Home Blog

Clash Royale Clan Wars Guide – The Ultimate Guide

157

clash royale clan wars battle

What is Clash Royale Clan Wars?

Clan Wars is the new feature being released in the huge 2018 April update.

The Clan Wars event lasts for 5 days. The whole Clan (50 members) can participate in Clan Wars.

Battle with your Clanmates and gain lots of rewards against other Clans around the world.

What you need to do right now:

  1. Find an active Clan which has at least 10 members to participate in Clash Royale Clan Wars.
  2. Your King’s Towers need to be at least level 8.
  3. Only Leaders or Co-Leaders can start the Clan Wars.
  4. Once the Clan War has started, go to the Social tab to see the map below:

clash royale clan wars map

Clan Wars Day #1: Collection Day

On the first day of the Clan War, do your best to get as many Clan Cards as you can for your Clan.

What is Clan Cards?

Clan Cards are used to build up your War Decks in the Clan Wars. Players can collect the Clan Cards on the preparation day.

The whole Clan use a public Clan Card Collection for the Clan Wars. All of the Clan Cards collected by Clan members on the preparation day will be moved to this Clan Card Collection. Clan Cards and levels are the same for every member in the Clan.

Clan Cards will be level up automatically as more cards are collected, no gold required.

The Clan Card levels will be lowered to your own cards level if they are higher than yours.

Clan Cards Tips

    • If your own card levels are too low, or usually lower than your Clan card levels, consider upgrading them.
    • You should upgrade multiple cards at once, rather than upgrading just a few cards to maxed.

 

What is Collection Day?

The first day of the Clash Royale Clan War is the Collection Day. During the first day, you have 3 matches to play in the War Map (screenshot above).

There are different game modes here for you to choose: 2v2 Ladder, Sudden Death, 2v2 Double Elixir, Draft Mode and Double Elixir. Once a game mode played, it will be replaced by a different game mode.

You use your own cards to play on the Collection day.

The number of Clan Cards you can get on the first day based on your Clan War League and your match results.

The winner will get more Clan Cards than the defeated one. The higher League your Clan is, the more Clan Cards your members can get.

Tips for the Collection Day

  • You can easily see and change your deck right on the Collection Day screen.
  • Play any game mode you want.
  • The winner will have x2 more cards than the defeated one. It’s definitely worth doing your best to get the win. If all of your members have 3 wins on the first day, that’s such a huge opportunity for your Clan on the second day.
  • Draft matches have the Tournament Standard. If your card levels are not great, it is always recommended to play Draft.
  • If all of the 50 members in your Clan participate in the War, your Clan will be matched with other 50-member Clans.

clash royale clan cards

clash royale war deck

Clan Wars Day #2: War Day

The second day of the Clash Royale Clan Wars is the War Day.

On the War Day, you have to build up a deck based on your Clan Cards.

You can’t use cards you haven’t unlocked yet, and your Clan Card levels can’t be higher higher than your own ones. So consider upgrading your own cards again at here.

Your Clan will get matched against 4 other Clans. Each Clan member has only 1 attack on the War Day using their own decks.

Tips for the War Day

  • Don’t forget to share your Clan deck with other Clan members via the Clan deck building screen.
  • Always test your Clan decks first before using it in the War.
  • Some players might have more than 1 match to ensure all of the Clans have the same matches played.
  • If you do not want to participate in the War, do not play in the Collection Day.
  • If you get hard-countered in a match and you just can’t win it, do the best to get a crown to help your Clan.
  • Win matters, play aggressive decks to win the match. Since the opponent Clans likely never get matches against you, there is no reason to take the tie.
  • Tap on your Clan’s boat to see more details about your Clan.
  • You can nudge players who haven’t used their attack yet.

clash royale war day

Rewards!

  • The rewards will be determined based on your Clan Trophies.
  • Gain more Clan Trophies to progress through the Clan Leagues.
  • You will get the War Chest at the end of the Clan War Season (2 weeks).
  • The War Chest is based on your Clan League and the highest ranked war you participated in during the season.
  • Better rank + higher league = bigger chest.

Clan League

Here are all of the information you need to know about Clan League.

Clan League Clan Trophy Requirement Collection Day Victory Gold War Day Victory Gold War Day King Level Cap
Bronze I 0 100 200 9
Bronze II 200 100 200
Bronze III 400 100 200
Silver I 600 150 300 10
Silver II 900 150 300
Silver III 1,200 150 300
Gold I 1,500 200 400 11
Gold II 2,000 200 400
Gold III 2,500 200 400
Legend 3,000 250 500 12

War Chest

Total Cards = (Clan League Base Value) + (Rank Bonus)

Gold = 7 x Total Cards

Rares = (Total Cards)/4; Epics = (Total Cards)/15

Clan League Base Value
Bronze I 90
Bronze II Updating…
Bronze III Updating…
Silver I 210
Silver II Updating…
Silver III Updating…
Gold I 330
Gold II Updating…
Gold III Updating…
Legend 450
Rank 4th-5th 3rd 2nd 1st
Bonus N/A 60 120 180

Instant Guide to Building Clan War Decks

First, you need to pick a win condition based on your favorite archetype.

Pick something you are interested in playing or you are confident that you are good with.

However, before picking the exact win condition, you need to pick out the archetype you want to play!

  • Beatdown
  • Siege
  • Control
  • Hybrid

Beatdown

Clash Royale GolemClash Royale GiantClash Royale Royal GiantClash Royale Three MusketeersClash Royale Lava HoundClash Royale Graveyard

You will have a tank in general for your main damage output!

You will need to sacrifice tower HP for elixir leads, place and protect a Collector to further this elixir lead (in some decks)!

If you do decide this is the archetype you want to play, here are some notable win conditions for you:

Pros Cons
Great vs Siege decks! Weaker vs fast cycle decks.
During 2x Elixir, you have the advantage vs cheaper decks. Cards like P.E.K.K.A need you to make specific adjustments to take down.
Amazing counterpush potential Get struggled vs hard counters like Exenado or Giant NW decks.
Lots of 3 Crown wins. 1 misplay tank could cost you the game

Siege

Clash Royale X-BowClash Royale Mortar

Using Siege decks, you typically want to have a fairly cheap cycle.

You can easily take care of their units within the range of their towers! This can pose many advantages.

The win condition buildings are fairly tanky and can be used on defense as well!

Typically you have more than 1 win condition in this archetype.

Pros Cons
Works great vs faster cycle decks. Weak vs beatdown pushes.
Cheap cost allows you to out cycle counters Multiple tanks and heavy spells can be very annoying.
Only need 1 tower then defend. Weaker in 2x elixir
Almost always can get a draw. Once lost a Tower, you will be in a tough situation.

Control

Clash Royale MinerClash Royale Goblin BarrelClash Royale Skeleton BalloonClash Royale Hog RiderClash Royale Battle RamClash Royale Three Musketeers

You will want to control the pace and the tempo of the game.

Make sure your opponent follows your cycle. And like siege, have a deck that can defend really well at mitigating damage and giving up the least amount of damage possible.

Typically cheap to mid-range average elixir decks.

There are two other sub-archetypes in this section are: Cycle and Bait.

Fast cycle.

Pros Cons
Some decks here have hard counters.
Great vs beatdown decks! P.E.K.K.A and Siege counters most of these decks.
Great on defence to avoid damage. Usually doesn’t have enough damage to get more than 1 Tower.
Most of the time, stronger than siege.

