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New Meta Hog Rocket Deck for Arena 8+

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hog rocket

Hey guys, what’s up! It’s cow (known as Cow FTW in the comments) here for my first deck guide!

I have been a fan of Clash Royale Arena for a while but have struggled to convince myself to write a guide. I first stumbled upon this deck while I was on Stats Royale, gave it try, and crushed my opponent. So because you probably don’t care about my history with Clash.World, here’s the deck!

hog rocket

Clash Royale Hog RiderClash Royale Ice WizardClash Royale TornadoClash Royale Rocket
Clash Royale GoblinClash Royale Mega MinionClash Royale TombstoneClash Royale Zap

copy deck

Hog Rocket Deck Analytic

The Deck

Clash Royale Hog RiderHog Rider – You main Win Condition and main damage dealer.

You use him to deal damage to the tower, whether he is paired with a spell or left-over troops. However, keep in mind that with a Hog Rider you need to constantly push with him to slowly chipping away the opponents tower.

It is very important that while playing this deck you understand that you MUST counter push in order to deal some real damage.

Because this isn’t a cycle deck (Sitting at 3.3 Elixir Average) counter pushing is a more reliable way of deal damage then just out cycling.

Now I am not saying at ALL that you should not send in a Hog Rider alone, I am merely suggesting you should try not to over-defend so you have enough elixir to place a Hog.

Clash Royale Ice WizardIce Wizard – He is your all time defensive card.

Use him to slow down big pushes and then count push, slowing down any threats that might kill your Hog Rider.

Although he is a great card for defending low HP troop, he is not very good at dealing damage so it’s usually best to pair him up with other cards.

He is a very defensive card, allowing him to count many cards when played on defense.

Because he lacks DPS that would be needed to support a Hog Rider, I would not recommend using him offensively for a push.

Clash Royale TornadoTornado –  All time awesome defensive spell counters tons of cards!

Pair this card with Ice Wizard to deal with pushes easily or simply pull away other cards. Plus you can pull Miners, Hog Riders, and Goblin Barrels to your King Tower, makes facing them a lot less intimidating and allowing you to spend less elixir to counter them!

Like I said before, pair this card with the Ice Wizard for an amazing defensive combo! For even more information click here

Clash Royale RocketRocket This card is a staple of this deck, allowing you to get massive value on colossal pushes.

Due to Lightning getting nerf and Sparky becoming viable, this card has seen a bit of an increase in use rate.

Don’t hesitate to get value on a troop next to the tower if it’s 5+ Elixir or Rocketing that tower that’s two rockets away from winning.

You can rocket Elite Barbarians for a neutral trade but they are hard to hit so if you have poor aim with the rocket, or little experience with it, then I wouldn’t recommend taking the risk.

If your opponent drops a pump, try to rocket it as soon as you can unless you are facing Three Musketeers or x-bow.  In this case you will want to save your rocket, and punish with the Hog Rider instead.

Clash Royale Mega MinionMega Minion – Your main anti-splash DPS unit.

Mega minion is primarily used for defending and secondarily, counter pushing.

While he is good for pushes, I would not play him offensively in, say, a Hog Rider push.

Although he might get some get damage in, he is relied on for defending those pesky troops that Goblins and Ice Wizards can’t deal with.

Even though he is pretty good at taking down a Hog Rider, I would not use him because you have many other options for defending one (Tombstone, Tornado, ect.)

Clash Royale GoblinGoblin – Cheap defensive option.

Goblins are self-explanatory.

Use them to defend against that Mini P.E.K.K.A. or Prince, surround that Musketeer, kite that Baby Dragon and the list goes on.

Overall, use them defensively to tank some hit, deal that DPS the Ice Wizard never could, or throw them in with the Hog Rider for a pig push.

Clash Royale TombstoneTombstone – Your Defensive Building

This is hands down my favorite building and probably one of the best. It is great at defense, being able to deal with many tanks/threats but also drawing them away from your towers. If you are playing against a Hog Rider with this deck, it is important that you Tornado it to the King Tower in order to activate it. Then, when he plays his Hog Rider again, you can play the tombstone a little deeper allowing the King Tower to shoot at it. This way the Hog Rider won’t touch your tower!

Clash Royale ZapZap – Simple, take out swarms that will kill your Hog Rider, weaken Minions to be “one shotable”, or to finish low hp troops.

 

insane hog rocket deck

Gameplay

3:00-2:00

Early on, you should not go very aggressive, but start quick, tiny pushes to try to do some chip damage. However, if your opponent plays a heavy card in the back, (Like Golem, P.E.K.K.A., ect.) you should try to punish hard.

A good starting move would be to place Ice Wizard, Goblins in the back or tombstone in the middle. I would not recommend placing a Mega Minion, unless you have Ice Wizard and Tornado, because he is your main air DPS unit.

Unlike beatdown, your games are most likely going to end 1-0 or 2-1 so you must defend as best as you can, taking as little damage as you can. Because this is single elixir time, you should not rocket the tower unless you can get value, like hitting a 5+ elixir troop plus tower.

2:00-1:00

By now you have probably done a few Hog pushes and have done some damage. Keep attacking, but now, start adjusting to the way your opponent counters your Hog Rider. He/she uses Skeleton Army to kill your Hog? Keep zap for your next push. Ideally, you would want to keep your Hog Rider and Zap to be in the same cycle but stress too much about that.

By now you will probably know what deck you are against, so you should try to keep a card to counter their win condition. For an example, since my opponent is using the balloon, I should keep my Mega Minion in hand to counter it.

1:00-End Of Overtime

This deck is very defensive so put those defensive cards to use and try to take as little damage as possible during overtime.

Keep pushing with Hog + Goblins + Zap, next, defend with Mega Minion, Ice Wizard, Tornado, and Tombstone and, then, counter push with surviving troops. Don’t be afraid to use rocket on the tower if the tower is low, just make sure you can defend any threats that your opponent will throw at you.

Continuously chip at the opponent’s tower till you claim the win!

Matchups

Clash Royale GiantGiant Beatdown

Make them waste Elixir!

When going against Giant decks, push on the opposite lane lightly whenever they place a Giant so that they are forced to waste elixir on the other lane. Then, defend from there.

If their Giant deck has a Elixir Pump, you should immediately rocket their Pump. If you don’t have the Rocket in your hand, then try to punish hard.

Clash Royale GolemGolem Beatdown

Punish them!

Similar to Giant Beatdown, you are going to want to punish them when they place a Golem and Rocket their Elixir Pump.

However Golem beatdown decks really shine in double elixir, so you should to push more aggressively in single elixir time and play more defensively in double elixir. In double elixir, you probably won’t be seeing an Elixir Pump, so you should use your Rocket on defense.

Clash Royale Hog RiderHog Rider

Very easy match up.

Tornado the enemy Hog Rider to your King Tower and then from there you can use Tombstone in the center of the map. You can also Tornado the enemy Hog Rider to the center of the map, where all three towers can hit it, allowing 0 hits on the tower.

If it’s Hog P.E.K.K.A or Hog Mega Knight you should use Tornado on the Hog Rider and save the rest of the other cards to deal with the tanks while you slowly chip away at the enemy’s tower.

Clash Royale MinerMiner

Like the Hog Rider, you should tornado the Miner to the King Tower.

Overall, it’s a very simple match up. Save your Tombstone for any threats that might come after the Miner, like Battle Ram, Bandit or E-Wiz and use your Mega Minion or Goblins to deal with the Miner.

Clash Royale GraveyardGraveyard

I will keep it simple, use Ice Wizard or Goblins to defend the Graveyard and Mega Minion for the tank. Just be sure to counter push afterwards!

 


Well, that wraps up for this guide. Thanks for reading and if you have any questions or suggestions, share them in the comment section below!

– Cow FTW

10 Tips for Making Better Guides

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cr fan art

Hey kiddos, Golem FTW aka Radius here with some kind of unique guide on Clash.World.

It won’t be about Clash Royale, it will be exactly about this website.

It’s mainly for new guys here, but who knows, maybe more experienced guide writers will find that useful, too?

cr fan art

Credits: ninjakimm

Disclaimer

  • Don’t make comments like “I have known all of those already, not useful”. I’m glad you’re so experienced, but maybe someone other doesn’t.
  • These tips are not in exact order, it’s not like 1st one is the most important and 10th is the less important.

Keeping Guide In Neatness!

As the title says, guide needs to be neat and clean, since it makes it better to read. Before you will writing, think about the flow of the guide, don’t write it as one big ragbag of text.

My personal topic’s schedule is:

  1. Cards Breakdown
  2. General Gameplan
  3. Substitutions
  4. Video Gameplay
  5. Conclusion

Doing this helps people read the guide a lot easier, and overall making it a better guide.

Using Grammarly!

At the very first, this tip will probably won’t be useful for most of you.

It’s for guys like me, whose English is really bad.

A couple of weeks ago, I found Grammarly, a nice extension for Chrome which helps our writing skills a lot.

