and after Skeleton Barrel release I immediately got 12 wins with this cool Lava Hound Skeleton Barrel deck.

A bit of a disclaimer though! It’s extremely tough to face Mega Knight decks unless you are reasonably skilled at using the Goblin Gang vs him. You will eat a lot of damage vs Mega Knight this deck is similar to Golem in that aspect where you will have to eat the damage.

airfecta

Clash Royale Lava HoundClash Royale Skeleton BalloonClash Royale Baby DragonClash Royale Mega Minion
Clash Royale Goblin GangClash Royale PoisonClash Royale ZapClash Royale Miner

copy deck

lava witch clone analytics

The Deck

Clash Royale Lava HoundLava Hound

Oh boy, this win condition has been on the descend into darkness since the release of Executioner and the rise of bridge spam.

Night Witch, Bats and even 3 Musketeers, Mega Knight are quite popular and can be hard match-ups when playing hound decks.

Because it’s a 7 Elixir card that can be countered by 3 Elixir Arrows, allowing the opponent to rush other lane without worrying much about the hound, unlike say a Golem, which demands a response on defense especially before dying.

That being said, he’s the only tank not hard countered by the Inferno Tower and synergizes well with this deck as a flying tank in a P.E.K.K.A prevalent meta.

Clash Royale Mega MinionMega Minion

This bad boy is in quite literally all, if not almost all beatdown decks. From Giant to Golem, and now even Lava Hound.

For 3 Elixir he 1 shots Minions, 2 shots a flying machine and is a spell resistant defensive card that has reasonably high DPS for it’s cost.

He ought to be what you use vs a Hog opposite lane, etc but later on when you start actually pressuring or say you catch opponent out of cycle, Mega Minion must always be behind hound.

giphy

Key thing to keep in mind is if you say use your Lava Hound and then opponent rushes same lane. Provided you know what spells they have Zap or Log I’d prefer to not play into predictions.
Like the gif above, I knew Log was his spell and it was in cycle because when he used his first hot, he logged away my Barrel. I waited for the Log. Rather than using the Gang which wouldn’t be that threatening or help the push. I tanked a few hits from the Hog and then played my Mega Minion so he was behind the hound which added more of a threat factor to my push, demanding more of a response.

Clash Royale Baby DragonBaby Dragon

This guy is for pesky Musketeer.

I tested this deck with Inferno Dragon and Inferno Dragon works fine vs Mega Knight. Depending on what you have trouble with I’d use interchangeably but I prefer him because he kills the skill Horde.

3M players love baiting out spells with their 3M and because I don’t use Arrows in this deck. Simply because I like the Zap’s reset Baby Dragon feels right here.

Though that being said if you feel safer with Inferno Dragon and feel like you can work around the skill Horde 3m deck I’d sub in an Inferno Dragon here.

Clash Royale Goblin GangGoblin Gang

Can sub in Skeleton Army but Gang is more F2P friendly and also non Zappable plus that additional air defense is an added bonus too!

This is purely a defensive card in this deck.

You will want to use it on a Hog etc, but that being said try not to repeatedly use this card.

Like the screenshots above you will want to in some occasions not play into later predictions which will end up with more Tower damage and also Hog/Ram/ e-Barbarians etc damage.

Clash Royale PoisonPoison

With Heal doing out of meta, truth be told I don’t know why people even play Lava Hound with Fireball.

Night Witch is really really annoying when you play Lava Hound so what better card to pair the hound up with than Poison?

Prolonged protection vs a Horde, Bats etc.

Also kills an Electro Wizard too! Musket, etc.

Plus more damage on the Tower than a Fireball as well! Albeit it’s not that great on defense, offensively imo this is one of the better spells in the game.

Clash Royale ZapZap

Main reason this is here is because it’s reset.

 

Clash Royale Skeleton BalloonSkeleton Barrel

This bad boy as a level 6 was enough (with the rest tourney cap) to get 12 wins relatively easily.

If you draw out your opponents Log or Zap with the Gang, pairing this up behind the Hound works great!

Even at a low level like mine, the Skeletons will DPS down the Tower quite fast

Also a good punish card when paired up with a Miner if your opponent pumps up. Just make sure you don’t give them easy value by doing so when say Goblins and Log is in cycle which will shut down a rush like that for something like +2 Elixir.

That being said this is only to be used really on offence with your push behind a hound or a Miner.

Clash Royale MinerMiner

Main answer to pumps because you want to save your Poison for 3m ideall, if you are sure you aren’t facing 3 Musketeers the I would go for a Miner on Tower + Poison on Pump.

