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Double Prince Zap Bait – Push to Legendary Arena!

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double prince

Howdy everybody! For those of you who aren’t familiar with me (but I assume most of you are), I am Supermarine, and I have decided to bring to you folks here on Clash.World a Double Prince Zap Bait deck made by my friend CrazyJake01

He used this very deck to make it from 3300 (Hog Mountain) all the way to Arena 12 in a matter of weeks!

So, before y’all get too anxious, I’m just gonna get into this while I can.

double prince

Clash Royale Dark PrinceClash Royale PrinceClash Royale Goblin BarrelClash Royale Fire Spirits
Clash Royale Dart GoblinClash Royale ZapClash Royale Goblin GangClash Royale Inferno Tower

copy deck

double witch analytics

The Double Prince Zap Bait Deck

Clash Royale PrincePrince: This lance-loving, tiny pony-riding, dashingly good-looking man is a very good card to have in a Zap Bait.

His charge deals huge damage on offense and defense, although he can have issues versus big tanks like P.E.K.K.A and Giant Skeleton.

He is also good bait for our Goblin Barrel, meaning that if they Zap Prince, then the Barreled Goblins can go in unhindered.

Clash Royale Dark PrinceDark Prince: The splash damaging counterpart of the gold-clad Prince, the Dark Prince is basically the opposite of what the Prince is.

Many people think he is trash, but after the Meta change, he has become a much more prominent card in the current scene of things.

His 360 splash when charging is great at helping the Prince where he is weak, and the Prince does the same for him.

Similar to Prince, this buckethead also provides good Zap Bait for your Barrel as well.

Overall, he is an all-around great card, and even more great in Zap Bait!

Clash Royale Goblin BarrelGoblin Barrel: Obviously, this is your win condition.

You can have different placements for this too.

If you want to get as much damage done as possible is a short time, then center placement is advised.

If you want to be able to juke out Arrows, The Log, or overleveled Zaps, then the side or deep placements are advised.

When using the side and deep placements, watch out for other things that the enemy may have, such as Ice Spirit, Goblin Gang, or Valkyrie.

Clash Royale Fire SpiritsFire Spirits: These poor little guys are barely experiencing any use these days, which is actually quite sad.

But, they represent well here in this deck (mainly because my friend doesn’t have Princess or Magic Archer).

They are great at swarm clear as well as for dealing that last bit of damage to that pesky tank you need down. These three actually have the highest DPS out of any unit in the game, meaning the 300 or so damage they deal together (roughly 100 per Spirit) is inflicted almost instantaneously!

Clash Royale Dart GoblinDart Goblin: Coming to you with the wooden mask, the iconic blowgun, and many years worth of didgeridoo lessons, that’s right!

You know him, you love him (probably not), it’s the Dart Goblin!

He has one of the fastest fire rates in the game, and his damage is quite decent too. This means that he is able to tackle Princess, Mega Minion, and even the Punish Horde if placed right!

He also helps to bait out Arrows or Log as well, helping the Barrel even more when it comes to damaging spell counters!

Clash Royale ZapZap

Pretty self explanatory.

Kill swarms and reset Infernos with it.

Clash Royale Goblin GangGoblin Gang: Essentially the Clash Royale version of the Furious Five, these dudes are great for Zap and Log bait alike.

Their DPS isn’t to be taken lightly either, as they are definitely capable of taking on many mini tanks, as well as lower-health big tanks.

You can also split them in the back to invest Elixir and shape your hand to better arm yourself defensively.

Overall, a staple in any Bait deck!

Clash Royale Inferno TowerInferno Tower

The 5 Elixir Rare card you get at P.E.K.K.A’s Playhouse, this fiery building is great for defense against big tanks, especially P.E.K.K.A, which is on the rise.

However, be sure to protect it using cards such as Fire Spirits or Goblin Gang, as there will be people trying to take it out!

Whether that’s by using a preemptive swarm or a reset card, be sure to bait it out using Goblin Gang or Fire Spirits first, so it will have free reign throughout the Arena!

Substitutions

Clash Royale Dart Goblinekf9WOpClash Royale PrincessClash Royale Magical ArcherClash Royale Hunter

Clash Royale Goblin Gangekf9WOpClash Royale Skeleton Army

Clash Royale Inferno Towerekf9WOpClash Royale Inferno Dragon

Clash Royale Fire Spiritsekf9WOpClash Royale BatsClash Royale MinionsClash Royale Ice Spirit

Clash Royale Zapekf9WOpClash Royale ArrowsClash Royale The Log

General Gameplay

3:00-1:00

Get some good chip damage pushes in during this time. This way, you decrease the time that your opponent has to attack.

This is especially useful if they’re using Beatdown of any kind, as a chip push can turn into a big punish!

Doing pushes with individual Princes and Barrel is also quite wise, as it saves one Prince for a rush attack or for defense.

In terms of defense, save you Gang and IT for emergencies.

1:00-End:

Get those Princes down! Double Prince combo is key to your success here, and if you can add in Zap, Goblin Barrel, or Fire Spirits as well, the opponent will be in massive trouble!

Matchups

Clash Royale GiantGiant

Always a relatively simple matchup to face, countering it is also relatively simple too.

Use the Inferno Tower in the center, and if there’s a swarm or reset card, use Goblin Gang or Fire Spirits to aid in the fight.

Clash Royale GolemGolem: Now, I understand that fighting Golem is NOBODY’S cup of tea.

However, Inferno Tower is the easy counter.

If this is one of those rare occasions where a Golem crosses the bridge and your IT isn’t in cycle (trust me, it was no fun when my friend was using this for the first time), put Prince behind your King Tower, so he can get a charge off on the Golem and deal significant damage.

A more efficient, but riskier option is to rush the other lane with Dark Prince+Goblin Barrel, then use Inferno Tower or Prince to defend.

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

Inferno Tower or Prince+Goblin Gang is very efficient versus this robotic rabble rouser.

Use the Zap and Fire Spirits to deal with the support.

Dart Goblin also helps to whittle down the health of the P.E.K.K.A as well.

Clash Royale Lava HoundLava Hound: Inferno Tower is a wise decision (doesn’t everybody know that?) versus Hound.

Also use Dart Goblin on Pups if necessary.

If fighting LavaLoon and you know so, prevent their push from coming by rushing the other lane with Dark Prince+Barrel.

Your air defense is poor, so watch it!

Clash Royale Royal GiantRoyal Giant

Use Inferno Tower. Or, if you want to be able to counterpush, use Prince, then solidify the counterpush with Barrel and Fire Spirits (or use Dart Goblin).

Use Gang or Dark Prince (let him charge, though) on any Elite Retards.

Clash Royale Hog RiderHog Rider

Inferno Tower is a very wise counter to use versus the Hog.

However, you can use Goblin Gang or even Prince if he gets a charge off.

When using a Gang or Prince, be sure to establish a counterpush.

Also, do NOT let them outcycle you, otherwise you may not have the right cards in rotation for the right pushes!

Clash Royale Three MusketeersThree Musketeers

Without the standard issue Rocket, 3M actually becomes a problem, so don’t treat these three ladies as a joke.

What you need to do is when they deploy the Muskets, place Prince same lane just as they’re about to cross the bridge.

This allows the Arena Tower to provide valuable support to aid the Prince.

