Hi guys, my name is Mr.Kevin and I wanted to share a very old-school royal giant deck that I’ve been using for years now. This deck got me to my first legendary trophies (in the old versions) and helped me compete in the legendary arena pretty well.
It utilizes the Royal Giant as the main win condition and uniquely the Goblin Hut as a secondary win condition (I like to call it the Royal Giant-Goblin Hut Control Deck).
Over the many meta updates it hasn’t lost its effectiveness, and although it isn’t a perfect deck I can say for certain that it is capable of countering almost all cards in the Clash Royale world.
This deck is pretty difficult to use (a 4,4 elixir average) and requires a lot of patience, but with full mastery it is an almost impenetrable defense and a sure crown victory.
Without further ado, these are the cards required for the Royal Giant-Goblin Hut Control Deck:
Note that this deck only utilizes rare and normal rarity cards, making it so easy to upgrade!
Royal Giant Goblin Hut Deck
Royal Giant
The main win condition for the deck.
I really favor this card as a win condition because it is strong, durable, and fires at range. The only real effective counter to the Royal Giant is the Inferno Tower for a 1 elixir advantage.
Your main push would be placing the Royal Giant at the back.
After destroying one tower, placing the Royal Giant at the center 3 squares from the river (4 squares being the furthest) will allow the Royal Giant to automatically target the other crown tower without being targeted by the King tower.
Goblin Hut
An underestimate card… However in this deck, this will be your secondary win condition.
Place the Goblin Hut behind your crown tower before the Royal Giant.
With the Royal Giant as the tank, your opponent would be focused on the Royal Giant that he would almost not notice the swarm of Spear Goblins building up behind the Royal Giant!
The Spear Goblins are also good as chip damage as they are guaranteed to hit the Arena Tower at least once before dying.
The Goblin Hut would also be your main air defense (against Lava Hound, Inferno Dragon, Minions)
Fireball:
In my opinion, the best spell in the entire game. A well-placed Fireball can get the all-too-valuable positive elixir trade that you need.
Fireball can counter Barbarians, Minion Hordes, Witch, Wizard, and the Three Musketeers for a positive elixir trade.
It can also provide interesting value when it can target a building clumped together with the Arena tower!
With a high enough level, it can one-shot cards such as the Wizard, Ice Wizard, Electro Wizard, and the Musketeer, or leave them with just enough HP to be taken down by a single Spear Goblin strike.
Avoid using the Fireball to target only one troop or to target the tower only.
I recommend not targeting the Elixir Collector because the spell has much more utility against clumped troops.
Arrows
Your swarm clearing card and your counter against Goblin Barrel, Skeleton Army, Minion Horde, Princess, Goblin Gang.
Also replaceable with the Zap or the Log, but I prefer the huge area of effect and it’s ability to target air troops over the log.
Be careful against Arrows bait decks and only use the Atrrows against the Goblin Barrel or the Minion Horde
Elixir Collector:
A key card to a control deck that could get you the elixir advantage over your opponent. Back in the old days when it costs only 5 elixir, it used to be an extremely powerful card that is seen in almost every deck. Now with the new 6 elixir cost, it is a riskier card but highly rewarding nonetheless.
Be wary of enemy counters to this card (Miner, Rocket, Lightning) and it is advisable to place it in the middle (right in between the Princess Towers)
Cannon:
Your main defensive building.
With the tombstone, this is the only card that can get you an elixir advantage against the Hog Rider without the Hog Rider touching your tower. Placed correctly, it can even counter the lone Giant without the Giant touching your tower!
It is also a good card to counter the Valkyrie, Lumberjack, Battle Ram, Night Witch, Witch, Executioner, Bowler, Wizard, Giant Skeleton, Furnace, and Goblin Hut, all for a positive elixir trade.
Barbarians:
Your main defensive card against the heavy tanks (P.E.K.K.A., Golem, Giant, Royal Giant, Prince, Bowler, Mega Knight, Elite Barbarians), nearly all for a positive elixir trade.
Placed correctly, it can counter splash damage cards (Sparky, Mega Knight, Dark Prince, etc.) as long as you take care to place the Barbarians to surround those cards.
When up against the Inferno Dragon or the Inferno Tower, place the Barbarians in front of your Royal Giant to tank the damage for your main win condition!
Goblin Gang:
Back then this used to be the 2-elixir Spear Goblins, but with the update it has taken its place as an effective counter to air units, swarms, and tanks alike.
It is effective against Knight, Bandit, Prince, Minions, Mini P.E.K.K.A., P.E.K.K.A., Giant, and other tanks. However it is easily counterable with the Log, Zap, or Arrows, so be prepared to follow-up with the Barbarians once the Goblin Gang is destroyed.
Placed correctly, it can even counter splash damage units (Sparky, Wizard, Ice Wizard, Electro Wizard).
Just be sure to place it around the splash damage unit and surround it so that their attacks won’t one-shot the entire platoon.
General Gameplay
Remember guys, this is a control deck, so be patient and try to build up elixir advantage over your opponent with the Elixir Collector and positive elixir trades on defense.
