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How to Get 12 Wins in Bats Draft Challenge

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bats draft challenge

As we are going to have a Bats Draft Challenge, I really want to share with you guys some of the best tips for getting 12 wins in this Draft Challenges!

Unlock the Bats and give your deck a fresh change!

bats draft challenge

Bats Draft Challenge

  • The Bats Draft Challenge starts from June 23rd to June 26th.
  • The first entry is free.
  • Pick 4 cards for yourself and 4 cards for your opponent.
  • Only one of you will have to choose to play with or against the Bats.
  • The first one-time rewards unlocked at 3 wins.
  • Bats are unlocked at 8 wins.

Rewards

Number of Wins Total Prize One-time Rewards
Gold Cards
0 700 10
1 950 15
2 1,250 25
3 1,600 43 2,500 Gold
4 2,000 65
5 2,500 93
6 3,100 125  5,000 Gold
7 3,800 165
8 4,650 210 50 Bats
9 5,750 265
10 7,100 335 Giant Chest based on your Arena
11 8,750 430
12 11,000 550 500 Bats

Thus, by winning the Tournament once, you will be able to upgrade the Bats to level 8.

Best Tips for Draft Challenges

Pick a Win Condition: This is very simply!

Always pick at least one win condition If you have the chance (Giant, Miner, Hog Rider, Graveyard, Goblin Barren, Lava Hound, Golem, 3 Musketeers etc).

The best win conditions in Draft Challenge:

Giant HogBarrelGraveyard

Hog Rider and Giant are always the best viable win conditions. Goblin Barrel and Graveyard require specific cards to be countered.

Pick card that counter the other: Another straight-forward tip!

For example, If you have the Minion Horde & Arrows Draft, go for Arrows.

Pay attention to what you are giving away: A bit more advanced tip!

Sometimes, the better choice is about making your opponent’s deck worse, not making your deck better.

For example, If you get the choice between Spear Goblins and Rage, go with Spear Goblins. Spear Goblins can’t make your deck better but Rage is definitely one of the worst cards in Draft Challenge.

Cards which are bad in the meta could be OP in the Draft Challenge:

For example, the Witch.

In the normal meta games, people can easily counter Witch with meta cards such as Bowler, Executioner, Knight, Lightning, Baby Dragon etc. However, in Draft Challenges, having those cards is not guaranteed.

 

Try to pick cards which require specific counters:

Here are some of those cards:

best draft challenge cards

For example, Sparky!

If you have Sparky in your hand while the opponent doesn’t have any Zap effect or swarm card, he will find it extremely hard to deal with the Sparky. This is even worse If you have a good Sparky combo such as Giant Sparky.

Don’t forget spell!

Always pick one of these: Rocket, Lightning, Fireball and Poison.

In case you don’t have any win condition, or your win condition gets countered, you still have something to deal damage.

Last but not least, getting positive Elixir trade with spells is not hard!

Ensure your deck makes scene

Example:

  • First pick: Graveyard vs Mega Minion
  • Second pick: Baby Dragon vs Musketeer

Although Musketeer can solo kill Baby Dragon, pick Baby Dragon because it is a hard counter to your Graveyard. Also, If you are lucky, you can combo it with Tornado later on.

Best Tips for The Bats

Clash Royale BatsThis card cost 2 elixir and spawns 4 Bats. Each bats at tournament levels has 67 DPS and HP which makes them flying Skeletons.

However, when you consider the use, they seem more like a cross between Skeletons and Minions. They can be used as a cycling card like skeletons as well as a versatile response cards.

Their ability to fly can be considered as a pro as well as a cons, as it disable their ability to distract ground troops.

For e.g. if a Mini P.E.K.K.A. comes towards the tower, Bats can kill it while all 4 survive for counter push. On the other had if the big P.E.K.K.A. is coming towards the tower, you have to use a range troop along with the bats. But the range troop will die and only bats will survive, though you won’t receive damage. On the other hand, if you had Skeletons, the range troop would have survived allowing a strong counter push.

They have a higher DPS than Skeletons which makes up somewhat for their inability to distract.

Since, they are fragile, its recommended to use a mini tank like Knight or Ice Golem to distract troops and then use bats to kill them.

They are not good alone against splash troop like the Skeletons because they won’t be able to surround them. However, they can surround air troops if placed right on top of them.

1 on 1, bats can counter following cards with/without the help of crown towers:

IceWizGraveyardeWizNightWitchCardInfernoD
MinionsBarbsFireSpirits
MuskMPValkRamMMIceGolemDartGob
SkarmyGuardsBalloon

Best Uses of Bats:

  1. Cycling cards
  2. Versatile Response
  3. Miner, Hog, Mortar cycle
  4. Fast paced decks
  5. Good in Spell bait
  6. Good in Lava Hound decks
  7. Good in Beat down in order to cycle, gain elixir advantage as well support
  8. Counter to Inferno

My Opinions:

Bats aren’t that kind of card that can change the meta. But they can replace many cards in the current meta decks. This will eventually result in a new variety of meta deck based around the same old meta combo/core. They have ability to end the reign of skeletons in many decks as well as bring back Zap back into the meta.

Thats all folks! Hope you guys like the guide and get 12 wins in the Bats Draft Challenge!

By Blaze Stone and EBarbsFTW

Spoonfed Guide To Replacing Cards (Updated)

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card replacements

Hey, it’s AxureFangz here with a guide, but not a deck. I will be clearing some understandings with cards being replaced with other cards.

It’ll make sense once I get started.

card replacements

Card Replacement Guide

The “Rules”

  • When the card is under leveled;
  • When not available to you;
  • When you have certain expertise with one card, but not with the other;
  • The card must have similar, or not, same effects;
  • The cards level or rarity (despite tourney standards);
  • The elixir cost;
  • Or, the card has a specific role in the deck.

The cards are based off of Tournament standards, not any over/under levels.

Clash Royale ExecutionerClash Royale Wizard

Executioner vs Wizard

Yes, these cards are all out similar, same usage in decks, their roles, but there are still certain occasions where one card is better than the other.

The Wizard’s damage and range defeats the Executioner’s damage and range. His attack speed is better the Executioner, too. However, he can die to an over leveled Fireball and Lightning, while the Executioner doesn’t.

Both can be paired well with the Tornado and for a push, must have a tank in front of them.

The Executioner’s axe can return back to him, so, any approaching troops will also be hit by his axe, like a running Skeleton Army when he is placed in an angle. The Wizard cannot do this though.

Clash Royale Ice WizardClash Royale Electro Wizard

Ice Wizard vs Electro Wizard

Both of these cards are similar and amazing, however, there are still differences.

The Ice Wizard is mainly a defensive card, while the Electro Wizard is both offensive and defensive.

The Electro Wizard’s damage beat the Ice Wizard’s. The Electro Wizard has the abilities to stun, to cross its damage to 2 target simultaneously, and its spawn damage, which is as strong as a Zap.

However, the Ice Wizard has a bit more health and has a permanent -35% speed effect against targets. Also, the Ice Wizard is 3 elixir, while the Electro Wizard is 4 elixir. The Ice Wizard has AoE while the Electro Wizard doesn’t.

Both must have a tank to effective make a push. The Electro Wizard and Ice Wizard can synergize with the Tornado too. Both have a sliver of health when Fireballed.

Clash Royale KnightClash Royale Valkyrie

Knight vs Valkyrie

Both of these cards are similar in both defense and offense. But there are differences.

The Valkyrie has a bit more health than the Knight, and has far better damage than the Knight. She also has a 360 degree AoE, while the Knight does not, so, she is better at taking out mass swarms than the Knight.

However, the Knight has a better DPS, and is 3 elixir.

The Valkyrie is better at taking out a Witch and the Graveyard. The Knight can do the same job, but may need some backup. Both of these troops however, can act like a tank.

Clash Royale Goblin GangClash Royale Skeleton Army

Goblin Gang vs Skeleton Army

Both of these cards can actually be in a stalemate! But again, we will still compare.

The Goblin Gang has only 6 units in total, 3 stab goblins and 2 spear goblins. The Skeleton Army has 14 spawned units. The Skeleton Army has a 938 DPS while the Goblin Gang 97+38 DPS (Goblins DPS is different than Spear Goblins DPS).

When surrounding a splasher, like a Bowler, The Skeleton Army kill its while the Goblin Gang get killed. This is because of the Skeleton Army’s numerical superiority.

However, the Goblin Gang’s stab Goblins survive when zapped, while the skeletons die. Sometimes, a misplaced Zap may leave a few skeletons left.

Both are used for swarming, and sometimes for attacking, especially when your opponent wastes their Zap/Log.

Clash Royale MinerClash Royale Goblin Barrel

Miner vs Goblin Barrel

This could be the most disputed one, let’s see the differences!

The Miner obviously has more health, but has less chip damage. The Goblin Barrel does 96 DPS and the Miner does 133 DPS, but 64 damage per attack to an Arena Tower. The Goblin Barrel does more damage, but can be Logged, Arrowed or Zapped.

The Miner is usually found in Control deck, mean while the Goblin Barrel is usually found in Beatdown decks (I could be wrong).

The Goblin Barrel can bait out a Zap or a Log, so it can be played in powerful bait decks.

The Miner has a whopping 1000 hitpoints, while the Goblin Barrel technically has 169 per Goblin. Both are at the same cost and can be place anywhere in the arena.

Clash Royale SkeletonClash Royale Goblin

Skeletons vs Goblins

Yup, another close match.

The Skeletons does 67 DPS and dies or almost dies to everything. The Goblins are better in DPS, hitpoints, and speed. The Goblins do not die from a equivalent level Zap, too. However, there are 3 Skeletons for 1 elixir, while 3 Goblins for 2 elixir.

Also, the Skeletons can solo kill glass cannons, including ground splashers, by surrounding them. (However their nerf makes this basically impossible)

Clash Royale Electro WizardClash Royale Musketeer

Electro Wizard vs Musketeer

They were considered alike when the Electro Wizard was first released, but it has been some time since that, so let see what is going on.

The Electro Wizard, like I said, can stun, do deploy-splash damage, and can attack 2 targets simultaneously. The Musketeer, however, cannot do these things. She has a little less health to the Electro Wizard, but has a higher DPS, which is 160.

The Electro Wizard can wipe out ground swarms, and when paired with other cards, can be deadly. Same goes with the Musketeer, but she does have the ability to sweep swarms. Both have a sliver of health when Fireballed.

Clash Royale GolemClash Royale Giant

Golem vs Giant

Both are great tanks, and both are used in similar Beatdown Decks, too. However, they have major differences.

The Golem has 4256 hitpoints, and does 259 damage per attack and its death damage. The 2 Golemites that explode out have 864 hitpoints and does 53 damage per attack and its death damage. This all comes at a risky cost of 8 elixir.

The Giant has 3344 hitpoints and does 211 damage per attack for 5 elixir.

Both have weaknesses to the Inferno Tower, and swarm troops if they aren’t taken care of. Both tanks are supported by the same cards, like splashers or high DPS troops. Both can do significant damage to an Arena Tower alone when not addressed.

The Golem has great synergy with the clone as well, as its death damage can do moderate damage to an Arena Tower.

Clash Royale Mini P.E.K.K.AClash Royale Lumberjack

Mini P.E.K.K.A vs Lumberjack

They both are good in defense, and are outstanding on offense! Let’s look at their stats.

The Lumberjack does 200 damage a shot, every 0.7 seconds with 990 hitpoints. He also drops a level 4 Rage spell that enrages friendly troops.

The Mini P.E.K.K.A 1056 hitpoints and does 572 damage per shot every 1.8 seconds.

The DPS of the Lumberjack is slightly less than the Mini P.E.K.K.A. Both of these troops can wipe out tanks, glass cannons and a Tower if unaddressed!

The Lumberjack can synergize well with many troops as his death-dropped rage will buff the speed, damage and hit speed of friendly troops. The Mini P.E.K.K.A cannot do this.

Clash Royale fireballClash Royale Poison

Fireball vs Poison

Both cards have similar use, but the Fireball is more common.

The Poison is A mixture of the damage of a Fireball, but the radius of Arrows.

The Poison does 75 (to troops) and 30 (to Crown Tower) damage per second. This lasts for 8 seconds, doing 600 damage to troops, and 240 to a Crown Tower.

The Fireball does 572 damage to troops, and does 229 damage to a Crown Tower. So, the Poison slightly does more damage than the Fireball. The radius of the Fireball is 2.5 tiles whereas the Poison is 3.5 tiles.