You need to make a free account, open it and you have a text editor, it will find out your mistakes!

It helps only at finding critic issues. To see advanced issues you need to buy Grammarly Premium.

Screenshots

Screenshots are very helpful at helping people understand how to use deck.

I think Lolman started to use it first, and I found that it’s a great idea and did it on my guides too.

Screenshots really help showing you unique game situations, what to do, how to defend, how to attack, how to counter specific cards etc.

At the moment, you can upload your screenshots via imgur.com then insert the image links right into your articles!

Otherwise, you can upload your screenshots in the comment section below then copypaste the image links from there (Not recommended)

Now, mark my words and remember this: You DON’T have to add any photo! Our guide editors (Will Potter, Norbysweg, Zigge and RohanReigns) will edit everything for you!

The thumbnail images and some pictures in the guides are all made by them.

The only situation when you want to add your own photos is adding gameplay screenshots.

Focusing on writing

Before you tart making your super cool guide, prepare some things which will help you.

Personally, I’m always getting a tea, listening to ma favorite songs (but quietly, loud music would only distract you), turn off my phone sounds for a while because I don’t want to get distracted every 5 seconds by annoying message ringtone.

I know it’s really easy to distract yourself (Starts with Clash.World notification, ends with watching the new episode of Oh Long Johnson’s funny moments). But really, while focusing, writing will be more enjoyable, and the most important thing is you can get it done faster!

Gameplay Videos

I think I’m the only one who actually does it, but in my opinion, it’s the better way to show how to play the deck alongside with the general gameplans.

All you need to make a good video with a screen recorder, I recommend DU Recorder. It makes really high quality records and automatically adds Rec Editor, where you can montage vids. After all of these stuff done, post it on YouTube and add a link to the guide. Try to add more than only one match.

More details at here.

 

Encouraging the readers

Here starts like the more journalistic aspect of the guide.

You should encourage the readers otherwise they will just ignore it as a next, boring guide.

What title would you click? Amazing Golem Deck for Trophy Pushing!” or “Golem Deck? I guess the first one.

Also, tell them why your deck is so good! For example: “I made multiple 12 wins with this deck, as well as pushed 500 Trophies”.

Make them interested!

Be yourself!

Really important part.

It’s not school essay, keep guide chill with some funny elements.

Of course, do it moderately, it can’t be like “if u good, u can do it XDDDD”

Keep rules of correct spellings, use punctuation marks and start sentences with big letters.

Find a guide checker!

If it’s your first or second guide, find a person who are willing to check this guide for you, correct some mistakes and add important elements.

It should be experienced guide maker with good English.

Of course, you can’t give him an empty file with words “Do it for me”.

Remember, those guide editors are only for correcting grammar, conjugation, and punctuation.

Checking it again after writing!

Self-explanatory tip.

Don’t submit it right after you stop writing. Read the entire guide again, maybe you did some typos or you can just simply not be happy with your work.

Broke every of these rules…

… if you’re feeling it’s making your guide worse, not better. Pure and simple, but so true!


Cheers and cya, Kiddos!

Joven’s Royal Sparky Deck

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royal giant sparky

We’ve all tried to make a Royal Sparky deck once in our Clash Royale lives, (if you haven’t, you probably started playing after E-wiz and Goblin Gang were released, because that was the point where Sparky started to suck real bad)

Some of those decks were good, but most of them weren’t.

I myself tried to do one of those decks but back then (before E-wiz, damn I’ve been playing for a while…) I didn’t understand synergies very well and Sparky was too slow;

Now that Sparky was buffed it was time to look again in that direction, and the results were just too good, both in ladder as in tournaments, to not be posted around.

royal giant sparky

Clash Royale Royal GiantClash Royale SparkyClash Royale Electro WizardClash Royale Arrows
Clash Royale Ice GolemClash Royale Mega MinionClash Royale Goblin GangClash Royale elixir collector

copy deck

sparky heal analysis

Card Breakdown

For this part we are going to split the deck in three sections, the first one being:

Clash Royale Royal GiantRoyal Giant (duh)

This big guy is our win condition, and surprisingly enough you won’t even have to think of overleveling him because this deck is made around his strengths and weaknesses.

Because of that, your opponent will have an actual tough time defending him, not like with any other Royal GG deck (looking at you Elite Barbarians + Royal GG players).

The Royal Giant counters can be split into three groups: ground anti-tanks, swarms and infernos, and that’s where the next section comes into hand.

Side note: If your Royal Giant is overlevelled and you intend to use this deck, shame on you.

Royal Giant’s Support

Clash Royale SparkySparky: Let’s begin with one important rule: If you are playing Sparky like a win condition, you are playing him (her?) wrong. I’ll just call him ‘it’ :v.

Its massive damage per hit will be extremely helpful for your Giant, since it can one shot or severely wound a number of his counters, like Barbarians, Mini P.E.K.K.A., Elite Barbarians, Lumberjack, and more.

Also don’t worry about its fragility, we’ll get to that later.

Ground Anti-Tanks: Check.

Clash Royale Electro WizardElectro Wizard: Inferno Tower used to be extremely popular a very long time ago, and then this guy came into the arena and turned defenses upside down :v.

When your Giant is defended with an Inferno Tower or Inferno Dragon, this stunning guy (pun city!) will render those cards useless.

Even when your opponent doesn’t have those cards he is a very valuable asset on defense.

Infernos: Check.

Clash Royale ArrowsArrows: When your opponent is playing Zap bait, Log bait or Fireball bait (with Minion Horde) the Arrows will help you GG them.

Unless it’s the meta decks, the matchups shouldn’t be so hard (be creative people, damnit!).

This slot could be replaced by other spells but none will be as good as the Arrows; Log? No air. Zap? Not enough damage. Fireball? Too expensive/not enough radius. You get the point.

Swarms: Check

Now that all three possible counters are covered, that brings us to the next section:

Royal Giant Support’s Supports

No, that is not a typo. Even though it is word play, it is very true since these cards will synergize with the three cards in the section above so they can be more effective and get those wins.

Clash Royale Ice GolemIce Golem: The cheap tank.

This card has a lot of uses, but one of the most important ones will be tanking offensively.

If your opponent tries to defend your Giant-Sparky push with E-wiz, you can summon an Ice Golem to tank the split attack of the E-wiz and allow Sparky to shred him to pieces.

He can also tank for Musketeers, Skarmies, etc. And cycle when you need another card.

Clash Royale Goblin GangGoblin Gang: The swarm. Without this card some split pushes would be too hard to defend, or some glass cannons would cause a bit too much trouble for your own good.

They also help to bait Zap so they don’t reset Sparky, or have a wide variety of uses beyond the ones mentioned.

Also, do yourself a favor and don’t defend a Hog with the Gang since the Goblins are too fragile, use Mega Minion or E-wiz instead.

Clash Royale Mega MinionMega Minion: The ol’ reliable air defense.

You need a card just like him when the deck looks weak against air, since the E-wiz alone isn’t strong enough or is too expensive for the situation.

Most Lava Hound decks would counter this one deck if it weren’t for the wonders that the Mega Minion does for it.

Clash Royale elixir collectorElixir Collector: This card is the difference maker for this deck.

Its overall cost is 4.1 so it helps a lot Elixir-wise, but it also helps bait two of the hardest Sparky counters: Rocket and Lightning.

With this building, you force your opponent to make a decision, either they destroy your Collector, leaving them without their best counter for your most dangerous support card or they destroy your Sparky, thus allowing you to have a huge Elixir advantage and spam more and more troops until you overwhelm your opponent and, ultimately, win the match.

Replacements

This part is for those who don’t have one of the cards above or don’t have it in a proper level to play. But overall, I don’t recommend any of the swaps i will mention, if you can use it with the original cards, please do.

Clash Royale Royal Giantekf9WOpClash Royale Giant

Clash Royale Sparkyekf9WOpClash Royale Cannon CartClash Royale Elite Barbarians

Clash Royale Electro Wizardekf9WOpClash Royale MinionsClash Royale Ice Spirit

Clash Royale Ice Golemekf9WOpClash Royale KnightClash Royale Valkyrie

Clash Royale Mega Minionekf9WOpClash Royale Flying Machine

Clash Royale elixir collectorekf9WOpClash Royale LightningClash Royale fireball

  • Royal Giant: Maybe Giant? Please don’t.
  • Sparky: Cannon Cart or Elite Barbarians, but this severely changes the deck. You could even use Three Musketeers because of the Collector synergy.
  • Electro Wizard: Minions or Ice Spirit. Something that can reset or distract Infernos.
  • Arrows: Any other cheap spell, but not recommended at all.
  • Ice Golem: Knight or Valkyrie.
  • Goblin Gang: Skeleton Army or Guards, but don’t.
  • Mega Minion: Flying Machine maybe? It’d have to be an air targeting troop with high DPS.
  • Elixir Collector: Any high damage spell, but you are ruining the synergy if you remove this card.