If they use Log to stop the charge, then use Dart Goblin. Counterpush if possible.\

Versus Pumps, use Dark Prince on the Tower and Barrel on the Collector.

Clash Royale GraveyardGraveyard

Dark Prince and Dart Goblin are great counters to the Graveyard.

Versus Graveyard Poison, use Dark Prince, as DG will not survive Poison.

Versus Graveyard Freeze, use Dark Prince to bait Freeze, then once it comes, Zap the Skeletons out, then Dart Goblin for best results and a neutral trade!

Clash Royale X-BowSiege: Prince and Inferno Tower are your best counters to siege structures.

When using Inferno Tower, be very careful of reset cards like Ice Spirit, and preemptive swarms such as Bats, Goblins or even Archers.

If necessary, you can also use Fire Spirits to get that last bit of damage done to a structure to prevent unnecessary damage to your Tower.

Clash Royale MinerMiner Poison: One of the hardest matchups, as none of our good Miner blockers can survive a Poison.

Dark Prince is a good Miner Blocker when Poison is out, but versus lone Miners, he isn’t, as his use will put you at an Elixir disadvantage.

So use Dart Goblin versus lone Miners (make him keep his distance) and DP to counter Miner Poison.

Use Inferno Tower if necessary, and counterpush whenever you can.

Clash Royale Goblin GangSpell Bait:

Use your Zap, Fire Spirits and Gang wisely! Use the Fire Spirits on the Barrel, and use Zap, DP, or Gang on anything else. Counterpush whenever you can.

Also be sure to use Double Prince combo often, as the Inferno Tower can get easily overrrun by the Princes if Zap is used.

Versus Tornado Bait, be sure to place the Prince in the BACK if using Double Prince.

This means that the Dark Prince will be pulled to the King Tower, but the Prince will not! This makes taking the Tower much easier!

Clash Royale Mega KnightMega Knight

Like with other tanks, Inferno Tower and Prince are great options.

Dark Prince is also generally good too, as it allows troops like Gang to strike MK while DP tanks.

If they place MK in the back, rush the other lane with Dart Goblin+Barrel.

It may not seem like much, but it can deal over 1,000 Tower damage if left ignored, so they’re gonna have to respond to it. This allows you to (possibly) kill the lone MK, if it is alone.


So that’s it for this deck guide! As always, leave a comment so I can hear what you guys have to say!

Until next time, see y’all later.

Get to Legendary Arena with Golem Deck [22 Wins In A Row]

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Hey guys, my name is CCY and today I will be talking about the Golem deck that got me to Legendary Arena with 22 straight wins.

I love the Golem as it is a very interestinig card. I have created over 20 different Golem decks and tested them out. After about a month, I have finally created the strongest Golem deck. Just today I had played it and won 22 wins in a row, and I’m not even kidding.

Get to Legendary Arena with Golem Deck

Clash Royale GolemClash Royale The LogClash Royale ArchersClash Royale Furnace
Clash Royale LightningClash Royale ZapClash Royale Mega MinionClash Royale Skeleton Army

Substitutes:

  • The Log can be replaced with Fireball or Arrows.
  • Skeleton Army can be replaced with Barbarians, Minions, or Goblins.
  • Lightning can be replaced with Fireball or Rocket.
  • Golem can’t be replaced since it is the main win condition of this deck. But if you really don’t have it, Giant, Giant Skeleton, or P.E.K.K.A can replace it.
  • Mega Minion can be replaced with Mini P.E.K.K.A, Minions, or Baby Dragon.
  • Furnace can be replaced with Goblin Hut, Fire Spirits, or any other building.
  • Zap can be replaced with Arrows, Fireball, or Poison.
  • Archers can be replaced with Spear Goblins, or Minions.

Card Breakdown:

Golem – The Golem is the tankiest card in Clash Royale. He can absorb a lot of damage and its damage output is solid. This card is very expensive and slow, meaning you have to be careful when you place it, as opponents can rush you with Elite Barbarians or the Hog Rider. But once you have the Golem down along with some small troops behind it like Archers, it can deal a lot of damage, and the only hard counter against the Golem is the Inferno Tower and Skeleton Army. That is why the Lightning and Zap is in the deck.

Lightning – The Lightning Spell is very useful for kill powerful troops, along as damaging the crown towers, or buildings. Just remember one rule: only use the lightning if:

  1. It is used to kill a crown tower with very low health in clutch situations
  2. It is used to kill a troop that you have no hard counters for
  3. It is used to damage a crown tower with at least one other troop

Mega Minion – The Mega Minion is one of the most overused cards in the game because is amazing at defense, especially killing support troops placed behind large tanks. For only 3 elixirs, you can shut down a Hog Rider, and then counter push using it as a support troop. It’s very versatile, decently tanks, and deals a lot of damage.

Furnace – The Furnace is in my opinion the best defensive building in the game, because it spawns spirits that can easily kill Skeleton Armies and Minion Hordes. It also makes your opponent have to deal with the Furnace because in tournament standard one Fire Spirit will always make it to the tower.

Zap – The Zap is very useful for resetting Inferno Towers, Inferno Dragons, damaging Minion Hordes, and counter swarm troops like Minions or Goblins.

Archers – Archers are really good in this deck because they can shoot crown towers from behind a Golem, which will tank all the damage. Archers are also pretty good at killing air troops such as Minion Hordes, and Mega Minions. They are one of the best counters for the Inferno Dragon, stopping it from burning your Golem.

Skeleton Army – The Skeleton Army is a great counter to many cards such as Hog Rider, Elite Barbarians, and large tanks. Smart placement with the Skeleton Army is key, as players will often pre-log the lane if they have a kill card placed down. Placing it in the middle is a good strategy, as long as the Skeletons are in range of the opponent’s kill card.

The Log – The Log is one of the best Legendaries in the game. It is very useful in many situations and it is very good at clearing the path for the Golem. It can kill Skeletons, Archers, Minions, Princesses, and basically any other small troop.

General Gameplan:

In the first 30 seconds of the game, you want to see what type of deck your opponents has. Play defense with the Furnace, Mega Minion, Skeleton Army, and Archers! Also try to make mini-pushes to bait out buildings to get a good sense of your opponent’s deck.

During mid game, when there are about 2 minutes left, try to quickly gain an elixir advantage by making positive elixir trades.

Then place down the Golem at the very back. If your opponent pushes the other lane, try to quickly defend the push, then support your Golem. If your opponent places down a defensive building or tries to counter your Golem, this is a good sign.

  • First, if he has a strong building, Lightning it down, and try to hit the tower and maybe a troop.
  • Then, if he tries to swarm your Golem, Log their troops.
  • If he has a good defensive card like the Wizard or Elite Barbarians, let their troops target your Golem, then place down support troops.

You will almost always win every major push because your Mega Minion can kill almost any defensive troop, and your Archers can kill troops from a distance, as long as your Golem is tanking your support troops.

After you take one tower (which you almost always will), decide if you want to play defense for the rest of the game, or try to get a 2 or 3 crown.

If there is less than 30 seconds left, just defend. If there is more than 30 seconds left, attempt to pressure your opponent by playing a Golem right at the bridge, right after you take the first tower. This will pressure your opponent because he has to defend 2 lanes, and you will most likely get the second tower.

One very important tip I want to talk about is that it’s okay to allow some damage on your tower in order to build up a big push. In a lot of my games, my towers get damaged very badly because I don’t spend too much elixir defending. But instead, I have created a very large push that eventually 3 crowns my opponent.

