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Clash Royale Quiz – How Well Do You Know Clash Royale?

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Hello guys,

Welcome to the Clash Royale Quiz!

How long have you been playing Clash Royale? Do you really know everything in the game? Let’s finish this small quiz and see!

clash-royale-quiz

But first, we have a few rules that you need to follow here

  1. Don’t use Google or any search engine. Stay on the page until you finish the Quiz.
  2. Don’t cry.
  3. Don’t cry.
  4. Don’t cry.

Clash Royale Quiz #2

[wp_quiz_pro id=”17005″]

Quiz submitted by Eater of Hope

 

9 Forbidden Ways to Counter Graveyards

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counter graveyard

Just kidding guys, most of these ways are already used to counter Graveyard! Hopefully you guys will find this helpful!

counter graveyard

Clash Royale GraveyardCurrently, I have been seeing lots of people complaining about the Graveyard.

Graveyard is always ‘in the meta’ since released. It is one of the most popular cards used by almost any player (at least a few battles). You can see it a lot in Grand Challenges and Tournaments.

If you are able to comfortably beat Graveyard decks, you will find it very easy to get those 12-win Challenges as well as Tournaments.

Today, I am going to show you some of the best tips to beat Graveyard decks.

Best Ways to Counter Graveyard!

Your opponent is carrying Graveyard for sure! Always have this mindset while playing.

By having this mindset, you will always be weary of threatening Graveyard push and will not use your Graveyard counters too early on offense.

Never use your Graveyard counters at the start of the game. If your starting hand is full of Graveyard counters, it’s better to wait for the opponent to make the first aggressive move.

By doing this, you will not be punished on the Graveyard counterpush at the very beginning.

Graveyard is the most lethal card when used in a counterpush

Because:

  1. You have used your Graveyard counter (Poison etc.) on offense and you almost can’t stop Graveyard + Poison on defense.
  2. Defending is always easier than attacking. When you decide to be aggressive on offense, save at least one Graveyard counter to deal with the opponent’s counterpush. If your attack is not good, it’s your fault allowing your opponent to counterpush with Greaveyard + survived troops + Spells + Elixir.

Make sure your decks have multiple options to counter or mitigate Graveyard damage

This is my list of Graveyard counters:

  • Excellent counters to Graveyard + Spell (i.e. Poison) = Witch, Poison, Valkyrie.
  • Excellent counters to Graveyard + Poison when you also have Log/Zap = Lumberjack, Baby Dragon, Dart Goblin, Knight, Ice Golem, Princess
  • Counters to Graveyard, weak to Poison = Skeleton Army, Goblin Gang, Goblins, Archers, Minions, Guards, Minion Horde, Electro Wizard, Night Witch, Barbarians, Bats

To successfully use Graveyard counters which are weak to a spell such as Poison, you need to have some ways to bait that spell out.

Examples:

  • Elixir Collector: Place it at the center to prevent the opponent from using Graveyard + Poison combo to easily feast on it. Doing this can bait Poison pretty well!
  • Miner + Minion Horde is another great way to bait out Poison.
  • Three Musketeers! One of the best ways!
  • Barbarians
  • Barbarian Hut/Goblin Hut/Furnace/Tombstone at the kill zone. If your opponent is carrying Poison, place them behind your Arena Tower.

If your opponent is using SplashYard deck, which contains Executioner+ Tornado combo...

He will most likely pull your defensive troops directly in front of your Tower, allowing the Executioner to kill all of those defending troops while also dealing damage to the Tower.

To prevent this, drop your Executioner counter at the top tile (next to the bridge or below the center of the rider). Better, try a way to prevent him from distracting your Arena Tower.

Check out the SplashYard v2.0 at here

Graveyard players always want to distract your Tower before placing down the Graveyard.

Oftentimes, it is pretty easy to predict when your opponent is about to use the Graveyard. It’s when they place a tank/mini-tank quickly at the bridge.

A great way to deal with this situation this is to prevent that tank from crossing the bridge so it will not be able to distract your Tower, empowering Graveyard.

For example, when a Knight/Bowler is about to cross the river and you know that your opponent has lots of Elixir to play Graveyard + Poison, distract it immediately!

If you can’t kill the tank in time (such as Giant), use a defensive building to distract/kill it while you are dealing with the Graveyard. Giant + Graveyard + Poison combo costs 14 Elixir, which can be shut down easily with something like Inferno Tower + Poison.

Be careful of playing the Night Witch behind your Tower because Graveyard + Poison is an excellent combo to counter a defending Night Witch.

I love seeing the opponent places his Night Witch at the back so I can rush immediately with my Ice Golem + Graveyard + Poison combo to easily counter that Night Witch and deal massive damage.