Hybrid

Clash Royale GiantClash Royale Hog RiderClash Royale MinerClash Royale X-BowClash Royale MortarClash Royale Three Musketeers

Here are some types of Hybrid decks you would want to know about.

 

 

    + Control: Giant Miner, Giant Graveyard, Golem Graveyard etc.

  • Beatdown+ Bait: Giant Sparky, Giant 3 Muskets, Giant Goblin Barrel etc.
  • Siege+ Bait: Mortar Bait – Hog Rider or Miner, X-Bow with Elixir Collector, etc.
  • Siege + Control: X-Bow P.E.K.K.A, Mortar P.E.K.K.A, etc.
Pros Cons
Typically can’t be hard countered. More skills based so you need to make decisions on the fly.
Harder to predict with a more diverse playstyle. 2nd win condition will take up 1 slot. Sometimes can be tedious.

Building Deck Around The Win Condition!

Before we get further, I want to explain some terminologies I will be using in the guide

  • Win condition – Card that gets you the most damage output.
  • Heavy spell – Spell that does typically above 200 damage.
  • Light spell – Cheap spell, less than 4 Elixir, for clearing swarms.
  • Glass cannon – Low-mid HP troop with high damage-per-second (DPS). Typically die to spell (or survive with just a little of HP). Examples: Witches, Wizard, Musketeer etc.
  • Mini tank-  Mid HP unit. Medium DPS. Used for sponging damage but not too reliable vs heavy pushes on their own. Examples: Ice Golem, Knight etc.
  • Splank – Tank + Splash damage dealer. Examples: Baby dragon, Valkyrie, Bowler etc.
  • Tank – Heavy card with 3000+ HP.

Beatdown

I will address 3 Musketeers separately because though beatdown you would typically play it different to a regular Giant or Golem deck + deck would build differently too!

Consider replacing the #7 or #8 cards with a Collector if your deck is too expensive.

Slot #1: Win condition

Clash Royale GolemClash Royale GiantClash Royale Royal GiantClash Royale Three MusketeersClash Royale Lava HoundClash Royale Graveyard

Slot #2: Heavy spell

Typically to clear away medium-low HP troops, getting value in the process.

Clash Royale fireballClash Royale PoisonClash Royale Lightning

Slot #3: Light Spell

For clearing swarms.

Clash Royale ArrowsClash Royale ZapClash Royale The Log

Slot #4: Main Support Card

Clash Royale Mega MinionClash Royale MinionsClash Royale Dark PrinceClash Royale Night WitchClash Royale Musketeer

Cheap cards that typically almost always paired up with the Giant.

It can either be a ground troop, or air troop. Should be below 5 Elixir, cheap and have splash damage and.

Slot #5: Ranged attacker

Typically would be able to deal damage from far away!

Clash Royale MusketeerClash Royale WizardClash Royale ExecutionerClash Royale Ice WizardClash Royale Witch

Slot #6: Glass Cannon/Tank Killer!

This will be your main way of dealing with your opponents heavy cards and their win conditions.

Clash Royale Mini P.E.K.K.AClash Royale MusketeerClash Royale Night WitchClash Royale LumberjackClash Royale BarbariansClash Royale Elite Barbarians

Slot #7: Ground Swarm+ Cycle

Something that can tank hits from dangerous troops like P.E.K.K.A, Prince etc so your Mini Tank won’t die or your own tank won’t get hit.

Also these guys could be your secondary source of getting damage!

Clash Royale GuardsClash Royale GoblinClash Royale Skeleton ArmyClash Royale Goblin Gang

Slot #6: Air Swarm or Cycle Card

Clash Royale Minion HordeClash Royale MinionsClash Royale BatsClash Royale Fire SpiritsClash Royale Ice SpiritClash Royale Skeleton

These guys are similar, maybe a slight spell bait but in the air.

I prefer having a cycle but defensive card in my decks that fit this criteria.

That being said you can put in a cycle card here instead of the air swarmy card.

Examples

14pt;”>Deck 1 – Giant Beatdown

 

Clash Royale GiantClash Royale PoisonClash Royale ZapClash Royale Night Witch
Clash Royale Flying ZappiesClash Royale Inferno DragonClash Royale GuardsClash Royale Bats

14pt;”>Deck 2 – Giant Classic Beatdown

 

Clash Royale GiantClash Royale fireballClash Royale ZapClash Royale Minions
Clash Royale MusketeerClash Royale Mini P.E.K.K.AClash Royale GoblinClash Royale The Log

14pt;”>Deck 3 – Golem Beatdown w/o Pump

Clash Royale GolemClash Royale Dark PrinceClash Royale ArrowsClash Royale Lightning
Clash Royale Mega MinionClash Royale Night WitchClash Royale TombstoneClash Royale Goblin

Siege

Slot #1: Win Condition

Clash Royale X-BowClash Royale Mortar

Slot #2: Heavy Spell

Secondary win condition

Clash Royale RocketClash Royale fireball

Slot #3: Light Spell

For clearing swams

Clash Royale The LogClash Royale ZapClash Royale Arrows

Slot #4: Mini Tank

Soak up damage while you whittle down their troops HP with your own or the X-Bow or Mortar

Clash Royale Ice GolemClash Royale KnightClash Royale Valkyrie

Slot #5: Defensive Building or Tank Killer

Mainly for dealing with tanks in beatdown decks

Clash Royale TeslaClash Royale Mini P.E.K.K.AClash Royale Inferno Tower

Slot #6: Ranged defensive troop

Typically for dealing with air threats. Also able to cycle and kill troops from the safety of your side, protecting your X-Bow.

Clash Royale ExecutionerClash Royale WitchClash Royale MusketeerClash Royale ArchersClash Royale Electro Wizard

Slot #7: DPS Troop / Cycle Card

This isn’t the same as your defensive building.

This should be mainly a cycle card but all the same a card that does good DPS and transform into a counterpush.

Clash Royale ArchersClash Royale Mega MinionClash Royale Minions

Slot #8: Cycle Card

Mainly to just cycle while giving defensive utility.

Clash Royale SkeletonClash Royale Ice SpiritClash Royale BatsClash Royale Fire SpiritsClash Royale Goblin

Examples

3.3 X-Bowler Cycle

Clash Royale X-BowClash Royale fireballClash Royale The LogClash Royale Ice Golem
Clash Royale BowlerClash Royale ArchersClash Royale SkeletonClash Royale Mega Minion

Standard 2.9 Mortar

Clash Royale MortarClash Royale RocketClash Royale ArrowsClash Royale Knight
Clash Royale ArchersClash Royale SkeletonClash Royale Ice SpiritClash Royale The Log

3.0 Mortar Cycle

Clash Royale MortarClash Royale fireballClash Royale The LogClash Royale Ice Golem
Clash Royale Dark PrinceClash Royale PrincessClash Royale Goblin GangClash Royale Bats

Control

Slot #1: Win Condition

The main damage dealer.