Just today I was playing my Golem Deck, and both my towers had less than 1000 health left because I didn’t spend too much elixir defending it. But instead, I created a very large push consisting of a Golem, Mega Minion, Archers, Fire Spirits from my Furnace, and a ready-to-use Lightning. I instantly 3 crowned my opponent, as his only defense was an Executioner and Skeleton Army, which my support troops killed immediately.

Of course, that doesn’t mean never defend, even if a Hog Rider and Elite Barbarians are coming right at you. At the very least, put your Furnace down to soak up some damage while you create your large push.

Okay, that’s it for my Arena 11 Golem Deck Guide. Thanks for reading, and I hope you win many battles with this deck!

25 Best Tips for Hitting Legendary Arena!

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clash royale arena 11 decks

Hello guys, today I am going to share with you the best tips for hitting Legendary Arena (Arena 11) in Clash Royale as many of you guys have requested this lately.

clash royale legendary arena

How to hit Legendary Arena!

The Meta

So at this trophy level the vast majority of your opponents are going to be utilizing primarily one of the two following win conditions (and sometimes both together): Hog Rider or Royal Giant. Occasionally you’ll meet some fringey strategies like Lava Hound Clone, Three Musketeers, or the classic Bait deck.

However based on the meta, perhaps the most important thing to learn are the methods of countering the Hog Rider and Royal Giant. It is very important that troops and buildings are placed properly to counter this guy, and slight misplacements can prove extremely costly.

Don’t know how to counter Royal Giant properly? Please read Ultimate Guide to Countering Royal Giant

Also you need to recognize certain patterns in play and decks so you know what to expect. If your opponent plays something like Goblins or Skeletons far in the back, have your Hog counter ready at a moment’s notice in case he’s setting up for that. There are a lot of fast-twitch reactions in this game and the first step to mastering those is being able to read an opponent’s play, it sounds like a simple skill but a lot of players have trouble with this.

In the crucial 3600-3800 range where a lot of players get stuck, most opponents will be at level 1. Commons are usually 11 or even 12, Rares 8-9, Epics 4-5, and Legendaries 2-3. This makes it extremely difficult for new level 10 players and lower to compete up here, but it is totally possible to make it to Legendary Arena even as a level 9 so don’t give up hope.

Recommended Decks

In this section I’m going to go over what I believe are the 3 most potent strategies at this trophy level, and then I’ll list out the specific deck I used from the archetype to get over 3800 trophies.

Now, I would never recommend jumping right into ladder with a deck you’re unfamiliar with especially if you’re close to 3000 right now. Take it into games with your clanmates, preferably ones at a similar level and trophy level as you but just games in general can help you to get a hang of the flow of things.

Deck 1: Hog Rider Rocket

Many of you have likely seen a whole bunch of a sorta similar Hog Cycle strategy that utilizes Zap and Fireball over Freeze and Arrows, but frankly I think Rocket is just too potent of a defensive/offensive weapon in this meta being an excellent answer to a Royal Giant, Giant Bowler or any heavy beatdown push that’s rumbling into your base.

Rocket can be a very punishing card to misplay, so I recommend training a lot in games with clanmates before betting precious trophies on it.

Clash Royale Hog RiderClash Royale LumberjackClash Royale SkeletonClash Royale The Log
Clash Royale PrincessClash Royale Electro WizardClash Royale Goblin GangClash Royale Rocket

Please visit this page to read more about this deck!

Deck 2: Royal Giant + Hog Rider

I think a lot of us are aware of how powerful Royal Giant is right now. There are a whole bunch of combinations you can play around him that are extremely good. My personal favorite is the Royal Giant Hog Rider Deck which was posted a few weeks ago on Clash Royale Arena.

Clash Royale Hog RiderClash Royale Royal GiantClash Royale Spear GoblinsClash Royale Bomber
Clash Royale Minion HordeClash Royale BarbariansClash Royale The LogClash Royale Arrows

Infinite Light, the author of this deck, even used it to push to 5,100 trophies. This powerful F2P deck is fairly easy to use, especially against the most popular decks at the moment. Most of the time, the damage will come from the Royal Giant. Hog Rider is usually used to bait our the defensive cards. Once they are gone, use the Royal Giant!

To read more about this deck, please take a look at here.

Deck 3: P.E.K.K.A Burner

Since the latest buff, P.E.K.K.A has been used a lot in Clash Royale due to the 1s loading time.

This deck is dominating at the moment on the ladder. It works very well against Hog Rider, Royal Giant, Graveyard (Poison is now Graveyard’s hard-counter) etc.

Simply do chip damage with Miner, Poison and Dart Goblin. Use P.E.K.K.A mainly on defense and then support her with anything you want on the counterpush.

Clash Royale P.E.K.K.AClash Royale MinerClash Royale PoisonClash Royale Dart Goblin
Clash Royale Electro WizardClash Royale The LogClash Royale MinionsClash Royale Cannon

To read more about this deck, please take a look at here!

legendary arena

Best Tips for Arena 10 Players!

Great Tips from Nitrome95 for you!

Hey! Nitrome95 back with another Clash Royale Guide/Tips to improve your skills. In my last few guides, the strategies I talked about required at least some practice, so I decided to write an article about quick and easy things you can do to improve your game without practice. Yup, you heard me right! Getting better without practice. So let’s get into the tips.

#1 Check the Current Meta

It’s pretty easy. Just go to the TV Royale of your arena and see what cards are used often. Chances are, if it’s used often, then it must be good!

Also, you always can find the best decks to deal with the Meta decks on Clash Royale Arena.

#2 Check Your Average Elixir Cost

Ideally, you want to have your average elixir cost for your deck at 2.8-4. Any deck above 4 elixir should use a pump.

#3 Listen to Music

This has been something that really helps me concentrate on the match by blocking all outside sounds with something I enjoy. Ideally, you will want headphones to listen to the music. If you really don’t like music, turn the game volume on your phone. The point is is that you want to immerse yourself into the game for full concentration.

#4 Stick to One Type of Deck

Somewhere down the road, you will want to find the deck archetype that fits you (Check here to learn what a deck archetype is). Why? You will get good at one type of deck, instead of average at several decks. You will also know what cards you should focus on the upgrade based on your archetype, allowing you to save up more gold and have higher card levels.

#5 Watch Good People

And no, I don’t mean your friend that always beats you at Clash Royale. I’m talking about people that crush it at tournaments. You can check out Clash with Ash’s YouTube channel where he invites some of the most Elite Clash Royale players to do interviews with over gameplay. You can mimic some of the skills they use.

#6 Pig Pushing

I would always suggest using this technique when using the Hog Rider; it allows you to bypass buildings. Check here to learn how to.

#7 What to Buy at the Shop

You will get the most value for your Gold for buying the first 3 commons and rares at the shop. Only buy an Epic or a Legendary if it is used commonly in your deck archetype (Bowler and Graveyard are commonly used in Giant beatdown.)

#8 Prince

Prince may seem really OP in Arenas 1-3, but don’t buy it from the shop. It is rarely used in later Arenas.

#9 Play on a Tablet

If you have access to a tablet, it is better than playing on a phone. It is much less likely to misplace something, and your hand won’t block the screen.

Take a look at here to see the best tablets for playing Clash Royale!