If you don’t know whether your opponent is carrying Graveyard, always place the Night Witch 2 tiles in front of your King’s Tower.

Graveyard is easier to counter when your King’s Tower is activated

Every body knows this xD hahahaha.

Always look for the opportunity to active your King’s Tower If you have Tornado in your deck.

If you don’t have a suitable Graveyard counter in your hand, sometimes it’s better to trade the Tower.

For example, If you know that you can’t stop a Knight + Graveyard + Poison combo, instead of trying to stop it, make a push on the other lane and try to steal your opponent’s Tower at the same time. Then, you can simply clear all of those Skeletons with Zap/Log.

This way, you are tied 1-1 and you have a great advantage now is that your King is activated.

Tank + Graveyard + Poison = A lot of Elixir!

Remember this guys!

When you make an aggressive attack, try to force your opponent to use loads of Elixir on defense and make sure the attack works. If not, you will be facing a HUGE counterpush.

I strongly recommend not rushing with an aggressive push at the beginning without knowing your opponent’s cards.

Start using Valkyrie from now

She is just an excellent counter to the Graveyard!

Never start off with her unless you have the Poison to deal with Graveyard! Always keep her in your hand and  use her immediately when your opponent places the Graveyard down. Just don’t fall for Tornado + Executioner/Baby Dragon pulling her in front of the King’s Tower!


All of these tips were shared by Ash! Make sure to check out his channel at here guys!

Clash Royale June Update Recap – Extra Deck Slots, New Cards, Hidden Changes

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clash royale update

This is the mega thread of the upcoming huge update in Clash Royale this June.

Everything related to the update (sneak peeks, leaks,…) will be listed here! (So don’t forget to bookmark the page ;))

clash royale update

Clash Royale June Update Recap

Balance Changes

Okay guys so as expected, the Night Witch is going to be nerfed in the upcoming Clash Royale Balance Chance this June 12th! Also, this time, there is a huge change in using spells! Let’s take a look!

clash royale june balance change

Night Witch: Now spawns only 3 Bats upon death (instead of 4); Bat spawn speed reduced from 5s to 6s; The initial Bats now spawn slower (she no longer spawns 2 Bats immediately when deployed).

Tornado, Poison, Heal: Multiple of same spell will stack. For example, when you use 2 Poison at the same time (by using Mirror), they will deal 75 + 83 = 158 DPS throughout the 8s spell duration (at Tournament Standards).

Tornado: Duration to decreased from 3s to 2.5s. Thus, its damage also get reduced from 174 to 145 (not able to kill Goblins)

The Log: Spell range decreased form 11.6 tiles to 11.1 tiles

Goblin Gang: Spear Goblin count decreased from 3 to 2

Witch: HP increased by 5%, Area damage radius  increased 10%, spawn speed decreased from 7.5s to to 7s, initial Skeletons now spawn slower… Is this enough to make a comeback?

Skeletons: Skeleton count to 3 (from 4). Well. We have to say good bye to Ledoot again… It’s because you are way too OP! Thus, DPS decreased from 268 to 201.

Bandit: HP increased by 4%, Dash initiates quicker (Be aware guys!)

Inferno Dragon: HP +7% (now higher than Baby Dragon HP), re-targets 0.2sec quicker

Clone: Faster cloning effect, better surprises.

Battle Ram: The damage that destroys the Ram no longer affects Barbarians. Hopefully we will see this interesting card a lot more in the Arena!

Bats: Bat count decreased from 5 to 4. Wow this card get nerf even before the release...

Sneak Peek #1 – Extra Deck Slots and New Friends List

2 extra deck slots at level 8! So there will be 5 deck slots in total. This is such a good news for hardcore players. We no longer need to change our decks 100 times every day.

more deck slots

New Friends List System

Another life changing update!

From now on, players will be able to invite friends via LINE, Facebook Messenger, Facebook, Twitter or anywhere by using a given link.

 

Not only that, players will be able to invite people to the Clan directly. Invited people will be asked to leave the Clans they are already joined.

invite to clan

Bonus:

  • Players can join Clans now at level 1.
  • Decks from Royale TV and shared replays can be copied directly now.
  • 4 New Cards incoming.

Read more about the first Sneak Speek at here!

Sneak Peek #2 – Four New Cards

clash royale new cards

Four new cards will be added into the Arena guys! Each will come with a Special Challenge! They are Mega Knight (Legendary), Cannon Cart (Epic), Flying Machine (Rare) and Skeleton Barrel (Common).