Clash Royale GraveyardClash Royale MinerClash Royale Skeleton BalloonClash Royale Goblin GangClash Royale Three MusketeersClash Royale Balloon

Slot #2: Heavy Spell

Clash Royale fireballClash Royale PoisonClash Royale LightningClash Royale Rocket

Slot #3: Light Spell

Clash Royale ZapClash Royale The LogClash Royale Arrows

Slot #4: Mini Tank

Clash Royale KnightClash Royale LumberjackClash Royale Ice GolemClash Royale Battle Ram

Slot #5: 2nd Mini Tank/Ranged Attacked

Clash Royale Baby DragonClash Royale MusketeerClash Royale Mega MinionClash Royale Ice WizardClash Royale BanditClash Royale PrinceClash Royale Dark PrinceClash Royale Knight

Slot #6: Tank Killer

Clash Royale Inferno DragonClash Royale TombstoneClash Royale Goblin HutClash Royale Mini P.E.K.K.AClash Royale Dark PrinceClash Royale PrinceClash Royale TeslaClash Royale Minion Horde

Slot #7: Ground Swarm

Clash Royale GuardsClash Royale Goblin GangClash Royale GoblinClash Royale SkeletonClash Royale Skeleton Army

Slot #8: Cycle Card

Clash Royale Ice SpiritClash Royale SkeletonClash Royale Bats

Examples

 

Graveyard Poison Cycle

Clash Royale GraveyardClash Royale PoisonClash Royale The LogClash Royale Ice Golem
Clash Royale Ice WizardClash Royale Dark PrinceClash Royale Goblin HutClash Royale Mega Minion

Hog 3.0

Clash Royale Hog RiderClash Royale fireballClash Royale The LogClash Royale Ice Golem
Clash Royale MusketeerClash Royale Mini P.E.K.K.AClash Royale GoblinClash Royale Bats

Oldschool P.E.K.K.A Miner Poison

 

Clash Royale MinerClash Royale PoisonClash Royale ZapClash Royale Bandit
Clash Royale Electro WizardClash Royale P.E.K.K.AClash Royale GoblinClash Royale Mega Minion

Hybrid

Slot #1: Main Win Condition

Clash Royale Hog RiderClash Royale GiantClash Royale Battle RamClash Royale X-BowClash Royale MortarClash Royale Miner

Slot #2: Win Condition #2

Clash Royale Hog RiderClash Royale GiantClash Royale Battle RamClash Royale X-BowClash Royale MortarClash Royale Miner

Slot #3: Heavy Spell

Clash Royale fireballClash Royale PoisonClash Royale RocketClash Royale Lightning

Slot #4: Light Spell

Clash Royale The LogClash Royale ZapClash Royale Arrows

Slot #5: Support

This is the support for the main Win Condition. For example, If you want to build Giant Miner Deck, use NW for Giant.

Clash Royale Night WitchClash Royale Electro WizardClash Royale BanditClash Royale Royal GhostClash Royale MusketeerClash Royale Flying MachineClash Royale Dark PrinceClash Royale Wizard

Slot #6: Ranged Troop/Cycle Card

If the slot #5 is a ranged card, use a Cycle card here.

Clash Royale MusketeerClash Royale Ice WizardClash Royale Electro WizardClash Royale WizardClash Royale ExecutionerClash Royale ArchersClash Royale Ice SpiritClash Royale Skeleton

Slot #7: Ground Swarm

Clash Royale GuardsClash Royale Goblin GangClash Royale Skeleton ArmyClash Royale Goblin

Slot #8: Air Troop

Can be single or swarm, depending on the win conditions and the idea of the deck.

Clash Royale Baby DragonClash Royale MinionsClash Royale BatsClash Royale Mega Minion

Examples

Mortar Bait

Clash Royale MortarClash Royale MinerClash Royale The LogClash Royale Zap
Clash Royale Ice GolemClash Royale BatsClash Royale Goblin GangClash Royale Minion Horde

Giant Miner Hybrid

Clash Royale GiantClash Royale MinerClash Royale fireballClash Royale Zap
Clash Royale Night WitchClash Royale MinionsClash Royale GoblinClash Royale Minion Horde

Mortar Miner

Clash Royale MortarClash Royale MinerClash Royale fireballClash Royale The Log
Clash Royale KnightClash Royale Flying ZappiesClash Royale GoblinClash Royale Mega Minion

Give it a test run!

Now that you’ve built your deck, you will want to give it a test go. Perhaps a challenge, tournament or friendly battle.

When I was testing some decks above, I created a few of them on my own.

I am not saying they will be perfect! Playing a game or two with them will show you where to improve the deck, what to change etc. Know what cards might be better.

Trial and error before you finalize a deck!

Lastly, you will need to make sure you’ve undergone several cycles of trial and error before you finalize your deck.

When you’ve finally finished the deck, just grind away with it. Get used to it’s cards, when to play what etc!

Once you got a good grasp of the deck, winning with it will not be too challenging of a thing to do!

With the help from darchangels13 and lolman

Touchdown Mode, Gold Rush Challenge and Mirror Challenge

154
touchdown mode clash royale

touchdown mode clash royale

New Touchdown Mode, Gold Rush Event and Mirror Challenge

Gold Rush Event

First, we will have the Gold Rush event.

This will last for 3 days and 4 hours (could be changed in the future). During this time, you will be able collect 5,000 Gold via the ladder by destroying the Arena Towers.

gold rush event 1

Destroying the first Arena Tower will give you 100 Gold, the next one is 200 Gold and the King’s Tower is 300 Gold. So you can get 600 Gold in total.

Touchdown Mode

As we all have already known, we are going to have a brand new game mode in this Clash Royale update, it is the Touchdown Mode.

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

clash royale touchdown mode

For more details about this mode, please watch this video:

In the Touchdown 2v2 Challenge, you will get a Gold Chest at 3 wins and a Giant Chest at 6 wins.

Mirror Challenge

Play 2v2 against opponents with the exact same decks. Every deck contains Mirror!

Join and get the one-time rewards!

New 2v2 Features!

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

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

new 2v2 chat emotes

Misc

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

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

new challenges

Towers will have a new golden skin as leaked before:

golden skin tower clash royale

Mega Knight Miner – The Unstoppable Challenge Deck!

168

Hey guys! Guess who’s back? That’s right! It’s me, Supermarine who’s back!

And, I’ve returned with a super OP Mega Knight Miner deck played by Surgical Goblin! It has just about everything you need to counter the cards of the Challenge Meta, even countering Miner Poison well! Enough talk! Let’s break it DOWN!

mega knight miner

Mega Knight Miner

Clash Royale Mega KnightClash Royale MinerClash Royale Inferno DragonClash Royale Knight
Clash Royale MinionsClash Royale PoisonClash Royale Ice SpiritClash Royale Zap

lava graveyard analytics

The Cards

Clash Royale Mega KnightMega Knight: He lands with the force of 1,000 mustaches, wrecking anything he lands on! Glass cannons, swarms, mini-tanks, you name it!

His jumps are also high damaging, dealing about as much damage as a Fireball! He’s even good against other Mega Knights!

Overall, not much to say about this very good card!

Clash Royale KnightKnight: The Mega Knight’s sibling.

He may only land with the force of just one mustache, but that doesn’t make him any less deadly. His sword gives him the same attack power as an RG of equal level, meaning he annihilates individual splash attackers with ease, and countering Valkyrie, Miner, and even Ebola Barbarians well!

On offense, his tankiness can be use to help Miner in the heat of battle so he can inflict the damage.

Clash Royale KnightMiner: Your win condition. Can burrow to the Arena Tower and start whacking away!