#10 When to Play Clash Royale

Don’t play Clash Royale when walking or when you don’t have time to play a whole match. Sound simple? You would be surprised on how many people play Clash Royale while walking.

#11 Use the Cheapest Counter

For example, if you have a Witch and Fire Spirits in your hand and your opponent sends in Barbarians, use the Fire Spirits because they are cheaper. Check out the best guides on Clash Royale Arena for more details!

#12 Buy the Arena 9 Pack

Why? You get a Legendary Chest, 1,200 Gems for 2 more Legendary Chests, and 100,000 Gold for 2 Legendaries of your choice. All of that for $10. Really worth it if you don’t want to waste money.

#13 Test Your Decks in Classic Challenge.

Please don’t kill your trophies, they haven’t done anything to harm you.

#14 Losing Streaks

If you lose several matches in a row, stop for an hour. Playing more will just make you more frustrated.

Great Tips from /u/darchangels13 for you!

#1 – Find the deck which suits your playstyle and stick with it even when you are losing

Find yourself a great deck which you find it easy to use. Do not change the “deck type” no matter what. Although this might seem bring, this is one of the best ways to pushing trophies fast and better.

Practicing with the same deck archetype will give you a lot of experience, helping you realize its potentialities and its disadvantages. Event If your deck is weak to a specific deck type, you will still able to find a way to beat it most of the time, minimizing your losing rate.

To read more about deck archetype, I strongly recommend you taking a look at here!

#2 – Upgrade only the cards you use:

Gold is limited. Don’t overspend your Gold on cards you rarely use. Spend Gold only on the cards you use otherwise you won’t have enough to upgrade them later in the game.

#3 – Upgrade the cards when interaction with overlevelled troops matters most.

Don’t hesitate to upgrade your Zap If it can onehit Goblins/Minions afterwards.

Can’t use Fireball to finish off the Electro Wizard? Upgrade it!

The opponent’s tower can onehit your Furnace Spirit coming from the Furnace? Upgrade it to a decent level!

You will find it very crucial to do this when you are close to Legendary Arena, when 1-level-higher costs you the game!

#4 – Keep donating! Keep requesting!

Donating is the best way to get Gold in Clash Royale at the moment. By doing this, you also may give the others cards you don’t want to use. Donating unites the Clan!

#5 – Be in a active clan:

To donate, to request, to get Clan Chest/Clan Battle Chest and to practice with a lot of players!

#6 – Take break between games; Do not tryhard when you don’t have chests:

Sounds illogical but you should do this! You shouldn’t rush for an hour because you will get tired/stress very fast. Tryhard only when you have chests. This makes your mental fresh and comfortable.

#7 – You lose because of your mistakes

Do not blame luck If you lose! Watch your replays and learn from your mistakes. See what you did wrong, what you did right, what you could have done to win and which moves were critical to your loss.

Trust me! Watching replays helps A LOT!

#8 – Do not let the balance changes affect you a lot

The recent balance changes are a lot fairer than before. Even 5 cards in my deck got nerfed, I am still doing very well with them. Do a small research before rebuilding your deck!

#9 – Practice in Friendly Battles, Challenges and Tournaments.

Do not practice on the ladder regardless of your skills, unless you want to drop back to Jungle Arena. Tournaments, Challenges and Friendly Battles are the best places to practice in Clash Royale.

If you want to face harder opponents, go with Grand Challenges!

Conclusion

If you practice one of the two decks above enough they are more than capable of hitting Legendary Arena. However there are plenty of other decks that can do it too, so at the end of the day what matters most is knowing your deck inside and out and having acceptable card levels (good luck hitting 3k with a deck using level 1 P.E.K.K.A/Prince for example).

I hope this post helps some people when considering the meta and some of the better decks to use. Just don’t tilt and tell yourself this game isn’t going anywhere and a loss of trophies today isn’t impossible to make up.

Clash Royale Bandit – Information, Strategies and Decks

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Hey guys, by now, a lot of Clash Royale players have obtained the Bandit.

Bandit is the new Legendary card which has the outstanding ability, making her invulnerable to everything.

In this guide, I will try the best to help you understand how to use the Bandit and how to incorporate her into your decks.

Clash Royale Bandit

Clash Royale Bandit – The Comprehensive Guide

Hey everyone, Exordium here! As you probably know, I’m a YouTuber, so I’ve written this enormous in-depth guide on the Bandit – please support me here!

The Bandit is one of the newest Cards that has just been released into Clash Royale, in the March 24th major update. As well as other features such as Clan/Team Battles, the Bandit is an exciting new Legendary troop that offers new unseen before abilities. This extensive guide, which can be navigated using contents below, will analyze every little feature of the Bandit, and I can assure you after reading this guide it will be as if you have been using the Bandit for weeks.

Overview

The Bandit is unlocked from Arena 9 (Jungle Arena).

She is a troop that has the ability to dash to nearby targets, dealing double damage if she hits a target with her ‘dash’ – similar to a Prince or Dark Prince’s charge mechanic. The Bandit is invulnerable while dashing straight towards the intended target. This means she can’t be hit by anything during the dash, including splash damage, knockback effect etc.

She will do the dash immediately If there is any troop in her dash range (4-6 tiles). This means If a troop is within 3 tiles, the Bandit will talk to it. If a troop is outside 7 tiles, she will not get distracted, she will start charging once it gets within 6 tiles.

At Tournament Standard, her dash deals 320 damage. You should remember this in case you want to finish off the Tower with her.

Similar to the other charges, you can reset Bandit’s charge with Freeze, Zap, Lightning, Electro Wizard, Ice Spirit etc as long as you can touch her before she actually dashes.

Also, her Target isn’t determined until she actually dashes the target. She always dash onto the closest troop.

For example: Assuming she is already locked on your Tower. While she is charging up the Tower, you can place the Skeletons down, forcing her to dash Skeletons instead.

Cost Hit Speed Speed Deploy Time Range Dash Range Target Count Transport
3 1s Fast 1s Melee 4-6 tiles Ground x1 Ground
Level Hitpoints Damage DPS
1 780 160 320
2 858 176 352
3 943 193 387
4 1,037 212 425
5 1,138 233 467
Changelogs
  • 12/6/17, increased the Bandit’s hitpoints by 4%, and initiated her dash ability quicker.
  • 12/2/18, decreased her minimum dash range to 3.5 (from 4).

Strategic Summary

The Bandit can effectively charge, a mechanic that you are all probably familiar with from the Prince themed Cards in the game. Your main aim, however, when using the Bandit is very different to other Cards.

Bandit can be used in three effective main ways:

  • To ‘clear’ out sections of the Arena (killing Cards such as Archers, Witch, Princess, Goblins etc.)
  • behind a tank as protection
  • Or as a chip Card (its dash can deal huge amounts of damage but is often ignored, and it is a mere 3 Elixir)!

Ignoring her can result in over 1,000 damage at Tourney standards to your Tower!

Troop Interactions

Bandit can effectively kill (1v1): Witch, Spear Goblins, Goblins, Princess, Archers, Musketeer (SOME DEPEND ON WHETHER DASH IS INITIATED)

The Bandit is very useful when trying to clear the area for a heavy, slow tank such as the Giant. Because of the dash mechanic, it can zigzag across sections of the battelfield in no time at all, devastating defensive setups, even when troops such as the Mini Pekka are used. Assuming a reversed offensive setup, with the Bandit in front of the tank unit, can be very efficient in some situations. If your enemy has dropped any glass cannons such as the ones named above, preceding the Giant or your tank of choice with the Bandit (far enough back so that the invisibility mechanic can occur before it is locked onto) can be a wise move.