  • Mega Knight: The heavy tank which has 3300 HP, slightly more than a Lava Hound. He deals damage when spawned (like the Electro Wizard) and has a dash (jump) ability, giving him x2 damage.
  • Cannon Cart: A moving Cannon which has a shield (similar to Guards and Dark Prince). Once the shield is broken, it will not be able to move anymore!
  • Flying Machine: A flying troop which has pretty fast attack speed (1s) and very nice attack range (6 tiles).
  • Skeleton Barrel: The new building-targeting unit which spawns 8 Skeletons once reached the target.

Leaked gameplay

To read more about these cards, please take a look at here.

Sneak Peek #3 – New 2v2 Modes

In this update, we are getting some new stunning 2v2 Modes

You now can create a 2v2 Draft Challenges to play with your Clan mates.
New 2v2 Challenge appears on the homescreen. This event will starts from Monday June 12th to the next Monday. You can invite your friends or your Clanmates to play with you. No trophy count! However, you can join this event to farm crowns for your Clan Chest/Crown Chest.

If this event runs well, Supercell will make bring the button back for the entirety of July.
More about the new 2v2 modes at here.

Bonus Stuffs

smaller league badge

The League badge is smaller now!

New animation for Legendary Cards

Clan Chat profanity filter! Finally! Turn it on/off via your Clan Settings!

Players now can report offensive language/username via Clan Chat.

Card Shop now cycles through all available cards. Never miss any card again!

Below are some data mined via the game files by Asdamp!

New Shop Special Offers

Name Cost Contains Notes
Starter Pack Arena 1 0.99$ Magic chest arena 1 and 80 gems Disabled at the moment
Starter Pack Arena 2 0.99$ Magic chest arena 2 and 80 gems

Cards

  • Hint to a new Legendary Building called the bat nest
  • Hint to a new Common Building called NOTINUSE21. No idea on what it is.
  • References to the card “AntiBuilders”, “Hunter” and “Gift Pony”
  • New stun effect in the game (?)
  • 3 New Legendary cards are being tested.

Challenges

  • A special challenge with skin pack for cards.
  • Gold Rush Challenge’, where you can win the Princess Gold skin.
  • 2v2 Challenge

Skins

  • Skins are available from level 3.
  • Skins for King’s Tower and Princess Tower.
  • Skins can be bought with Gems.
  • Some skin names: Barbarian Tower, Bone Tower, Ice Tower, Hog Mountain Tower, Legendary Tower, Jungle Tower, P.E.K.K.A Tower, Spell Tower, Royal Tower, Workshop Tower, Training Tower, Gold Tower, Pony Love Tower.

golden skin princess tower

‘Leaked’ screenshot shared by FenixBurns on Reddit. Seems legit.

New Quest System

  • Daily Quests, Challenge Quests, Friendly Quests, Ladder Quests, Puzzle Quests.
  • Examples: Win x ladder battles; Win x challenge battles; Collect x Chests; hit anything with card X etc.

PvE

  • Puzzles and bosses
  • In PvE/TvE you can face multiple waves of enemies like tower defending.

Misc

  • The game now runs better on low-end devices.
  • Improved Draft Challenges.


A new game mode was leaked today by Opegit. Seems like a WIP

What do you think about these change guys?

Push with your Night Witch now! Before too late…

Night Witch Miner Poison (Rules The Meta)

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miner night witch deck

Hey guys! Its Blaze and this is my 10th Clash.World GUIDE! I am so happy and I had to celebrate this by writing a guide on my favourite combo in the Entire Game : Miner Poison and also a new card which is steadily becoming my favourite: The Night Witch.

miner night witch deck

Night Witch Miner Poison Control

Clash Royale MinerClash Royale Night WitchClash Royale PoisonClash Royale The Log
Clash Royale SkeletonClash Royale Ice SpiritClash Royale Electro WizardClash Royale Inferno Tower

miner poison nighwitch analytics

Now, this is basically the 2.9 Miner Poison Cycle with Night Witch instead of the Knight. You can read the guide on it by Lolman at here .However, this one change changes the game play a bit which I will be discussing later on.

Cards Breakdown

MinerMiner: My first legendary card and also one of my favorites.

Miner is very good in the current meta. He offers an ability to deal direct tower damage which is extremely good for 3 elixir. He can deal few hundreds of damage each push and when coupled with Poison you can get 700+ damage.

Kill Princess and destroys pumps with this card.

Now, main thing to remember is that to change the Miner’s Position every time. I have seen many first time users placing the miner in the same position which is easily predictable. So be creative and innovative.

NightWitchCardNight Witch: Though, I didn’t win her from the Night Witch Draft Challenge, luckily she appeared in my shop on the first day of Double Elixir Draft.

Now, I know that she is is already be nerfed, however it will just tone her down and not make her a bad card like the #trashcanonwheels  She will still have high damage and only her bat spawn will be nerfed which is OK. Night Witch can be used to kill support troops behind tanks and then go on counter-push with miner as she must have spawned a lot of bats unless it was a splash support.

