Clash Royale Wiki https://clashroyale.wiki/ Help, Guides and Information Wed, 16 Mar 2022 12:26:25 +0000 en-US hourly 1 https://wordpress.org/?v=6.1.6 Split Push Deck https://clashroyale.wiki/split-push-deck/ https://clashroyale.wiki/split-push-deck/#respond Sat, 12 May 2018 11:22:53 +0000 http://clashroyale.wiki/?p=2565 BACKGROUND INFORMATION This deck features the ice wizard and princess as your most valuable cards.  The ice wizard is good on the attack and on the defense.  The princess allows you to attack from a far, giving you an advantage when the opponents troops start to walk to your side f the map. TROOPS: USED […]

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BACKGROUND INFORMATION

This deck features the ice wizard and princess as your most valuable cards.  The ice wizard is good on the attack and on the defense.  The princess allows you to attack from a far, giving you an advantage when the opponents troops start to walk to your side f the map.

TROOPS: USED FOR DEFENSE AND OFFENSE.  IMPORTANT TO USE THE RIGHT COUNTER FOR EACH TROOP

Ice Wizard  The ice wizard will help you a lot in this deck.  It is great at defense against the hog because if you have the spear goblins and ice wizard defending, good placement of both troops will make it hard for your enemy to get a shot off the tower.  The ice wizard’s slowing stat also allows him to counter high damage per second troops by slowing their fire rate.  Another example of the ice wizard working his magic is against the royal giant.  With the ice wizard defending against the royal giant, a moderate amount of damage will be done to your tower.   If you add the ice wizard onto your defense, the royal giant will get a lot less damage off during his life time..  The ice wizard is also very good on offense as it can help slow defending units or the crown tower.  The combination of the ice wizard and musketeer can work extremely well if left uncontested because the ice wizard has a moderate amount of health and does splash damage while slowing the tower down a lot.  This makes him act as a very good support troop for the musketeer that causes all the damage.  The ice wizard is probably your best card in supporting offensive pushes and supporting your musketeer during a defense.

Princess-  The princess is very squishy.  She can die to arrows and sometimes even to a zap spell.  However, she has excellent range and some good splash damage.  Her range compares that to of a mortar and is the only troop that can attcak an enemy crown or arena tower without being targeted.  She is the only troop that can three star the enemy by herself because she out rangers both the arena or crown towers along with the king’s tower.  Her area of effect damage is also great for small swarm troops all the way up to barbarians.  She can kill spear goblins before they can even throw a single spear at her, goblins will not even be able to get close to her, archers wont be able to shoot a single arrow at her, skeletons will easily get one shotted, and the barbarians will be nearly useless once they kill your princess.  By countering your opponent’s barbarians with your princess, you gain a three elixir advantage over them. She hard counters hut spam decks really well.  Also, she can bait out arrows for your goblin barrel in you deck.  You can also place the princess at the bridge and have it immediate target the opponents crown tower as long as no troops are closer.  This strategy will help you get a hundred or so damage everytime you place her down.  The princess does very bad against high health troops though.  She is very vulnerable to the pekka, the musketeer, the wizard, any type of prince, the miner, and other troops like those.

Wizard The wizard is your support for your pekka in this trifecta deck be adding lots of splash damage to enemy ground and air units.  The wizard is an overall great card to have in your deck because it is the most effective card that does splash damage to both air and ground troop.  Its fast fire rate compliments the pekka’s sluggish moves.  Additionally, the wizard helps counter what the pekka is weak against, small critters.  The wizard can one shot many small troops like the skeletons, the spear goblins, the regular goblins, the three elixir minions, and the archers.  The wizard can also make quick work of swarms of troops killing the barbarians in three shots, the minion horde also in three shots, and the skeleton army in a few more shots.  The wizard however is pretty weak when being attacked.  The wizard can be easily killed by an enemy lightning spell or rocket.  The wizard can also be killed by a relatively high level fire ball.  The wizard is actually pretty good on defense.  It can kill oncoming enemy barbarians by itself.  It is also the best troop to use when countering the minion horde because your wizard can one shot the minions making quick work of the minion horde.  However, the wizard is not so great at countering high health troops like the prince, the pekka, the golem, and the lava hound.  he prince and pekka do too much damage to even let the wizard have a chance and the golem and the lava hound have too much hit points for the wizards relatively weak fire balls to do any noticeable damage.  However, an extremely well timed wizard can completely kill all the lava pups that spawn from a lava hound with one fire ball.  This also is the same with the goblin barrel.  An extremely well timed wizard can kill the goblins from the goblin barrel all in one go.  The wizard costs five elixir which is one of your higher costing cards.  I recommend saving your wizard only for your trifecta push because this is a key troop for it.  Only use your wizard for something else if it is the only option from saving your arena or crown tower.