Combos

The Bandit pairs well with any of these troops below:

  • Giant + Furnace
  • Hog + Ice Spirit (+Skellies)
  • Giant + Lightning
  • Lava Hound + Balloon
  • Ice Golem
  • Golem + Musketeer
  • Hog + Freeze
  • Hog + Log

The Bandit can fit well into pretty much ANY Deck archetype, making her a unique and incredibly versatile troop!

Fun facts

  • Maybe you don’t know, she can dash across the river. So If your opponent places Furnace or Tombstone at the middle, you can use her to take them down.
  • Your Bandit has a blue tail when she dashes, while the enemy’s Bandit has a red tail.
  • If you place the Bandit at the pig push spot, she will dash straight to the Tower instead of target the building on the opposite half of the Arena.

Strategy

Strategic Analysis

So, we have established that the Bandit is a pretty versatile Card – now let’s break it down.

The Bandit has several unique features that will set it apart from others: a ‘dash’ ability, cloak of invisibility after charging up, and double damage after a charge. Because of the conditional advantages the Bandit can offer, there are HUGE differences between beginner and master players of this Card.

DashThis ability is fairly simple on a primary level, but most of the Bandit’s abilities merge together or affect each other, making it altogether a complex Card. This move allows the Bandit, after 1 second (AFTER SELECTING A TARGET), to ‘charge’ and deal double damage on impact. This ‘dash’ actually grants invisibility, which is explored below. This charge is unlike a Prince or Dark Prince – it cannot be stopped via a direct Zap onto the unit, but CAN be retargeted by your enemy if a distraction is placed in front. Surprisingly, the Bandit can dash through the pushback effects of the Log and Bowler, and therefore the inbuilt charge reset mechanisms for these troops are deemed useless. As a result, any bait or control opponents are good matchups for Bandit users, because it directly counters their advantages. (Read below for more detailed guides taking on every meta and archetype Deck out there!) ‘Dash’ works best against spaced out troops, so be sure to exploit this – it can completely mitigate the effects of some otherwise lethal defensive units!

Double Damage DashThis is the resultant effect of the ‘dash’ that the Bandit is able to perform. You are probably familiar with similar effects from the Prince, Dark Prince and Battle Ram. She will inflict double her normal damage (320 at level 1) to the target that she has locked onto, or can switch to a new target if it happens to be deployed closer to her. Unlike the Battle Ram the Bandit has no set target and can therefore be lured easily, but lures are actually very GOOD for the Bandit, due to her superior speed.

InvisibilityAlso an immensely powerful feature of the Bandit. This enables the Bandit to actually remain unseen, at least until something begins targeting it. Unless the Bandit ‘bug’ or glitch occurs, when the Bandit charges after being targeted by troops or buildings they will still be able to attack it, but any other units will not. Think of it simply; if a troop has ‘seen’ the Bandit, they will continue to see it, and vice versa! The way to utilise this ability to it’s highest potential is to learn about placement. If you place the Bandit close to another unit, despite Bandit being a melee Card, it will be a waste. Defend using the Bandit by placing it behind a Tower or while troops approach, between your two Towers. This allows the Bandit access to the 4 tiles it needs to charge and execute its dash ability, and consequently turn invisible. If you place the Bandit behind a tank, you are even more likely to be able to ‘hide’ the Bandit. Remember, when the dash ends it is revealed to enemies, and once an enemy locks onto the Bandit, it cannot escape.

Main Analysis

The Bandit could become prominent in the meta but definitely requires skill and the perfect circumstances to actually wreck people.

 

Shared by OPL11

When using the Bandit, although she has medium health, viewing her or treating her as a low health ‘glass cannon’ type unit could be very beneficial. This will allow you to exploit your enemy, as Bandit is vulnerable to things such as the Mini Pekka and even cheaper choices such as the 1 Elixir Skeletons. Interrupting her charge is what an experienced enemy will do, so expect this; hence why synergies like HogLog or Giant + Wizard work well with her!

Because of the Bandit‘s fast speed, she pairs off best with slower Cards such as the Giant. Miner + Bandit blitz cycles can also be very powerful – when Deck building, make sure you have at least one other solid support unit like the Musketeer, and a good tank/mini tank such as the Ice Golem or Knight.

I would not use the Bandit as a solo starter troop, to begin a game. Unlike the Miner, Goblin Barrel, Dart Goblin and other good 3 Elixir starter units, Bandit doesn’t have the same ‘shock’ or surprise tactic before charging, and is therefore an easy way for your enemy to make a positive Elixir trade using Skellies or Goblins.

Instead, stick to the normal rotation of your Deck and follow your regular cycle, employing the use of the Bandit as a secondary support Card for cheap pushes.

There will be more in-depth strategic advice in the sections to follow.

Best Decks for Bandit

So, Decks, An important part of this guide!

Here are some 12 win Challenge Decks that have been tried and tested and a few prototypes mixed in:

(Guides can be found in the next section for each one)

Clash Royale Hog RiderClash Royale BanditClash Royale The LogClash Royale Ice Golem
Clash Royale MusketeerClash Royale PoisonClash Royale ValkyrieClash Royale Princess

Clash Royale BanditClash Royale ArchersClash Royale PoisonClash Royale P.E.K.K.A
Clash Royale MinerClash Royale Baby DragonClash Royale The LogClash Royale Ice Spirit

Clash Royale BanditClash Royale GiantClash Royale LightningClash Royale Minions
Clash Royale Electro WizardClash Royale The LogClash Royale SkeletonClash Royale elixir collector

Clash Royale MortarClash Royale BanditClash Royale The LogClash Royale Archers
Clash Royale Mini P.E.K.K.AClash Royale Mega MinionClash Royale TeslaClash Royale Rocket

Clash Royale GolemClash Royale BanditClash Royale MusketeerClash Royale The Log
Clash Royale PoisonClash Royale ArchersClash Royale Mini P.E.K.K.AClash Royale Cannon

Clash Royale BanditClash Royale MinerClash Royale fireballClash Royale The Log
Clash Royale ArchersClash Royale MinionsClash Royale FurnaceClash Royale Mini P.E.K.K.A

 

Countering Meta Decks

So, being able to take on meta Decks with the Bandit is important. Because this guide does not focus on one singular Deck to play, I will he be giving summaries on the Decks above and how to use each of them.

Basic Offense + Defense Overview

Deck 1 (Hog Cycle) – This is a classic Hog cycle, and can be adapted when mastered to feature Freeze or other combos too. Always use the Dart Goblin to start if possible – it is an amazing beginning Card for battles. Your main pushes should consist of HogLog, Hog + Ice Golem or Hog followed closely by a Bandit. Track your enemies cycle during your first push and send in Log slightly delayed behind to catch a SKArmy, Goblin Gang or other common deployments they make to counter your Hog Rider!

Deck 2 (P.E.K.K.A. Poison) – Again a clever adaption of a meta style Deck, use the Miner mostly to deal damage with Poison and the P.E.K.K.A. for defense (it’s fast buffed deployment is incredible). You will want to use the Bandit as a defense or to support the P.E.K.K.A in larger pushes, in Double Elixir, to deal with Archers, Goblins and a range of other small glass cannon distractions; or, Bandit can be used with Miner as a chip push (watch your opponent’s cycle first – Bandit will be devastated if they drop a SKArmy).