Now, the main differences you should see between Night Witch and Knight in this deck are:

  1. Knight is more tankier but has less damage. On the other hand, Night Witch is less tankier but deals more damage.
  2. Night Witch dies to Lightning while Knight doesn’t so Knight better on defense in some cases where opponent is a lightning user.
  3. Night Witch spawns bats which the Knight doesn’t.
  4. The bats increase the air defense of the deck and coupled with Miner, NW’s high damage and death spawn, the offensive potential is greatly increase as you don’t depend solely on Miner Poison.

PoisonPoison: My all-time favourite card, Poison is extremely good at the moment.

It synergises well with Miner as it clears out all cheap-low HP distractions or defenses easily which are used to counter Miner. It has a lot of uses on defense too making it great.

IMO Poison is a card in the game which gives immense value so only use Poison if you get value out of it and not just for the sake of the deck being Miner Poison. Some interactions you should know (At tournaments standards/ equivalent levels):

  • Skeletons and Bats die in 1 tick.
  • Spear Goblins and Fire Spirits die in 2 ticks.
  • Goblins, Ice Spirit, Minions, Princess and Dart Goblin die in 3 ticks.
  • Archers die in 4 ticks.
  • Bomber dies in 5 ticks.
  • Musketeer, Wizard, Electro Wizard die in 8 ticks or the whole duration of Poison.
  • Ice Wizard, Witch, Night Witch, Barbarians don’t die but are severely damaged by Poison so that they can be taken down in 1 hit from Crown Towers.

LogThe Log: It is the Log. What should I say more? Use it to kill troops who die to it and and to recent the charge of Princes, Battle Ram and Dash of Bandit if timed right (Extremely hard not recommended). Can be substituted for Zap or Arrows. Tornado not recommended as no splash troop for major effect.

Take a look at this guide for the best uses of The Log.

SkelliesSkeletons: Now, I also know, that these are also nerfed. But the thing is that the Skeletons have a major role of cycling in this deck. So reducing the Skeles won’t reduce their cycling effect however their DPS will be reduced by 67 at tourney level which will reduce their defensive capability however it will be manageable.

If you still don’t wanna use them, use Guards or Goblins instead.

IceSpiritIce Spirit: After the skeles nerf, this card will take over the 1 elixir card slot in most decks.

Its major role is cycling however his stun/freeze effect is extremely valuable on defense (especially against air). Also, it is the only cards in the game where you can’t gain elixir advantage 1 to 1.

Skeles can be ignored by you if they send them alone to the tower as it will simply kill them giving you one elixir advantage. However, Ice Spirit can tank hits as well as damage so you can’t gain advantage.

eWizElectro Wizard: This guy will be your main air defense card. So save him if you faced a lot of air troops or you will be really punished hard. Make sure to use his Spawn damage to its full potential however, his range comes handy in other cases.

Most of the time it won’t reach the Tower, but if you manage to make him reach, make sure you utilize the opportunity fully.

Substitute with Musketeer for Range and High Damage.

InfernoInferno Tower: The best defensive building at the moment as it counters most offensive units with eases.

However, the current meta is dominated by Lightning and Electro Wizard, so make sure it is protected from Electro Wizard and pressure them enough so that they don’t have Elixir for Lightning.

night witch miner poison logs

General Gameplan:

3:00-2:00

Your best starting moves may be cycling Skeletons and Ice Spirit. However if you don’t have them then wait for some time if opponent places a building like Furnace or Pump and if he does destroy them with Miner and/or Poison.

If he places a passive support, use your E-wiz. Save your Night Witch for defense and only use her if you the opponent places a tank so that you can pressure on other lane.

Basically, you have to scout your opponent’s deck, cycle cards and get a few hits from your Miner.

2:00-1:00

Now, your opponent will be getting aggressive and/or preparing himself for Double Elixir.

Start becoming offensive with Miner+Ice Spirit or Miner+Skeletons.

Cycle, maintain a steady defense and if your Night Witch/ Ewiz survives, do a counter push with Miner using spells only if necessary and can enable you to deal lots of damage.

1:00 – 0:00

It’s double Elixir time and here you have to get aggressive!

You can cycle very fast and constantly pressure your opponent with Miner.

Use Poison nearly every time as the opponent will most likely defend giving you value. If he does not well, he will be punished.

Night Witch should also be used offensively. Place her at the back so that you get lot of Bats by the time she reaches the Bridge. Then use Miner+Poison to kill any card the opponent places to counter her. If she reaches the Tower, it is GG for your opponent. However always have enough Elixir for defense.