General Gameplan

This deck is not very hard to play (or at least I think that, I don’t really know for everyone else), but you have to remember some key points to not lose the match.

Always play the Elixir Collector first, this makes your opponent react, and further reveal how they are going to play and/or their deck type.

Early in the match (3:00 to 1:00), you can only perform a Royal Giant + Sparky + else combo as a counterpush since it is very expensive to send a proper Tower-wrecking combo*.

This being said, during this part of the game you are going to focus heavily on defending and pumping up, investing towards the true havoc that this deck can create.

Pretty much you will only get Tower damage early if the opponent plays recklessly or makes mistakes.

If you have 2 Elixir Collectors on early in the match you can send a combo out of the blue since 2 pumps give you a crazy Elixir advantage.

2x Elixir is when you can truly go crazy, as you can defend one last time and unleash hell for your opponent since.

With enough pumps and Elixir advantage, you will be able to send combos on steroids and cycle towards even more cards, extinguishing their defenses and shredding through the towers life points or even send a split push to make them decide which Tower will go down as you play your way to victory.

Usually, I make a common matchups section to go along with the guide and help understand better how to counter everything, but I won’t in this guide since it doesn’t differ that much how you play everything.

Just about one or two decks will give you true trouble, like Golem decks with Lightning, but for that just spread your troops around. Since it was nerfed, it really helps the Lightning not counter this deck (lul).

Maybe also a really cheap Hog deck but for that just defend the Hog with anything but the Goblin Gang, as stated above.


That’s it for this guide!

Remember, if you lose a couple of matches with this deck, don’t get discouraged. That’s natural when trying something new; you just have to get used to it.

Or if you can’t snap off that losing streak, maybe this deck is not for you :v.

Who knows? Please write what you thought of this deck in the comments.

Also, I was thinking about doing a guide on my own version of Bridge Spam which I have been using for quite some time now  (believe me, it’s nothing like any other Bridge Spam deck), but this one deck fit the meta a lot better.

Please write in the comments how do you feel about this too :v. See you in the next guide!

12-Win Hut Spam Deck – Old But Gold

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hut spam

Hey guys, my name is crykz, and today I’m going to be showcasing a wonderful off-meta Hut spam deck.

If anyone of you played back in the beta, and even in the early days of global release, you’ll know that hut spamming used to be a big thing in the lower arenas.

Heck, it was even used by top players on the ladder (thorburn, for example), and I’m talking top 200 not someone who just hit legendary arena.

hether you love it, or hate it, this Hut spam deck has hit 12 wins in a Grand challenge, so it is a very viable deck.

This deck was created by TMD Aaron, a top ladder player who actually won CCGS Asia, so it’s no joke. It’s relatively simple to learn, and it can be very lethal in many situations. It practically does the work for you, and that’s really the best part about this deck.

hut spam

Clash Royale Goblin HutClash Royale Barbarian HutClash Royale ZapClash Royale Poison
Clash Royale LightningClash Royale MinionsClash Royale Ice WizardClash Royale Knight

copy deck

lumberjack dark prince analytics

Pros

Cons

Cards Breakdown

Clash Royale Barbarian HutBarbarian Hut

Barbarian Hut is one of the two cards in this deck that can considered a sort of win condition.

If you have it in your starting hand, you’ll usually want to place it down, as it provides an ideal amount of pressure throughout the game, as well as providing units that can help on defense.

The Barbarians help you form a push as well, so this card is an essential in this deck. In my opinion, it’s one of the worst cards to deal with, because it demands constant answers, unless you wish to take heavy tower damage.

Clash Royale MinionsMinions

Minions are a very important defensive card in this deck, because they have very high DPS for a 3 Elixir card, and they are your main air defense.

They are not zappable either, so they are ideal for most defenses.

They can hard counter Graveyard as well, which is important because after the Graveyard rework, it is rising in the meta.

Minions can also be used as a high DPS support unit on offense.

Clash Royale PoisonPoison

One of the three spells in this deck, Poison is an aoe spell, and is used for spell cycling and taking out cards your opponent has planted at the back of their crown Tower.

It can be used in Elixir pumps to prevent your opponent from gaining an Elixir lead, and can be used on a Minion Horde, or another expensive swarm unit for a positive Elixir trade.

It can also be used on buildings, but I don’t recommend that unless you are in a Mirror matchup – more on that later.

Clash Royale ZapZap

Zap is the card in this deck used for taking out small swarm units for an even or positive Elixir trade.

It takes out Bats, the recently buffed Spear Goblins, and takes Minions and Goblins down to one hit from a Tower.

You can also use Log in the place of Zap, but they both have advantages and disadvantages (Zap hits air and ground but has a smaller radius and doesn’t fully take out Minions or Goblins, Log hits only ground but has a bigger radius and does more damage).

It’s really down to personal preference. If air cards like Bats and Minions are being used more in the meta, use Zap. If high DPS ground cards are being used more, use Log.

Clash Royale Goblin HutGoblin Hut

Goblin Hut is the second spawned card in this deck and is more of a chip card.

The Spear Goblins can accumulate if your opponent has a massive air or ground push coming down your lane, and they can do considerable work due to their recent buff.

Goblin Hut does demand a bit of an answer and the Spear Goblins spawned are very useful on defense. It also helps provide air attacking support units for your pushes with this deck.

I strongly recommend you read this guide for more details!

Clash Royale Ice WizardIce Wizard

One of my favorite cards in this game, the Ice Wizard is a very versatile card in this meta, especially with its recent buff.

It is a splash support unit, helping to slow down beatdown pushes so you can easily take them out, and it can take out Minions, Minion Horde, Bats, Skeletons, and Skeleton Army.

Ice Wizard can help you take out swarms with a positive Elixir trade, and buys you time to destroy the bigger pushes.

Clash Royale LightningLightning

Lightning is the third of the three spells in this deck, and can be used to counter Elixir pumps, support troops that are accumulating around the enemy’s crown Tower, and it can take out spawners in a Mirror matchup.

It is a very versatile card, especially because it stuns your opponent’s cards, and can be used when you are spell cycling the Tower , or simply making it easier to take down the push coming your way.

Even though its radius was nerfed, it is still a very strong card, and can be used to create Elixir advantages.

Clash Royale KnightKnight

Knight is hands down my favorite common card in this game.

It is the most versatile card in this deck, and can distract support units, take out support units, tank for your support units, and even deal decent damage to the Tower.

It does all of this with an even or positive Elixir trade. It’s one of the best utilities to have in any deck, and in this deck it is an essential. It can turn defense into offense, and this deck wouldn’t be complete without it!

Substitutions

Clash Royale Minionsekf9WOpClash Royale BatsClash Royale Dart Goblin

Clash Royale Zapekf9WOpClash Royale The LogClash Royale Arrows

Clash Royale Poisonekf9WOpClash Royale fireball

 

Gameplan

3:00 – 2:00

At the start of the game, you’ll want to play any spawner you have in your starting hand.

If you have both, play the Barbarian Hut first as it provides more pressure and defensive capability.

Continue through your card cycle, so that you are able to begin stacking spawners.

Counter anything they try to attack with, but don’t be afraid to take a hit or two from, say a bat or a minion.

The spawners should pull any defense targeting units they have and you can deploy Minions and the Knight to kill off the supporting units.

The first phase of the game is all about building up that Elixir advantage so make positive Elixir trade, defend well, and constantly use your spells to damage their towers and kill their troops.

Remember, don’t be shy with your spells, you have three.

If they are playing passively, pressure them a bit so you can chip away at their Tower. If they place a Pump down, Poison it or Lightning it so you can cut down their profit.

You can use this stage to also figure out what deck they’re playing and how you can counter it.

2:00-1:00

At this stage, you’ll what to be more aggressive with your plays, because you are nearing Double Elixir, and this deck can really shine during that time.

Constantly pressure the opponent, and manage your Elixir wisely in order to take out dual lane pushes and such.

It’s all about getting chip damage, because it adds up. Counter their cards and keep making those positive Elixir trades.

As a rule of thumb, you always want to Poison and Lightning the Elixir pumps. At this point, you’re setting up for the Double Elixir boost.

1:00 – Overtime

During this time, you want to stack up your spawners as fast as you can without wasting Elixir, and you want to be incredibly aggressive with your plays, constantly putting a Knight in front of those Barbarians, Spear gobs, and Ice Wizard you just defended with.

Always build a counter push when you have the Elixir and troops for it, and spell cycle the enemy’s Tower and troops for positive Elixir trades.

The spawned troops will start stacking, and your opponent will find it increasingly hard to be aggressive as your troops destroy his push and move on to his Tower.

You want to be cycling fairly quickly during this phase.

Matchups

Clash Royale GolemGolem Beatdown

This deck does really well against Golem beatdown, because your spawners pull the Golem every which way, and the spawned units kill the Golem faster than you can spam the “Thanks” emote!