Deck 3 (Giant Cycle) – This Deck, as you may notice, is a tweaked version of the popular Surgical Goblin Giant cycle Deck. I’ve been using this myself and it’s amazing in all forms of play, so give it a go – the playstyle is basically the same! Cycle Minions, Skellies and potentially Bandit in defense, while continually Pumping to gain a huge Elixir advantage. Then you can keep cycling Giant pushes to pressure your enemy!

Deck 4 (Mortar Siege/Control) – This is a fairly unique Mortar control Deck. Requires a lot of practice. Use the Tesla to defend the Mortar in large pushes or simply drop Bandit or Archers behind the Mortar for regular siege. Log any similar Cards your enemy drops, as SKArmy is very potent against Mortar in most Arenas. If your enemy is too powerful or uses a strong beatdown, play defense Mortar in the centre near your Towers to attract tanks (but the blind spot will force Mortar to attack support units!), and support with Mini Pekka on the supports and Archers/Bandit on the tank! Then counter-push or simply cycle the Rocket to play a control-based siege cycle!

Deck 5 (Golem Beatdown) – A typical Golem Deck adapted, this is a very interesting Deck that requires a mix of cycle and large beatdown attempts. Use Bandit to cycle quickly, and build up a large push while defend Hog or cycles with Cannon. Then support with Musketeer and E-Wiz! For Elite Barbarian counter-pushes or opposite lane rushes use E-Wiz and Cannon, or Mini Pekka, to try and deal with them – this is why Golem placement and timing is very important!

Deck 6 (Miner Blitz/Burn) – A classic Bandit Miner cycle, this Deck takes several cycle archetypes and merges them together to form a very effective cycle blitz/burn Deck. Using the Miner and Bandit are both great chip units, and there are several other very powerful chip Cards included too. A great larger push involves setting Mini Pekka down, then drawing any distractions back behind the enemy Tower using a Miner lure. This can result in huge damage, and with Archers/Fireball as supports, or even Bandit, thousands of damage can be dealt.

Bandit vs Meta Summary:

You will want to use the Bandit to lead attacks with Mortar/RG/potentially Hog Decks, but as a support unit with Giant, Golem and Lava Hound offense. This works best. Remember when defending, you must exploit your enemy’s placement by only dropping Bandit when they have deployed vulnerable troops such as Archers that can be easily ‘dashed’! Coming up against one of the most annoying meta Decks, RG Ebarbs, use a mini tank such as Knight or Ice Golem to drop ON their RG, and then drop Bandit far back and potentially an Ice Spirit or MM/Mini Pekka for heavy support against the RG!

Substitutes

Bandit can be replaced by any of the following, but depending heavily on the Deck:

Clash Royale PrincessClash Royale Ice WizardClash Royale Ice SpiritClash Royale GoblinClash Royale ArchersClash Royale MinionsClash Royale Mega MinionClash Royale Goblin Gang

It is a cheap Card and therefore these substitute ideas work very well in most basic Deck archetypes.

Countering Bandit

So, this is a topic we haven’t covered yet in the guide, but is very important in learning this Card.

Bandit is a balanced unit and therefore opens itself up to some incredibly viable counters.

Bandit can be countered by several cheap units. These include the Goblins, Skeletons, and Archers, if placed right. Because Bandit has a distraction mechanic and even when charging her course can be altered significantly, she does not pose a threat alone as a solo chip Card. However, in combos she may be more intimidating to deal with.

When behind or in front of a tank, treat Bandit like the Musketeer – except imagine Muskie as a melee unit, with no range. This is why the Skeletons and Goblins are very effective – giving you an even or positive Elixir trade and the possibility for a cheap cycle counter-push, these are Cards that can exploit the Bandit’s lack of splash damage!

You need to remember the Bandit’s weaknesses – she is not powerful at all as a solo unit, and if you have knowledge no matter what combo she is used in, sustaining a solid cycle where you can always have cheaper swarms ready will work to your advantage. Your enemy, if experienced, is unlikely to Zap or Log, since Bandit is only a ‘small’ or minor Card and therefore does not have that much potential damage with low HP.

Conclusion

I really hope you all enjoyed this guide – it’s been long, but as a strategist I’ve loved every part of writing it and hope you read and offer feedback on as much as possible! It’s taken a LONG LONG time!

Enjoy, and please consider leaving some support below for my efforts! Clash on, and check out my channel for more!

GIFs shared by Yarn

X-Bow Bait Deck – Grand Challenge Winning

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Hey! Nitrome95 here coming at you with a grand challenge winning X-Bow deck.

Unlike the X-Bow cycle deck just posted, this deck works at all skill levels at the game, allowing me to reach Challenger 2 as a fairly new lvl 11. So let’s get into the deck!

(Btw, I give full props to my clanmate, Bouwhouse, for making this deck)

Xbow Bait Deck

X-bow Bait Deck

Pros

  • Okay against Royal Giant
  • Great cycle with 3.9 avg elix
  • Easy to pick up
  • Strong counter pushing

Cons

  • No defensive building
  • Relies on fragile troops
  • Can not overextend well
  • No strong direct damage

Before I start the guide, I want to say that if you see me in a battle, say “Good Game” 3 times and “Thanks” so that I know that you are from Clash Royale Arena. I just think that it makes the battle more fun.

Clash Royale X-BowClash Royale Skeleton ArmyClash Royale Goblin GangClash Royale Minion Horde
Clash Royale elixir collectorClash Royale Electro WizardClash Royale ZapClash Royale Ice Golem

Cards Breakdown

X-Bow

Your sole win condition. By itself, it can easily solo a tower if left alone.

To get the X-Bow locked on to the tower, you have to read your opponent’s counters to your X-Bow.

It is sometimes used as a defensive building if you are trying to outcycle your opponent’s tank (especially Royal Giant) that will hard counter your X-Bow.

On defense, this card is also decent against graveyard because it has a high hit speed.

This card is also good to punish if your opponent plays a tank in the back, but just make sure that you will have enough Elixir to defend.

Elixir Collector

This card is the backbone of this deck, as it allows you to have a fluid cycle that feels like you are playing a 3.3 Elixir deck.

When playing with the Elixir Collector, you always have to be evaluating risk and reward of placing this card down.

On one hand, Elixir Collectors give you a 2 Elixir advantage. On the other hand, your opponent can easily punish you with a quick push, leaving your defenses useless. This requires you to know your opponent’s Elixir and whether they have a punish card in their hand.

In 1* Elixir, if you know your opponent has 3 or more counters to your X-Bow, be patient and constantly pump up. Counters to X-Bow are usually a card with high HP, and high DPS or/and range. The only stupid exception is high damage spells like Rocket and high HP spawners. If you can get 3 pumps down before 2* Elixir, plus defend fairly well, giving you an extra Elixir, you are at a 7 Elixir advantage. No matter how many counters they have, they can’t counter your X-Bow.

Goblin Gang/Skeleton Army

These cards are used almost interchangeably, except Goblin Gang can hit air and Skeleton Army has more DPS.

Both cards are used to bait out your opponent’s spells and to punish when your opponent doesn’t have a spell in his hand.