OT:

As I have said in my earlier guides, Miner really shines in this period.

This is because the players generally become defensive and go to Spell-Cycle Mode. This extremely strong in Challenges as you have a 3-minute Extra time, making it easy to destroy weakened towers with spell cycling and strong defense.

However, Miner can damage the Tower as it can be spawned anywhere and you do not have to worry about the buildings. The troops will be not much a threat if you change the position and support with Poison and The Log.

Match Ups:

GolemGolem Beatdown: This is a hard match-up for you if you aren’t able to pressure enough cause your defenses will don’t stand a chance against the strong offense.

Keep on destroying their pumps and when they place their Golem, pressure with Night Witch and Miner and cycling cards. A player might ignore a Miner and let him do damage but no one can ignore a Night Witch as she can solo a Tower!

Use your Inferno to counter the lone Golem and use Ewiz if and only if opponent places a support (place outside of Lightning range) and if he has already used Lightning.

LavaLavaloon: Similar to Golem, pressure them continuously. However, you need to have Poison and Electro Wizard and Ice Spirit if you want to successfully handle a Push.

Night Witch Bats can be used but most of the time Balloon may get a hit and you also give chance of value Lightning! Place your cards properly and make sure they don’t have Elixir for Lightning by successful pressuring.

GobGangSpell bait: This is a easy match-up most of the time.

The Miner is mostly countered by Goblin Gang or Skeleton Army so Poison comes in handy.

Save your Log for Goblin Barrels unless you are confident that you will be able to cycle back.

Miner+Poison their Princess. Why two cards? I will explain below.

These generally have Hog Rider, Knight or Miner as a tank. You can counter Hog with Inferno and Miner and Knight with Skeletons+Ice Spirit.

Use Electro Wizard spawn damage to kill Goblin Gang which they will uses offensively along with their tank.

Don’t place Night Witch, Ewiz near the Tower or they will Rocket it. Rather place them in front of your King.

HogHog Cycle: You have 3 good counters to Hog in this Deck: Inferno Tower which counter completely and Night Witch, Ewiz which allow only 1 hit. However, all 3 are weak to Lightning so you have to pressure them as they will pressure you.

It will be annoying match-up but you can deal with it if you practice well against your clan mates.

MinerMiner Poison Cycle: This is also annoying cause both the players follow same tactic so they can predict what the other will do.

So the whole game comes down to 2 things: Better Cycling and Skill.

GraveyardGraveyard: Don’t let them form a big support or you will be in problem. Pressure them as much as you can.

Lone support will die to Inferno and as for GY, you can use Poison, Night Witch ( she is not effective against Poison though), Skeletons+Ice Spirit+The Log or Ewiz+The Log.

3MThree Musketeers: You should destroy pumps and use your Poison offensively. You can easily cycle back t o Poison and get more value out of it rather than Tower damage. Always Poison the side with 2M. The tank is not a threat with Inferno, Night Witch and Ewiz.

MortarSiege: I haven’t really faced siege but with my experience with 2.9 Elixir cycle Deck against X-Bow FTW (Dreemurr) with enough pressuring you can not let them put troops along with the building and use Inferno to counter it.

However, they can turtle-up and Rocket cycle so you should really become aggressive.

Useful Tips:

  1. First of all this is a Fast Control Deck so you should read my guide about them at here.
  2. You have heard this word lot of time but it is extremely important “PRESSURE your opponent continuously.”
  3. Use Poison only if you have value unless if it Double Elixir or OT. Also, in some cases, its better to go for value rather than Tower damage.
  4. Against Pumps and spawners, instead of using Miner or Poison alone, use them together. Send your Miner to the Crown Tower and Poison the building and Tower together. Send you Poison a split second late though. Opponent will most likely place the counter near the building but your Miner will be at the Tower and by the time it reaches towards the Miner, it will be either weakened/ killed and Miner will get many hits off and you get decent Poison value.
  5. I said above in Match-ups that Miner+Poison the Princess. This is similar to the above technique except that Princess take the role of the building. 95% of the time the opponent will place Skeleton Army/ Goblin Gang besides the Princess but your Miner will be actually at the Tower and Poison will take care of the opponents troops giving you decent Poison value again.
  6. If you can’t handle the opponents pushes without Poison. You should go defensive and only deal chip damage with Miner+Cyling Cards. You have 6 minutes in all in Challenges so use it to your benefit by taking time and taking chunk by chunk of Tower HP and having strong defense.

Thats all folks! Hope you guys liked my 10th guide and I will continue writing guides in the future as well. Ask me about anything in comments section or by messaging me on Discord (though I may not be that active on it.)

Sayonara!