He is tanky, which means it take a lot for him to go down. He is even more dangerous when paired with Poison.

If used properly, there’s nothing the opponent will be able to do!

Clash Royale PoisonPoison: Your high damaging spell, and Miner’s best friend.

Overall, very self explanatory: Swarm clear, glass cannon damage and support.

 

Clash Royale Inferno DragonInferno Dragon: A word of advice: Do NOT use this guy as a win condition.

Instead, save him on defense to kill tanks, let that be a big bad Golem, P.E.K.K.A, or Mega Knight.

You can also counter push with him as you please, making things even better for you, as Inferno Dragon can deal lots of damage if it locks on!

Clash Royale MinionsMinions: Minions are amazing air killers and Zap Bait.

They pair very well with the Miner on offense, giving extra support against smaller swarms.

This allows the Miner Poison combo to inflict even more damage, even being able to take the Tower if the Minions survive!

On defense, they bait out the Zap so Inferno Dragon can do work! Roses are red, Minions are blue, they can fly, and will crush you!

Clash Royale ZapZap: Self-explanatory card.

 

 

Clash Royale Ice SpiritIce Spirit: Basically a mini-Freeze. Also great for cheap cycling as well.

General Gameplay:

3:00 – 1:00

Make cheap Miner Poison pushes and defend as well.

ONLY use Mega Knight if you know that you will get a positive trade if you use him.

1:00 – End

At this point, it will be OK to use Mega Knight.

Also be sure that the Arena Tower locks on to the MK before deploying Miner Poison.

Use your Inferno Dragon, Knight and Minions to kill big pushes that your opponent may build. Also be sure to take the Tower before OT, as your defense may deteriorate during that time!

Substitutions:

Clash Royale Knightekf9WOpClash Royale Mini P.E.K.K.AClash Royale Night Witch

Clash Royale Minionsekf9WOpClash Royale BatsClash Royale Night Witch

Clash Royale Inferno Dragonekf9WOpClash Royale Inferno Tower

Clash Royale Mega Knightekf9WOpClash Royale P.E.K.K.A

 

Matchups:

Clash Royale GiantGiant:

The Minions can be used to bait Zap so the Inferno Dragon can do the work.

Use Ice Spirit to freeze if necessary and the Knight to kill support. Counter push if you can.

Clash Royale GolemGolem: You will want to treat it like a Giant.

Use Minions to bait low damaging spells and the Inferno Dragon to kill the Golem. Inferno Dragon survives Lightning, so don’t worry about it dying! Use Ice Spirit to freeze if necessary.

Counter push and/or punish if you can.

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

Typically, the P.E.K.K.A is used as a reactive play rather than an investment, so you probably won’t get the opportunity to punish like with other Control or Beatdown decks.

Use Inferno Dragon and the Minions to kill P.E.K.K.A, and Ice Spirit to freeze. Knight won’t work as well against support because P.E.K.K.A will attack it.

Clash Royale Royal GiantRoyal Giant:

Same as other Beatdown decks, except you may need to deal with more troops.

It is also slightly easier to counter push.

Clash Royale Hog RiderHog Rider:

Really tricky matchup, since the deck contains no building. Instead, use your Minions to kill it.

If you still have issues with Hog, switch Knight for Mini P.E.K.K.A or Inferno Dragon for Inferno Tower (as mentioned in Substitutions).

Clash Royale Three Musketeers3M:

Mega Knight annihilates the Three Musketeers. His spawn damage combined with just one attack can kill them.

Be sure to Poison or Miner Collectors and punish as well!

Clash Royale X-BowSiege:

We barely ever see Siege anymore, but you should be prepared anyway.

MK works against the likes of X-Bow, but against Mortar, use Knight+Minions.

Use Ice Spirit to freeze if necessary, and counter push as much as you can!

Clash Royale MinerMiner Poison:

This counters Miner Poison for a reason. We have the Knight, a tanky unit that kills Miner with ease. It’s even OK if you mess up on you placement, as you have Ice Spirit as well! This freezes the Miner for 1.5 seconds, giving the Knight time to reach the Miner!

The best part is, you have a Miner Poison of your own, greatly increasing the counter pushing capability!

Clash Royale Goblin GangSpell Bait:

Cry… you have only one low damage spell, and mostly air troops to kill Bait troops.

If necessary, use MK to kill the Goblins and counter push afterward.

Using Zap and your Minions to distract a potential Inferno Tower will end positively for you.

Clash Royale Mega KnightMega Knight:

This deck actually fares quite well versus MK, as we have our Knight and Inferno Dragon, and if Inferno Dragon gets Zapped, we have Ice Spirit to freeze or Minions to defense and counter push with.


So that’s all for today folks! Hope you guys really liked it! See y’all next time!

Deck Of The Month – Vote for The Best! [September]

131

Hi guys, Golem FTW aka Radius here with the 3rd episode my new series on Clash Royale Arena – Deck of the Month!

In short, this page will be about the 3 best and most popular decks in the current Meta. Don’t hesitate to show your opinion about this in comments. Without further ado, let’s go!

mortar

Disclaimer

Vote for the Deck of the Month!

P.E.K.K.A Mega Knight

Clash Royale Mega KnightClash Royale P.E.K.K.AClash Royale Electro WizardClash Royale Bandit
Clash Royale ZapClash Royale Mega MinionClash Royale MinionsClash Royale elixir collector

First of all, it finally happened! Supercell released a balanced card!

Mega Knight is a very interesting cool card, with high HP, splash damage, monstrous spawn damage (which is similar to Fireball), and the absolutely cool jump effect!

Also he has so many pros, he has also cons. He is weak against air troops and high DPS melees.

How to prevent this positive elixir trades and destroy opponent’s Tower? Put PEKKA in front of him! This combo is really strong and needs a lot of Elixir to counter.

But what if they build a big defensive army to stop this? Apply pressure on other side by Bandit and they’re doomed!

But how do defend the meta cards? Mega Knight? PEKKA, Meta Knight, Ice Golem + Minions, just too many options!

  • Hog Rider + Ice Golem? Well-placed Mega Knight will allow the Hog for only one swing!
  • Three Musketeers? Both MK and PEKKA counter them really really well. Use one of them to counter the 2M lane and Minions for 1M.
  • Golem? PEKKA for the tank, MK for support. Defended easily.

Now time for some in-deep guides!

Check out this great PEKKA Mega Knight guide by our mod,   ̶L̶m̶a̶o̶m̶a̶n̶ Lolman!

Hog Mini P.E.K.K.A Princess Cycle

Clash Royale Hog RiderClash Royale Mini P.E.K.K.AClash Royale PrincessClash Royale The Log
Clash Royale Ice SpiritClash Royale Ice GolemClash Royale BatsClash Royale Lightning

This deck finds out really OP, surprising and countering the meta pretty easily! It’s mainly based on making aggressive pushes on the bridge.

Counters the MK easily, Ice Golem + Bats is one of the best counters for this big boy.

You want to play this deck like a typical Hog cycle – push every time you have Hog, Ice Spirit and Ice Golem in hand.

Ideally, you want to make counter pushes.

Example of counter push opportunity: Opponent just used Hog Rider, you counter it with Bats, add Ice Golem and Ice Spirit to the push and opponent is in really tough situation. But let’s assume he somehow defended it, by using Executioner + Tornado. Then your ultra-fast cycle comes handy. Princess, Bats -> Ice Spirit -> Hog Rider and you have another push ready and their main counter (exenado) is outcycled. GG, thanks!