If they have enough support units though, this won’t work, so you’ll want to distract and kill the ground support units with a Knight, and kill the air units with Minions and/or Ice Wizard.

If they start the game off with a Golem in the back, you’ll want to do a quick Knight-Ice Wizard or Knight-Minions push because if left ignored it can take the Tower.

Your opponent will be forced to respond, and you can counter the Golem with a spawner and a troop. If they choose to ignore it, their push won’t be as big anyways, and it is still possible to counter with a spawner and a few troops.

You will want to constantly pressure the opponent, just so they can’t accumulate a big Elixir lead.

Clash Royale GiantGiant Beatdown

This is easier than the Golem beatdown because the Giant has less health, and the push is easier to take out.

If they start off with a Giant push in the beginning, place a spawner and plant support troops to take out their push and counter push.

Constantly Poison and Lightning their pumps and support troops, as this takes away the core essentials of the archetype.

Pressure them a lot, and always use your spells.

This is a relatively easy matchup to win, so don’t screw it up.

Clash Royale Goblin GangSpell Bait

Spell bait is a medium matchup, but you usually want to defend the swarmy cards, and save your Zap for the Goblin Gang.

The Goblin Barrel can be taken out with Minions, and the Princess will be taken out by your spawner units.

As long as you constantly keep the pressure up, and outcycle them, you should be okay.

If you are against a good spell bait player, you may have to spell cycle to win, because the Inferno is a fairly good answer to your pushes.

Clash Royale X-BowSiege

Siege is another easy matchup, whether it be a Princess, Mortar, or X-bow, because your spawned units will distract the siege cards, and you can easily take out the card with a Knight or Minions.

Constantly pressure, and you don’t have to answer the siege card immediately – obviously don’t let it sit for 10 seconds just killing everything, but you can start building a counterpush while you counter the siege card.

Clash Royale Hog RiderControl

This is another easy matchup, because your spawned units can usually deal with the common control win conditions such as the Hog Rider, Miner, and Balloon (well, with Balloon you’ll counter it with Minions).

Building targeting cards will be pulled by your spawners, and your spawned units and Tower will take them out.

You can take out cycle and support cards with your Knight and Ice Wizard as well. You can use spells on their cards too.

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

Against the P.E.K.K.A, your spawned units will distract the P.E.K.K.A and her support units, allowing you to kill them with a Knight and Minions or Ice Wizard.

You will usually want to deal the P.E.K.K.A at the bride, and you want to keep up the pressure with constant counterpushes.

Again, you will use your spells on the supporting troops they place near their Tower.

Clash Royale Mega KnightMega Knight

This is another easy matchup, as the Mega Knight will jump from spawned troop to spawned troop, allowing you to kill him easily with Knight and/or Minions.

Once he’s down, which will be fairly fast, his support units will drop like stones.

Of course, like all other beat down matchups, pressure, pressure, pressure!

Clash Royale Three MusketeersThree Musketeers

This is probably the easiest matchup you can get. To counter the Three Musketeers, Poison-Zap them, or Lightning them. It’s that simple. If they split them your spawner side will take care of one side, and your troops will easily take care of the other. Remember to constantly Poison or Lightning their pumps as well, and always keep either a Poison or Lightning in hand for the Three Musketeers. This should be an easy win.

Clash Royale GraveyardGraveyard

Even with the Graveyard rework, your Minions hard counter the Graveyard, so make sure you always have them in hand for the opponent’s Graveyard.

If they attack on the spawned side, your spawned troops will take care of any support troops they out down, and if they don’t, the spawned troops will threaten their Tower, and you can distract and kill the support units with a Knight and an Ice Wizard.

You won’t usually have to spell cycle, but if the situation calls for it, do it. This is another simple matchup, and you should win.

Clash Royale SparkySparky

Sparky shouldn’t be a problem, because she will waste her shots on your spawned units, while you kill her with Knight or Minions.

The Knight can distract the supporting troops, and the Minions can kill the Sparky, then the support units.

You’ll want to pressure constantly, so they don’t get enough Elixir to place a Sparky, because although it is simple to counter it, a mistake could cost you a spawner, or a Tower if you aren’t careful. This is because the Sparky buff made Sparky recharge and shoot insanely fast.

Clash Royale Lava HoundLava Hound

With Lava Hound decks, you’ll want to place Minions to kill the Lava Hound, and Knight to distract support units. The Minions will soon move on to the support units.

You’ll want to constantly pressure, because Lava Hound pushes usually have Air support, and this deck has a bit of a weakness to that.

Never let them get enough Elixir to push, and constantly use your Poison and Lightning on their pumps and troops.

Zap will also come in handy against swarmy units.

Against Lavaloon, you’ll want to focus on killing the Balloon first. Both units will be pulled to the spawners, so use that time to place Minions on the Balloon and a Knight to distract support units.

They may take out a spawner, but you should take little to no damage on your crown Tower.

However, if they constantly push with Lavaloon, you’ll want to pressure more and more, because if they catch you without Minions, it’ll be bye bye Tower for you.

Conclusion

Anyways, I hope you enjoyed reading about this throwback spawner deck, created by TMD Aaron.

It really brings back memories of the times doesn’t it?

And it’s a viable 12 win deck, which is really amazing too. Hope you liked this guide, crykz out.

Clash Royale Quests – List of all Quests and Rewards

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clash royale quests

Clash Royale Quests are the new feature, which requires players to complete various tasks in game.

By completing these tasks, you will receive rewards and quest points. Quest Points are used to open large chests like Super Magical Chest or Legendary Chest.

clash royale quests

The New Clash Royale Quests System!

Achievements will be removed in the next update (the one after this, which is hopefully in December).

The new Quests button replaced the old Free Chests button. Thus, there will be no longer Free Chest every 4 hours in Clash Royale!

quests menu clash royale

Daily Quests

There are a lot of Quests in the Quests Database right now but Supercell is still updating it every day.

Most of the quests are pretty easy to achieve in general so people can finish them and get the rewards every day.

If you do not like the Quest, you can replace it with a different one. A Quest slot will can be replaced once every day. There will be 2-3 Quests open for players at the same time.

Once finished, the slot will be filled up with another quest in the following day (18 hours and 21 minutes).

quests menu

Each Quest comes up with its own rewards and Quests Points. Quest Points are used to open the main Quests Chest later:

chest quests

It’s not always Super Magical Chest. It could be Gold Chest, Giant Chest, Magical Chest, Super Magical Chest or Legendary Chest.

Bigger chest requires more Quest Points.

Chests Quest Points Required
Gold Chest 50 Quest Points
Epic Chest 350 Quest Points
Giant Chest 300 Quest Points
Magical Chest 300 Quest Points
Super Magical 500 Quest Points
Legendary Chest 400 Quest Points

List of all Clash Royale Quests

Shared by jlee_0513

General Gameplay

Quest Condition Rewards
Battle Winner Win 10 times in 1v1 Battles, 2v2 Battles or Challenges 10 Gems + 20 Quest Points
Battle Winner Win 10 times in 1v1 Battles, 2v2 Battles or Challenges 10 Rare Cards + 20 Quest Points
Let’s Battle Play a 1v1 Arena Battle 10 times 10 Rare Cards + 20 Quest Points
Let’s Battle Play a 1v1 Arena Battle 10 times 10 Gems + 20 Quest Points
Win 2v2 Battles Win a 2v2 Battle 5 times 1 Epic Cards + 20 Quest Points
Request a Card Request Cards from your Clan 10 Rare Cards + 20 Quest Points
Open those Chests Open 10 chests 100 Gold + 20 Quest Points

Card Gameplay

Quest Condition Rewards
Play Spells Play spell cards 50 times in 1v1 Arena Battles 370 Gold + 20 Quest Points
Play Buildings Play building cards 30 times in 1v1 Arena Battles 10 Rare Cards + 20 Quest Points
Play Troops Play troop cards 80 times in 1v1 Arena Battles 9 Rare Cards + 20 Quest Points
Play Troops Play troop cards 80 times in 1v1 Arena Battles 370 Gold + 20 Quest Points
Play Common Play cards with Common rarity 60 times in 1v1 Arena Battles 10 Rare Cards + 20 Quest Points
Play Common Play cards with Common rarity 60 times in 1v1 Arena Battles 1 Epic Cards + 20 Quest Points
Play Rare Play cards with Rare rarity 60 times in 1v1 Arena Battles 1 Epic Cards + 20 Quest Points
Play Epic Play cards with Epic rarity 40 times in 1v1 Arena Battles 370 Gold + 20 Quest Points
Play Cheap Play cards that cost 2 Elixir or less 50 times in 1v1 Arena Battles 370 Gold + 20 Quest Points
Play Cheap Play cards that cost 2 Elixir or less 50 times in 1v1 Arena Battles 46 Common Cards + 20 Quest Points
Play Expensive Play cards that cost at least 6 Elixir 30 times in 1v1 Arena Battles 310 Gold + 20 Quest Points
Play Expensive Play cards that cost at least 6 Elixir 30 times in 1v1 Arena Battles 1 Epic Cards + 20 Quest Points
Play Expensive Play cards that cost at least 6 Elixir 30 times in 1v1 Arena Battles 10 Rare Cards + 20 Quest Points
Play Witch Play Witch 15 times in 1v1 Arena Battles 740 Gold + 20 Quest Points
Combo Quest Win a 1v1 Arena Battle 3 times with Balloon + Freeze in your Battle Deck 2 Epic Cards + 20 Quest Points
Combo Quest Win a 1v1 Arena Battle 3 times with Mini P.E.K.K.A + Skeleton Army in your Battle Deck 740 Gold + 20 Quest Points
Combo Quest Win a 1v1 Arena Battle 3 times with Ice Golem + Goblins in your Battle Deck 740 Gold + 20 Quest Points
Combo Quest Win a 1v1 Arena Battle 3 times with Prince + Dark Prince in your Battle Deck 740 Gold + 20 Quest Points
Combo Quest Win a 1v1 Arena Battle 3 times with Balloon + Rage in your Battle Deck 2 Epic Cards + 20 Quest Points
Combo Quest Win a 1v1 Arena Battle 3 times with Valkyrie + Giant Skeleton in your Battle Deck 20 Gems + 20 Quest Points