By Blaze Stone

New 2v2 Modes: Ladder, Friendly Draft and Challenge Matches

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We are getting some new 2v2 game modes in Clash Royale for the ladder, friendly battles and Challenges!

new 2v2 modes

New 2v2 Game Modes

Players can create a 2v2 match and invite 3 other Clan mates to join this match. If you are invited, you can choose the side you want to join, as you can see here.

join draft battle

In the 2v2 Draft Battle, you have 60 seconds to pick cards. Similar to the regular draft Challenge, you have to pick card 4 times, 4 for you and 4 for the opponent. The cards your opponent picks/gives away will also show up on the screen like in the gif below!

2v2 Mode for Ladder?

This new mode is kinda ladder but it is not ranked, no trophy count. You can collect chests and farm Clan Chest, Crown Chest via this mode.

You can either invite a friend to play with you or do a quick match (an invitation will be sent to the Clan automatically).

This mode starts on Monday June 12th and ends after 7 days.

This is kinda a testing run. This mode will be used for the ladder in the future If everything runs well.

 

What do you think about these modes? Let’s us know your thoughts!

Royal Giant Rocket Deck – Cancerous Deck That Works

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rg rọcket

Hey, what’s up yo people! It’s Salty Ladder (RG) FTW with my third guide, and I’m going to show you my awesome ladder-based RG Rocket deck!

rg rọcket

Royal Giant Rocket Deck

Clash Royale Royal GiantClash Royale BarbariansClash Royale Minion HordeClash Royale Ice Wizard
Clash Royale ArchersClash Royale The LogClash Royale ZapClash Royale Rocket

rg rocket analytics

This deck has got me from 3200 all the way to 3500+ trophies with 9/7/1 cards! (Except my lvl 2 log and lvl 12 RG.) Ok, I know 300+ trophies may not be much, but seriously, pushing trophies in Hog Mountain and Legendary Arena is VERY hard with underleveled cards.

This deck also got me many wins against level 11s (who have like EXTRA OVERPOWERED CARDS) and it also got me clutch wins.

I don’t really know what archetype (ex. Siege, Beatdown, etc.) his deck is, so let me know in the comments what you think it is.

I will let you guys know if I get to Legendary Arena with this deck. Enough talking, let’s get into the cards!

Cards Breakdown

RGRoyal Giant – The win condition.

I don’t really need to say much about him, I’m pretty sure you guys already know what to do with him. He’s the “No Skill Cancerous Tank”, why do I have to explain?!

I’m just going to give you two tips:

  1. ALWAYS plop him at the bridge. There’s no point if you put him in the back while using this deck, and after all, you are supposed to go aggressive with RG! Duh!
  2. Overlevel him. He’s too weak if he’s level 10 or under. This will result in your other cards being underleveled, but it’s OK. I have RG level 12 and sucky cards, and I still win a lot.

HordeMinion Horde – Now, THIS card is one of the cards that I rarely used before now.

I was against and losing to a lot of Minion Hordes lately, and I was wondering why everyone was using it. And then, when I put it in this RG deck, I finally figured out its true potential…

It’s SOOOO good at offense, and it requires a reaction. It shines on defense too, but I only use these bad boys on defense if the opponent used his Arrows. (Or Zap, if your Minion Horde is underleveled like mine. Mine’s level 9, which can be killed by a level 11 Zap or higher. Uh-oh!)

Minion Horde also makes a spectacular distraction for Inferno Towers. Just make sure you place it in the front center, behind the RG so this successfully happens.

IceWizIce Wizard – This is the support defense for your Minion Horde or Barbarians.

He slows everything down, making life a lot easier. He has the capability to kill a Giant Skeleton, Minion Horde, Baby Dragon, etc. all by himself. He survives a Fireball. He does some nice chip damage to the tower.

Ok, to make things short, he is a great card overall.

BarbsBarbarians – The ultimate defense. My Barbs are level 9, which can be killed by a level 9 Fireball. You won’t see level 9 Fireballs that often, but sometimes you will run into those. You can avoid this by baiting out the Fireball with Minion Horde or Ice Wizard.

Hog Riders have no chance against Barbarians. OK, some of you guys may think countering Hogs with Barbarians is a negative elixir trade, but it’s actually not because Barbarians require a reaction.

For example: the opponent puts a Hog Rider. You put Barbarians to defend him. Success. Then, they go rushing towards the opponent’s tower. The opponent Fireballs them. Hog + Fireball = 8 elixir while Barbarians = 5 elixir. See, you just gained a 3 elixir advantage!

RGs, Giants, Golems, etc. all go down if you defend with Barbs.

For offense, squeeze them in FRONT of your RG for Inferno distraction and any Mini P.E.K.K.A., Elite Barbarians trying to defend the RG will end up being toast.