Mini PEKKA is just so solid card on defense, especially when paired up with Ice Golem/Spirit.

Let’s watch this video gameplay from Crown Championships – Global Series.

https://youtu.be/e1fuHE1ny-8?t=597

Spell Bait

Clash Royale Mega KnightClash Royale Inferno DragonClash Royale PrincessClash Royale Knight
Clash Royale Goblin BarrelClash Royale Goblin GangClash Royale BatsClash Royale Zap

Good old spell-bait. It was already here, always good, but in this PEKKA and Mega Knight meta, it has the best momentum ever.

Actual stats of this deck is just amazing – 50.65% win rate of 21593 GAMES! It has 4x more usage than the second deck in the world! (By popularity)

I think everyone knows what’s spell baits about. Try to bait Log with Princess/Goblin Gang, if they’ll Log it, punish with Goblin Barrel. If they’re keeping Log just and only for the Barrel, try to attack them with the push like Knight + Goblin Gang, Knight + Princess. These pushes are hard to stop only by troops.

Inferno Tower, Princess, Knight, Goblin Gang, Ice Spirit… Probably the biggest advantage of these decks is the card versatility. Except for Inferno Tower, this cards can be used for both offense and defense.  Some examples of defense:

PEKKA + Electro Wizard + Bandit: Use Inferno Tower for PEKKA (remember to place it low, otherwise EWiz will hit it across the river and it will be just useless negative elixir trade. Use Knight and Goblin Gang for the supports.

3M – Rocket the 2M lane and Princess + Knight for the 1M + supports. Best placements for Princess is behind Arena’s Tower.

If you wanna train Spell-Bait, watch Adam’s games. He’s an absolute legend of this deck and best spell-bait player in the world.

And here’s some of his games from Crown Championships:

https://www.youtube.com/watch?v=XsatjHUkzhI

 

[poll id=”64″]

Conclusion

Share in comments if you want more meta decks of the Month. Also, don’t hesitate to comment and help me improve the list!

I’ll reply every question/opinion!

Cya, kiddos!

Golem FTW

Golem Double Witches – How To Stop This Deck?

242

Hey guys! Lolman here. Coming to you with another deck guide, this time I updated an old deck guide I had… of sorts.

Similar to my previous Giant double Witch deck guide, I will present to you the Golem double Witch deck!

So this deck is actually quite solid but a hard counter does exist for the deck, it’s not unbeatable but ideally you will want to try to capitalize on mistakes etc.

I will speak more in depth of that later. Onto the deck now!

golem double witch

Clash Royale GolemClash Royale WitchClash Royale Night WitchClash Royale Inferno Dragon
Clash Royale GoblinClash Royale elixir collectorClash Royale LightningClash Royale The Log

The Deck

Clash Royale GolemGolem

The tankiest troop in the game and a very solid win condition.

Highly risky card to play, as it is an 8 Elixir investment. Play him with caution, ideally what you must learn to do is only play him in certain circumstances which I will list below.

  1. You have an Elixir advantage after maybe say using Arrows on a Goblin Gang + Barrel push that way you get a ~5 Elixir Golem! The greater the advantage , the cheaper the Golem say to speak.
  2. You have Collectors down – With collectors down, you will get quite a surge in Elixir and as you build your push you will be able to put more on the map to steam roll your opponent/ you will gain Elixir to defend the push, your opponent will try to make on the opposite lane as well!
  3. Win condition is out of cycle – This goes hand in hand with the first point. If they rush with, say, Hog Rider and you Goblin that push, you are 2 Elixir ahead and you will not get rushed unless they waste a few Elixir cycling back to the Hog! So with that in mind, try to make sure you play the Golem when their win condition is out of cycle so they play to your tempo.

Clash Royale Night WitchNight Witch

Staple in many if not all Golem decks.

She works really well with him because he will tank the most hits out of any card while she spawns the Bats, you typically want to place her along with your Witch behind as they compliment each other.

Try to avoid giving spell value though! The way the two compliment each other are, Night Witch will take down troops like Knight, valk etc while the Witch will take out Skeleton Army, Gang, Bats, Horde etc.

She is the ideal defense vs tanks at times too despite of her nerf!

Clash Royale WitchWitch

She must go behind your Golem!

Like the Baby Dragon she is the splash attacker and you will suffer to a Minion Horde say if you don’t have her behind the Golem. She will be there to take them out, and like the Night Witch, spawn Skeletons which will accumulate behind the Golem as he tanks.

She is really useful vs P.E.K.K.Á  and Inferno Towers! Try not to give Rocket value with her. Like an Executioner, she will be a frequent target of the Rocket, so try to not place her behind the Tower unless it’s early on and you would prefer that over have them Rocket your Pump.

Clash Royale elixir collectorElixir Collector

Again, another expensive investment.

Try to only play this card if you have a good defensive hand! You ideally want to be able to cheaply defend common rush pushes! Cards like Goblins, Night Witch are ideal in this situation.

Clash Royale GoblinGoblins

Cheap cycle card, high DPS and ideal card you want to play vs a Hog push etc.

 

Clash Royale Inferno DragonInferno Dragon

This card is quite important!

You need it vs Mega Knight, P.E.K.K.A etc decks that being said your #1 priority when playing him is KILL THAT ELECTRO WIZARD! You don’t want him to touch your Inferno Dragon by using Night Witch, Gobs, etc anything. Just keep him distracted or kill him before he resets your Inferno Dragon.

It’s not usually hard as the HP on one isn’t all that high!

Clash Royale LightningLightning/Rocket

Down to preference really, each with it’s pros and cons.

 

Clash Royale The LogLog/Zap

I like to go with Lightning + Log and Zap + Rocket. You ideally want one reset card! Which is why I prefer Zap over Log with the Rocket.

Gameplay

Early game (3:00- 2:00)

Early on like with any deck with the Collector, Pump up!

You ideally want to start getting your Collectors down asap. Try to build up an Elixir advantage by using your Tower HP as a resource and then start pushing.

Ideally in the first minute. I would not start a Golem in the back. Simply because you don’t want to get punished early on.

You want to use it as a resource, not play the Golem then have to defend that push with all your life ending in a negative trade there and them stopping your Golem with say an Inferno Dragon, Tower etc for a positive trade. That is disastrous!

Feel out your opponents deck. Identify their win conditions etc and then try to pay attention to their cycle while you Pump up and defend!

Mid game (2:00 – 1:00)

I don’t typically start Golems, just when 2x Elixir starts.

By this time either one of two things is happening.

Either you are cycling along with your opponent and pumping up like vs 3 Musketeers Golem etc. Or you will be pumping up carefully and defending getting chip damage on your towers early on vs like Hog.

You don’t want to get to the point where this chip damage is great enough that they will spell cycle you and defend for an example.

So ideally you want to start up Golem pushes following the guidelines above!

Typically after you cost effectively, with a Pump on the field defend a push of your opponent! Then Golem in front.

One key thing to keep in mind is don’t give spell value! Ie- Night Witch, Pump, Tower etc.

Late game

Ideally you want to have your pumps up.