Your main focus for the first minute of the game is to figure out the opponent’s cards, defending for positive elixir trades, and placing down as many elixir collectors as you can.
When entering double elixir time, overwhelm your opponent with swarms from the Goblin Hut and relentlessly pressing the enemy with a Royal Giant at the end of the bridge!
Offense:
Your main attacking weapons would be the Royal Giant and the Goblin Hut.
The priority for placement would be:
- The Elixir Collector to build elixir advantage.
- The Goblin Hut behind the princess tower.
- The Royal Giant at the end of the bridge.
During double elixir time, sending out the Goblin Hut and Royal Giant should be priority over the Elixir Collector.
Watch as the Royal Giant chip damages on the enemy while a swarm of Spear Goblins build up behind him!
There are two ways you can attack:
- By surprising the opponent with a Royal Giant below the bridge
- To build a big push with the Royal Giant placed behind the king tower.
By the time the Royal Giant reaches the bridge you can support it with the Barbarians or even a second Royal Giant. This type of big push is recommended against cycle decks and decks with Inferno Dragon or Inferno Tower.
After knocking down one princess tower, you can place the Royal Giant at the center of the opponent’s field so that it can automatically target the other princess tower without it being the target of the king tower.
Defense:
Pay attention! The key to this deck is absolute defense, building elixir advantage through positive elixir trades.
Your main defensive units would be the Barbarians, Goblin Gang, and the Cannon, with Fireball and Arrows for clearing up swarms.
Avoid placing the Royal Giant as a tank in defense! It is way to expensive and you have Barbarians and the Cannon for that.
Matchups
Most counters are already discussed above, so I will only discuss some of the most difficult offenses to deal with in this deck:
Hog Rider Cycle Decks
Most of the time you can counter the Hog Rider and any swarms behind it with the Cannon and the Arrows.
However, with the huge elixir average for this deck you may sometimes need to deploy Barbarians to shut down the Hog Rider.
Play patiently until double elixir and send big pushes (start with the Royal Giant behind the king tower)
Giant/Golem Decks
With correct playing, you can counter the Giant with the Cannon for an easy positive elixir trade!
Try to save your Barbarians to surround the support unit behind these tanks (Wizard, Witch, Bowler, Executioner, etc.)
Arrow Bait
With the fireball and the arrows, this is your chance to surprise your opponent by clearing out their Goblin Barrel and their Minion Horde.
When facing decks with majority swarm cards, be careful not to be easily baited or you will be left to deal with a strong card (Minion Horde or Goblin Barrel) without a spell.
Save your Arrows for the Goblin Barrel and the Fireball for the Minion Horde.
Deal with other swarm cards (Bats, Skeleton Army, Goblin Gang, Princess, etc.) with the Cannon and the Goblin Gang.
Three Musketeers
Fireball directly on top of the Three Musketeers for a whopping 5 elixir advantage.
Be very careful as to not be baited to use your Fireball! Use Arrows, Barbarians, or Goblin Gang to deal with other cards normally countered with Fireball (Barbarians, Minion Horde, etc.)
If the enemy splits up his Three Musketeers, Fireball on the pair and use a Goblin Gang to take care of the lone Musketeer.
Lava Hound (and other air troop decks)
Back in the Lava Hound meta, this deck struggles to counter the air troops, especially the Lavaloon combo.
To defend, place the Goblin Hut in the middle instead of all the way behind the Princess Tower, in order to lure the Lava Hound to attacking it.
Use the cannon to bait a lone Balloon while the Spear Goblins chip away at its health.
Air decks often have low resistance against ground pushes, so my advice is that when the enemy sends out the Lava Hound, build a strong Royal Giant-Barbarian push on the other lane and try to take down the other tower (and forcing your opponent to spend elixir on defense so that he cannot support the Lava Hound).
Once you have taken down one tower, you have the advantage of placing your Royal Giant aggressively in the middle!
Graveyard
Once again, during the graveyard meta this deck struggles as it contains no effective counter to the graveyard (Minions, Poison, Executioner, Bowler, Valkyrie, etc.)
The safest way to minimize damage from the graveyard would be the Barbarians. However with the new nerf, a Goblin Gang should suffice.
Just be prepared to use your arrows if the skeletons become too overwhelming.
Sparky
Again this deck lacks a decent counter against Sparky (Zap, Electro Wizard, air troops).
Place the Goblin Hut in the middle in front of the king tower so that the spear goblins can distract her. To kill it, surround it with the Goblin Gang or the Barbarians. Correct placement is extremely crucial and requires much practice.
Royal Giant
Against a fellow Royal Giant, tank its hits with the cannon or the Goblin Hut while taking care of the Royal Giant with the Barbarians.
Placing the Goblin Hut 5 tiles from the river and two tiles from the princess tower being pressured by the Royal Giant would ensure the enemy cannot target the Goblin Hut from across the river, and forcing the Royal Giant to attack the Goblin Hut before the princess tower.
That’s all for now, thanks so much for reading and hope that this guide would help, if not for trophy pushing, to help you deal with these types of decks. Feel free to leave questions or thoughts in the comments below!
Happy clashing!