All in all, Barbarians are awesome and they can even be game-savers. I won MANY games because of them.

ArchersArchers – These feisty hot ladies (they really are!) do the job of killing most air troops. They can even kill a lot of glass cannons such as Mini P.E.K.K.A., Musketeer, Night Witch, etc. for a positive elixir trade. OK, Archers make LOTS of positive elixir trades. If the opponent Fireballs your Archers, it’s a positive elixir trade for you. Same with Lightning, Rocket, and Poison.

Archers make a great starting play. Split them in the back, so the opponent doesn’t know which lane you are going to commit to. This also makes a great starting defense.

Level really doesn’t matter. Whatever level, as long as they aren’t super-low level, they will do the same job as always.

ZapZap – NO EXPLANATION. YOU PEOPLE ALREADY KNOW HOW TO USE IT LOL.

 

LogThe Log – Another awesome spell that you guys don’t really need an explanation for. Just use it wisely.

 

RocketRocket – The secondary win condition.

This deck has THREE SPELLS. I think it is necessary because they all have their own purpose for this deck. Rocket does a great job of finishing towers that have 493 health or less; a tower with just a little more health than 493 can be finished off with Rocket + The Log/Zap.

If a group of Rocketable troops such as Musketeer, Wizard, or Witch are all clumped together in one area, Rocket them all for insane value.

If the opponent is playing Elixir Collector, always have your Rocket ready for it. DO NOT fall for the opponent’s baits. For example: If the opponent puts a Musketeer to try to bait your Rocket so he can put his Elixir Collector, DON’T Rocket the Musketeer. Counter here with something else, and then Rocket his Elixir Collector when he puts it down.

I recommend using a Rocket at least level 5. Any Rocket below that won’t even kill a 400 health tower. I have a Rocket level 7, and it works very well even though it is pretty underleveled for Hog Mountain.

Replacements

IceWizekf9WOpWiz

Logekf9WOpArrows

Archersekf9WOpMinions

General Gameplan

Here are some great starting plays at the beginning of the battle:

  1. Royal Giant at the bridge with Zap/The Log ready
  2. Archers split in the back
  3. Barbarians split in the back
  4. Minion Horde split in the back
  5. Ice Wizard in the back on the lane you want to commit to

Keep being aggressive, but not too aggressive or else you will keep draining elixir. Be sure to defend also, because this deck isn’t too good at making comebacks. Therefore, it is important to take a tower early.

Zap any Skarmys, Skeletons, or Bats (coming soon!) defending your RG. Inferno Towers also go down by just Zapping it if your RG’s level is above the Inferno Tower. This is one of the main reasons why you should overlevel him. My RG is level 12, so only level 10 Inferno Towers and over can survive a Zap and still melt my RG.

Use The Log on Goblin Gangs or Goblins trying to defend your RG.

Putting RG in the pocket after you take one tower is beneficial in many ways:

  1. It scares the opponent and forces him to defend for dear life.
  2. The opponent is most likely not prepared for your incoming RG-in-the-pocket.
  3. Your RG will turn right away and start shooting the tower it’s going for.

In Double Elixir time, you can go SUPER aggressive. Keep putting RG at the bridge with support and have your cheap spells ready. If the score is 2-2 by then (which is very rare), go all in for the opponent’s King Tower and forget about defending your OWN King Tower.

If the tower is within Rocket range, just keep defending until the last ten seconds of the battle, then Rocket the tower FTW.

What I’m saying is, just defend well enough so the opponent can’t take your tower before you kill theirs, and go aggressive on offense. It’s simple!

Deck Matchups

LavaLavaloon: This is one of the most insane matchups you will ever see. If you make the mistake of letting him complete his push, use Rocket and Minion Horde to defend the push. If the opponent Arrows your Minion Horde, Well, too bad then! Use Ice Wizard to at least slow the push down (it probably will be tower down anyway) and go aggressive on the other lane with RG.

Ok, to avoid doing all that, don’t even let the opponent make his complete push. Then you will be fine. Rocket his Elixir Collectors so he won’t build up his push easily, and consistently rush him with RG pushes. Then you will be fine.

HogHog/Miner Control: Use Barbs to defend his Hog/Miner, and Zap or Log any squishy troops that he pairs up with his Hog/Miner. You should be fine against these decks, as long as you don’t screw up the battle.

GolemGiant/Golem/P.E.K.K.A. Beatdown: When the opponent puts his tank, go aggressive on the other lane with RG so you can force him to split up his push.

Once it’s time to defend the tank, you have two tank killers (Barbarians OR Minion Horde) to defend it. They are both vulnerable to Fireball though, so here is the strategy: Depending on what tank the opponent is using, bait out his Fireball by using the tank killer that you think will do WORSE against his tank. For example: a Golem is coming you way. You use Minion Horde to bait his Fireball since it does worse against Golem than Barbarians. He Fireballs. Then you put Barbarians to defend the Golem. Success.