Musketeer-  The musketeer is the main damage dealer besides your mini pekka.  The musketeer is your long range, anti air damage dealer so it makes her a little more special.  She is very good behind a Valkyrie because her high ranged damage lets her take down recently deployed troops very quickly.  If your opponent decides to spawn in spear goblins to counter the ice Valkyrie and musketeer push, those spear goblins will die before they even get one spear thrown because of how good the Valkyrie is good at splash damage.  The musketeer is fairly weak in terms of health points which make sense because her damage is very high.  This can result in a same level fireball killing her though.  Be careful because if you send a lot of your troops out because all your damage can be taken out with a single fireball, giving your opponent a huge elixir advantage.   The fireball can kill most of your whole deck.  Its defensive abilities are very good too because it can hide behind your crown tower or arena tower while doing a lot of damage to the attacking troops.  The musketeer will be able to kill a whole army of small troops without taking much damage and also the musketeer will not let the arena or crown tower take much damage.  Later on, there is a card called the three musketeers which basically spawns three of these single musketeers.  They have the same stats per level as this card does so they can be taken out just as easily.  The three musketeers do cost five more elixir but that card does come out with two more musketeers than this one.  This single musketeer card is a very good option to have in a new, beginner deck because of its high damage, long range, ability to hit air troops, and how versatile it is in many situations.  The musketeer is very vulnerable to point damage troops like the mini pekka, the pekka, and the prince.  It is also vulnerable to direct damage spells like the fire

Barbarians– The barbarians costs five Elixir.  This is best used to counter Princes, P.E.K.K.A, and the Hog Rider. They are also an extremely helpful distraction for smaller troops that can do major damage if left untouched, like the Minions, Spear Goblins and the Goblin combo.  Also, the Barbarians can help defend against the  dark prince if the situation is desperate, but is not recommended counter since the Dark Prince is a pretty good Barbarian destroyer.  The barbarians can also counter a miner.  All you have to do is place the barbarians where the miner will pop out and only one of your defending barbarians will get killed,  If the Barbarians are set on top of the much feared Sparky, they can easily destroy it, and you will gain a major Elixir advantage.  The barbarians in this deck is for defense though.  If the enemy spawns in a hog rider, send your barbarians just in front of the contested arena or crown tower.  If you do this perfectly, the hog rider will get no damage onto your tower.  Usually though, the enemy hog rider will squeeze through and be able to get one shot off.  Additionally, if the enemy combines a fireball, zap, or fire spirit and zap combo,l they will be able to get a lot more damage off onto your tower so be very careful about what they have to support the hog rider and make adjustments accordingly.  If they send in a prince, the barbarians are a great hard counter to him and will kill the enemy prince with ease.  In my opinion, the Barbarians are one of the biggest staple cards in the game.  The barbarians are extremely vulnerable to splash damage units like the bomber, the Valkyrie, the witch, the fire spirits, the sparky, and the baby dragon.  The barbarians are also very vulnerable to most direct damage spells such as the fire ball and the lightning spell.

Bomber-  This little skeleton with a bomb is show in in another low arena deck of mine because I think it is the best splash damage in the game as of arena two or the bone pit.  It is the cheapest ground bound splash damage buy far trailing the witch at five elixir.  You do not need to use the baby dragon because air based splash damage is not really needed at this point and time.  The only splash damage for air would be the three elixir minions but that is a very little problem because you can defend them easily with the spear goblins.  Since the barbarians are unlocked in this arena, the bomber is stronger than ever now.  It can kill the whole group of barbarians without the help of your towers.  He does so much splash damage at such a high rate of fire that the barbarians will just get absolutely melted.  Also, by playing the bomber on the barbarians, it will grant you a three elixir advantage.The bomber is so frequent in my deck because at this stage many people use all the small hit point troops like the archer, spear goblins, and the regular shank goblins.  Having the bomber in your deck will make those three cards very useless to your opponent and make them very annoyed.  Additionally, the bomber is great at supporting pushes that involve the giant because the bomber’s range allows him to shoot bombs past the giant skeleton.  Also, if the bomber gets locked onto the tower will full health, he will do a lot of damage for the price of three elixir.  Be careful though, the bomber can be killed using direct damage spells like the lightning spell or the fire ball.  The bomber is extremely weak against point damage troops like the prince and the mini pekka and is also weak against air troops like the baby dragon and minions.