The Fireball is more suitable for both offense and defense, but the Poison does great on offense as it is able to 1-shot Skeletons/Skeleton Army. On defense, it does damage slowly overtime, so some troops can get damage off your tower before dying to it.

The Fireball is a better building destroyer, too. The Poison is a great counter to the dreaded Graveyard!

Clash Royale ZapClash Royale The Log

Zap vs The Log

Go to ”Zap Vs. The Log – Which is Better?” on Clash.World! The guide obviously did explain it better….

Clash Royale LightningClash Royale Rocket

Lightning vs Rocket

Both are very good spells in certain decks, so let’s compare!

The Lightning does 864 damage to other cards except the Arena Towers. It does 346 damage to Arena Towers.

The Rocket does a whopping 1232 damage to everything, but 493 damage to an Arena Tower.

The Lightning can only target 3 units with the most health. However, it has a very big radius, so destroying a building, a glass cannon and a tower can be possible. The Rocket lacks the radius to do so.

The Rocket is best at taking out towers and clumped troops (best when Tornado-ed). The Lightning is not that great at defense.

Part II – Updated by Dreemurr

Hello Clash Royale Arena! Dreemurr here with my 4th guide! Today, we will be talking about common card replacements.

Now, as I am writing this, the Part I above was just posted about 26 minutes ago. However, I had already written some of this guide before I saw that one. Naturally, my first reaction was surprise, then anger, then sadness (because I had already written a section on Knight vs Valkyrie). However, I then saw the second-to-last sentence of his guide: “Please do add more comparisons for future cards.” So here is the unofficial Part Two of the Spoonfed Guide to Replacing Cards!

Before we start, keep in mind that:

  • If you do not have one of the cards being compared, obviously it is better to choose the one you have.
  • This guide will assume all cards are tournament standard.
  • As I write this, the June 2017 2v2 update has just been released and Bats have not. Keep in mind that these stats may not be up to date in the future.
  • If you’re looking for a clan or recruiting for your clan, come join the Recruit Royale discord server at here which is run by me, UltimateLoser, Jay and some others from CRG!
  • If you want to get the latest news and tips about Brawl Stars, check out Clash.World’s sister website at here and its official Discord server at here!

Clash Royale X-BowClash Royale Mortar

X-Bow vs Mortar

(I just had to put this one first…) As most of you know, I am a huge X-Bow fan, but today I will try to compare them equally.

These cards are the only buildings that can be used on offense.

Mortar is better than the X-Bow in defense, however, and Mortar can be used in many beatdown decks unlike the X-Bow, which requires a Deck centered around it. Mortar is a lower risk, lower reward card than the X-Bow. The X-Bow is tankier and has a higher DPS, however. The X-Bow is epic while the Mortar is common, making it easier to level up.

If you are new to playing the siege archetype, I would recommend playing the Mortar as it is easier to recover from making mistakes, however less effective. X-Bow is better for more experienced Siege players and also better in 2v2, because your opponent can defend it while you are low on Elixir.

Clash Royale SkeletonClash Royale Bats

Skeletons vs Bats

As I am writing this, the Bats have not yet been released, but I have encountered many Night Witches so I feel that I can take a shot at comparing them.

Skeletons cost 1 Elixir and spawn 3 of them(rip ledoot x2). Bats cost 2 Elixir and spawn 4 of them. This means that each Skeleton costs 0.33 Elixir and each bat costs 0.5 Elixir, however, Bats are aerial troops, so that counts for something.

When you use Bats instead of Skeletons, you are spending more to get more. Therefore, the Skeletons are technically less risk less reward, although both cards can be very effective and produce high rewards. Both can be used as distractions, however, the Skeletons win this battle because Bats cannot distract ground-only troops such as Prince or Mini P.E.K.K.A. However, they are more effective at distracting Inferno Tower, especially for the Lava Hound.

Overall, the Bats haven’t even been released yet so take this section with a grain of salt. But IMO, Skeletons are more effective defensively, while Bats can be used on offense.

Clash Royale Clone SpellClash Royale mirror

Mirror vs Clone

Mirror and Clone have been two similar cards that have not seen the light of day that much. You might think, “Why is he doing a comparison with these two? Clone sux and Mirror isn’t much better.” Well, they both have their own, unique uses.

Mirror can cost anything from 2 to 10 Elixir, but nobody ever mirrors an Ice Spirit or Skeletons, so we’ll assume that Mirror costs more. Therefore, it should be higher risk higher reward than Clone (which it is). However, even these two cards seem similar, they are actually somewhat different and are not interchangeable. Stat-wise, Mirror should be the better choice because it costs up to 3 times more than Clone and makes troops with full HP, but Mirror is limited to the last card you played while you can Clone a whole mass of troops.

So, there is really no good way to compare Mirror and Clone. Clone works better with troops that have death effects like Giant skeleton or Lava Hound, but Mirror works ok with almost everything.

Clash Royale PrinceClash Royale Dark Prince

Prince vs Dark Prince

Honestly, this one is so old, but I’ll compare them anyways.

First, the similarities. They both have charge abilities and are the same speed and they both have the word “Prince” in their name. (Were you surprised by how few similarities they have?)

Now, the pros and cons.

The Prince is more expensive but does more damage and has more health. However, the dark Prince has a shield and does splash damage. Neither of these cards have seen the light of day much recently because the Prince, while seemingly outshining the Dark Prince, has too many counters in the current anti-meta, and the dark Prince is outshone by the Valkyrie.

Therefore, I feel that you are better off using the Dark Prince because of its unique niche. Or, if you really can’t decide, make a Double Prince Deck!

Clash Royale FurnaceClash Royale Goblin Hut

Furnace vs Goblin Hut

Most people will choose Furnace over the Goblin Hut, which has caused the Goblin Hut’s usage to decline in the current anti-meta. But I will compare them anyways.

The Goblin Hut costs more, so it should yield a larger result. A Spear Goblin has more health than a fire Spirit but the Furnace spawns two at a time. However there are 6 waves of 2 fire spirits resulting in 12 spirits total, while there are 13 Spear Goblins produced from a Goblin Hut.

Both huts die to Rocket but not Fireball. The Goblin Hut has a longer lifetime, however, and more health. Another big advantage is that the Goblins can stack up while the s̶u̶i̶c̶i̶d̶e̶ ̶b̶o̶m̶b̶e̶r̶s̶ fire spirits can’t. The Spear Goblins, however, can’t splash and do less damage.

Overall, the Goblin Hut is better statistically, but most players prefer the Furnace simply because the Hut costs too much and is overshadowed by the Inferno Tower, which also costs 5 Elixir.


Please do add more comparisons for future cards.

Peace Out!

The Ultimate Guide to All Clash Royale Spells

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Clash Royale Spells

Hey guys I am Jb3403 from The Jayming broadcast here with my first strategy guide, ‘How to use spells; basic and advanced strategies’.

First of all, I want to thank Ash with his amazing spell guide for the foundation of this guide and The Log Guide by crSean!

Clash Royale Spells

The Ultimate Guide to All Clash Royale Spells

Background

Spell cards are extremely important because they have the ability to gain major profits in Elixir and allow you to finish off towers to get the win.

Spell cards are also in my opinion, the most difficult cards to play due to the fact that unlike troops and defensive buildings, the precise timing and placement of these spells can quickly overturn a battle or create impending doom.

So in this guide, I’m going to go over all of these spells and show you guys basic and advanced ways to use the spells (‘recommended target tables included).

This is gonna be a looooongggg spell guide, so sit back, get some popcorn and start reading (or watch the video if you’d prefer).

One thing I want to mention before we get into each card is you need to prioritize your spells.

‘Prioritizing your spells’ is where you literally prioritize your spell/s to certain cards that your opponents have.

For instance, say your opponent has a Goblin Barrel in their Deck and you have The Log. You want to prioritize your Log for the Goblin Barrel by only using it when your opponent sends in a Goblin Barrel.

Another example is prioritising your Fireball on the 3 Musketeers card. You will only play the Fireball card on the 3 Musketeers because they’re more of a danger than the pesky Elixir pumps your opponent plays. Use this advanced technique to enhance your skill level.

 

clash royale arrows

Arrows

Let’s start basic, Arrows! A card that you unlock in the training camp.

Arrows can counter many big threats and provide you with incredible Elixir profit or equal exchanges.

Not only that, the thing about the Arrows card is that it has really a large radius, therefore being able to hit many troops in the target area. This gives you opportunity to gain more value out of the card.

The objective of a battle, other than winning is to get as much value as you can by using the least needed Elixir necessary. The Arrows help you achieve this objective with its basic, yet profitable trades.

For example, the Arrows card can one-shot a Minion Horde for a 2 Elixir profit.

But, an advanced strategy would be to look for even greater value than that.

You would be patient, because you can take out a Minion Horde at any time, so if you wait, there is a chance your opponent will place another card following behind the Minion Horde, for example, the Miner. Once the Miner appears, hover the Arrows over the Miner and wait until the Minion Horde comes just in range and then use the Arrows. Being patient in that situation allows you to get that 2 Elixir profit with that Minion Horde and weakens the Miner allowing you to ignore that Miner giving you an extra 2 Elixir profit!

Generally, you only want to use Arrows, and most spells, for a nice Elixir profit, but Arrows are usually best at taking out swarm troops (or the Princess & Dart Goblin) which the majority usually use 1-3 Elixir. Using Arrows will sometimes harm your Elixir advantages, but those equal/negative Elixir trades will save you at times.

Recommended Targets to use ‘Arrows’ On

Card (Tournament Standard) Elixir Cost Elixir Profit Using Arrows HP remaining
Goblins 2 -1 N/A
Spear Goblins 2 -1 N/A
Bats 2 -1 N/A
Minions 3 0 N/A
Goblin Gang 3 0 N/A
Skeleton Army 3 0 N/A
Cloned Troop/s 3 0 N/A
Princess 3 0 N/A
Goblin Barrel 3 0 N/A
Dart Goblin 3 0 N/A
Minion Horde 5 2 N/A
Lava Hound/Pups 7 0-4 depending on what is used to pop hound. N/A
 

clash royale fireball

Fireball

Just like Arrows, the Fireball is another spell that allows you to get some sick Elixir profits.

Instead of vacuously placing your Fireball on the opponent’s towers to weaken them, possibly with a cheap unit next to the Tower, try to focus on positive Elixir trades or equal Elixir trades with your opponent.

For example, if your opponent places Barbarians behind their Tower… wait until they’re clumped up either next or in front of the Tower and send in your Fireball. Doing this allows you to get a little chip damage on the opponent’s Tower and makes the Barbarians HP low enough to be taken out by 1 shot from your Archer Tower or another cheap spell.

But just like the example used before, a smart player will wait until the very last second to launch the Fireball just in case another troop is played on the field by your opponent. Doing this allows you to gain a massive positive Elixir trade!

One important thing to note is that if your Fireball is 1 level higher than a Musketeer (3 Musketeers included), Wizard or Electro Wizard (Killing Ratio with Electro Wizard is lvl 8 Fireball kills lvl 1, lvl 9 kills lvl 2 ect.), it will kill them which is usually a great trade! But if they’re the same level or below, they will not die, allowing your opponent to put a tank in front of the severely weakened troops, unless you use a cheap spell to kill the weakened supporting troops.

Another option using the Fireball is to Fireball the buildings placed by your opponent, for example, spawners. Fireballing a single spawner, or multiple, while chipping away at the Tower is a great way of using. Another example is Fireballing defensive buildings whilst you have a push on the opponent’s side.

Recommended Targets to use ‘Fireball Card’ On

Card (Tournament Standard) Elixir Cost Elixir Profit Using Fireball HP remaining
Archers 3 -1 N/A
Minions 3 -1 N/A
Goblin Gang 3 -1 N/A
Bomber 3 -1 N/A
Dart Goblin 3 -1 N/A
Mega Minion 3 -1 123
Princess 3 -1 N/A
Ice Wizard 3 -1 159
Cannon 3 -1 324
Electro Wizard 4 0 28
Musketeer 4 0 26
Furnace 4 0 431
Flying Machine 4 0 N/A
Witch 5 1 93
Wizard 5 1 26
Goblin Hut 5 1 604
3 Musketeers 9 5 26

lightning clash royale

Lightning

The Lightning is a powerful card as it can completely destroy some annoying decks to play against, such as spawner decks, 3 Musketeers and some powerful  beat-down decks but is also quite versatile as it can stun enemies and buildings.