At the very least one, but if you have 2 Elixir collectors that’s pretty much a certain win! You will want to start a Golem, slow roll it to the Tower and then just take the Tower like that.

Golem and put your support behind, then finally place the second Golem down and then rinse and repeat!

Lightning/ Rocket should be used when necessary as well as Zap and Log.

Just go all in! And take their towers, it’s quite simple once you get this stage.

Try to keep the role of defending to your opponent. Defend your towers with minimal Elixir.

Match-ups

Now there are 2 versions so I will state which of the two versions I believe will be more advantageous to play vs each matchup as well!

Clash Royale Goblin GangLog Bait

Okay this one is a nobrainer!

Vs Log bait you want the Log, Lightning also work because you can usually getPrincess + Inferno Tower + Tower!

Try to always prioritize Princess+ Tower because she will be taking out Bats, Skeletons and chipping off both Witch HP as well! Which you don’t want! You can afford not doing 346 damage to the Tower! So don’t be greedy.

Log Barrel, Witch will handle Gang with ease! With your Rocket, always get the Inferno Tower before it starts hitting your Golem!

Clash Royale GolemOther Golem decks

Vs other decks, get the Pump advantage! And try to get rid of theirs.

Golem same lane and Inferno Dragon their Golem while they slowly chip away at yours!

Don’t give Lightning and Rocket value.

With Inferno Dragon you have the advantage! Use it to get an easy win.

Clash Royale Lava HoundLava Hound Decks

With Inferno Dragon, Witch, Night Witch, usually an easy win.

Balloon will almost always hit your Tower, just deal with that! And take their towers at the same time!

Go for the 3 crown ideally and 9/10 times you will win quite easily.

Clash Royale Mega KnightMega Knight

Mega Knight is a little tough, especially if they rush you with Mega Knight + Minions for an example when you Pump up.

Try to make sure your defensive troop survives.

Use Witch with Tower to tank for Mega Knight+ Minions, that way Witch will actually help the Tower, rather than Witch get killed by Mega Knight and then Minions + Mega Knight take Tower for an example.

You can always counter push! Remember you want to use Tower HP as resource. Poison can be a killer.

Bait with Pump then stack Witch+ Night Witch.

Inferno Dragon will help vs Mega Knight and try not to get him hit with their E-wiz. Placing him safely on your side of the map.

double witches vs mega knight

Here in this instance, me pumping up ended up with him punishing me of sorts. I knew the Hog wouldn’t take the Tower so I focussed on killing the Mega Knight. The Witch and Night Witch finished Mega Knight and Hog off and I was able to Golem on the counter!

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

Depending if they run P.E.K.K.A Poison or not, this may or may not be a counter deck. P.E.K.K.A. + Poison + Log will kill almost any and all pushes.

You want to make a Golem + iDrag push with a Witch to clear small troops that might distract your Inferno Dragon, this should ideally only be done without e-wiz on their deck.

However if you face P.E.K.K.A+ E-wiz+ Miner Poison for an example that is the hard counter deck. Unlike Mega Knight this deck will just demolish your Golem and support and have a devastating counterpush! Your best hope is to Pump up and get such a huge advantage without giving incredible poisons by perhaps even split pushing, get creative to take their towers. Go for that 1-0 victory ideally as well! Wait for a slip up. Ie- P.E.K.K.A in the back and demolish their other Tower. If you played correctly, you will get more wins than loss.


That is all I got for you today. I had a lot of fun playing this off meta deck. Hope you guys have a lot of success playing it, best of luck! Lolman out.

Hog Freeze Cycle (Hard-Counters Almost Everything)

168
Hog Freeze Deck

Henlo my dear friends, I’m finally back!

If you don’t know me, my name is Norbysweg, and I started writing guides more than half a year ago!

At the moment I have quite good stats, sitting around 5200 trophies, and playing Grand Challenges every day!

Leaving that behind, today I’m bringing you this exceptional, surprising Hog Freeze deck, supported by two excellent defensive cards, the Mini P.E.K.K.A and Princess!

Now without further ado, let’s get right into the guide!

Hog Freeze Deck

Hog Freeze Deck

Clash Royale Hog RiderClash Royale FreezeClash Royale Mini P.E.K.K.AClash Royale Goblin
Clash Royale PrincessClash Royale Ice GolemClash Royale BatsClash Royale Zap

hog freeze analytics

Meta Hog Freeze Deck

Sitting at 2.9 Elixir, this deck is a beast at cycling and getting many princesses down.

Princesses are what offer your deck stability, by denying many troops from distance. Hot Freeze will prevent your opponent from advancing.

You can easily catch your opponent off guard with chip Goblins or Princesses because this deck often relies on catching your opponent with one to zero response!

I got several 12 wins with this deck, an average of 6 out of 10, and I most often got a tower with Mini P.E.K.K.A Freeze!

Cards Breakdown

Clash Royale Hog RiderHog Rider – Your main win condition, of course.

One of the best cards to pair with Freeze, because of it targeting only buildings!

When using Hog Freeze, you want it to be the push that automatically gets damage, like a Fireball, Rocket, or whatever!

The Hog Freeze isn’t like a Pekka or Golem Push: Waiting for 10 Elixir, then starting it and getting value out of your troops, it’s about doing it right away when you have few Elixir, so you can catch them off-guard!

Clash Royale Mini P.E.K.K.AMini P.E.K.K.A – Your secondary win condition, the Mini P.E.K.K.A is used as the main Tank Killer, as well as punisher!

There are two types of punishing with this deck, but I’ll talk about that later.

When defending a push with Mini Pekka, you most likely want it to deal its full damage, so protect it with Goblins, Ice Golem, or whatever you have!

Freeze+Mini Pekka kills every glass cannon push in the game, so keep that as an idea when defending huge pushes!

Clash Royale PrincessPrincess – Your main defensive card!

The Princess is used to chip away and kill pushes from far away, while her being one of the most annoying cards in the game.

With Zap being overused in the Meta, there is almost nothing to kill a defensive princess!

If you’re playing against a Miner player, always save Goblins to protect your Princess!

Clash Royale GoblinGoblins – One of the most solid defensive cards at the moment, and also used in fast-paced pushes.

 

Clash Royale BatsBats – Essential in almost every deck right now, the Bats are fast, high-DPS air troops that kill and chip lots of cards like Pekka, Balloon, Hog, Giant, Mega Knight, and else!

Their high DPS can be used super effectively on offense, for example eliminating a Minion Horde while attacking, by Zapping it while the Bats kill them in the blink of an eye!

Clash Royale ZapZap – Essential on offense, less used on defense though! It insta-kills troops like Bats, damages Hordes, Gangs, Minions, Goblins, and also resets Inferno Dragons and else!

Ice Golem + Zap is something you’ll use very often against Balloon or Miner players!

Clash Royale Ice GolemIce Golem – The main tank for both of your possible pushes, also an essential defensive card, being able to slow down and kill small troops such as Skeletons and Bats, while also damaging things above like Minions!It’s also the best kiting troop, being able to defend a

It’s also the best kiting troop, being able to defend a P.E.K.K.A or a Mega Knight just by kiting and killing with Bats, offering crazy value in games!

Clash Royale FreezeFreeze – I explained everything at the Hog part, so yea!

 

 

General Gameplan

Starting Moves 

Your best starting moves are either Princess in the back, cycle Bats/Gobs, or Hog on offense!Never go Hog IG in

Never go Hog Ice Golem on offense as the first move, because they can easily counter with a Mega Knight, and destroy you after with no kiting left!