Minion Horde

Your super hard punish card.

When you get the perfect moment where your opponent can’t counter the Minion Horde, USE IT! It gets crazy value if used correctly, but can put you 5 Elixir behind if used incorrectly.

Generally, this time is when you are defending against your X-Bow and they don’t have a spell in their hand.

Usually, your opponent won’t use any splash that can hit air against your X-Bow (unless it is executioner), so you are free to use it.

If you are extra confident that your opponent doesn’t have a response to your Minion Horde, you can use it on defense and counterpush with it on offense. I have saved games because my Minion Horde gives me a 5 Elixir advantage!

Ice Golem

This card is almost a given in siege decks. It buys time for your X-Bow to survive so that you can plan out your counter. It also helps to counter minions and solo medium troops with the help of the tower.

Zap

WOAH WOAH WOAH. Yup, I’m using Zap not Log. It gives you more flexibility defending against air. Log doesn’t fit as well because it doesn’t have the instant deploy time that can come clutch for your X-Bow.

Electro Wizard

A more expensive Zap. Almost always, I make sure that the spawn Zap gives me value so that I have already gained 2 Elixir that I lost by spawning the troop. This card comes in handy in retargeting troops off your X-Bow and on to your Ice Golem.

On defense, the .5 second stun per hit gives your high DPS troops priceless seconds to get several hundred more damage points.

Starting Hand

Your best starting hand is the Elixir because it forces your opponent to make the first move and allows you to start getting an Elixir advantage from the very beginning. If you are confident with your hand that you can defend your X-Bow, go for the surprise X-Bow. If not, you can place the X-Bow defensively to put your opponent in an awkward situation. Another good opening is a Goblin Gang at the bridge that will get some extra chip damage if your opponent isn’t prepared.

1* Elixir Time

If your opponent can’t counter your X-Bow, play aggressively and take the early tower. Then defend by luring out your opponent’s spells and punishing it.

If you can’t get past your opponent’s defenses, pump up and try to build a huge Elixir lead.

2* Elixir Time

If you haven’t already, RUSH THE TOWER! You should already know all their counters to your X-Bow, so set up your rotation and Elixir so that you have the right cards and enough Elixir to counter their counters to your X-Bow. Once you have the tower down, play defensively with X-Bows in the middle of your towers.

General Gameplan

With this deck, it is the hybrid of all hybrids. It is siege, bait, control, and beatdown at the same time. Let me explain:

Siege

This is the most obvious one. This deck uses the X-Bow to shoot from your side of the map to the opponent’s. This means that you will have to predict what your opponent will play to counter your X-Bow. If they will play something that charges, get ready with the Electro Wizard. If they play a tank, get ready with one of your high DPS troops. If they only play ground targeting troops, play the Minion Horde.

Spell Bait

You have three spell bait cards: Skeleton Army, Minion Horde, and Goblin Gang. Since this is a spell bait deck, you will want to bait out your opponent’s spells and take advantage of that by using either Skeleton Army, Minion Horde, and Goblin Gang. By baiting out their spells, you can defend well. With their high DPS, they can easily clear the board for your X-Bow to lock on the tower.

Control

If your opponent is playing a deck that can’t counter your X-Bow, you want to take advantage of their weak defense when they don’t have as much Elixir in 1* time. This allows you to take the early tower and play strong defense.

Beatdown

If your opponent has a lot of counters to your X-Bow, play defensive and keep using your Elixir Collector. When you find an opening, that’s when you attack and hopefully take the tower.

Turtling

As coined by KairosTime gaming, turtling is a defensive placement of your X-Bow that forces your opponent to make a move. Do this by doing a 4-3 building plant. Some uses include

  1. To snipe out any spawners.
  2. You don’t have a good hand.
  3. To defend against a large push.

Matchups

(Note: This video is pre update so not all of the matchups are as relevant today.)

If you want timestamps, go to the description of the video.

Royal Giant

Surprisingly, this deck doesn’t do badly against this big guy. You want to keep the X-Bow a surprise, building Elixir Collectors until you find that your opponent doesn’t have his Royal Giant in his hand. From this surprise attack, you should be able to get 1000 or so damage. From there, place the X-Bow in between your towers in the opposite lane of where you anticipate the Royal Giant to be. If done correctly, a preplanted X-Bow will lure the Royal Giant in range of the tower. From there, keep looking for openings to take the tower.

Giant Bowler

This one is slightly tricky because the giant hard counters the X-Bow for only 5 Elixir. Same as the Royal Giant, play defensive X-Bows and look for an opening.

Rocket Miner

Surprisingly, this matchup isn’t that hard. Whenever you play an X-Bow and they Rocket, your X-Bow will do some chip to the tower. If they block the chip, they are defending with a negative Elixir trade. Take advantage of both scenarios to win the game.

Conclusion

Even post patch, this deck is so great because it can stand the test of time. None of the cards (besides Electro Wizard) are particularly op, so hopefully this deck will still work for balance changes to come.

The main thing that you have to remember with this deck is to adapt your X-Bow pushes based on your opponent’s counters.

Seriously Will? I spent 3.5 hours on that mortar spell bait deck just to have it rejected :/. F*** u man. :D. Guess we’re even. (I’m not mad or anything, just venting)

What did you just say? – Will

Is Sparky Really That Bad? 4,500 Trophies as a Level 8!

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Hey guys, Corrosive Logic here with a new Giant Sparky guide!

I know what you’re thinking, 4500 trophies as a lvl 8? My buddy ydavidy managed to reach this milestone with his first account. Yes I know you probably think he has max cards or something. He does have very high level cards for a lvl 8, but not for the players at that trophy range!

giant sparky deck

Clash Royale GiantClash Royale SparkyClash Royale ZapClash Royale Mega Minion
Clash Royale Skeleton ArmyClash Royale Goblin BarrelClash Royale MinionsClash Royale elixir collector

4,500 Trophies as a Level 8 with Giant Sparky!

His card levels are 10.5/7.66/4.5/1

So yes clearly high level for a lvl 8, but players at that trophy range usually have lvl 11-13 commons, lvl 9 rares and lvl 5 epics. Not only is this impressive, the fact that he done it with Sparky is extraordinary!

At the end I’ll include the interview I had with him regarding himself and this deck.

Deck Overview

As with all bait decks, if your opponent zaps/Logs/arrows certain cards, you have other cards in your deck that you can get good value out of. For example if they zap you Sparky, you now have Skeleton Army to defend with, if they Log your Skeleton Army, you know they can’t counter your Goblin Barrel easily.

The deck does contain a Pump, and a Giant. This is interesting because it has now turned into more of a beatdown deck than bait. Again with the aerial troops, you have Minions which contribute to the bait element and Mega Minion that appears more in beatdown decks.

General Gameplan

This deck is extremely simple to use. The Giant is the win condition, and EVERY other card are just support units/spells. At first you want to defend for positive Elixir trades and place Elixir Collectors, even if you have to sacrifice some crown tower damage for more Elixir, that’s fine.

Some good starting plays are Giant at the back, or Sparky at the back. After your first defense with for example MegaMinion, you can play the Giant immediately in front for a counter push. More than likely this will get countered but you can now get a feel for your opponent and how to destroy their defense on your next play.