Collection

Quest Condition Rewards
Card Collector Collect 500 cards 370 Gold + 20 Quest Points
Card Collector Collect 200 cards 7 Rare Cards + 20 Quest Points

Events

Quest Condition Rewards
2v2 Touchdown Quest Collect 40 crowns from 2v2 touchdown event 4 Epic Cards + 20 Quest Points

Free Chests!

Yes, Free Chests somehow survived guys!

They will randomly appear in your quest menu like this. You can claim one every 4 hours and get 5 Quest Points from each chest.

new free chests

Daily Gift

We will have a Daily Gift system inside the Quests menu. Every day, you can earn 5 Quest Points by just collecting these.

All you need to do is just to open the game and collect the gift every day. Do not skip any day or the rewards will be back to the Day 1.

daily gift clash royale

The rotation of the Daily Gift will be changed every reset but you will get the same rewards after all. 5 days in total and you will be back to Day 1.

Miner Sparky aka STEAMPunk Is Back!

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sparky miner

Howdy, my dear Clashers! Frisk here with another FRISKY deck guide! The deck I’m about to show you is just a fun type of deck, could be used in Challenges or even 2v2, but I don’t think it has any ladder potential.

And, like promised, it has CANNON CART! Let’s get right into it!

sparky miner

Miner Sparky Deck

Clash Royale MinerClash Royale SparkyClash Royale Electro WizardClash Royale Flying Machine
Clash Royale elixir collectorClash Royale PoisonClash Royale Cannon CartClash Royale Battle Ram

sparky heal analysis

The Cards

Clash Royale MinerMiner: Your primary win condition and meatshield.

Deals insane amounts of chip damage to enemy towers.

Used to be a stronger card in the olden days, because most players would ignore a Miner, as it only deals “minor” damage (Get it?! Haha). Nowadays, people go crazy when they see an incoming Miner, because they know trouble looms ahead.

Clash Royale SparkySparky: She boasts a large iron coil and wheels of wood, dealing huge area damage after charging up for 3 seconds!

She is your threat card, NOT a win condition! I repeat, DO NOT use Sparky as a win condition.  Doing so will cause you to lose the match.

Now, I don’t like this card, but as a former Sparky user, I believe that Sparky does need a slight buff to make her a better card. #MakeSparkyGreatAgain

Clash Royale Flying MachineFlying Machine: The Flying Machine is the Master Builder’s first gift to the arena!

It’s a decently fast, agile machine. Deals about as much damage as a Musketeer, but also very fragile.

What makes up for all its current defects, though, is its insane range, at this moment being the longest glass cannon range! It can snipe and take out various defensive buildings, especially Inferno Tower.

Clash Royale elixir collectorElixir Collector: Self-explanatory.

Aids your elixir generation so you can build up monstrous pushes in no time at all!

Just remember, lots of risk is involved in playing the Elixir Collector.

Clash Royale PoisonPoison: Glass cannon demolisher, tower finisher, predictive spell- this card does it all.

Remember to always poison those pumps, and try to gain as much spell value as possible.

Can be a real game changer when facing that max level Royal Pain or P.E.K.K.A.

Clash Royale Cannon CartCannon: Shoots cannonballs that deal a pretty good amount of damage per blast.

Can’t take out building exterminators on its own, but with the help of other troops, it can stop any push.

Like glass cannons, it’s fragile, and can die to most spells easily.

Overall, a great, cheap alternative to the popular Inferno Tower. Overleveling is actually recommended.

Clash Royale Electro WizardElectro Wizard: He lands with a POW, stunning all who dare to stand near.

Then he continues to impress by targeting TWO at a time! What a show off!

Since his introduction in the Electro Wizard Challenge, he has been a popular choice in many decks.

He is a great all around card that can adapt to almost any deck and fit in any situation.

His spawn Zap makes him a great utility card, and he can stall many cards, especially the Inferno Tower (a popular tank shredder).

Clash Royale Battle RamBattle Ram: CHAAAARRRRGE!!

The Battle Ram consists of two Barbarians holding a large log, dealing significant damage if they connect to a building.

The fun doesn’t stop there though…the mean men keep it up by enhancing destruction with their swords!

It’s my favorite Rare card, as well the win condition of my deck, LumberRam!

Replacements

Clash Royale Sparkyekf9WOpClash Royale Elite Barbarians

Clash Royale Flying Machineekf9WOpClash Royale MusketeerClash Royale Baby DragonClash Royale WizardClash Royale Dart Goblin

Clash Royale Poisonekf9WOpClash Royale fireballClash Royale RocketClash Royale The Log

Clash Royale Battle Ramekf9WOpClash Royale Hog Rider

General Gameplan

Single Elixir Time:

Start the match with a lone Miner at your opponent’s tower.

Don’t use Poison right away, because you never know if they’ll Pump up or drop a Glass Cannon that could have scored you a value spell. Otherwise, it’s just a wasted Posion.

Defend enemy pushes with all that you have available (Sparky, Flying Machine, Cannon, etc.).

A little-known fact is that Battle Ram works great on defense, stalling many heavy hitters or as a distraction for high damage supports.

Halfway through this time, you should have a general idea of what your challenger’s deck is and how he plays.

Try to get as much Miner+Poison damage as possible, because the other cards in this deck aren’t guaranteed hits like the Miner.

Double Elixir:

Time to PUMP UP!

Because this is a Beatdown sort of deck, you will greatly benefit from the added elixir.

Now’s the time when things get real FRISKY!!!

Don’t be afraid to plop that Sparky down, so your foe will have double the trouble to worry about.

A Sparky on one lane, and a Miner+Poison/Battle Ram+Poison push on the other? You’ll have him panicking as he decides which one to counter, because both pushes are not to be ignored.

Keep on adding support to all your pushes, be it Flying Machine or Electro Wizard (the only two options, really).

Flying Machine can single handedly take out most defensive buildings if placed correctly, ensuring safe travels for your Battle Ram

Matchups:

Clash Royale Hog RiderHog Rider:

Cannon to pull the Hog and E-wiz/Flying Machine to help take it out. Opposing Electro Wizards are gonna be a big problem here, and Rockets are no good for Sparky. Be prepared to counter whatever comes your way

Clash Royale GolemGolem:

Sadly, you’ll have to rely on Sparky if you have the hopes of stopping this big fella. Use Cannon to distract as long as you can, and pretty much whatever’s available for defense for the support. Mega Minion or Baby Dragon will be a pain to deal with.

Clash Royale GiantGiant:

See Golem (though not as common in the current meta)

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

See Golem. You’ll most likely be going for the draw, unless you can pressure them so bad that they lose focus.

Clash Royale Goblin GangBait:

You’re going to struggle. Though it uses cheap units for defense, a quick elixir cycle (meaning your opponent can have a constant stream of these units ready) makes up for it. Inferno Tower’s going to be a massive pain to deal with. Try to find a way to outcycle it. Rocket will be a problem, too.

Clash Royale GraveyardGraveyard:

Flying Machine will be your best friend. Destroy their tanks with Sparky. Just watch out for Poison….

Clash Royale Elite BarbariansElite Barbarians:

Sparky will clean em up like Clorox kills germs…or Battle Ram could do the trick as well.


Well everyone, that sure was fun! This is the end of my 3rd deck guide! I hope you’ll give this deck a whirl in the arena, and have lots of fun while doing so.

This is Frisk Dreemurr, saying Good Luck and Clash On!

Stay Determined!

Frisk <3

ElecTr1fy’s 2.8 Miner Poison – Punish and Destroy!

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Hey guys, what’s up! It’s NebulaNoodle (formerly Mortar Rocket FTW) back at it with another deck guide.