The Lightning Spell targets up to 3 enemy units with the highest HP at once.

For example, if your opponent places a Wizard and Musketeer and a Giant and you use Lightning on it, the Lighting spell will target the Giant first, then quickly hit and kill the Musketeer and Wizard. So to effectively use this card to obtain value, your goal should be to use it on 3 enemy units that all die to Lightning, get severely weakened, or get reset by the stunning of the lighting and to use less Elixir than your opponent has.

Another use for the Lightning spell is when you you have a Golem followed by a Musketeer heading onto your opponent’s side and on your opponent’s side, there is an Inferno Tower, Wizard and Mega Minion. What you would want to do is wait until the Inferno Tower locks onto that Golem for 1-2 seconds, then use the Lightning in a radius where all your opponent’s troops are in it to a) Reset the Inferno Tower so it doesn’t obliterate your Golem, b) Kill the troops and c) Give you a 7 Elixir positive trade.

The Lighting Spell costs 6 Elixir, but is so easy to obtain value with it when you use it properly to kill multiple threats at once. Thus I will not have a table of recommended targets because once you memorise what each card costs, it is easy to use Lighting at its fullest potential.

rocket clash royale

Rocket

The Rocket card is similar to the Lightning Spell as both cards cost 6 Elixir to use, but the Rocket card does significantly greater damage. But the main difference is that the Rocket has a much smaller radius, only 2 tile radius compared to the Lightning’s 3.5 tile. Due to this, the Rocket is my personal favorite card and by far one of the most skill-based cards in the game.

You need to master ways in which you can utilize the Rocket by timing the deployment and speed of certain troops, have them clumped up or next to a Tower, and at the same time blast them with a Rocket.

Preferably, when using the Rocket you want to spend an equal or less Elixir than your opponent if you use the Rocket defensively. But when using offensive, you want to Rocket a unit costing 4 Elixir or more while chipping the Tower.

The Rocket is also the hard-counter to the Elixir Pump, so in situations where your opponent has the Pump, you need to prioritize your Rocket to that card so your opponent doesn’t get too ahead in Elixir.

Another thing you can do with the Rocket is be creative! Try to synergy cards with the Rocket, such as the Miner, Mortar and Tornado (May be a bit harder to synergy with due to the recent nerf)! Remember, precision is key!

Recommended Targets to use ‘Rocket Card’ On

Side note, all cards under 6 Elixir should be rocketed when next to a Tower, chipping it unless it is urgent.

Card (Tournament Standard) Elixir Cost Elixir Profit Using Rocket HP remaining
Musketeer 4 -2 N/A
Baby Dragon 4 -2 N/A
Inferno Dragon 4 -2 N/A
Night Witch 4 -2 N/A
Electro Wizard 4 -2 N/A
Barbarians 5 -1 N/A
Wizard 5 -1 N/A
Bowler 5 -1 364
Witch 5 -1 N/A
Elite Barbarians 6 0 N/A
Sparky 6 0 N/A
3 Musketeers 9 3 N/A

clash royale rage

Rage

The Rage Spell, coming in at 2 ELIXIR is one of the cheapest, yet one of the few, pretty much useless spells. It increases the speed and damage of all your units in its radius.

The Rage spell is a good and fun ‘Surprise’ card that can win you a few battles. This card works best in Beat-Down and used when you have a big push on your opponent’s side.

However this card isn’t the greatest for competitive play due to its poor capabilities at helping you out in situations where specific interactions need to take place.

With the Rage Spell, you need to keep in mind that you can only take 8 cards into battle and that the Rage Spell only really works with a few cards. One of the most hated uses with the Rage Spell is with Elite Barbarians, but let’s just think for a moment, we hate it because Raged Elite Barbarians surprise us and they move at the speed of light due to the increase of stats from the Rage spell. These two cards while having Arrows or the Zap in your hand can easily destroy a Tower, due to your surprise attack and counters towards swarm troops.

Another common use for the Rage Spell is in Beat-Down decks.

For example, you have a huge Golem push on your opponent’s side. You Rage your troops and all of a sudden, the Tower is gone, once again, due to the stat increases from the Rage Spell. However, this push can easily be shut down by a simple Inferno Tower and a few distraction troops.

In conclusion, the Rage Spell is a card that can be used only in certain situations, otherwise it is easily ‘Metaphorically Countered’.

clash royale freeze

Freeze

The Freeze Spell is one of the scariest spells (but we all know the Graveyard is the scariest).

A cool thing about the Freeze Spell is that you can use it both on offense and defense! It also is a very skill-based card as you need to properly time the place of the spell.

Your goal is to Freeze as many troops or buildings as you can within the 3 tile radius of the Freeze spell without letting your win-condition die (if used on offense).

For example, you have a Hog Rider going down your opponent’s lane, and they place a Mini P.E.K.K.A to annihilate your bacon. You would wait until the very last second to deploy your Freeze because you want to use your Hog Rider to its fullest potential. Once you Freeze the enemy troop/s, you can sit back and relax.

When used on defense, you want to deploy the Freeze spell on a big push (or something else if you’re desperate) from your opponent on your side, then utilize  another high DPS troop to take out the push while you use less Elixir than your opponent.

Generally, you want to use the Freeze Spell when you have a greater Elixir advantage than your opponent!

clash royale zap

Zap

The Zap Spell is a card that comes in at 2 Elixir and briefly stuns units for 0.5 seconds. Due to the stun and low Elixir cost, the Zap Spell is commonly found in ‘Spell Bait’ decks and Beat Down decks because it is a useful cycle card that can reset the Inferno Tower’s charge (Also the Inferno Dragon and Sparky’s charge too).

The Zap Spell can be used in pretty much any Deck because it is, once again, a cheap card and can take out swarm troops which can be a hassle.

The best way to use it is on the Inferno Tower, swarm troops or to stun units when you have a win condition going to/on the opponent’s Tower.

For example, you have a Balloon going towards your opponent’s Tower, and they have Archers and their Tower shooting at it, you can Zap the Archers and the Tower so your Balloon will get 1 shot off, which is huge!

Another example is when you have a nice big Golem push and your opponent places the scariest card for you, the Inferno Tower! What you would do is wait until the Inferno Tower locks onto your Golem, and your Supporting troop/s lock onto the Inferno Tower, you would Zap the Inferno Tower while trying to get as many other units in its radius. That way, you can get your Golem to stay alive, as well as get as much value out of the 2 Elixir Zap.

Recommended Targets to use ‘Zap’ On

Key – (R) = to reset the troop

Card (Tournament Standard) Elixir Cost Elixir Profit Using Zap HP remaining
Goblins 2 0 10
Spear Goblins 2 0 N/A
Fire Spirits 2 0 N/A
Bats 2 0 N/A
Skeleton Army 3 1 N/A
Goblin Gang 3 1 10 (On Stab Goblins)
Minions 3 1 71
Goblin Barrel 3 1 10
Inferno Dragon (R) 4 N/A N/A
Battle Ram (R) 4 N/A N/A
Minion Horde 5 3 71
Graveyard 5 3 N/A
Sparky (R) 6 N/A N/A
Royal Giant (R) 6 N/A

clash royale mirror

Mirror

The Mirror is a very fun card, but let’s be real here, the Mirror is awful in competitive play.

The Mirror is pretty bad because it really hurts you on defense and it doesn’t really help you much on offense either.

One of the only ways to use the Mirror is to create more pressure than your opponent can handle. This is why the Mirror usually is only used in Spell Bait decks because Spell Bait decks’ priorities are to create pressure, and having the Added pressure of Mirrored Cards can destroy your opponent’s mind and win you the game.

Another use for the Mirror is to Mirror spells at the end of the game to finish off a Tower.

In my opinion, the Mirror is useless in all decks apart from the ‘Spell Bait’ decks as only certain cards are ‘good’  when mirrored.

Recommended Troops to Mirror

Card Elixir Cost
Dart Goblin 4
Skeleton Army 4
Goblin Barrel 4
Goblin Gang 4
Princess 4
Furnace 5
Minion Horde 6
Elixir Pump 7
Elite Barbarians 7
3 Musketeers (Risky) 10

clash royale poison

Poison

The Poison is a fun, well-rounded, versatile card that is appropriate for competitive play and 2v2! Its deadly toxin lingers around in the arena for 8 seconds dealing 30 damage per tick.

Due to this and its large radius, it is super effective against clumps of troops and buildings (such as spawners).

Generally, the best way to use the Poison Spell is to prioritise it to cards that cost 4 or more Elixir. Commonly, you want to play the spell on the Tower whilst hitting the unit/s you’re after. For example, there’s a Minion Horde placed in the back behind your opponent’s Tower. You would want to place the Poison spell a little earlier before the Minion Horde hovers over the Tower as you want time for the Poison Spell to kill the Horde.

The Poison synergises really well with cards like the Graveyard and Giant as the Poison Spell prevents any swarm troops to be placed on those cards to take them out.

For example, you just placed a Graveyard on your Opponent’s Tower (With a tanking troop of course) and then you place a Poison Spell on your Graveyard whilst still hitting the Tower. This use of a Poison Spell prevents the swarm troops, that are usually used to counter Graveyard, to be placed. If they did place their Swarm Troops a little before you placed your Poison Spell, don’t worry! That’s why the Poison Spell is there!

With the Poison Spell, it is really easy to find profitable trades!

Recommended Targets to use ‘Poison’ On

Card (Tournament Standard) Elixir Cost Elixir Profit Using Poison HP remaining after 8 seconds
Skeleton Army 3 -1 N/A
Goblin Gang 3 -1 N/A
Musketeer 4 0 N/A
Furnace 4 0 403
Electro Wizard 4 0 N/A
Night Witch 4 0 225
Barbarians 5 1 36
Minion Horde 5 1 N/A
Goblin Hut 5 1 576
Wizard 5 1 N/A
Witch 5 1 96
3 Musketeers 9 5 N/A

clash royale tornado

Tornado

The Tornado is a fun and extremely useful card that has many uses! For example, a Tornado can: Defend your units, bunch units up, deal damage, force a retarget, allow extra damage to be done by your units and change order of attack!

One of the best ways to use the Tornado is to activate your King Tower early in the game! Usually, your opponent has 1 win condition that can easily be pulled to the King Tower, for example, the Hog Rider or Giant.

Let’s say you have a Hog Rider coming down your lane, what you would want to do is position the middle of the Tornado on the King Tower but just in range of the middle of the Princess Tower. What you would do is; wait until the Hog Rider is on the edge of the Tornado range, then use it and your King Tower should become active! Once you have your King Tower active, you no longer need to pull the opponent’s win condition to it.

Another way of using the Tornado is to clump up troops and synergise it with another spell or a splash-damage-dealing unit (Wizard, Bowler ect.) For example, one of the best synergies is the Execution plus the Tornado. This synergy is by far one of the most powerful in the game as the Executioner hits each of the targets in the Tornado as they’re clumped up and can destroy many troops for a positive Elixir trade.

The Tornado is such a strong card that is very versatile and can help you out in many situations.

clash royale the log

The Log

I’m not gonna go too in-depth here (for that you can visit this page), But The Log is one of the most useful cards in the vast majority of spells in Clash Royale.

‘The reason for this isn’t due to its damage or ability to take down enemy towers from far away but rather due to its utility and flexibility as arguably one of the most multifaceted cards in the game.’ – Shared by crSean.

 The Log has the ‘special’ ability to reset attack animations of many cards (P.E.K.K.A for example) and knocks back cards (including resetting the Battle Ram’s charge), resetting their targets (For example, the Royal Giant).

The Log is also amazing at dealing with cards like Musketeers, Wizard, Electro Wizard etc. on defense. You can simply roll your Log right once the opponent’s’ units enter the Tower’s attack range, pushing them back a bit while dealing 240 damage.

When swarms like Elite Barbarians or Barbarians are dropped, The Log can do decent damage to them and knock them away from your defensive cards so they can continue to attack them from a range.

Another use for The Log is ‘denying space’. You can throw The Log behind troops like Hog Rider to help them reach the Tower and prevent the opponent from using swarm troops. This strategy is good, although you can improve it by waiting 1-2 seconds after deployment of your Hog Rider, then placing a ‘Prediction Log’ for the Swarm Troops.

That is a brief guide on how to use The Log properly, but if you want more detail, read this guide!