However if you are facing 3M, then ideally you want to Miner with Zap ready for the Goblin Gang, etc.

Miner is also used as a tank for your squishy troops like the Lava pups and Skeletons from the Skeleton Barrel. Goblin Gang, etc.

Also a good answer to Princess as well! Princess can be pesky when playing this deck.

That being said, spell bait Inferno is actually an easy match-up to this deck. Save your Gang for their Barrel at all times!

General Gameplay

Early game (3:00-2:00)

With this deck early on I tend to start passively.

That being said, because it’s 7 Elixir I really don’t mind slow rolling a hound in the back.

Unlike a Golem however I play the Hound in the lower corner of the side you are pushing rather than behind the king Tower. The pathing on both troops is different and this way it mitigates the area you can place a Tower to pull the hound for an example.

Then defend the potential rush with as little as you can, that being said.

Say they use Hog, then you Goblin Gang and they send a Log and your hand is like Baby Dragon, Poison, Zap, Skeleton Barrel? Use Baby Dragon behind the hound not on the Hog. Otherwise it’ll be an overcommitment on your end and your 7 Elixir Lava Hound will be countered VERY easily.

Commiting to pushes is fine, don’t overdefend and don’t overcommit either!

The typical push I’d be going for is maybe a Hound+ Mega or Baby Dragon and a late Miner once the Hound pops.

Don’t expect tooo much damage early on in the game, try to gauge out your opponents counters that you will need to adjust your playstyle to.

For an example if they use Princess on the opposite lane? Then either Poison her out or Miner with Zap at the ready.

Mid game – (2:00- 1:00)

This is the time when you play your spells for the most part on offense.

Now what I mean by this is, here is where you have to have an idea what your opponent will defend with.

Does he prefer to 3M to draw out a spell then Horde?

You want to make sure you take precautions for this. Maybe Poison the 3M then Baby Dragon late in order to make sure that the Horde, Minions etc won’t get value. Save your Zap on offence for those Bats, etc

Maybe making sure not to use Miner on offence at this point if you are facing Pump. Little things like that must be addressed here.

Till the 1 minute mark you MUST address plays like Elixir Collector etc.

hat being said I also don’t mind giving up a Tower or taking damage if I’m sure it won’t end with me losing 1-0.

giphy

Example of me eating some damage by playing a defensive hound. I could’ve used a Gang but that would mean I’d still lose a Tower despite maybe waiting for Exe on Tower then Gang behind Exe. I used hound so I can save up for Mega behind the Hound on Hog and transform it into a counterpush.

Late game

By now you either ought to have damaged one of your opponents towers significantly or have taken a Tower.

You will by now have a sense if it’s a 1-0 win or a 2-1 win etc.

Accordingly you will have to decide when to change lanes.

I usually do so if my opponents Tower is within a Poison range. I can also send the Miner to finish the Tower in a pinch, with Zap in hand of course.

Some games vs say a deck that typically hard counters your push you are 1-0 with, and have your towers healthy then I would say sit back and defend.

You do also have defensive cards like Gang, Baby Dragon etc. Other than that, I’d take advantage of the Elixir flowing by putting together a great big push.

Match-ups

Clash Royale Goblin GangLog bait

Now Log bait might seem daunting but don’t forget, Miner Poison counters Log bait.

Only having Zap however requires you to answer Barrel with either Mega Minion or Gang. Make sure their Log is out of cycle if you use Gang because they can place Barrel in front of Tower and Log with a Knight tanking say to kill your Gang and have Gobs alive killing your Tower.

I would Miner off the Princess or Poison her off and then Miner Tower to tank, getting rid of Princess is key! Especially when facing the Princess nado variant of the Log bait deck.

Inferno Tower isn’t scary because it doesn’t counter your deck, Hound won’t get most the damage on the Tower.

Worst case scenario this turns into a Miner Poison deck.

Clash Royale GolemGolem

Can be tough, punish Pumps and Poison off the Night Witch.

Pretty much all I will say, get rid of their Mega Minion and Night Witch and their pushes will be easy enough to deal with using your Gang, Mega, Baby Dragon etc.

You WILL take damage. More times than not my games vs Golem have turned into base races.

All I can really say is, play smart and don’t overspend on defense and offence.

Know when to pressure other lane, punish pumps and get valuable poisons!

Clash Royale Lava HoundOther Lava Hound Decks

Can be tough, again but Poison > Fireball. Get value Poisons and you really just have to outplay them.

If they have Inferno Dragon, that’s fine. Just try to make sure they don’t have the i drag on the counter.