Responding/Punishing

As I said earlier, there are two types of punishes you can do with this deck!

  • Pump-Punish: When your opponent pumps, the key is taking it out! Send a fake Goblins/Bats + Ice Golem push on one side, then immediately Hog in the middle so it takes out the pump!
  • Tank-Punish: Be that a Giant, a Golem, a Pekka! It’s worth punishing the other lane! In this case, you want to take out the Tower completely! If they place a Hog Counter like a Mega Knight or Pekka on the other lane, it’s worth going with Hog too! A regular Tank-Punish would be Ice Golem+Mini Pekka+Bats/Goblins.

Don’t be afraid to punish the other lane! Always remember, if you punish the other lane, EVEN if you towertrade, you’ll have the advantage of you attacking on the other side of the map at 1-1!Against this deck, the only method you can win

Against this deck, the only method you can win is to control the incoming pushes!

It’s kind of hard when you counter a push, then you can’t counterpush because it’s going to the King. If they go for it, you have the advantage, if they don’t, you have the advantage! If they tank in the back you just punish and you’re fine!

Matchups

This deck can easily counter: Bridge Spam, Bandit Miner cycle, Classic Golem, Lava Miner Triple Minions

Clash Royale Lava HoundLavaloon – One of the Hardest matchups to start off!

As you’ve probably noticed, you barely have two air counters in this deck, which are pretty weak against the tanky aspect of the Lava and the Balloon coupled with it.

To counter that, you want to put pressure the whole game, and cycle like a monster.

Get the most value out of Zaps. Most likely Tombstones or Minions. Goblin Gangs survive the Zap, and the Mini Pekka has to hit them like they would be full health.

Your best bet is getting a good push at the start.

Mega Knight Balloon – Pretty even Matchup!

They have the Mega for the Hog, but you have the Princess which completely f*cks up their playstyle!

Always save Goblins for protecting Princess from Miner, and Freeze the Balloon if needed.

If they use their Mega Knight, you can just push through their defense like it was nothing.

Just Hog+Ice G+Mini P, and a Princess somewhere in the middle. How can they defend it?

Bait – Pretty controversial matchup, you always have to win the Princess Battle and get most value out of your Goblins.

The best move you can pull out is pre-placing Goblins or placing them super fast when you see the Barrel, so they go around the Tower and Block all the damage.

Outcycle their Inferno Tower first, and use freeze on your second push, when they don’t have it in hand!

Hog Cycle – Get the most value out of Mini Pekka and always watch out for Bats!

Keep your Zap or Ice Golem in hand when defending, and get most value out of your Goblins.

Surprise Freeze can easily win you the game, but only use it when you feel like he has no elixir.

Replacements

FreeToPlay/Ladder

Clash Royale Hog RiderClash Royale ArchersClash Royale Mini P.E.K.K.AClash Royale Skeleton
Clash Royale Ice SpiritClash Royale FreezeClash Royale Ice GolemClash Royale Zap

Guanek’s Deck

Clash Royale Hog RiderClash Royale PrincessClash Royale Mini P.E.K.K.AClash Royale Freeze
Clash Royale elixir collectorClash Royale ZapClash Royale GoblinClash Royale Minions

Pong’s Hog LJ

Clash Royale Hog RiderClash Royale FreezeClash Royale LumberjackClash Royale Ice Wizard
Clash Royale PrincessClash Royale The LogClash Royale BatsClash Royale Ice Spirit

Popular Hog Rocket

Clash Royale Hog RiderClash Royale PrincessClash Royale Mini P.E.K.K.AClash Royale Bats
Clash Royale Ice SpiritClash Royale Ice GolemClash Royale ZapClash Royale Rocket

Soo…. That was it guys!

Hope you enjoyed my new deck, because I sure did while playing it!

Don’t forget to tell your opinions, improvements in the comments below, and hope to see you in my next guide!

Flying Machine Chip Deck – New Meta?

102
flying machine

Hello everyone! My name is Herro and i am back with a guide with the new card, the Flying Machine!

I heard a lot of people saying the flying machine sucked so after i got 12 wins in the challenge, i decided to give it some love and make a deck for it! Replacements will be stated at the end so dont worry if u dont have all the legendaries

Please keep in mind all the battles I did were challenges and my Flying Machine was level 6. Still proved to be effective…

Lets get onto the deck!

flying machine

Flying Machine Chip Deck

Clash Royale Mega KnightClash Royale Electro WizardClash Royale MinerClash Royale Bandit
Clash Royale Flying MachineClash Royale PoisonClash Royale ZapClash Royale Bats

hog freeze analytics

The Cards

Clash Royale Flying MachineFlying Machine: This new card has quite a lot of uses.

It has decent damage (142 at level 7) and has a 1 sec attack speed (which for reference is the same as the bandit).

It is very squishy but can deal lots of damage just like the Dart Goblin! It also has a range of 6, so it can out range most buildings if placed right.

In this deck, you mostly use it for defense or sniping annoying buildings such as Furnace or any building that cant target air.

Clash Royale PoisonPoison: Almost all the decks I make have Poison.

Its just such a good card with good area control because of the poison’s radius. Also a level 4 poison will kill a level 7 Flying Machine.

Clash Royale ZapZap: These days I use zap more than Log.

Pretty self explanatory on uses

 

Clash Royale BatsBats: The 5 bats provide tons of damage with a low cost of 2 elixir.

Also a great cycle card.

 

Clash Royale Mega KnightMega Knight: This bad boy is so good on defense.

Annoying Giant push? Mega Knight. Annoying Hog push? Mega Knight. Hotel? Trivago. All jokes aside.

If u have him, he is a great card to put into a deck with minimal defense such as this one!

He does fall off on offense, but if u have a big enough elixir lead, you should be able to push just fine!

Clash Royale Electro WizardElectro Wizard: Great on defense, great at counter pushes.

Self Explanatory now.

 

Clash Royale MinerMiner: I just love this card.

Provides a light tank for small pushes with the Flying Machine or Bats.

The Miner also dishes out about 500 chip damage at Tournament Standards if left alone so never ever do that!

He is also a great cycle card if u really don’t have anything to put down.

Clash Royale BanditBandit: After the fall of bridge spam cards, the Bandit was pretty much untouched and makes a great addition to this chip deck.

I really have nothing much to say about her since she is such a good card.

Replacements:

Clash Royale Poisonekf9WOpClash Royale fireball

Clash Royale Zapekf9WOpClash Royale The LogClash Royale Arrows

Clash Royale Batsekf9WOpClash Royale GoblinClash Royale Minions

Clash Royale Mega Knightekf9WOpClash Royale P.E.K.K.A

Clash Royale Minerekf9WOpClash Royale Goblin Barrel

Clash Royale Banditekf9WOpClash Royale LumberjackClash Royale Battle Ram

General Gameplan

Early game

At first you just have to see what your opponent does.

Make small but positive elixir trades. With those trades you want to send miner after Miner to chip down the towers. Poison is great at making positive elixir trades.

Midgame (Before Overtime)

This is where u want to push and be more aggressive but not to aggressive.

Still make those positive trades and look for opportunities to chip. Get ready to defend.