Recommended Targets to use ‘The Log’ on

Card (Tournament Standard) Elixir Cost Elixir Profit Using The Log HP remaining
Goblins 2 0 N/A
Spear Goblins 2 0 N/A
Goblin Gang 3 1 N/A
Skeleton Army 3 1 N/A
Goblin Barrel 3 1 N/A
Archers 3 1 67
Dart Goblin 3 1 N/A
Princess 3 1 N/A
Musketeer 4 2 358
Electro Wizard 4 2 360
Barbarians 5 3 396
Elite Barbarians 6 0-3 depending on what is used 730

clash royale clone

Clone

The Clone Spell is a weird and wacky spell that is nearly useless. One thing to always remember with it is that the original troops cloned will go to the left and the Cloned Units will be pushed to the right.

Although the Clone has pros, its cons out-weigh them; however it can still be used effectively!

Because of the 1HP factor, where the Cloned Troops have 1 HP, the strategies are very simple.

It will be fairly useless cloning tanks as they won’t gain much DPS and will die as quickly as a skeleton. On the other hand, cloning DPS units will be much more productive.

Particularly, you want to Clone cards such as the Musketeer, Mega Minion, Wizard and Balloon.

In particular with troops that drop bombs upon death (For example, the Balloon) or cards that burst into units (Like the Lava Hound) will be especially dangerous.

Another tactic that has been brung upon us by Yarn is Clone Skipping.  Clone skipping allows you to bypass buildings on your opponent’s side by pushing your unit to the left. For example, a 4-2 building plant pulls in a Balloon placed on the left lane, but using Clone Skipping, you can push your Balloon to the left bypassing the building entirely. You can Clone Skip with other units too, such as Giants.

With the Clone Spell, you can easily swap troops lanes if they’re placed in the middle. Simply use a Clone Spell on a troop in the middle towards the right and you have successfully swapped a troop’s lane.

These are some of the advanced ways of using the Clone Spell, but if you want to go basic, use it to overwhelm your opponent by cloning swarm troops. Although it may work sometimes, that tactic is High-Risk, High-Reward.

clash royale heal

Heal

The Heal Spell in my opinion is a fun, if not, the most fun spell to play with! Although its Ladder capabilities fall down due to overleveled cards, in challenges it is absolutely amazing!

One of the best uses for the Heal Spell is to heal your support troops and glass cannons, especially when they were already damaged by troops/spells.

One of the best examples for when to use the Heal Spell is when your opponent fireballs your 3 Musketeers. Once your opponent does this, you can quickly Heal your Musketeers and wipe clean a Tower with the support of spells. You may not be able to pull off this trick again because if they’re smart, they will Fireball + another cheap spell your 3 Musketeers simultaneously.

Typically, you would want to bring your Heal Spell into control or beat-down decks as the Heal serves a purpose when your troops who are defending your opponent’s units or in a big push damaged as they can be brung up to full HP, thus allowing tons more damage to be dealt.

The Heal Spell works well when you have an Elixir Advantage and just like the Rocket, be creative and go wild!

So guys this has been the ULTIMATE GUIDE TO ALL SPELLS, I hope you enjoyed it as it took a long time to make it, so I would really appreciate it if you left a subscription on my channel, The Jayming Broadcast.

Anyways guys, this is Jb3403 signing off.

The Mega Knight Will Shift The Meta

240
mega knight clash royale

Hello Everyone! This is Adam, here with my first guide as to why the Mega Knight is going to be so good! Let’s get into it!

mega knight clash royale

Mega Knight – New Meta?

Disclaimer: The Mega Knight may or may not have been released by the time you’re reading this, but it hadn’t released when I wrote this, so this is purely theoretical.

Why does the Mega Knight seem to be so good?

Clash Royale Mega KnightThe Mega Knight is a troop-targeting tank. Needless to say, these cards are not very popular. No one really likes the P.E.K.K.A or Giant Skeleton much. Sure, they can be fun to play, but probably won’t see nearly as much use rate as Giants or even Golems.

The Mega Knight is different. For one, it’s a splash damage troop. As soon as you kill the card supporting the Giant Skeleton or P.E.K.K.A, it instantly can be swarmed. The Mega Knight on the other hand can easily take out most swarms, despite it’s slow attack speed.

For another, it has mobility, mostly in the form of its jump. Now this allows it to jump from troop to troop without having to slowly walk up to it like the Giant Skeleton and P.E.K.K.A. Not to mention its speed is medium (that of a Baby Dragon) instead of slow like a P.E.K.K.A.

It can also 1 shot almost all low health cards using its jump (and if it can’t then it can kill them with one extra swing), such card include the Ice Wizard, Cannon, Musketeer, Witch, Wizard, Tesla, Night Witch, Princess, Bomber, and so on. It seems to me as though this creates a good combination of damage and splash, and like I mentioned before its mobility prevents it from having to slowly walk up to each and every troop.

And finally, it has an enormous amount of HP!

At tournament standards, it has more health than the Giant Skeleton and just ~4% less health than a P.E.K.K.A. This allows it to survive long enough to kill lots of troops. Have you ever seen the video of a Bandit dashing from troop to troop, killing them all in 1-2 hits? A Mega Knight is like that, except it has like 5 times more health than a Bandit.

Mega Knight Statistics

Cost Hit Speed Speed Deploy Time Range Jump Range Target
7 1.8 sec Medium (60) 1 sec Melee 4-5 Ground
Level Hitpoints Area Damage Spawn Damage Jump Damage Damage per second
1 3,300 240 480 480 133
2 3,630 264 528 528 146
3 3,993 290 580 580 161
4 4,389 319 638 638 177
5 4,818 350 700 700 194

Comparisons

Let’s compare the statistics of the Mega Knight to some other troops!

PEKKAThe P.E.K.K.A has almost the exact same health as the Mega Knight (it happens to have a tiny bit more, however).

The big difference is that the P.E.K.K.A deals more damage, while the Mega Knight favors mobility and splash damage.

In a 1v1 the P.E.K.K.A would win just about every time, simply because it has nearly 3 times as much DPS, despite the fact that they both have the same attack speed.

On the other hand, against most troops, the Mega Knight would do much better because of its mobility and because it’s so difficult to distract (at least it’s harder to distract than a P.E.K.K.A).

GiantThe Giant has 1% higher health than the Mega Knight, so it’s practically the same.

The big difference here of course is that the Giant targets buildings, and costs 2 Elixir less, but they’re both tanks.

Basically, I prefer the Mega Knight because it can fend for itself. True, an Inferno Tower or basically any air can take it out but the Giant must have support, or else it can be defeated by 2 Elixir Goblins. Also, the Giant doesn’t protect their support quite as much; if someone places a Mini P.E.K.K.A behind the support troop then the Mega Knight will probably turn around and attack the Mini P.E.K.K.A (as long as it isn’t already locked onto a target).

That being said, the Giant costs 2 Elixir less than the Mega Knight, and is harder to distract, so it’s easily debatable which is better.

GiantSkellyThe Giant Skeleton’s only advantage is that it costs 1 Elixir less and carries a Giant bomb.

It has a slightly higher attack speed, but its damage is pitiful and it has ~28% less health than a Mega Knight. It also doesn’t have a Jump ability and it doesn’t do splash damage.

That being said, it does cost 1 less Elixir, and that bomb can be devastating on defense (just place the Giant Skeleton right on top of all their support troops and R.I.P. Golem push). The bomb also does a ton of damage to an arena Tower, but it’s quite difficult to get the Giant Skeleton to the arena Tower, because it’s so easy to distract.

Even if you do get it to the arena Tower, a single Tornado can pull it back out of range.

Possible strategies with Mega Knight

There I go saying how the Mega Knight is way better than the P.E.K.K.A… However, I believe that the P.E.K.K.A and Mega Knight might be really good together.

Mega Knight + P.E.K.K.A + Executioner would be a formidable force indeed.

Remember the P.P.P days? It’ll be like that but way more expensive (it even has 2 epics and 1 legendary!)…

mega knigh pekka

On defense, this guy probably won’t be quite as good as he is on offense.

He can, however, quickly take out a troop and turn into a counter push. The slam ability (that’s what I call the damage he deals when you place him) is enough to kill some low health troops and literally almost all ranged support troops (besides perhaps the Executioner and Bowler) can be killed with 1 extra shot, so it’s great for counter pushes.

It’s also quite good solo, much better than other tanks, however you must watch out for air troops (and occasionally Infernos). Fire Spirits or Arrows should do the trick.

His jump ability makes he really good on offense, and (I know I keep on saying this over and over) its mobility is fantastic, just like the Bandit. Unlike the Bandit he is not immune to damage while jumping, however he can usually take the damage given its enormous health.

How about Cons?

All troops have their disadvantages, and the Mega Knight is no different. I’ve been telling you how good it is the whole time, now let me to you the bad stuff.

It’s expensive.

Other troops like the Giant or Giant Skeleton may not provide quite as much value, but they cost less. A lot of good Mega Knight combinations work really well, but it can be quite difficult to place all the troops.

Its DPS isn’t fantastic.

The Mega Knight might be more versatile than the P.E.K.K.A but it lacks sheer damage. The P.E.K.K.A will win a 1v1 every time, level hardly even matters in those battles. This is because the P.E.K.K.A simply deals more damage (a lot more damage, like ~2.6 times as much damage).

It can’t target air.

The main weakness of a Mega Knight is its inability to fight air troops. This means that if you can distract it long enough, Bats alone can kill it. Bringing in a spell can easily solve this problem, but are troops can still be a pain to deal with.

I think I’ve covered most of its problems. I know there are probably more, but that’s all I can think of.

Conclusion

Well, that just about wraps everything up. I honestly hope this guide has helped you.

I admit that I can’t promise anything, because to be truthful I’m not a famous YouTuber or a Supercell employee, so I’ve never actually used the Mega Knight, but I’ve studied it a lot.

I’ve put a lot of effort into this guide, so any recommendations or comments are greatly appreciated ☺.

If you have any suggestions or you believe I missed anything, just comment it.

My in-game username, real life name, and Disqus username are all Adam!!!!

Thanks for reading, and be sure to keep updated for more content!

Sparky Heal – Surprising Off-Meta Deck for Challenges

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sparky heal

Hey guys this is Regeneration back at it again with my second deck that I used frequently in 2v2, ladder, and challenges.

This deck does have replacements so fear not free to play people!

sparky heal

Sparky Heal

Clash Royale SparkyClash Royale HealClash Royale Ice SpiritClash Royale fireball
Clash Royale ValkyrieClash Royale Electro WizardClash Royale Goblin GangClash Royale Baby Dragon

sparky heal analysis

Card Roles

SparkySparky – Technically the win condition. However I use her more as a threat card.

For example, P.E.K.K.A Deck users know that chances are P.E.K.K.A won’t get to the Tower, even with support troops. If P.E.K.K.A does ever reach the Tower, she punishes the opponent hard, along with the support troops (if alive), taking out the Tower and possibly 3-crowning.

Same thing with Sparky; I’ve seen so many people over react to Sparky by Zapping, then spamming troops down to take it out as fast as they can.

Use Sparky to bait out troops, zaps, and use your support troops to finish them off.

No replacements for Sparky because she is the star, however P.E.K.K.A is the closest replacement if absolutely necessary. Level does not matter.

HealHeal – Supports the push you make with Sparky, and keeps her alive (Hopefully long enough to get a hit off!) along with the support troops.

Use it during a push or in a pinch when a defensive stop is required. Higher the better, however as long as it’s level 6 and above, it should be fine. Rage (or even Lumberjack!) is your best replacement.

IceSpiritIce Spirit– 1 Elixir. 1.5 Freeze that buys you time and more Elixir in Double Elixir time.

Use it to cycle through the Deck, or during a push so that your Sparky can blast away the frozen troops clustered together.

Level it up so that your opponent’s level is the same as your Ice Spirit. This way when cycling the Ice Spirit lands on the Tower (95 damage at tourney level, 104 at level 10). You’ll be surprised when these Ice Spirits start to stack up.

Fire Spirits are your best replacement.

FireballFireball– Originally this Deck used Poison to protect Sparky from swarm troops, however it was just too slow and a lot of low health troops ended up remaining and caused problems for me down the road.

Use it on medium health troops(Wizard, Musketeer, E-wiz, etc.), and Minion Hordes in a pinch. Great Tower finisher.

Replace with Poison(not recommended), Rocket, or any other splash damage troop.