Miner on Tower when Hound pops and let pups clean up and damage Tower.

Clash Royale GiantGiant

Hound same lane, more HP overall on the Hound.

Then support behind will be able to mop up the Giant.

Try to avoid giving spell value though! Ie- For Arrows etc and you will be golden.

Clash Royale Mega KnightMega Knight

Tough match-up and you WILL take damage.

Inferno Dragon used instead of Baby Dragon will help in this match-up but I would prefer baby d and take the damage.

Mega Knight won’t do a lot of damage to Tower. Gang behind the Mega Knight will mitigate damage.

Inferno Dragon isn’t that big of a deal either.

Get valuable Poisons as E-wiz is popular with Mega Knight as well.

Clash Royale Three Musketeers3 Musketeers

Not that tough of a match-up if played right.

Miner for Pump and Poison for 3M. I never send lone Miners to Pump, pair up with Skeleton Barrel for an example.

Use Barrel first to tank for Miner.

Then Miner and then once it pops Miner will tank for the Skeletons thus prolonging the lifespan of the Skeletons and increasing the potential damage.

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

Similar to Mega Knight but Goblin Gang will work way better vs the P.E.K.K.A.

Sometimes gets to a base race.

Try to avoid getting 3 crowned and you should be fine! Get rid of support with your tankier troops and then Gang, etc on the P.E.K.K.A will help.

Clash Royale ExecutionerExenado

Hard counters you, but you can still win.

Just Minerexe and Poison should work great.

Worst case scenario you can go 100% Miner Poison with making sure not to let opponent nado Miner to king and you will be fine.

Just prepare for game to go to the 2-1 stage as you don’t have much to stop a Hog other than a Mega minon which by itself allows Hog to get 3 hits on Tower.

Conclusion-

I think I covered everything, this deck is rather fun to play and is a new twist on the whole Lavaloon deck. It has it’s weaknesses but I think it’s fairly strong. Give it a try to hopefully you have good luck with it. That’s all guys. Lolman out.

 

Mega Golem Deck – The New Beatdown God?

327

Hola, amigos! It’s your compadre Supermarine here again!

I know, I’m terrible with Beatdown, and the Average Elixir Cost could make people cry, but once HeroCow sent me a video of his awesome gameplay, I knew I just had to post this! So, without further delay, let’s get into this amazing deck!

mega golem

Clash Royale GolemClash Royale Mega KnightClash Royale Electro WizardClash Royale Night Witch
Clash Royale SkeletonClash Royale ZapClash Royale Mega MinionClash Royale elixir collector

copy deck

Mega Knight Golem Deck

Clash Royale GolemGolem – The main tank of your deck.

He has the most health out of any tank in the game. He also splits into two Golemites that keep the fight going for a little while longer.

When ignored, he has the capability of taking the Tower on his own, and with support such as Night Witch or eWiz, his potential can truly be maximized!

Clash Royale Mega KnightMega Knight – Your secondary tank and splash attacker.

Paired with Golem, he really is a force to be reckoned with, especially since he protects Golem from ground swarms and glass cannons.

He can even jump in front of him to take shots from an Inferno Tower if you Zap it!

If your opponent places something at the bridge to deal with Golem, Mega Knight can jump in and murder it (as long as it’s 4-5 tiles away)!

Overall, he may seem unnecessary, but he plays a big role in this deck!

Clash Royale Night WitchNight Witch: A staple in every Beatdown deck.

It may seem as though her days are numbered because she’s balanced, but she is still quite good! Despite her multiple nerfs, she belongs in this deck for one reason: her Bats stack!

Paired with Zap, this special skill can overrun high damage units such as Infernos and allow her to get to the Tower extremely quickly!

Clash Royale Electro WizardElectro Wizard: This show off lands with a “POW!”, and continues to impress by Zapping two at a time!

Despite his nerf, he retains the ability to permanently stun, meaning Infernos and other high damage units stand no chance against him!

Overall, he is a mostly self explanatory card.

Clash Royale Mega MinionMega Minion: An anti-air high damage unit that can always be relied on!

His high damage allows him to take out pesky air units that may give you trouble. This can also be transitioned into offense, dealing massive damage to defensive ranged units like Wizard and Musketeer.

Read more about him here!

Clash Royale ZapZap

Don’t we all know its uses?

 

Clash Royale SkeletonSkeletons

These spooky scary Skeletons may send less shivers up peoples’ spines, but they are still great for so many things!

They can distract a whole Skarmy and Minion Horde (aka Punish Horde), surround ranged splash attackers, and whittle down the health of tanks and mini tanks!