Lategame (overtime)

Just keep pushing with Miner Poison and counter push! Elixir doesn’t really matter that much here but just keep in mind not to fall behind.

Also if you’re loosing, just defend with Mega Knight!

Matchups

Clash Royale Hog RiderHog Cycle:

Mega Knight can usually destroy these pushes and your chip is very consistent so its not a problem

Clash Royale GiantGiant Beatdown:

You can get those juicy positive elixir trades with Mega Knight and just clean up with Flying Machine and Bats

Clash Royale GolemGolem Beatdown:

Since you don’t have a building, it might be hard but killing the supports is easy.

Just put down Mega Knight! Use Electro Wiz and Flying Machine to clean up.

Clash Royale MinerMiner Chip:

The only problem is if the opponent has a Knight which counters your Miner. Just switch up the positions and you should be fine.

Clash Royale Goblin GangBait:

You have zap, electro wiz, and megaknight for this matchup. Should be fine.

Clash Royale Lava HoundLavahound:

Can be really tough if the opponent has lightning or poison. Lavaloon can be very scary but not impossible to counter.


There you go! I wish u guys all success and Clash on!

-Herro

Flying Machine – Best Tips For You

7
flying machine challenge

flying machine challenge

About Flying Machine

Cost Hit Speed Speed Deploy Time Range Target Count Transport
4 1 sec Fast (90) 1 sec 6 Air & Ground x1 Air
Level Hitpoints Damage Damage per second
1 290 81 81
2 319 89 89
3 350 98 98
4 385 107 107
5 423 118 118
6 464 129 129
7 510 142 142
8 559 156 156
9 614 171 171
10 675 188 188
11 742 207 207

He is a medium investment (4 Elixir)which can fit in many deck archetypes.

He has slightly less HP and damage than a Musketeer, however he has slightly better speeds and he can fly.

Flying Machine is great for defending, counter pushes and supporting.

Think about him like a fragile Musketeer. He dies to Fireball.

Since Flying Machine has an attack range of 6, it can outrange lots of troops:

Clash Royale Ice WizardClash Royale Electro WizardClash Royale WizardClash Royale CannonClash Royale ArchersClash Royale Baby DragonClash Royale Inferno Dragon

Flying Machine’s Counters

If you have the choice to pick out the Flying Machine, watch out these cards as they can easily counter him:

Clash Royale fireballClash Royale PoisonClash Royale LightningClash Royale BatsClash Royale MinionsClash Royale Mega MinionClash Royale MusketeerClash Royale Electro WizardClash Royale ArchersClash Royale ExecutionerClash Royale Ice GolemClash Royale Knight

In short, most air targeting troops can counter the Flying Machine on defense, except:

Clash Royale Spear GoblinsClash Royale PrincessClash Royale Ice WizardClash Royale Dart GoblinClash Royale Fire SpiritsClash Royale Witch

Notes:

  • Princess is okay If you can afford the Tower damage.
  • Fire Spirits will almost kill the Flying Machine. Thus, make sure your Tower is not distracted by something else.
  • Ice Spirit work very well If the Tower takes some damage first.
  • Witch will lose without Tower support.

Flying Machine is good against:

Clash Royale CannonClash Royale TombstoneClash Royale Mega MinionClash Royale MinionsClash Royale Lava HoundClash Royale Graveyard

  • Cannon/Tombstone – FM can help clear these quickly from the river as assistance to cards like Hog Riders
  • Helps defend flying troops from a distance like the MM and Minions on your side of the arena
  • Good against Lava Hound and Graveyard – Position far enough away from the tower so it won’t be Fireballed with the tower.
  • Graveyard spawns Skeletons twice as fast as the FM shoots, so skeletons will spawn, but the tower should help clear it

Flying Machine Synergies: 

Clash Royale BanditClash Royale Battle RamClash Royale Hog RiderdotClash Royale MinerdotClash Royale Three MusketeersdotClash Royale Lava HoundClash Royale BalloondotClash Royale GolemClash Royale P.E.K.K.AClash Royale GiantClash Royale Mega Knight

  • Fast win-conditions like Battle Ram, Hog Rider or Bandit work very well with the Flying Machine.
  • Flying Machine could be used to bait out Fireball for Three Musketeers.
  • Great against Air Decks. Undoubtedly
  • Glass Cannon like FM is always good for Beatdown decks.

Some others would work very well with him: Ice Spirit, Ice Golem, Knight, Mortar, X-Bow etc.

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

119
mega pekka

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

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

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

mega pekka

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

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

Cards Breakdown

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

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

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

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

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

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

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

Clash Royale Electro WizardElectro Wizard

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

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

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

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

Clash Royale ExecutionerClash Royale TornadoExecutioner and Tornado

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

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

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

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

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

Clash Royale PoisonPoison

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

Graveyard on Tower and bad hand? Use Poison GG.

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

Clash Royale The LogThe Log

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

It works wonders against swarm (ground only ;P)

Clash Royale Mega KnightMega Knight

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

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

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

Clash Royale elixir collectorElixir Collector

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

General Gameplan

Early Game (3:00 to 2:00)

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

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

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

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

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

  • Mega Knight
  • Log
  • Poison
  • Tornado

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

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

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

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

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

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

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

Middle Game (2:00-1:00)

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

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

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

You will use the following cards in the following situations:

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

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

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

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

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

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

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

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

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

LATE GAME(1:00 TO 0:00)

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

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

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

Overtime (Awesome part)

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

Now you have 1 minute to decide what to do.

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

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

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

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

Replacements

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

Clash Royale The Logekf9WOpClash Royale Zap

Clash Royale Poisonekf9WOpClash Royale Arrows

Clash Royale Executionerekf9WOpClash Royale Wizard

Clash Royale Electro Wizardekf9WOpClash Royale Musketeer

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

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

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

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

Matchups

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

Clash Royale Hog RiderHog Rider  -> Easy.

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

Clash Royale Goblin BarrelGoblin Barrel -> Easy.

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

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

Clash Royale GiantGiant Gush -> Many choices.

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

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

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

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

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

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

Conclusion

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

Good luck people,

Sage out

October Update: Balance Changes – Sparky Buff, Tesla Buff and Spell Nerfs

210
october balance change

Yes of course, every update always has a balance changes part. And finally, Supercell seems like have listened to us!

october balance change

October Balance Changes

Clash Royale SparkySparky (buff):

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

Clash Royale Electro WizardElectro Wizard:

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

Clash Royale LightningLightning:

Radius -0.5 radius. Damage reduced by 3%

Clash Royale ValkyrieValkyrie:

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

Clash Royale GraveyardGraveyard:

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

Clash Royale Cannon CartCannon Cart:

+5% HP and Shield Points. More reliable!

Clash Royale Spear GoblinsSpear Goblins:

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

Clash Royale TeslaTesla:

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

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

Fixes:

  • Bandit, Mega Knight – FIXED: Bandit and Mega Knight dashing/jumping a shorter distance than they should.
  • Cannon Cart – FIXED: Troops occasionally stopped targeting the Cannon Cart and very occasionally get stuck behind a broken Cannon Cart.
  • Inferno Dragon, Inferno Tower – FIXED: Damage not resetting after breaking through a shield (e.g. Guards, Dark Prince, Cannon Cart).
  • Troop Pathfinding – FIXED: Troops steering towards an unexpected lane. Behaviour should be more as expected now.