ValkValkyrie – This one was a tricky one.

I experimented with RG, P.E.K.K.A, and other big tanks that do heavy damage and usually end up with little health by the time they get to the Tower.

RG was my first choice because RG Sparky is one of the most annoying combinations, and with the heal and the ability to bait out troops for Sparky to blast away, he sounded like a great option. However, I realized that this led to more swarms, and this Deck would only have one splash troop (Baby Dragon, I’ll explain later).

I tried P.E.K.K.A and mixed around the Deck to try and fit a second or third swarm troop, but the Deck got too expensive without a Pump (4.3 average Elixir cost).

Finally, I ended up with Valk. She’s like the Knight, but with 360 splash, excellent defender against Elite Barbarians (another problem I ran into due to their speed and damage), great Graveyard counter,and can tank for Sparky without worrying about swarms, which led to more troops baited out which means good for Sparky. All of this for 4 Elixir.

Replacements: Knight, Dark Prince, Ice Golem.

eWizElectro Wizard – Despite the hit speed nerf, E-wiz is still a great card on defense, and his .5 stun works great on Infernos and opponent sparkys.

Main defense against opponent pushes including Lavaloon(hate it), P.E.K.K.A pushes, etc. and a great card for counterpushing.

Level really doesn’t matter, however if you face a lot of Goblin barrels you might want him at level 2.

Replacements include Ice Wizard, Wizard, Musketeer, Inferno Dragon, and Inferno Tower.

GobGangGoblin Gang – I still miss the 3rd Spear Goblin, however I still prefer Goblin Gang over Skeleton Army as it is a bit more spell resistant and can somewhat act as air defense(2 Spear Gobs).

Use it to kite aggro troops like E-Barbarians, Lumbys, PEKKAS, etc. or as Zap bait.

Don’t forget Valk and E-wiz if Goblin Gang gets logged arrowed or zapped away.

Level 9 at the least, higher level the more spell resistant. Replace with Skeleton Army, Guards, Spear Goblins, Goblins, skellies, or even Tombstone.

BabyDBaby Dragon – The first Epic that I got from the wooden chest in that tutorial at the beginning; Baby Dragon is one of my favorite cards as he acts as a flying splash mini-tank.

Use him to tank for Sparky when Valkyrie is unavailable, clean up swarms like Minion Hordes, Graveyard counter when Valkyrie is unavailable, and take out support troops with help.

Replacements include all air targeting splash troops and Dart Goblin.

Using the Deck

Opening moves:

  1. Ice Spirit at the bridge to cycle.
  2. Sparky in the back to build up a push.
  3. Valkyrie in the back(Watch out for e-barb rushes).
  4. Baby Dragon in back to build up a push.
  5. E-wiz in the back(same thing).
  6. Goblin Gang at the bridge to bait out spells, troops, and/or chip damage.

If opponent blitzes you with a troop:

Hog Rider- Ice Spirit and Goblin Gang. Valkyrie and E-wiz if necessary.

E-Barbarians- Valkyrie and Ice Spirit. Goblin Gang and E-wiz if necessary. Counter push if you have heal in your hand.

Others- Same defense as above.

If opponent decides to build up a push:

Tank in the back- Put Sparky down. If not in hand, put down E-wiz in the back or Goblin Gang at the bridge and react accordingly. Valk and Baby D for support troops.

Support troop in the back- Place down E-wiz or Baby D in the back. Fireball support troop(s) and Tower for value.

Pushes

  • Valk Baby D- Splash Push. Careful though as your remaining splash troops are Ice Spirit and E-wiz’s spawn(E-wiz doesn’t deal splash damage).
  • E-wiz Ice Spirit- Not so much a push but more of a defense against Minions/Minion Hordes. E-wiz’s spawn for other swarms.
  • Sparky Valk- Deadly. Valk for swarms, Sparky for destruction. Add heal if necessary.
  • Sparky Baby D- Same as Sparky Valk but with Baby D instead of Valk.
  • Full Push: All cards- Sparky for damage, Valk, Baby D, and Fireball for swarms and support troops, E-wiz, Ice Spirit, and Goblin Gang to keep every thing together and any heavy hitters, heal to keep everyone alive longer. This will most likely happen as a counterpush.

General Gameplay

Use each card for each specific role. Try not to clump together your troops and only do so if they are at the bridge for a heal.

Sometimes you may find that you might not even need your Sparky which is totally alright.

Do not overcommit, and it is ok to take some health from your Tower so long as your Tower does not fall under the heavy spell range (the range where 2 rockets and a Log can take it out. Rule of thumb: Stay above 33% Tower health).

This Deck is a counterpush Deck: Defend and destroy.

Apply pressure, don’t make mistakes, and never go for 3-crown: only do so if you know you can get it.

You may find yourself in overtime a lot. Don’t panic, it’s ok to go for the draw sometimes. A lot of times I find myself winning 1-0, so this Deck is not for crown farming.

Great for challenges and tourneys however!

Matchups

HogHog Rider- E-wiz, Goblin Gang, Ice Spirit+ another troop. Baby D is not as great, and never use Sparky against Hog.

For Hog cycle their defense is weak so try not to let them outcycle you and punish them with a Sparky push. Downside is they have small cheap troops to distract your Sparky, and maybe even an E-wiz of their own.

For Hog spell bait, E-wiz on Goblin Barrel, Goblin Gang on Princess, and Valk/ Baby D/ E-wiz spawn for swarm troops. Take out their squishy defense with Baby D/Valk and you should be fine.

eBarbsE-Barbarians– Valk and Goblin Gang with Ice Spirit and E-wiz for the rest. Apply pressure and don’t panic.

 

RGRG- Goblin Gang, E-wiz and Valk. Ice Spirit if necessary and counterpush with Sparky.

GolemGolem/Giant– E-wiz and Goblin Gang for tank, Baby D and Valk for support troops and tank when done. Fireball support troops near crown towers. If opponent uses Pump, Fireball the Pump instead. Counterpush with Baby D as tank and Sparky for damage.

3M3M- Fireball the 3M for +5 Elixir. If Fireball isn’t in the rotation use Valk Ice Spirit for +4 Elixir. Goblin Gang on tank or 3M if Valk and Fireball are not in rotation.

 

PEKKAGiant Skeleton/P.E.K.K.A– Ice Spirit. Baby D for support troops. Valk/Goblin Gang/E-wiz for Giant Skeleton, Goblin Gang/E-wiz/Valk as last resort for P.E.K.K.A. DO NOT LET THE GIANT SKELETON GET NEAR THE TOWER.

MinerMiner- You have Goblin Gang, Valk and E-wiz. Don’t let them out cycle you.

 

GraveyardGraveyard- Valkyrie for Graveyard. If opponent freezes her use Baby D or E-wiz’s spawn to take out remaining Skeletons. Goblin Gang for tank. If Bowler is tank, use E-wiz and Sparky near the river(Bowler cannot push Sparky back so he will remain locked on her.

XBowSiege decks- This is tough. Valk to tank, Baby D for distraction units, E-wiz/Ice Spirit/Goblin Gang for support. You can also use Sparky as a tank. Just make sure the siege weapon is locked on Sparky and not the Tower.

GobHutSpawners- Baby D and Valk are your best shot. Sparky is useless as there are way too many distraction units for her to get a shot off correctly.

Fireball the Furnace, and if opponent doesn’t use Furnace then Fireball either the Pump or Goblin Hut.

Just remember that the spawners are for lane control, and won’t have a lot of Elixir to defend with(especially after placing Barbarian Hut).

LavaLavaclone/Lavaloon– Toughest matchup in my opinion. Valk for support troops, E-wiz and Baby D on Lava Hound. For Lavaloon take out ballon first with E-wiz, then Lava Hound. Goblin Gang can help a little. For Lavaclone KEEP BABY D ALIVE. He is the only defense against lavapup clones with his splash damage, and if he dies then GG.

SparkySparky decks– Take out tank with Goblin Gang and Valk. Stall with Ice Spirit on Sparky, and use E-wiz on Sparky. Just remember that if E-wiz dies, fully charged Sparkys can take each other out.

 

Conclusion

Well I guess that does it for this guide I hope you guys liked this Deck. Feel free to experiment with other cards to see how it goes and remember: #notmytrashcan

P.S. Leave a like and be sure to comment and don’t forget to subscribe for more (UwU clickbait).

-Regeneration

How to Win Huge Tourneys – Finding, Tourney Layout and Other Tips!

2
Clash Royale Tournament Chests

Hi. It’s me here again with another guide. Today i will show you… ah forget about it!

What’s up my friends, it’s Norbysweg here coming with a slightly smaller guide on, guess what, how to win a big Tournament!

This Saturday, the Fourth Clash.World Tournament took place, and I managed to hardly but surely win 1st place, at a solid 30 trophy range from 2nd place.

No guys, it’s not all about the deck. Are you interested in creating your own Tourney Layout, and managing to win Tournaments consistently? Follow ahead, cuz you’ll surely be amazed!

Tournament Guide

How to Win Tournaments Consistently – Advanced Guide

Kay guys, this should be easier than the play right? Well, it’s NOT. First, you need to find a source for those.

Possible sources would be:

  • Livestreams – Maybe the easiest way, you will find them more often on youtube, and they are usually 400-card tournaments. Watch out for fake streams, because those owners always want more subs and likes for the price of nothing. I personally managed to win some streamer tournaments, but you need to be lucky to catch the tourney when it’s not full yet.
  • Plexchat – A great Gamers’ app, where you can join Plexes, which are groups of players, with announcements, different servers, just like Discord. One of the best Plexes is CWA’s Plex, where he hosts daily 200-man tournaments!
  • Clash Royale Arena – Yes, the best source by far!
  • Bren Chong – I don’t know much about him, but if you follow him on Twitter, you’ll be greeted by usual 1k-man Tournaments. That’s all.

You need to see when the Tournament is hosted, what’s the password, and is it starting with the Preparation or the Battle. I’ve been surprised many times by preparing for a tournament, and then finding out I have to wait 2 more hours for the Prep time 🙁

Analyzing the Current Meta

Nope, don’t look at The #1 Global!

I mean yes, but in the other way!

With the app starfi.re, you can follow the best players’ player tag, and see all their recent decks, along with how many ties, wins, losses they got.

I was once tricked because i was raging in a challenge, and copied the #1’s deck, not realizing that it’s a Mortar deck with 6 spells. Yep, that’s true.

Youtube!

Best content creators in my opinion are Surgical Goblin, Clash With Ash, Orange Juice, Chief Pat, SirTagCR and Wonderbrad! They have awesome videos, most of them post daily, and they almost always showcase competitive gameplay, like Grand Challenges, Big Tournaments, and you can copy their decks!

But first, watch the whole video, so you can understand the deck. If you want a fresh start, check out Clash With Ash’s uploads, where he showcases lots of hardcore 12-win Decks, along with a Pro invited on the channel, and teaching you how to play that specific deck! It’s just great!

Don’t forget our beloved ClashRoyaleArena by the way 😉

On the decks you need to have stored in your mind, we’re gonna talk right now.

Creating your Tourney Layout

A tournament is usually divided in three parts, those being:

60.00-40.00

This is where you start, so basically you have to earn those cups fast, since in the start you get more by default.

Researching on a Three Crown deck is very helpful, so do not expect getting in the Top 20 by playing Miner Poison, because it will always go in overtime.

A good strategy would be to use for example a P.E.K.K.A Control deck (or another beatdown deck depending on the meta), and playing slightly more aggressively.

If you don’t lose a single match, you’re on the good way.

Recommended decks: Pekka/Golem/Lava Hound beatdown, Three Musketeers

40.00-20.00

The middle, basically you have to alternate between aggressive and defensive, by playing a Graveyard cycle deck for example.

You don’t have high elixir cards, so your deck is very versatile, but you also have the Graveyard as a very good and brutal win condition.

You aren’t supposed to take huge risks by using all your elixir at once, just play slightly smarter.

Recommended decks: Graveyard Cycle, Zap Bait, Giant control, X-Bow

20.00-00.00

It’s all for nothing man, Three Crown decks don’t shine anymore, you gotta earn those solid wins and most important, do not LOSE.

You have to play extremely smart, conservative, along with paying attention.

If you do a mistake in a P.E.K.K.A deck, that will cost you more than if you do one in a Miner Poison deck.

Recommended decks: Graveyard Cycle, Miner Poison, Hog Cycle, Mortar

Alternative Tourney Layout

For example I am very experienced with Miner Graveyard.