They’re also good for cheap cycling too!

Clash Royale elixir collectorElixir Collector

Of course! What’s a heavy Beatdown without a Pump?

This is our alternate source of Elixir and a true game changer, allowing us to really have a strategic advantage!

Substitutions

Clash Royale Skeletonekf9WOpClash Royale Goblin

Clash Royale Night Witchekf9WOpClash Royale BatsClash Royale Mini P.E.K.K.A

Clash Royale Mega Knightekf9WOpClash Royale Baby Dragon

General Gameplay

3:00-1:00

As with any Beatdown, PUMP UP.

You will need any advantage you can get once Double Elixir hits.

Use your cheap cards to defend pushes so you can keep pumping.

Your starting hand/opening move will also matter a lot. Putting down a Pump or cycling Skellies is a great idea, whereas a Golem in the back first thing can actually result in you losing a Tower immediately!

Read more about the best opening moves here.

1:00-End

Unleash total chaos! Golem pushes are OK at this time, and the Elixir you gathered from Pumps (if any) can be used as well.

Be sure to put both tanks into your push to maximize the potential of both cards.

Also, since Skeletons are insignificant on offense, save them in case of emergencies.

Matchups:

Clash Royale GiantGiant: With Beatdown, defeating heavier tanks without overcommitting can be issues.

You can, however, use Mega Minion and eWiz to their full extent by using MM to soak for the eWiz.

If necessary, distract support troops with the Skeletons. Night Witch also works as a tank killer because of the ability to stack up pairs of Bats.

Clash Royale GolemGolem: Probably one of the hardest matchups for this deck by far.

Again, Mega+eWiz or Night Witch works with Skeletons to distract support.

You can also use Night Witch+eWiz in case the support for the Golem is something like a Baby Dragon or Exe (you still may need to use Skeletons against Executioner).

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

This is a slightly easier matchup than a Giant or Golem, as the P.E.K.K.A attacks anything.

This means that Skeletons will distract her for a little bit while MM does the damage.

Night Witch also helps, as P.E.K.K.A Miner Poison and P.E.K.K.A Hog are popular at the moment, and she works well against both troops.

Royal Giant: Night Witch and Electro Wizard are the best options against this cancerous fiend. Use Mega or Skeletons if necessary.

Clash Royale Hog RiderHog

A Beatdown player’s worst nightmare to play against other than the dead Bridge Spam.

Lucky for you, eWiz and the Skeletons work well against these cheap Hog pushes. If there’s a heavy tank supporting the Hog, distract the tank if possible with Skeletons, and use the Night Witch or Mega Minion on the Hog.

Mega Knight also does extremely well, and can deny him completely if placed right!

Clash Royale Three MusketeersThree Musketeers

One of the few decks where you will not have as many issues defensively.

Mega Knight is the easiest way to get rid of them. You can also use eWiz+Night Witch for a positive trade. Against splits, use MK on the two Muskets and surround the other with your Skeletons.

Counter push if possible.

Clash Royale Goblin GangSpell Bait

This is another one of the extremely hard matchups.

IF YOU HAVE TO, use Mega Knight to kill the Barreled Goblins. Otherwise, use your eWiz or Skeletons. Night Witch also helps with crowd control.

Also, try to tempt the opponent into using their Rocket on a Night Witch or eWiz rather than your precious Pump.

Wait until Double Elixir to perform an offense.

Clash Royale MinerMiner Poison

Shouldn’t be much of an issue.

You have a Night Witch and an eWiz, both of which are good counters to Miner, and can survive such an onslaught.

Use Skeletons to distract any other units, and MM to kill if necessary.

Clash Royale Lava HoundLava Hound

THE HARDEST POSSIBLE MATCHUP.

In case of Balloon, use your Mega Minion and eWiz, but don’t give them Spell value either!

Again, use Night Witch for crowd control, and if it’s Lava Miner, use her to kill Miner as well. Kill Hound with MM.

Clash Royale Mega KnightMega Knight

You can use your own Mega Knight, as it can cancel out the other, but chances are, you’re gonna get outcycled.

So, the best plan here is to go for the infamous King Activation! It engages your King, greatly helping in defense, and prevents you from getting outcycled as well!

First, make MK jump using Night Witch (place her at the last possible second). Then, once Night Witch dies, place Skeletons in front of your King. If all goes well, the Mega Knight should jump to the Skellies and walk over to the King, activating him.


So that wraps up this amazing deck made by HeroCow! Leave a comment if you really enjoyed it! See y’all next time!