I haven’t posted a guide in a while due to school, but now I have some time! Today I’m going to show you a popular Miner deck among many YouTubers that ElecTrify got 20 wins on the 20 win challenge with a while back.

This Miner Poison variant is extremely fast, extremely punishing, and extremely fun to play! Without further ado, let’s get right into the deck.

miner poison bandit inferno

ElecTr1fy’s 2.8 Miner Poison

Clash Royale Inferno DragonClash Royale BanditClash Royale MinerClash Royale Poison
Clash Royale GoblinClash Royale Ice GolemClash Royale ZapClash Royale Bats

Pros Cons

  • Easy to play
  • Cheap in elixir
  • Punishing against beatdown
  • Zap-baity
  • Good in counter-pushing

  • Weak vs Mega Knight
  • Relies heavily on Inferno Dragon vs air decks
  • Overcommiting can cost you the game
  • Legendary-heavy

Card Breakdown:

Clash Royale Ice GolemIce Golem: Defensive beast.

The Ice Golem is such a good card, especially against PEKKAs and Mega Knights. For 2 elixir this frosty dude offers so much value. If your opponent is out of counters, Ice Golem + Bats= Mega Knight DEAD!

Kiting is his forte, and you can make so many positive trades out of him. Also, it’s dead funny seeing a PEKKA walk his lonely walk to doom following the Ice Golem.

Clash Royale BatsBats: What’s purple, flies, and comes in five?

BATS! These purple critters have insane DPS, and are amazing against any high DPS troop. Paired with the Miner they form an amazing push as it forces your opponent to split their troops or suffer massive damage from either Bats or Miner. AND that mini-push only costs 5 elixir! Acts as zap bait so your Inferno Dragon can do its job.

Clash Royale MinerMiner: This deck revolves around this chip master!

The miner is my absolute favorite card. He’s just so good as a mini tank for anything: Balloon, Goblins, whatever! And, paired with poison you’re guaranteed 300+ damage.

Just keep chipping away. Only use him in clutch defensive situations, if you’re out of counters, but you need him or else you’ll struggle with getting tower damage!

He’s also extremely good in counterpushing- just plop him on the tower to tank for half-dead troops!

Clash Royale Inferno DragonInferno Dragon : Tank killer!

Doesn’t need much explaining, does it? Melts Golems, Giants, etc., etc., etc.

Miner + Inferno Dragon is a threatening push, especially if your opponent pumps up, and you can punish him.

Just make to poison that minion horde, zap those bats, because if your inferno dragon doesn’t heat you’re screwed against heavy beatdown because you rely on him.

Clash Royale GoblinGoblins: Mean green machines!

Goblins are amazing. They offer strong DPS, and don’t die to zap of same level. Many people zap Goblins but all you’re doing is momentarily stunning them.

When a Miner is tanking for them and people Zap them that’s a waste of 2 elixir because the Princess tower is on the Miner!

Clash Royale BanditBandit: Threatening thief!

Ok I said Bandit was overrated on my post ‘Top 5 Overrated Cards in Clash Royale‘ which got mixed reviews but since I got Bandit (a week ago from Crown Chest) I found out she wasn’t too bad.

She takes care of glass cannons and Miner+ Bandit is one of the strongest quick pushes. I like using bandit to force my opponent to overspend which is what a lot of people tend to do, if I know they’re out of their usual counters.

In this deck, Bandit acts a distraction and punisher.

Clash Royale PoisonPoison: SYNERGYY!

Poison was meant to be used with Miner from the beginning, and it complements him so well.

It prevents swarms from attacking your Miner and chips the tower as well. Use on minion hordes, glass cannons, whatever comes your way. Bandit+Miner+Poison is a beast 10 elixir push if you have a big elixir lead.

Build up elixir leads by poisoning big pushes, and your zap will finish most things off. E.g. poison+zap= 3 musketeers dead.

Clash Royale ZapZap: Swarms=dead!

Try not to zap goblins/minions if they are on defense because they will just keep doing their job. Only zap them in moments where you have, say, bats to finish them off. Zapping goblins/minions are OK if they are on your side of the arena though.

Just don’t zap a Golem. You never know who might be that stupid- lol!

Replacements:

Clash Royale Ice Golemekf9WOpClash Royale Knight

Clash Royale Batsekf9WOpClash Royale Minions

Clash Royale Minerekf9WOpClash Royale Hog RiderClash Royale Goblin Barrel

Clash Royale Poisonekf9WOpClash Royale fireball

Clash Royale Zapekf9WOpClash Royale The Log

Gameplay:

The best starting moves would be Miner in the anti-tornado position, Bats in the back, or Ice Golem in the back.

If you don’t know what the anti-tornado position is it’s the bottom left corner of the left tower or vice versa on the right tower.

Don’t use Miner Poison as your first move as he might punish you with Miner+Minion Horde and that would be BAD! If your opponent pumps up just go with Miner. You have so many responses vs the pump. If your opponent pumps up to start go with miner poison. Miner on tower and Poison on tower and pump. Easy!

Try to play cautiously and try not to show your inferno dragon too early or else they will start figuring it out and if you’re playing a Golem user they can easily Lightning out your defensive troops.

Play your bandit offensively only on the counterattack and after your opponent has used his counters or else your opponent will easily counter her.

In the mid-game, keep cycling miner poisons and chip away slowly at the tower. This deck is meant to be a 1-0 victory deck so NEVER overcommit and don’t play too aggressively as you need the elixir to defend against beatdown decks.

If tower trading is needed, minimally defend the tower which is going to down and push hard on the 2nd tower, because this deck is cheap and your only real reliable tank killer is Inferno Dragon.

In overtime, if this game goes into overtime, hopefully you will have gotten your opponent’s tower down to 800 HP or so. Cycle more miner poison, and support your miner with threat troops like Inferno Dragon, Bandit, or Bats.

If you keep attacking continually, your opponent will have to keep spending elixir to defend and he won’t have enough elixir to attack. And because this deck is so cheap you will be able to keep attacking.

Matchups:

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

You have Inferno Dragon for P.E.K.K.A, but watch out for Lightning. If your opponent has E-wiz, try pulling the E-wiz with your Miner to stall their offense.

Often these decks might have miner or hog, but you have a nice counter in Bats, which can mitigate a lot of damage. If they zap, it might be hard for you because they might also have lightning for your inferno dragon. Just try to bait out their spells.

If they play their PEKKA punish with something like Miner+Bandit because you can easily cycle back to them in a defensive position because the PEKKA is slow.

Try to hold them to a draw if you’re finding attacking too hard.

Clash Royale GolemGolem: Medium matchup.

Basically same thing as Pekka, but if they are playing something like Golem Mini Pekka or Golem Lumberjack, it might be hard to stop because those two melee unit tank killers can easily shred a lot of cards in this deck.

They have a lot of hard counters to this deck (Lightning for Inferno Dragon or Goblins for Miner) but don’t be disheartened. Punish the pump with quick Miner pushes.

Clash Royale Goblin GangLog bait: Easy matchup.

Just try to keep away as much damage as possible from the goblin barrel (overleveled zap helps so you can kill the goblins). and don’t give them rocket value. For princess you have stuff like miner.

Zap helps so much in this deck. They won’t be able to get much damage off if you follow the first two rules!

Clash Royale Three Musketeers3M: Easy matchup.

Easy! Poison+Zap kills 3M.

Poison the pump because you’ll be cycling back to another poison in no time. Dealing with the ram or ice golem is fine (goblins) too. Rush attack if they play their pump at all costs, because gaining an elixir advantage with this deck isn’t as significant as if you were using a beatdown deck.

Clash Royale Hog RiderHog Cycle: Medium matchup.

You are most likely to get a tie in this matchup due to the similar playstyles between the two decks.

Keeping up with the cycle is easy. Use cheap defense like Goblins and Bats then go in for the counterattack with Miner. Don’t use Miner Poison in early game as this 7 elixir is too expendable and they could easily counter with something like Knight. Only use this combo in 2x elixir.

Clash Royale BalloonBalloon: Easy matchup.

Bait out zap or something with Inferno Dragon then use bats on balloon. Easy +3 elixir advantage!

They will probably have ice golem or something tanking, so place bats high to deal with balloon first, and the bats are fast enough to keep up with the balloon.

Clash Royale Lava HoundLavaloon: Hard matchup.

They will almost inevitably have lightning for your inferno dragon and your bats can easily get demolished by arrows or Baby Dragon or something like that.

Defend minimally because you will almost always take quite a hefty amount of damage. Instead, attack, attack, attack and try to get 2 crowns before they 3 crown you! Take advantage of your towers’ help.


That’s it guys, hope you enjoyed this deck! PCE <3

Mega-PEKKA.Exe – How to Reach 4k With Ease!

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mega pekka

Hey guys, I am SageTheBatman and this will be my first guide in Clash.World.