If I don’t want to play 3 or 2 different decks, and Miner Graveyard is in the Meta, i can play it through the whole tournament!

Don’t get hyped up guys, Mineyard is a very Balanced deck, that can alternate between Aggressive Graveyard and Passive Miner. Check out my Guide at here.

If you’re very very skilled with one specific, balanced, meta or off-meta deck, then no need for Tourney Layout!

Reliable Decks include: Golem Lightning, Lavaloon, Splashyard, Hog Exe Nado

Setting up your environment

Do you like music, or game sound more?

If you like game sound, be sure to use headphones, if you like music, don’t use headphones, so you can hear the game sound slightly. I recommend channels like Trap Nation and Trap city, because Trap is awesome, and it helps many people, along with me, concentrate better, and feel better at the same time.

Play somewhere comfortable, in a place with good Internet Connection, if there’s nobody that will try to place your Elixir Pump offensively, or place your Rocket on the King’s tower, then you can consider yourself safe, for at least 1 hour.

Don’t expect to win the CCGS final tourney on the bus with your friends Zapping the King’s Tower, because let’s face it, stuff like that never works out well.

Also use the device you’re most comfortable with. For example I’m very bad on PC, and my phone is pretty laggy, so I’ll play on my Tablet.

cra tourney

How I won the Clash.World #4 Tourney

I played at home the whole time, with my tablet, listening to a random Trap City mix. I preventively asked my parents to not disturb me for an hour, and it worked out pretty well.

At 40 minutes left, i was around 200th place, when i started hardcore winning, thus getting myself to #1, with all those Three Crowns. Along the way I managed to beat two players from Champion League, both with 200k+ Challenge cards won. I stood calm through all of the matches, even though my heart was beating hardcore at the end.

Wonder what Deck I used?

It’s called “Romania”. It’s a deck I want you guys to be interested on, because it’s the only deck I used through the whole Tournament, and I promise you that you’ve never seen this deck before. At least not exactly the same cards.

I don’t want to be a clickbait scrub, but I wonder who wouldn’t have given up at 40 minutes left with only 30 cups. Well I didn’t. I pushed hardcore in the last half an hour, without losing any single match against Golem NW, Splashyard, Three Musketeers, Lavaloon, and much more!

Any other than that, the first place stopped playing at 5 minutes left, so I won my last game, and I was happy to realize that I won, after all the struggle.

I’ll be posting the guide on “Romania” two days from now, along with my Chest unlock!

norby top 1 cra tourney

I hope you liked the guide! I’m looking forward to meet you the Clash.World #5 Tournament!

Thanks so much for Will hosting the Tournaments, and thanks to you guys that read and comment on every of my guides.

Now all it’s left to say is Norbysweg out!

Winning or Losing In Only 1 Turn – Making the Right Decision

215
winning or losing

Hello guys it’s Ash and today I want to share with you a very helpful guide to almost any Clash Royale player. This guide is about choosing the right decision which can cost you the whole battle.

winning or losing

Winning or Losing In Only 1 Turn

I want to start by apologizing for my sudden disappearance. A lot of personal things have been going on in life, so I needed time away from YouTube.

I’ve also haven’t been home for a while, and just recently got back, so I can now make videos frequently once again. I love making videos and I love Clash Royale, so I want to be able to continue to make great videos for as long I can. Sometimes things happen and I may need to take a break, but I promise you guys that I won’t ever give up on YouTube and Clash Royale.


So today I want to share a guide that should be very helpful to all Clash Royale players. The reason I call it “Winning or Losing in 1 Turn” is to show you guys that a single decision in a single turn can result in you winning or losing.

For example, if your opponent plays Golem on the left lane, should you play your Giant on the same lane or opposite the Golem?

Believe it or not, if you make the wrong choice, then you’ve likely already lost the battle because of your wrong choice.

So I’m going to simplify everything for you guys, showing you how easily you can win battles by making the right decision.

Big Tank vs Small Tank

So let’s start with the Golem vs Giant, a big tank vs small tank scenario.

Whenever it’s a big tank like Golem versus a smaller tank like a Giant head to head, the Golem almost always has the advantage because it can survive a lot longer and continue to support with Golemites.

Scenario 1:

Let’s look at a scenario where your opponent plays their Golem all the way at the back left lane, and you decide to deploy your Giant all the way back in the same lane. This is a horrible place to deploy your Giant and you’ll see why.

 

The reason for this is that by the time your Giant reaches the bridge, the Golem also reaches the bridge. And the Golem user will have lots of Elixir to kill your Giant while the Golem distracts all your supporting units behind the Giant. The Giant will die quickly and then the supporting troops behind the Golem will kill the supporting units that were behind the Giant and also deal a lot of damage to your Arena Tower.

Scenario 2: What about deploying the Giant in the same lane, but directly at the bridge?

This is actually the worst possible place to deploy your Giant against a Golem because you open up yourself to a very big Golem counterpush.

The defender will likely lose a lot of Tower health due to your aggressive push, but then you’ll run out of Elixir and won’t be able to defend against the counterpush, resulting in you getting hit harder and most likely losing your Arena Tower or worse.

 

However, the case is different during Double Elixir Time. Since at Double Elixir Time you get Elixir faster, you will be able to attack more aggressively.

Not only that, during Double Elixir Time, time is limited, so your goal should be to take down your opponent’s tower before he takes yours. So only during Double Elixir Time, aggressively deploying Giant at the bridge in the same lane is the best move! So you can see as to how the timing of a battle is key for victory.

If it’s not Double Elixir Time, then it’s the worst move, but if it is Double Elixir Time, then it’s the best move.

 

If you’re someone who uses Golem, then you should always deploy your Golem the same lane and distance from your opponent’s Giant. This will almost always give you the advantage.

But what do you do if you have a Giant?

The best move you can make when your opponent plays Golem all the way at the back is play your Giant on the opposite lane and on the bridge!

This forces your opponent to either sacrifice their Arena Tower or use the remainder of their Elixir to protect their tower.

  • If they decide to protect their Arena Tower, then they will not have enough Elixir to support their Golem, making it very easy to kill their Golem, while also dealing lots of damage to their Arena Tower.
  • If your opponent decides to sacrifice their Arena Tower and instead support their Golem, then you must make a decision to go for the 3 crown before your opponent 3 crowns you, or also sacrifice your tower and defend against their Golem push.

The safest move in this case is to not overuse your Elixir on your Giant push, and instead just use enough to take their Arena Tower, while making sure you have enough Elixir to defend against their Golem push. Don’t expect to shut down their Golem push, because you just wasted a lot of Elixir on your Giant push.

 

Instead, the best move is to sacrifice your Arena Tower while preventing your opponent from 3 crowning you. This way, you’ll be tied 1-1, and every time your opponent deploys Golem, pressure them immediately with your Giant. If they drop their Golem and go for 3 crown, you can easily go for a 3 Crown first with your Giant!

If you’re a Golem user, then you should not go after their King if you’re tied 1-1, go for their 2nd Arena Tower because the King’s Tower has a lot more HP. You should also never place down your Elixir Collector when it’s double Elixir time, or else the Giant player will rush in and steal your Arena Tower easy and you won’t be able to recover back in time.

The same rules apply for all other threats as well.

And it’s also why I always urge people not to play your win condition first!

If you drop your Giant at the back without first scouting whether your opponent has a Golem or Lava Hound, then you’ll immediately lose control of the battle.

You want them to make the first move and play their tank, so you can take advantage, knowing what move to make. And you should never deploy your Lava Hound or Golem early either, not unless you have a big Elixir lead, as you want to deploy your Lava Hound or Golem in the same direction as their Giant or any other slow tank.

So let’s review some rules:

  1. If your opponent drops big tank such as a Lava Hound, you want to pressure the opposite lane. Examples of ways you can pressure the other lane is use Giant or Hog Rider or X-Bow or Mortar or Elite Barbarians or Royal Giant or Graveyard or a countless other ways.
  2. If your opponent drops any bulky slow moving unit such as Giant or Knight or Valkyrie or Bowler, then you want to almost always deploy your Golem or Lava Hound on the same lane.
  3. Never drop your tank at the back first, before your opponent, not unless you’re leading in Elixir. As your opponent can always take advantage of that.

Watch the video for more details/commendations

But what if your opponent is using same weight tanks?

Such as Golem vs Lava Hound, or Golem vs Golem, or Giant vs Giant?

In this case, it’s very important that you’re not behind in Elixir.

In fact, the player who’s leading in Elixir will always have a big advantage.

If your opponent drops their Giant all the way at the back, then you want to drop your Giant at the bridge on the opposite lane and directly pressure and steal your opponent’s Arena Tower. By the time your opponent’s Giant comes close to your Arena Tower, you can easily defend against it.

But this is only possible if you have the same or more Elixir than your opponent, and so it’s very important not to be behind in Elixir.

 

The only time you should deploy your Giant behind your tower is when you’re in a big Elixir lead, that way if your opponent decides to rush you on the other lane, you can defend against it with enough Elixir and then easily steal their other tower with your Giant because they’ll run out of Elixir.

However, if your opponent drops a bigger tank such as Golem or Lava Hound at the back, the only time you want to place your own Golem or Lava Hound at the bridge is during Double Elixir time. Otherwise, you won’t have enough Elixir to support them.


During the first two minutes of battle, when it’s not Double Elixir Time, it’s best to play your Golem or Lava Hound two or three tiles ahead of your opponent’s Golem or Lava Hound. This is a very important concept to note.

Why two or three tiles ahead?

This is because the bridge is two tiles long. This means that your Golem or Lava Hound will cross the bridge first, allowing you to safely target their Golem or Lava Hound first while yours distracts their supporting troops. So by targeting their tank first, you will be able to kill their Golem or Lava Hound first and be able to also kill their supporting troops first because your Golem or Lava Hound will live longer.

 

If it’s Double Elixir time, you never want to deploy your tank all the way back!

I see players make this mistake all the time.

It’s way too risky because time is now limited and Elixir production is doubled.

If you drop your Golem at the back, while your opponent drops his Golem at the bridge, your opponent will have the advantage as your opponent’s tank will now be able to get to your Arena Tower and deal lots of damage while also be able to support their Golem from double Elixir.

Now let’s go over other scenarios:

If your opponent drops an expensive support unit, such as Executioner, or Bowler, or Witch at the back; then you should drop your Golem or Lava Hound in the same lane.

Why?

Because if you choose to deploy your tank on the opposite lane, then you risk sacrificing your Arena Tower if your opponent plays a Giant in front…

 

However, if it’s double Elixir time, then it’s better to deploy your Lava Hound or Golem on the opposite lane.

For example, if your opponent deploys an Executioner on the left lane, you can go right ahead with your Lava Hound and Balloon on the right lane and avoid dealing with the Executioner and Tornado.

While if you’re using something less expensive like a Giant or Hog Rider, then you should always attack from the bridge on the opposite lane.

For example, if your opponent deploys their Bowler at the back left lane, then you should always quickly head in with your Giant or Hog Rider on the right lane. This will force your opponent to spend the rest of their Elixir defending your push. They’ll most likely not have enough Elixir to stop you from dealing damage to their Arena Tower, and when their Bowler reaches your side, you can now easily defend against it since your opponent will have troops on two separate lanes.

If your opponent is using Royal Giant, then you always want to keep enough Elixir to deploy your tank after killing the Royal Giant.

For example, instead of using your Wizard and Musketeer and Skeletons and Ice Spirit to kill their Royal Giant, it’s better to take some damage to your Arena Tower and just use your Musketeer and Skeletons and Ice Spirit on the Royal Giant, and save the rest of your Elixir to play your Giant in front of your Musketeer for a much stronger counterpush.

 

If your opponent places down an Elixir Collector, and you have a spell such as Lightning, or Poison, or Fireball to use on it, it’s better to attack your opponent in the same direction as the Elixir Collector and then use your spell. This way you can not only damage the Elixir Collector, but could also get more value by killing other units next to the Collector.

Also, if you don’t have an Elixir Collector yourself and it’s not Double Elixir time, then you should not let your opponent accumulate a big Elixir lead with their Collector. Even if you manage to deal lots of damage to their Arena Tower, they can punish you a lot more with a bigger Elixir lead.

Say your opponent’s right tower is low HP, while their left tower is at full HP and there’s two minutes left. They place down an Elixir Collector behind their left tower. What do you do?