Use Ice Wizard or Archers for support defense.

For supports, use whatever you need to defend it, Rocket if needed

RGRoyal Giant: The battle will be harsh for both players. Probably, whoever has the higher level RG will end up winning the game.

 

GraveyardGraveyard: Archers. If the opponent uses Poison with the Graveyard, use Ice Wizard and The Log. For the troop that is tanking for the Graveyard, use Minion Horde.

XBowX-Bow/Mortar Siege: Royal Giant, Royal Giant, Royal Giant. Unless the opponent is SUPER DUPER smart, you are going to win 99%.

Three Musketeers: Use Rocket for the two Musketeers and Ice Wizard for the one. If he has Battle Ram to add to his 3M push, use The Log + Archers to deal with it. You only have a 50% chance of winning against these decks, because 3Ms is a very powerful card that has the amazing capability to push on both lanes.

Conclusion

That’s all for my fairly long guide, guys! I hope you can try out this deck, because it has only two legendaries and it’s not that hard to master it. Like I said in the beginning, it is a ladder-based deck, but if you want to train with it in challenges, go ahead!

You will receive a lot of angry emotes from the opponent. 😛

See you guys in my next guide!

4 New Cards: Mega Knight, Cannon Cart, Flying Machine, Skeleton Barrel

2

Super good new here guys! We are going to get 4 new cards in the upcoming Clash Royale June update: Mega Knight, Cannon Cart, Flying Machine and Skeleton Barrel.

Is this real life? Yes!

clash royale new cards

Clash Royale June Update with 4 New Cards!
Mega Knight, Cannon Cart, Flying Machine, Skeleton Barrel

As you can easily see in the image above, Mega Man is the new Legendary card, Cannon Cart is the new Epic, Flying Machine is the new Rare and the new Common is Skeleton Barrel!

Each card will come into the Arena with special Challenges.

Mega Knight

He lands with the force of 1,000 mustaches, then jumps from one foe to the next dealing huge area damage. Stand inside!

mega knight clash royale

mega knight clash royale

Basically he has slightly more HP than the Lava Hound (wut wut?) and costs 7 Elixir.

His movement speed is medium and his attack speed is exactly like the P.E.K.K.A.

When summoned, he makes a ground jump, dealing 480 damage. Paired up with The Log, you can use him to deal with Electro Wizard, Musketeers, Wizards, Barbarians, Witch etc.

Similar to Dark Prince, he deals frontal splash damage and targets ground only.

His jump ability is pretty similar to the Bandit, giving him x2 damage, except he leaps in the air. Also, his charge time is vary.

Cannon Cart

A Cannon on wheels?! Bet they won’t see that coming! Once you break its shield, it becomes a Cannon not on wheels.

cannon cart

cannon cart clash royale

This one is super interesting!

It costs 5 Elixir and it is not a building (until its shield falls off). It has 696 Shield HP and 696 HP, both will survive a Fireball.

It targets ground units only and has the same attack range as the Ice Wizard. It cannot one shot Goblin, Archer or Princess.

Flying Machine

The Master Build has sent this first contraption to the Arena! It’s a fast and fun flying machine but fragile!

Clash Royale Flying Machine

flying machine clash royale

Air defense, is that you??

Flying Machine dies to Fireball so it’s ok If you want to take it off.

With the attack speed and movement speed, it’s pretty okay on building counterpushes.

With the attack range of 6 tiles, it will be able to assist your Giant and snipe the Inferno Tower from far away safely.

Its damage is very similar to Baby Dragon, which is not enough to kill Goblins but Spear Goblins.

Air Defense

Skeleton Barrel

It’s a Skeleton party in the sky, until all the balloons pop… then it’s a Skeleton party on the ground.

skeleton barrel

skeleton barrel clash royale

The Skeleton Barrel is kinda a Battle Ram! Battle Ram spawns Barbarians and Skeleton Barrel spawns Skeletons.

It targets buildings only. Once it hit the Tower, it will release 8 Skeletons.

Skeleton Barrel survives Poison. Its movement speed is as fast as the Balloon. So it doesn’t require an immediate attention.

Leaked gameplay

Bonus:

  • New Challenges: “Sudden Death”, “Ramp Up” and “Triple Elixir”
  • Keep an eye out for the golden notification on the Tournaments tab!

Thanks OJ for the super informative video as always!

Bonus: New Effect for Legendary Card Opening

So, what is your favorite card? Mega Knight, Cannon Cart, Flying Machine or Skeleton Barrel?