David rarely uses the Goblin Barrel on its own, more than likely he’s going to use the Giant as a tank before he uses it. Defensively, something that isn’t mentioned often is how good the Sparky is at killing tanks. Since ladder is mostly filled with RG and Giant, this fact might highly contribute to this deck’s success. Playing Sparky defensively to destroy your opponent’s big push usually results in a massive counter push.

If you have enough Pumps, this deck is extremely powerful in double Elixir. After playing your Giant at the back, you can now use every card in your deck to support it and even cycle to a second Giant. Try and apply more pressure during the end of your push. For example if your push is ending don’t be afraid to throw in extra Minions or a Goblin Barrel to make use of your Giant’s remaining HP.

A difficult matchup for this deck is against Lavahound. Your only air counters are Minions and Mega Minion. If they play hound at the back, I usually see david rush the other lane with Giant + Minions and even Skeleton Army or barrel. Your opponent won’t have a lot of Elixir to defend with so you should end up doing quite a bit of damage.

Interview

Is this your first account? Have you spent any money on the game?

Yes this is my first account. Nope I am 100% F2P.

What is your favourite card and why?

My favourite card is the Elixir Collector because in my opinion it’s one of the best cards to use against higher level players.

Why did you decide to play this deck/How did you come about using it?

I am a F2P player, so I concluded that the best way to compete on ladder is to decide on 1 deck and try and max out the cards in it. I thought this deck was pretty powerful so I went for it.

Have you any general tips for playing this deck on ladder?

Never overcommit. Always try and spend less Elixir than your opponent, then Pump up. If you have enough Elixir, sometimes it’s good to put pressure in both lanes in double Elixir time. Try and learn to be aware of your opponent’s Elixir. With this deck you can counter almost any card with the Sparky if played properly. I’m happy if people Rocket my Sparky because that means my Pumps will be untouched.

Is there any decks that hard counter this one? What do you do against them? For example, what do you do when someone has the Rocket for your Sparky?

Fast decks are usually good against my deck. My Sparky gets less defensive value when I play against Hog, Miner, or Graveyard. Thankfully these decks are less common than Giant and royal Giant on ladder. If I play against someone that Rockets my Sparky I’m ok with it. This means that they probably won’t be able to deal with my Pump and I will gain Elixir for a big push

What are your goals? Are you going to keep playing as a lvl 8? When will you upgrade to lvl 9?

I am going to upgrade to level 9 any day now. I don’t try and stay at lvl 8 specifically, I just upgrade the 8 cards in this deck and soon I will naturally reach lvl 9. My goal is to try and reach global 200 as a lvl 9.

Conclusion

I don’t know about david reaching global top 200 as a lvl 9, but I wish him luck, dream big right? David is an extremely skilled player to be able to reach so high on ladder as a lvl 8. This Giant Sparky bait deck is more for ladder play than tournaments or challenges, so keep that in mind.

I know Sparky has been dubbed the trashcan on wheels, but there’s still quite a lot of Sparky fans….or perhaps you were a fan a few months ago when it was the only legendary you had! Nevertheless give the deck a go!

I hope you enjoyed this guide, if you have any suggestions or questions on the deck don’t hesitate to ask them below, as always I would appreciate it if you could check out my youtube channel for quality gameplay and top end decks!

Stunning Royal Giant Deck – Get to 4000+ without Legendary Card!

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Sup guys, it’s me Infinite Light again with a great F2P Royal Giant deck which currently got me to 5,100 trophies. Today, I’ve got a F2P Royal Giant Hog deck that only has one Rare and one Legendary, the others are commons. It is strong, and can be used in any Arena.

This is my second post on Clash.World. My other post was also another level 10 who reached 5100 trophies, so be sure to check it out at here!

Royal Giant Deck

Clash Royale Hog RiderClash Royale Royal GiantClash Royale Spear GoblinsClash Royale Bomber
Clash Royale Minion HordeClash Royale BarbariansClash Royale The LogClash Royale Arrows

Stunning Royal Giant Deck for Legendary Arena

Overview

This deck is very powerful, and also great for F2P players as it only includes one Legendary and one rare. The others are all commons.

This deck is a little challenging to play, and before you guys start on the “Royal Giant or Hog takes no skill” comments, try using it first.

Offensive:

There is two win conditions, which is a bit dirty. For free to play players, two win conditions is better, as you don’t have to focus entirely on one card.

Mostly, the damage is from the Royal Giant. The Hog is used to bait out their defense, and once their defense is gone, you can send in the Royal Giant.

Strong Combos:

  • Royal Giant on one side, and Hog with the other. Not used as often but works if you are desperate.
  • Royal Giant and Bomber: Bomber can take care of the troops they place down to defend.
  • Royal Giant Minion Horde: Only use if they have Inferno Tower or at a severe elixir disadvantage. Minion Horde distracts the Inferno Tower while RG shoot it down.
  • Hog Minion Horde: Same as above
  • Hog Spear Goblins: Does a lot of damage is left unattended to. Usually used in the beginning to see what they have.

Defensively:

Barbarians and Minion Hordes are great against literally everything besides spells. Barbarians shred through tanks and glass cannons, while Minion Horde can kill everything including ground and air.

Some decks that are harder to defense against are LavaLoon with Arrows, and the cheap 2.6 elixir Hog Deck.

  • For Lavaloon with Arrows, rush the other side as soon as they place down LavaHound. Hopefully they never have the chance to place down Balloon. Spear Goblins can be used against the LavaHound, as it doesn’t require much attention. When the pups spawn, Arrows or just let the Spear Goblins kill Pups.
  • For the Hog cycle decks, be aware of your elixir and cycle. The Bomber can take care of it if needed, but is not recommended.

royal giant deck proof

Cards Breakdown

Royal Giant: This card is strong, and a bit broken without the right defenses. Usually used after the Hog baits out the defense. can be paired with Bomber and Arrows hovered above in case they use Minion Horde.

Hog: used to bait defense and to chip away for more damage.

Spear Goblins: Definitely not meta, but still a great card. Does good chip damage, used as a distraction, and can bait out zap or sometimes arrows. Paired with Hog Rider can do decent damage.

Barbarians: Underrated card for sure. Great at baiting Fireball so your Minion Horde can finish the job. Wrecks tanks and glass Cannons. Ignored can take down an entire damage, so it must be dealt with.

Minion Horde: 2nd Highest dps in the game after Skarmy. Takes care of anything, just beware of spells.

Bomber: Weak and fragile, but makes up for it with huge splash damage. This card can deal a lot of damage to support troops and can be paired with Royal Giant to destroy small troops or Barbarians.

Arrows: After the recent buff to it’s speed, this card soared up in usage. Can be used to kill Lava Pups, Minions/Minion Horde, and to end the game quickly.

Log: IMO, the best card in the game despite nerfs. Pushes back units to buy some time, and is great against Spell Bait.

Weaknesses: This deck is strong against basically any deck. Harder decks are Spell bait and decks with more than one defense.

Game Strategies:

Against Beatdown: Barbs and Bomber can usually take care of big pushes. Sometimes, Minion Horde is needed.

Against Siege: Royal Giant and hog should stop it. RG for Mortar is ideal, as it is ranged.

Against Control: Be mindful of your defenses and your elixir and you should be fine. Barbs can be used, as well as Spear Goblins.

Conclusion:

This deck is super strong, and hard to deal with. It is ideal for F2P players, as it has two win conditions and can defend really well.

Overall, this deck is both great and annoying!