If you attack the tower that was at 50% with a big push, then you will most likely take down the tower because your opponent is now low on Elixir. But, your opponent will now be in a big lead with Elixir for the remainder of the battle. Now your opponent can not only easily take down one tower, but with the Elixir lead, can also take down your 2nd tower before you do.

And so, as long as it’s not Double Elixir time, you should always attack the direction of the Elixir Collector or weaken it with a spell such as Fireball, Poison, or Lightning. This way, your opponent will not be able to make a powerful push during Double Elixir and not be able to make a comeback.


So I hope you guys found this video to be helpful and insightful.

Depending on your decision, a battle can end in just one turn, so hopefully this video was an eye-opener and it should help you win lots of battles!

Thanks for watching, and be sure to subscribe for more great Clash Royale content.

Ice Spirit Vs. All Cards (73+ Tips)

1

Hey Clash Royale Arena! Dreemurr here with my third guide about one of the best and most versatile cards in the game: The Ice Spirit!

ice spirit guide

In case you’re wondering (though why would anybody be?), I’ve been busy making a Redbot for our Discord server called X-Bot (puns), so I haven’t been commenting much on Clash.World lately. (My name on discord is Umbresp.)

But since you’re probably all here to read about the Ice Spirit instead of me, let’s get into it!

Statistics and Numbers

Speed Deploy Time Range Target Freeze Duration Cost Type Rarity
Very Fast 1 sec 2.5 Air & Ground 1.5 sec 1 Troop Common

What this means: The Ice Spirit is fast, cheap, easy-to-level-up distraction or cycle card. It also does a small amount of damage that can kill anything weaker than Spear Goblins at equal level (I thought everyone knew this, but apparently not).

Ice Spirit Vs. All Cards

When battling in Clash Royale, one must use a troop to deal damage, no matter if it is on offense or defense, right?

Technically speaking this is true because all troops deal damage, but I like to look at it another way. Some troops simply can’t be effectively used for damage, most notably being the Ice Spirit and the Skeletons.

Personally, I (and most people) will use the Ice Spirit for its Freeze ability and to aggro troops.

The Ice Spirit is a very flexible card because of its many uses. You can use it to reset Inferno Tower and Inferno Dragon, delay a Balloon from reaching your Tower, allow your Hog to finish off that Tower, and counter that Mini P.E.K.K.A for 1 Elixir. Therefore, it is one of the best cards in the game  because of its value for 1 Elixir.

Since you would probably get bored reading dry information, I have organized this guide into a different way.

I’m going to explain how to counter Every Single Card with the Ice Spirit, except for the ones that can’t be countered with the Ice Spirit, which I will explain how to counter with an Ice Spirit combo.

training camp

Training Camp

ArchersArchers- Once one of them is locked on to something, put the Ice Spirit on top of them. It will delay them enough time for your Tower to finish them off. This will work for equivalent level and 1 level below.

ArrowsArrows- No. Just no.

 

FireballFireball- See Arrows.

 

BomberBomber- Use it as a sacrifice while your Tower kills the Bomber. Make sure you put it in the middle so that the Bomber will have to walk, slowing him down further.

 

GiantGiant- You can’t counter Giant with a single Ice Spirit, but the Ice Spirit will prevent some damage. I have found that an Ice Spirit + Skeletons combo will take care of a lone Giant. However, in real battles, this is usually not the case unless you are in Arena 1, which then you probably wouldn’t have the Ice Spirit.

KnightKnight- Use the Ice Spirit to pull him to the middle and Freeze him for a bit. He will get some shots off if you do not also use some small troops like Skeletons (rip ledoot) or Goblins.

 

MPMini P.E.K.K.A– See Knight.

 

PrincePrince- See Mini P.E.K.K.A.

 

MuskMusketeer- Use the Ice Spirit to tank a shot from the Musketeer, then it will jump and Freeze it, allowing your Tower to finish it off. Warning: Do not attempt this if your Ice Spirit is underleveled or their Musketeer is overleveled. Instead, wait until it locks on.

BabyDBaby Dragon– Similar to Musketeer, but the Baby Dragon has lower DPS so you can tank, pull it to the middle and then Freeze it. However due to his high HP he will still get a few shots off.

 

SkarmySkeleton Army– Put the Ice Spirit far away enough that the Skeletons don’t trample it and watch them get destroyed.

 

WitchWitch- Basically an intermediate between Musketeer and Baby Dragon, but make sure the Skeletons die first.

 

goblin stadium

Goblin Stadium

GobsGoblins- Pull, Freeze, Kill.

 

SpearGobsSpear Goblins– Treat them as smaller, weaker Archers.

 

GobHutGoblin Hut– This one takes timing and practice to pull off. When the first Spear Goblin crosses the bridge, place it in the middle and use it to tank shots. Then it will continue walking and put the second Spear Goblin at critical health. I do not recommend doing this as it is ineffective and difficult. There are easier and better ways to deal with Goblin huts.

ValkValkyrie- Treat it as a Prince but don’t use swarm cards. This is basically common sense.

 

BarrelGoblin Barrel– Ice Spirit isn’t really effective against this unless the Goblin Barrel isn’t at the exact center of the Tower. Just place it any time before the Barrel lands.

 

LightningLightning– See Fireball.

bone pit

Bone Pit

MinionsMinions- See Goblins.

 

SkelliesSkeletons- The splash will kill them. Make sure you position it to where it splashes on to all the Skeletons.

 

BombTowerBomb Tower- I don’t see how your opponent could use bomb Tower offensively.

 

TombstoneTombstone- See Bomb Tower.

 

BalloonBalloon- See Giant.

 

GiantSkellyGiant Skeleton- Treat it as a tankier Knight. Just make sure the bomb doesn’t hit anything important.

barbarian bowl

Barbarian Bowl

BarbsBarbarians- Like Goblins but tankier and there’s more of them. You will need something else to fully finish them off but it won’t take much.

 

CannonCannon- See Tombstone.

 

BarbHutBarbarian Hut– See Barbarians.

 

RocketRocket- See Lightning.

 

RageRage- See Rocket.

 

XBowX-Bow- A lone Ice Spirit can delay an offensive X-Bow but that’s about it. You will need something else to take care of it.

pekka's playhouse

P.E.K.K.A’s Playhouse

HordeMinion Horde- See Goblins.

 

TeslaTesla- See Cannon.

 

HogHog Rider- See Balloon.

 

InfernoInferno Tower– See Tesla.

 

FreezeFreeze- See Rage.

 

PEKKAP.E.K.K.A- Like the Mini P.E.K.K.A, but tankier. Kill it with other stuff as well.

 

InfernoDInferno Dragon- The Ice Spirit can be used to reset its charge or pull it to the middle and make it easier to kill.

 

LavaLava Hound- See Hog Rider.

spell valley

Spell Valley

FireSpiritsFire Spirits– See Skeletons.

 

Zap

Zap- See Freeze.

 

FurnaceFurnace- Like a Barbarian Hut but Ice Spirit will fully kill the spawned fire spirits. You can also use it to tank 1 fire Spirit and kill the next wave (see OJ’s video.)

 

WizWizard- A stronger Musketeer that does splash. Freeze it after it is locked on to something, or, if it is at low health, treat it as a Bomber.

 

MirrorMirror- See Zap.

 

PoisonPoison- See Mirror.

 

GraveyardGraveyard- Whenever the Skeletons get overwhelming, you can use the Ice Spirit to clear a small group of them. However, Ice Spirit alone will not take care of Graveyard.

 

IceWizIce Wizard- Like a Musketeer, but it barely does any damage, so you can put it farther away to tank multiple shots then Freeze it.

builder's workshop

Builder’s Workshop

MortarMortar- See X-Bow.

 

RamBattle Ram– If you place the Ice Spirit at the right time, it will stop the Ram from hitting your Tower. However, you still have the Barbarians that spawn to deal with.

 

PumpElixir Collector- See Poison.

 

GolemGolem- See Lava Hound.

 

TornadoTornado- See Elixir Collector.

 

MinerMiner- Will prevent some damage for the short duration of 1.5 seconds or can act as a longer-lasting Zap while you place other troops to distract the Miner.

 

SparkySparky- Reset its charge or just tank a shot from it! Honestly, either one works and you don’t even have to worry about placements.

 

LogThe Log- See Tornado.

royal arena

Royal Arena

eBarbsElite Barbarians– Kinda like 2 faster, weaker mini P.E.K.K.A.s. Use the Ice Spirit to pull them to the middle and Freeze. You will need more than just an Ice Spirit however.

 

RGRoyal Giant- See Golem.

 

MMMega Minion- Pull it to the middle and Freeze it.

 

3MThree Musketeers- Since this card costs 9 Elixir, it’s kind of hard to counter it with only an Ice Spirit. If they split the Musketeers, use the Ice Spirit to take care of 1 Musketeer as described above. If there are multiple in the same lane, you will have to use something else.

DarkPrinceDark Prince- See Prince and Valkyrie.

 

GuardsGuards- See Minions.

 

eWizElectro Wizard- Like a Musketeer but does more damage, so you have to place the Ice Spirit so that the Electro Wizard will only shoot 1 beam at it and 1 at the Tower.

 

PrincessPrincess- You could use it to make it retarget, but you need something else to take care of it as the Tower can’t shoot it from so far away.

frozen peak

Frozen Peak

batsBats- Even though they haven’t come out yet, you can counter Bats the same way as Skeletons.

 

IceSpiritIce Spirit– Use yours to tank a shot so that it will survive for a counterpush.

 

IceGolemIce Golem– See Royal Giant.

 

CloneClone- See The Log.

 

BowlerBowler- You will have to wait for it to lock on to something before freezing it.

 

LumberLumberjack– See Mini P.E.K.K.A.

 

NightWitchCardNight Witch- See Witch.

 

jungle arena

Jungle Arena

GobGangGoblin Gang- This is a very precise method that I have derived from experience. There are probably other ways to do this and it is also somewhat hard to pull off. Wait for the Spear Goblins to lock, then place the Ice Spirit directly behind them in order to pull the stab Goblins back. The Ice Spirit will Freeze all of them at once.

DartGobDart Goblin- You have to wait for it to lock on to something or else your Ice Spirit will just get shredded.

 

Executioner- See Bowler.

 

BanditBandit- Don’t treat it as a Mini P.E.K.K.A because the Bandit’s dash ability messes up everything. Instead, either use it as a sacrifice if the Bandit is on low HP or to mitigate some damage. There are better counters to Bandit.

hog mountain

Hog Mountain

HealHeal- See Clone.

 

Conclusion

I hope you learned something from this guide! The Ice Spirit is a very versatile card that I hope everybody will consider using now!

Thank you for your time, and this is Dreemurr signing off!

Clash Royale Chest Cycle – How The Chests Drop (Updated June 2017)

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Clash Royale Chest Cycle

Every single chest you get after the battle in game is based on the Clash Royale Chest Cycle. Because I have been receiving loads of questions relating to this topic lately, today, I am going to you the whole chest order in Clash Royale.

So many players suggested it was about 1% for Magical Chest, 25% for Gold Chest and 74% for Silver Chest. That’s a good theory but not how the game runs.

Clash Royale Chest Cycle

How do the Chests drop in Clash Royale? They are based on the Chest Cycle!

Basically there is a chest drop order (or chest cycle) in game. Every Chest that you get after the battle is based on this order.

When this cycle goes through, it will restart again.

By digging the game files, Asdamp has found the Clash Royale chest order list.

