What’s going on everyone, its Vinay (VJ) here with another thrilling Clash Royale Article! In this article we are going to take a look at the top 10 synergies in Clash Royale. So let’s get going…
What is a Synergy?
A synergy is a combo of two people or things (in this case it is cards) that works insanely well.
Importance of Synergies in Clash Royale:
Synergies play a very important in Deck – making and Deck – choosing in Clash Royale. It is essential to know Synergies of your decks as well as other decks. Benefits of owning the knowledge of Synergies is that you can use the synergies of your deck and play with your decks more effectively and also knowing in general all the powerful synergies helps in countering the synergies of your opponents as you will be knowing their strengths as well as weaknesses.
Here I present to you the Top 10 Synergies in Clash Royale currently…
#10 – Lava Hound + Miner
Yes it is very true that the 7 elixir big flying beast Lava Hound pairs outstandingly with the mini 3 elixir Miner. They synergize with each other so well because, as Miner can be directly placed anywhere in the Arena, it is quite useful to counter all the Lava Hound Counters. For example, if the opponent places archers to counter the Lava Hound, you can easily drop a Miner on them and counter them.
Miner also helps to distract all the enemy troops, buildings and towers when the Lava Hound destroys and spawns Lava Pups, while the lava pups deal an insane amount of damage to the enemy towers as well as troops. And if they ignore the Miner and focus only on defending Lava Hound, even the tiny digger can deal a lot of damage to the enemy.
#9 – Sparky + Goblin Giant
The most advanced and dangerous machine of Clash Royale i.e. Sparky when played with the Goblin Giant becomes OP. The reason why this his combo is so strong is that Sparky takes care of all the big units that includes tanks and tank killers and buildings and Goblin Giant takes care of all the swarmies (both air and ground) due to the 2 little spear goblins that he carries at his back.
Even after the goblin giant dies all the enemy troops, buildings and towers target our other units (if any) and the spear gobs might get some descent amount of chip damage on the tower.
#8 – Royal Giant + Lightning
Royal Giant is such a card that has a good range as well as DPS. The best counters to it are swarmies but as they can be easily countered with spells like log etc. players 99% of the time use either buildings or heavy tanks and tank killers.
The lightning spell helps in a great way to counter all such counters. And as the Lightning has a very large radius it is very difficult for players to avoid giving spell values when countering RG. And mainly all the troops can be killed with the damage of lightning and all the buildings can be destroyed with lightning and one or two of shots from RG.
#7 – Hog Rider + Earthquake
This epic combo of Hog Rider + EQ works fantastically in Hog Cycle decks. Its full power is triggered during 2x and 3x elixir times as at that time you can continuously cycle it at an insanely fast speed and players pretty much won’t always have enough elixir in hand to defend this. Even if to defend this push players have enough elixir to place a building, it won’t be enough as EQ with the help of a some chip damage from the Hog takes out all the buildings and you are pretty much guaranteed some Hog damage on the Tower.
#6 – Miner + Earthquake
Just like Hog Rider Earthquake pairs well enough with Miner as well these days. Before the August 2020 Season, Miner + Poison was a great synergy, but after the Poison and Miner nerf it is no longer was viable.
But nowadays Miner + EQ is a brilliant combo, where EQ is a replacement of Poison. The reason for this is that EQ just like Poison takes care of a lot of ground swarms and unlike Poison deals more damage to buildings and towers and even slows down all the ground troops by 35%. Not denying the fact that it deals less troop damage, but we get all this foe 1 elixir less than Poison i.e. 3 elixir.
#5 – Lumberjack + Balloon
Lumber – Loon is a very old synergy but works in today’s meta as well. If played properly, it is almost impossible to counter it without creating facing a negative elixir trade as the Lumberjack takes care of all the ground units and buildings and makes way for the Balloon. You might need a small spell to counter the swarms, so keep it ready.
#4 – Giant Skeleton + Clone
This is a very powerful defensive as well as offensive synergy. It can used in the defensive because only for 9 elixir it can counter even 20 elixir pushes. Also while attacking it is quite helpful as if the Giant Skele reaches near the tower (not to enough for its bomb to connect) the clone will push it ahead and u will get great amount of damage from the bomb explosions and even if it is completely defended the double bomb explosion kill everything on the other side itself and won’t allow the opponent to counter attack.
#3 – Golem + Night Witch
This aged – old synergy works even in today’s time and meta. The Golem alone itself is the tankiest card in the game. But when paired with Night Witch it creates a lot of trouble for the opponent as the Night Witch, if left alone continuously spawns bats and if we spend some elixir to counter it, then we won’t be having enough to defend the Golem. And the Killer Shot is even after she dies she spawns 4 bats, forcing the opponent to Rage Quit.
#2 – Miner + Wall Breakers
A lot of troops synergize good with Miner, but the best out of it is Wall Breakers because they are the most difficult out of all to counter and they deal about 800 – 900 damage instantly. It specially helps to punish the opponent when he either overspent or is low on elixir as neither of these cards can be left ignore and you cannot counter both without spending good amount of elixir. You can make a lot of Positive Elixir trades using this synergy.
#1 – Fisherman + Hunter
Our No.1 synergy currently is Fisherman + Hunter. Hunter deals as more damage as he is close to things, but that is not possible everytime. Fisherman does the job of bringing units close to hunter even from a faraway distance, so that Hunter can easily counter them. Be careful because players will try to distract the fisherman.
THANKS FOR READING!