I consider myself a pretty nice strategist and tactician is CR. This deck is a fairly high cost Elixir deck and if it is learned perfectly,then believe me, you will rarely lose a fight like me. It has a 75-80% win rate in ladder and in challenge i have managed 11-wins streak twice.

Please just lend me some of your time and read this article, you will not regret this, this is my guarantee.

mega pekka

Mega Knight P.E.K.K.A Exe Deck

Clash Royale P.E.K.K.AClash Royale Mega KnightClash Royale ExecutionerClash Royale Tornado
Clash Royale Electro WizardClash Royale PoisonClash Royale The LogClash Royale elixir collector

Cards Breakdown

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

It is the main tank as well as tank killer of the deck. Since it costs 7 Elixir therefore there is a lot to it than just playing it behind the Tower anytime you have it.

This card requires 2nd most precision in this deck after Executioner.

The P.E.K.K.A will be mainly used against tanks like Golem, Giant, Big tank pushes as well as against Hog Riders.

There is always an option which is Mega Knight but if situation comes to so, then P.E.K.K.A can be trusted to help. Although main Hog defense is Tornado on which i will mention later.

For now just understand that if you waste this card, then you are sure to lose a Tower, worse lose the game

But if you play it right you will get a Tower at the very least that’s my guarantee. Further role will be explained later in strategy and synergy.

Clash Royale Electro WizardElectro Wizard

The EW is an awesome card at defense who can easily stop any troop long enough for P.E.K.K.A to kill.

On the other hand, it can take out Minion Horde for 1 positive and Goblin Barrel for 1 extra Elixir and a chance to counter push with Mega Knight or P.E.K.K.A

The Electro Wizard paired with any other troop can single handedly take care of a whole tank and spank push but do not rely on it too much.

Use it after you have activated King Tower to lure troops to center while letting them take on fire from 3 towers. More will be explained in the strategy section.

Clash Royale ExecutionerClash Royale TornadoExecutioner and Tornado

This is my favorite combination and i can proudly say i have mastered this golden tactic. These two cards undoubtedly are the best 2 synergies of the game that’s for sure.

This 8 Elixir group (5 Exe and 3 Tornado) can take out a whole Golem push with 3 Musketeers alone (I have done it and my Tower only received death damage of Golem)

This combo should not be wasted on small troops like Goblins/Gang/Minions but if opponent drops any mini tank like Ice Golem/Knight/Hog Rider do not hesitate to use it.

This combo is THE IRON DEFENSE in right hands, it can stop anything provided it has just a little support.

Tornado on the other hand has many features. It can activate king towers, take out Minion Horde alone, take out Hog Rider alone, stall opponent’s push for last few seconds etc. More in strategy section.

Clash Royale PoisonPoison

This spell ruins all swarm troops your opponent drops to stop your P.E.K.K.A push and works wonders in defense too.

Graveyard on Tower and bad hand? Use Poison GG.

Minion Horde coming and you have Mega Knight, Elixir Collector, Log, Poison? You know what to do “gg”.

Clash Royale The LogThe Log

Pretty self explanatory card not much to say. Details of its crucial use in strategy.

It works wonders against swarm (ground only ;P)

Clash Royale Mega KnightMega Knight

The show stopper/The destroyer/The devil on jump stick(;p) whatever you want to call this card.

When you catch your opponent off guard, this masked jumper will make sure he regrets it dearly by losing a Tower.

On defense, he can take the whole support of a tank in one fell swoop and then kills the tank too (works better with Tornado and king Tower activated). “where did my troops go? They were right there” is what your opponent will say.

Clash Royale elixir collectorElixir Collector

Last but not the least, this card is rather important for this high Elixir deck but you will only need it before 2x. Don’t let this make you underestimate this card. The extra 1 drop saves lives believe me. It’s the perfect staller at start and makes your opponent take the first move.

General Gameplan

Early Game (3:00 to 2:00)

The early game basically consists of exploring and memorizing your opponent’s deck all while trying to take up a few advantages here and there.

Let me be frank – You can and WILL have bad starting hands every once in awhile. I will try my best to guide you through it.

The best starting hand may have 1 or all of these cards in it:

  • Elixir Collector
  • Executioner
  • P.E.K.K.A
  • Electro Wizard

A bad hand in my opinion of this deck is one which has at least 3 of the following cards or even worse,4 of these if the god of luck is not on your side:-

  • Mega Knight
  • Log
  • Poison
  • Tornado

(Extra point: If you get all four of these in the first hand of your first fight of the day, then beware, it is a bad day.  :p)

Back to topic, you NEVER EVER want to place Mega Knight in the first minute of game unless it can take out ATLEAST 8 Elixir worth troops with little to no damage like a Musketeer and Wizard grouped together etc.

You will want to place your Elixir Pump or cycle to it but do not send P.E.K.K.A.,unless your opponent drops something in that lane. Otherwise use Electro Wizard to cycle. By then you must have Elixir Collector. If not then don’t stress it let it go and wait for your opponent to react.

The main strategy in this part is just observing and adjusting your strategy according to your opponent.

Placing an early Elixir Collector behind a Tower gives many tactical advantage like

  • Your opponent has to take first turn which helps you in reacting fast.
  • If your opponent drops Miner/Goblin Barrel, you can Tornado it to activate your king Tower early in game.
  • If your opponent uses Lightning/Poison/Rocket/Fireball(rare) then you will know that you don’t have to clump your troops together.

When you can find so many things from just one card, i can’t see how this is not being used by everyone.

Middle Game (2:00-1:00)

This is the time when the game starts to pick up pace. It is this part that reveals whether the opponent is a tactical pro or just a lucky kid.

Your strategy in this part will be to conserve Elixir, place Elixir pumps, gain small Elixir advantages and/or get a little damage off Tower.

It sounds monotonous and simple but let me reveal the small twists and turns in it. I will try to cover each and every possibility here now.

You will use the following cards in the following situations:

Minion Horde/Minion/Skeleton Army/Goblins (all variants) -> Executioner(best)/Electro Wizard(worst)/Poison(fine)/any other troop to distract is the worst case scenario.

P.S. Tornado works fine too just pull them away from Tower towards the centre of river

Giant pushes which may include Wizard/ Musketeer/ Hog Rider etc -> Mega Knight if support is swarmy like Goblins Archers or 3M (yes people use it in 2:00 to 1:00 time behind Giants :/) and if high health high damage troops like Wizard Musketeer then use P.E.K.K.A. a little close to Tower so it doesn’t have to walk much (it’s too damn slow)

Miner/Goblin Barrel type pushes -> Best defense is Tornado it activate king Tower at first then rest is done with Log and it’s over for that push. As easy as that

Lava Hound pushes with Minions etc -> Here the best defense is the golden Executioner Tornado combo.

Place the Executioner in front of your Tower quiet back so as to give it protection. When the enemy troops close in use Tornado to pull them back. Until the Tornado ends there will be not 1 Lava pup remaining

Golem pushes -> These require a bit of calculation and alertness.

If you know your opponent’s cards then it becomes a lot easier as you can estimate what the opponent will possibly drop in a situation given his Elixir status.

Take for example that my opponent drops a Golem behind his king Tower and my hand has P.E.K.K.A,Mega Knight, Executioner and Tornado. Here i have the best possible hand and this leaves me with 2 choices:either i could push opposite lane with MK or drop P.E.K.K.A. behind my king Tower and let him build his push and i build my defense. My P.E.K.K.A approaches the Golem near the river my side. Until and unless he drops support there i will not use any more Elixir. If he drops support then there are 2 options: by using exenado i could end the push with 8 extra Elixir or i could let P.E.K.K.A handle everything and save 8 Elixir for a little Tower damage and create a major counter push with P.E.K.K.A. MK and Executioner.

LATE GAME(1:00 TO 0:00)

This is where everything gets to line up straight. By now you must know what your opponent is running and you can estimate how to counter what he will use to either overwhelm you or to stop your push.

The strongest push of this deck includes P.E.K.K.A as main tank/damage dealer,MK to clear swarms for P.E.K.K.A by jumping here and there,Executioner to clear air swarms like the Minion Horde(believe me if it is not dealt with the whole push will disappear in mere seconds),Bats etc and Electro Wizard for if the Inferno Tower as it can be a real pain to deal with.

So in this part all you have to do is just Pump 1 Collector and thats all. The slight advantage will be enough to overwhelm your opponent. The basic principal will be to counter your opponent’s first push and turn the remaining troops into a deadly unstoppable push which will include all the cards above mentioned.

Overtime (Awesome part)

Ok. Since you have reached this part in a fight this means that your opponent countered your deadly push or you were unable to overwhelm him in the time given.

Now you have 1 minute to decide what to do.

Did the opponent easily countered it? Or did he just barely survived?

If he countered it easily then you are in luck……this deck can defend very well against any type of push so just hold on for 1 minute and you might end in a draw.

If he barely survived then go all out and take his Tower along with his game.

These are the only 2 possibility in sudden death that can happen that is why this section is small.