Small note:

  • You will always get 6 Wooden Chests at the beginning, during the Training Camp.
  • The chest cycle will stop If you don’t have any chest slot available.
  • This is the latest pattern, updated on 19th April 2017.
Click here to see Clash Royale Chest Cycle
Order Name Opening Time
0 Silver 3 hrs
1 Silver 3 hrs
2 Silver 3 hrs
3 Gold 8 hrs
4 Silver 3 hrs
5 Silver 3 hrs
6 Gold 8 hrs
7 Silver 3 hrs
8 Silver 3 hrs
9 Silver 3 hrs
10 Silver 3 hrs
11 Magic 12 hrs
12 Silver 3 hrs
13 Silver 3 hrs
14 Gold 8 hrs
15 Silver 3 hrs
16 Silver 3 hrs
17 Silver 3 hrs
18 Gold 8 hrs
19 Silver 3 hrs
20 Silver 3 hrs
21 Silver 3 hrs
22 Silver 3 hrs
23 Gold 8 hrs
24 Silver 3 hrs
25 Gold 8 hrs
26 Silver 3 hrs
27 Silver 3 hrs
28 Silver 3 hrs
29 Silver 3 hrs
30 Gold 8 hrs
31 Silver 3 hrs
32 Silver 3 hrs
33 Silver 3 hrs
34 Silver 3 hrs
35 Gold 8 hrs
36 Silver 3 hrs
37 Silver 3 hrs
38 Gold 8 hrs
39 Silver 3 hrs
40 Silver 3 hrs
41 Silver 3 hrs
42 Silver 3 hrs
43 Gold 8 hrs
44 Silver 3 hrs
45 Silver 3 hrs
46 Gold 8 hrs
47 Silver 3 hrs
48 Silver 3 hrs
49 Silver 3 hrs
50 Silver 3 hrs
51 Giant 12 hrs
52 Silver 3 hrs
53 Silver 3 hrs
54 Gold 8 hrs
55 Silver 3 hrs
56 Silver 3 hrs
57 Silver 3 hrs
58 Gold 8 hrs
59 Silver 3 hrs
60 Silver 3 hrs
61 Silver 3 hrs
62 Silver 3 hrs
63 Gold 8 hrs
64 Silver 3 hrs
65 Gold 8 hrs
66 Silver 3 hrs
67 Silver 3 hrs
68 Silver 3 hrs
69 Silver 3 hrs
70 Gold 8 hrs
71 Silver 3 hrs
72 Silver 3 hrs
73 Silver 3 hrs
74 Silver 3 hrs
75 Gold 8 hrs
76 Silver 3 hrs
77 Silver 3 hrs
78 Gold 8 hrs
79 Silver 3 hrs
80 Silver 3 hrs
81 Silver 3 hrs
82 Silver 3 hrs
83 Magic 12 hrs
84 Silver 3 hrs
85 Silver 3 hrs
86 Gold 8 hrs
87 Silver 3 hrs
88 Silver 3 hrs
89 Silver 3 hrs
90 Silver 3 hrs
91 Gold 8 hrs
92 Silver 3 hrs
93 Silver 3 hrs
94 Gold 8 hrs
95 Silver 3 hrs
96 Silver 3 hrs
97 Silver 3 hrs
98 Gold 8 hrs
99 Silver 3 hrs
100 Silver 3 hrs
101 Silver 3 hrs
102 Silver 3 hrs
103 Gold 8 hrs
104 Silver 3 hrs
105 Gold 8 hrs
106 Silver 3 hrs
107 Silver 3 hrs
108 Silver 3 hrs
109 Silver 3 hrs
110 Gold 8 hrs
111 Silver 3 hrs
112 Silver 3 hrs
113 Silver 3 hrs
114 Silver 3 hrs
115 Gold 8 hrs
116 Silver 3 hrs
117 Silver 3 hrs
118 Gold 8 hrs
119 Silver 3 hrs
120 Silver 3 hrs
121 Silver 3 hrs
122 Silver 3 hrs
123 Gold 8 hrs
124 Silver 3 hrs
125 Silver 3 hrs
126 Gold 8 hrs
127 Silver 3 hrs
128 Silver 3 hrs
129 Silver 3 hrs
130 Silver 3 hrs
131 Magic 12 hrs
132 Silver 3 hrs
133 Silver 3 hrs
134 Gold 8 hrs
135 Silver 3 hrs
136 Silver 3 hrs
137 Silver 3 hrs
138 Gold 8 hrs
139 Silver 3 hrs
140 Silver 3 hrs
141 Silver 3 hrs
142 Silver 3 hrs
143 Gold 8 hrs
144 Silver 3 hrs
145 Gold 8 hrs
146 Silver 3 hrs
147 Silver 3 hrs
148 Silver 3 hrs
149 Silver 3 hrs
150 Gold 8 hrs
151 Silver 3 hrs
152 Silver 3 hrs
153 Silver 3 hrs
154 Silver 3 hrs
155 Gold 8 hrs
156 Silver 3 hrs
157 Silver 3 hrs
158 Giant 12 hrs
159 Silver 3 hrs
160 Silver 3 hrs
161 Silver 3 hrs
162 Silver 3 hrs
163 Gold 8 hrs
164 Silver 3 hrs
165 Silver 3 hrs
166 Gold 8 hrs
167 Silver 3 hrs
168 Silver 3 hrs
169 Silver 3 hrs
170 Silver 3 hrs
171 Gold 8 hrs
172 Silver 3 hrs
173 Silver 3 hrs
174 Gold 8 hrs
175 Silver 3 hrs
176 Silver 3 hrs
177 Silver 3 hrs
178 Gold 8 hrs
179 Silver 3 hrs
180 Silver 3 hrs
181 Silver 3 hrs
182 Silver 3 hrs
183 Gold 8 hrs
184 Silver 3 hrs
185 Gold 8 hrs
186 Silver 3 hrs
187 Silver 3 hrs
188 Silver 3 hrs
189 Silver 3 hrs
190 Giant 12 hrs
191 Silver 3 hrs
192 Silver 3 hrs
193 Silver 3 hrs
194 Silver 3 hrs
195 Gold 8 hrs
196 Silver 3 hrs
197 Silver 3 hrs
198 Gold 8 hrs
199 Silver 3 hrs
200 Silver 3 hrs
201 Silver 3 hrs
202 Silver 3 hrs
203 Magic 12 hrs
204 Silver 3 hrs
205 Silver 3 hrs
206 Gold 8 hrs
207 Silver 3 hrs
208 Silver 3 hrs
209 Silver 3 hrs
210 Silver 3 hrs
211 Gold 8 hrs
212 Silver 3 hrs
213 Silver 3 hrs
214 Gold 8 hrs
215 Silver 3 hrs
216 Silver 3 hrs
217 Silver 3 hrs
218 Gold 8 hrs
219 Silver 3 hrs
220 Silver 3 hrs
221 Silver 3 hrs
222 Silver 3 hrs
223 Gold 8 hrs
224 Silver 3 hrs
225 Gold 8 hrs
226 Silver 3 hrs
227 Silver 3 hrs
228 Silver 3 hrs
229 Silver 3 hrs
230 Giant 12 hrs
231 Silver 3 hrs
232 Silver 3 hrs
233 Silver 3 hrs
234 Silver 3 hrs
235 Gold 8 hrs
236 Silver 3 hrs
237 Silver 3 hrs
238 Gold 8 hrs
239 Silver 3 hrs

This list contains 240 Chests in total, there are 52 Gold Chests, 4 Giant Chests and 4 Magical Chests in the list.

Frequently Asked Questions about Chest Cycle

What about the Legendary Chest?

Shared by iMix-

  • You have the chance to get this chest once you hit 2000 trophies.
  • Below Arena 9, you are guaranteed a Legendary Chest in every 2 periods (yes, the drop order/circle above).
  • In Arena 9, you are guaranteed a Legendary Ches in every chest period.

This chest randomly replaces a chest in the Clash Royale Chest Cycle.

If you bounce between Arenas, your Legendary chest drop rate is still one per 2 cycles. You need to stay in Arena 9 during the entire cycle to get one chest every cycle.

Read more about this at here.

How about the Super Magical Chest?

super magical chestOnce the Super Magical Chest (SMC) dropped, it will replace 1 chest in the chest drop cycle above.

The SMC doesn’t drop randomly. You get 1 SMC in every 500-chest drop.

For more details, please take a look at the Super Magical Chest page.

What If I don’t have any open chest slot?

Don’t worry, you won’t miss any chest. The chest drop cycle will pause If your chest slots are full.

This means, you can’t just simply do matches with fulfilled slots in order to get the Magical Chest or Giant Chest. You just can’t bypass the next chest in the cycle. You will always get it no matter what.

Track down the Clash Royale Chest Cycle with Chest Tracker App

I believe that a lot of people here have already heard about this app but I still want to mention this in this page because of how useful it is.

The good side of using this app is it’s a native app. Which means all you need to do is just to open it after installing to track down your Clash Royale chest cycle from scratch.

tracker for chest cycle

If you are new to Clash Rooyale, this is a review for you

Chest and Chest Cycle are not the best part of Clash Royale. There are a ton of more interesting stuffs!

The paradox in the mobile gaming platform is that a single blink of eye, and we have a new king defining the gaming industry. Nobody knew from where did flappy bird suddenly took over the entire internet. Sure, we all knew that Crossy road is fun to play and has good graphics, but there wasn’t a single cue of it becoming such a big hit. Who knew that candy crush saga, built on such a simple and age old gaming concept would take the world by storms and be equivalently stipulating to Bejeweled and its akin games.

Yes, Clash of clans was the definitive supreme commander in terms of raiding strategy genre but there still are few parallel gaming universe where you can get a good kick out of strategy based games. But Clash Royale is different. It stands alone and from the very first day of its launch, it was clear that Supercell had hit the bull’s eye this time. They were successful in figuring out some weird trick, some weird psychology link than countless other MOBAs and 1st person shooter game makers could not do. They succeeded in making a real time multiple player platform that was engaging multiple users and could make money without making someone feel unfair. Yes, you will end up spending tons of money on Clash Royale but then you will feel so contended by playing the game that you will have no qualms about spending your money. You will definitely enjoy the game no matter what. As simple as that.

If we dig deeper into this game Clash Royal, we will find that it is all about collecting cards by making some awesome real time strategy and is a MOBA. There is a deck of 8 cards and you have access to 4 cards at once. If you want to summon any other cards on the battlefield, then you need to use elixir, which is a time dependent rechargeable energy unit. Then, you have to move on and deploy your cards in a fashion that can attack the enemy’s crown towers in the best way possible which is arranged in dual lanes with the central king towers. Once you successfully destroy a crown tower, you can smash a king tower and once you successfully smash it completely, you win the game. The trick here is that you have to do all this in a short span of 3 minutes with the last minute giving the opportunity to have double elixir.

In multiplayer scenario, the player who destroys more crown towers gets to be the winner. In case there is a tie between two players in terms of blows to the crown towers, there’s a 1 minute lapse time or kind of overtime where the first person to land a hit and smash the tower- crown or king- wins. Of course, the king tower infers more damage to the battle units and hurt harder. The most clever ting about the game is that it is such a simple thing to learn to play it, and any simpleton or a beginner level player can get into the flow of the game quickly and play it smoothly. You simply drop units, which in turn follow their behaviors. No need of commands. Yes, the placement of troops is definitely important, but what aces the game is your skill to quickly contemplate the position of cards in your deck, the position with respect to your opponent and the elixir. Knowledge about the game seeps in when you feel comfortable in the gaming zone and before you realize, you are already joining a clan, experimenting with the available deck and getting sucked into its gaming universe. All this happens at such a lightening fast speed, that you don’t even know what happened and how did it happen. Plus the game only lasts for about 3-4 minutes, so it feels like so much is going on in such a short span of time and that you’ve achieved so much already. This very concept of short gaming period has given Clash Royale an edge over other battlefield multiplayer games because they just take too long. By limiting the number of cards in your deck, clash Royale has made sure that you are not being overwhelmed with any kind of information and there is no psychological overload or gaming barrier formed inside the heads of the player.

Yes, there are people who are concerned about the monitory aspect of the game where the Pay to win concept works. But I think this is simply overrated. There are multiple instances of real world hobby analogs where some people can spend little while rich people can obviously spend more money on their hobby. Turns out this isn’t considered unfair in our world. So why fuss over the same thing in a virtual world. If someone wants to play for fun and a little competitive feeling, then you can enjoy it and progress accordingly. You get 6 free Clash Royale Silver chests per day by merely logging into the account and claiming it and a free gold chest for claiming 10 crowns in a time period of 24 hours. You can see them all in the chest cycle Clash Royale mentioned above. That sounds pretty fair to me. Though there are timers set before you can actually open up a gold chest but earning more makes you competitive enough up to a certain degree. On top of that, the matchmaking process makes sure that you are set up against people of same levels which ensures a fair competition no matter what the situation be.

Yes you will need to spend more in order to climb up the stairs and win more, but even still the cases of card tweaking are on a high. And there might be hoards of stylish cards out there, but the simple cards still prove to be useful like arrows. Deck buildup and intelligence will still hold importance no matter what the scenario is and no matter how much you pay to reach up.

See? Chest Cycle is not the only thing bringing you happiness!

Hope you have found this small article helpful!

If you have any question about the chest cycle (or chest drop order) in Clash Royale, don’t hesitate to comment!