Replacements

Since this deck is mainly based on the synergy of P.E.K.K.A and Mega Knight and Executioner and Tornado so there is a little space for replacements here.

Clash Royale The Logekf9WOpClash Royale Zap

Clash Royale Poisonekf9WOpClash Royale Arrows

Clash Royale Executionerekf9WOpClash Royale Wizard

Clash Royale Electro Wizardekf9WOpClash Royale Musketeer

The Log -> Easily replaceable by ZAP. This replacement is beneficial too as it can reset the charge of Inferno units like Inferno Dragon and Tower. I would rather recommend it

Poison-> Can be somewhat replaced by Arrows and would work quiet fine in its place by taking out minion/Goblin variants as well as helping in Graveyard situation somewhat

Executioner ->Just one word “ONE DOES NOT SUBSTITUTE EXECUTIONER FROM A DECK” but if you insist the Wizard can barely fill his place but he will not work so nicely against air opponents.

Electro Wizard -> No major card can take its place but if one insists then Musketeer can fill the role somewhat fine but not effectively.

Matchups

This deck in right hands can easily obliterate any push ranging from extreme ground Golem pushes to all air Lavaloon pushes. I will explain all situations and solutions below:-

Clash Royale Hog RiderHog Rider  -> Easy.

Tornado it to Tower to activate the king Tower and use next Tornado to pull Hog in middle of arena. He won’t get a single hit on the Tower. Alternative is Electro Wizard who will defend with around 2 hits on Tower.

Clash Royale Goblin BarrelGoblin Barrel -> Easy.

Use Tornado to activate king Tower then just keep logging/zapping them. Free king Tower activation for 100 damage

Minions/Goblins(all variants) with tank-> drop Executioner and Tornado all troops together and the push is nowhere to be seen.

Clash Royale GiantGiant Gush -> Many choices.

Since Giant has low HP compared to Golem, you can use MK on support and then Giant will die after 3 hits in Tower. Alternatively P.E.K.K.A. can be dropped on Giant. The support wont be able to kill the P.E.K.K.A so the P.E.K.K.A will kill the Giant and then support will be gone soon. Though i recommend saving P.E.K.K.A for bigger tanks and worse situation. You could use exenado to kill Giant and support without a scratch on Tower.

Clash Royale GolemGolem push -> The only best choice to destroy Golem is P.E.K.K.A and her mighty swings.

Moreover an Executioner will be a good support to and an exenado combo can take out support plus Golem such that Tower only takes 1-2 hits and death damage.

Clash Royale Lava HoundLava Hound pushes -> There is only 1 option in this deck for this push.

Executioner+Tornado and Electro Wizard in support is enough for any push you can face.

Just keep in mind to line up Executioner with the Tower to deal maximum damage.

Conclusion

This game is all about overthinking and outsmarting your opponent with a combination of cards that leaves him with no choice but to lose and this deck is the one guys. Give it a try you will love it once you get a hang of it.

Good luck people,

Sage out

October Update Recap! Touchdown, Daily Quests, New Shop and Free Offers!

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clash royale october update
clash royale october update

In this page, I will be listing all of the announced information of the upcoming Clash Royale October update.

I will keep this page updated until the update comes out.

touchdown mode clash royale

Clash Royale October Update!

New Gamemodes

Touchdown Mode: 

  • Do everything you can to get a troop cross the touchdown line at the end of the Arena.
  • Troops will run in straight lines until get lured.
  • 1 troop crossing the line = 1 Crown. Get 3 Crowns first to win the game. Otherwise, the one who gets more Crowns in 3 minute will win the game. There will be sudden death also.
  • x1 Elixir and x2 Elixir phrases remain. The first 2 minutes are x1 Elixir and the rest is x2 Elixir.

clash royale touchdown mode

As you can only play troops behind that white line, cards like Graveyard, Miner, Goblin Barrel etc are also affected.

Read more about the Touchdown Mode at here.

Mirror Challenge:

Play vs the same deck and same rotation. Every deck contains the Mirror card, which is the gamechanging factor.

There is no excuses here. Only the best player will win the game unless the lord of connection is not standing by your side.

Join and get the one-time rewards!

  • 3 Wins = Golden Chest
  • 6 Wins = Giant Chest.

clash royale quests

Daily Quests

This is, hands down, the most exciting thing that we have been waiting for months.

We will have daily quests, probably up to 3 Quests per day. Finishing these quests will give you Quest Points, which will be used to open a chest in the menu (which could be Gold Chest, Epic Chest, Giant Chest, Magical Chest, Super Magical Chest or Legendary Chest).

quests menu

Here are some Quests we have at the moment. There are still a lot more!

  • Win a 2v2 Battle x times.
  • Win a 1v1 Battle x times.
  • Play [Type] cards x times in 1v1 Arena Battles.
  • Open x chests.
  • Collect x cards.
  • Play cards with Common rarity x times in 1v1 Arena Battles.
  • Play [Rarity] Cards x times in 1v1 Arena Battles.
  • Play cards that cost at least x Elixir y times in 1v1 Arena Battles.
  • Request cards from your Clan x times.
  • Play card [Name] x times.
  • Play the combo [Name] x times.

Daily Gift

We will have a Daily Gift system inside the Quests menu.

All you need to do is just to open the game and collect the gift every day. Do not skip any day or the rewards will be back to the Day 1.

The rotation of the Daily Gift will be changed every reset but you will get the same rewards after all. 5 days in total and you will be back to Day 1.

daily gift clash royale

Collecting Daily Gift gives you 5 Quest Points each time.

More details about the new Quests system at here.

new shop clash royale

Revamped Shop and Free Offers

Free Gold, Cards and Gems

Every day, you will have a chance to get free 200 Gold, 10 Gems, Silver Chest, Gold Chest etc. And on every Sunday, you can get an Epic card from the shop for free (It’s Epic Sunday guys, of course!)

free gifts daily
Sometimes you have this free offer. Sometimes you don’t. Sometimes you get free Gold but sometimes you get free Gems. It varies but we will find out the order soon!

New Card Prices

The card prices are changed a bit but not really.

From now Common Card now costs 100 Gold each. However, it’s consistent. Which means, If you purchase even 100 cards, the last card’s price is still 400 Gold.

The price is not doubled as before.

  • 1 Common Card = 10 Gold.
  • 1 Rare = 100 Gold
  • 1 Epic = 1,000 Gold
  • 1 Legendary = 40,000 Gold
  • 600 Gold = 20 Gems
  • And a lot more offers.

If you want to purchase a shop slot, you need to buy all of the cards there.

For example, as you can see in the screenshot above, you can’t buy 1 Inferno Tower for 100 Gold. You need to buy all of those 10 for 1,000 Gold.

This is truly a lot better shop than before since you can max out cards a lot easier. Instead of buy 1-2 cards every day, you can just save up Gold and buy a bunch later.

For insane, before, you need 3,000 Gold to buy 2 Golems at once but now it takes only 2000 Gold. If you want to buy 2 Golems with the price at 1,000 each, you will need to wait until 2049 to see Golem in the shop again.

Fact: Sometimes, there are slots which require you to buy with Gems. Seems not okay, but actually this gives you more value than turning Gems to Gold then buying them.

Balance Changes

Clash Royale SparkySparky (buff):

Damage decreased by 15%, attack speed increased from 5s to 4s.

Clash Royale Electro WizardElectro Wizard:

Attack Speed decreased from 1.8s to 2s (first hit only). Damage reduced by 4%.

Clash Royale LightningLightning:

Radius -0.5 radius. Damage reduced by 3%

Clash Royale ValkyrieValkyrie:

Damage increased by 5%. Valkyrie can now oneshot Princess and Dart Goblin.

Clash Royale GraveyardGraveyard:

Duration +0.5s, which means there will be 1 more Skeleton in total. Radius decreased from 5 to 4 tiles.

Clash Royale Cannon CartCannon Cart:

+5% HP and Shield Points. More reliable!

Clash Royale Spear GoblinsSpear Goblins:

Attack speed increased from 1.3s to 1.1s. Remember that this is an indirect buff to the Goblin Hut!

Clash Royale TeslaTesla:

Attack speed decreased from 0.8s to 1.0s. Damage increased by 30%.

Tesla is a lot more viable card now. It is able to oneshot Golins now.

Misc

New 2v2 Features!

During a Challenge, you can choose to play with your friends or with a stranger.

After a 2v2 battle, you can request the partner for a rematch and chat with them with lots of new emotes:

new 2v2 chat emotes

Misc

There will be some daily casual challenges, where all players above level 4 can enter.

The new thing is, If you lose a match, it doesn’t count. So you can just keep playing until you hit the threshold.

new challenges

Towers will have a new golden skin as leaked before:

golden skin tower clash royale

  • Tournament full refund will be removed. No more scams and spams in Tournament section. Source
  • New loading screen (fak yeah!). Source
  • And some more Quality-of-Life improvements soon! Source

Collected by JoseNL27