Fireball- The fireball is an important card in your deck.  In a desperate situation, you can destroy barbarians or a minion horde very quickly.  Since the ice wizard can do this job for a better elixir value, you should only use the fireball on those troops if you need them dead in an instant, i.e. they are right next to your tower.  Also, if you have level nine arrows and your opponent has a level three or four princess, your arrows won’t take her out.  If this situation happens to you, your fireball will always to the job.  The fireball is also the best option to take out the triple musketeers.  Combined with arrows, this combo can completely destroy high level triple musketeers.  Also, because of the May 3rd update, making the elixir collector lose 20% health, and the May 18th update, causing the elixir collector to lose 9% more health, the fireball can now actually counter the elixir collector very well.  You can basically may an even trade elixir wise and do a medium amount of chip damage to the tower.  A good combo in addition to the elixir collector and tower is that if you hit other troops with that same fireball, you will come out ahead in terms of elixir.

Zap– The zap spell does do a little splash damage and almost happens in an instant.  The Zap spell is mainly used to support your sparky and giant.  The best way to use the zap is to either severely injure a minion horde and let your spear goblins or your minions finish them off.  The other major use for zap in this deck is to stun any inferno towers.  With the most recent update,. the zap will now reset the inferno tower’s damage.  This will greatly increase the life time of your sparky and giant and make this deck even stronger.  Remember, the longer your sparky and giant stays alive, the longer your high damage per second troops stay alive, and the more damage you can put onto enemy building, arena or crown towers, and on their troops.  The zap will be your best friend because since it resets the inferno towers damage, it is better than the freeze spell.  As a bonus when compared to the freeze spell, the zap spell only costs two elixir while the freeze spell costs four elixir.  This lets you put two more elixir into your push that would have been spent on freezing the inferno tower.  I recommend you zapping the inferno tower when the inferno tower’s beam is on the second stage.   This will allow the sparky and giant to receive little damage and by the time the inferno tower resets, locks back onto the royal giant, and charges back up, the tower should be destroyed by your royal giant and the other supporting troops behind him.    With this zap your pushes should be able to hit harder and last longer, a great support spell when trying to take down an enemy arena or crown tower.  The zap spell hard counters small troops like the spear goblins, the regular shank goblins, the skeletons, the minions, and the minion horde.  The zap also counters the goblin barrel spell quite well.  It has a hard time when trying to kill high health point troops like the golem, the pekka, the barbarians, any type of prince, the balloon, and other troops like that.  The zap can also stop the princes charges and make them start walking before they charge again .  This allows the zap to be used in some tight defenses when a prince is right next to your tower.

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Basic Desk https://clashroyale.wiki/basic-desk/ https://clashroyale.wiki/basic-desk/#respond Tue, 08 May 2018 11:22:30 +0000 http://clashroyale.wiki/?p=2554 Background Information This deck revolves around the cards that you get within your first few arenas you get into.  Because of this, they should be good for a beginner level clash royale player as you are more likely to have thesae cards ugraded compared to the newer, higher arena cards. BASICS: AVERAGE ELIXIR AND HOW […]

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Background Information

This deck revolves around the cards that you get within your first few arenas you get into.  Because of this, they should be good for a beginner level clash royale player as you are more likely to have thesae cards ugraded compared to the newer, higher arena cards.

BASICS: AVERAGE ELIXIR AND HOW TO USE EACH TROOP EFFICIENTLY 

The average elixir cost for this deck is 3.6 elixir and contains the following cards:

TROOPS: USED FOR DEFENSE AND OFFENSE.  IMPORTANT TO USE THE RIGHT COUNTER FOR EACH TROOP

Musketeer-  The musketeer is the main damage dealer besides your mini pekka.  The musketeer is your long range, anti air damage dealer so it makes her a little more special.  She is very good behind a Valkyrie because her high ranged damage lets her take down recently deployed troops very quickly.  If your opponent decides to spawn in spear goblins to counter the ice Valkyrie and musketeer push, those spear goblins will die before they even get one spear thrown because of how good the Valkyrie is good at splash damage.  The musketeer is fairly weak in terms of health points which make sense because her damage is very high.  This can result in a same level fireball killing her though.  Be careful because if you send a lot of your troops out because all your damage can be taken out with a single fireball, giving your opponent a huge elixir advantage.   The fireball can kill most of your whole deck.  Its defensive abilities are very good too because it can hide behind your crown tower or arena tower while doing a lot of damage to the attacking troops.  The musketeer will be able to kill a whole army of small troops without taking much damage and also the musketeer will not let the arena or crown tower take much damage.  Later on, there is a card called the three musketeers which basically spawns three of these single musketeers.  They have the same stats per level as this card does so they can be taken out just as easily.  The three musketeers do cost five more elixir but that card does come out with two more musketeers than this one.  This single musketeer card is a very good option to have in a new, beginner deck because of its high damage, long range, ability to hit air troops, and how versatile it is in many situations.  The musketeer is very vulnerable to point damage troops like the mini pekka, the pekka, and the prince.  It is also vulnerable to direct damage spells like the fire ball, the arrows, and the lightning spell

Hog Rider–  This is the heart and soul of the deck.  This will be the troop that will do the most damage to the Tower and it will also be your main offensive unit.  Because of the Hog Rider’s decent health stats and its great damage per shot, it is a great unit to attack with.  Additionally, it only targets defensive buildings which make it that much easier to control.  There are some standard moves in playing the Hog efficiently.  The moves that till be gone over in this article is the Elixir pump rush and pig pushing.  If you are above or at arena 6, there is no doubt that you see a lot of Elixir Collectors about.  Normal players want to protect their Elixir collector and put it in the back of their map.  If it starts in their starting hand, that is going to be played first 90% of the time.  If they do place it in the back, take advantage of the 5 elixir they just used.   Try to make a Hog push in the combos of Hog and Spear Goblins, Hog and Minions, or Hog and Barbarians.  If you don’t have the Hog in your starting hand, make a small push maybe of just Spear Goblins and see how they react.  This move has given me so many wins since I found out that this worked.  The Tower will fall if nothing happens to that push.  Usually, they send in a panic Fireball and you still get about half their Tower. The second strategy is called pig pushing.  It can be hard to master for some so it is recommended to practice with your friends.  The basic concept of this is to nudge the Hog a little bit to the outside by spawning troops right next to the hog.  The picture to the left shows how to pig push pretty well.  It also shows the counter to the pig push in case you run into anyone also using this tactic.  The counter to this is pretty ineffective since the movements happen so fast.  There is barely any time to react to this strategy.  If you do pig push, make sure your are on the side where the defense is further away from your chosen spawn location.  Failure to recognize which side is the one to do it on can result in an ineffective and useless push.

Mini Pekka- The mini pekka is very versatile on defense and can be a treat if put on offense.  The mini pekka is considered a glass cannon, where it deals a lot of damage but have little health in comparison.   The mini pekka is great at countering high health tanks.  The mini pekka can kill an enemy hog rider in two hits and only lets the hog rider get off one shot on your tower.  Of course the mini pekka may only need one shot if you have some supporting troops defending with the mini pekka.  This will also make the enemy hog rider not even get one shot off on to your tower.  The mini pekka also kills the royal giant very efficiently.  The mini pekka, since it does so much damage, will kill the enemy royal giant in just a few hits.  This makes it hard for the royal giant to get much damage off on to your tower.  With only the mini pekka defending your tower, the royal giant may get around 500 damage off of your tower.  However, you most likely will have other troops, most likely the musketeer or the spear goblins, supporting your mini pekka which will make the enemy royal giant drop even faster.  The mini pekka also kills the regular giant very easily and it can solo defend good enough.  You do not need to worry about supporting your mini pekka with anything else.   The mini pekka works great against single targeting troops like the musketeer, the wizard, the Valkyrie, the prince, and the troops previously mentioned above.  What makes the mini pekka strong against the prince is that your mini pekka can easily survive the charge from the enemy prince, letting your mini pekka take in lots of damage while also dishing it out.  The mini pekka is weak against swarm troops like the spear goblins, the skeletons, the regular shank goblins, and the barbarians.  The mini pekka is also weak against some air troops like the minions and the minion horde.

Minions– This deck uses the Minions instead of the Minion Horde.  The Minions are preferred in this deck over the Minion Horde because you want to keep the cost of troops low.  By keeping the cost low, you will be able to cycle through your cards faster.  The Minions also do well enough against air troops like the Balloon or Baby Dragon, although for the Baby Dragon needs to target your Crown Tower first.  Minions also can take out the Barbarians with the help of the Spear Goblins.  This leaves you with a major counter push at the ready.  Also, these blue little monsters can help destroy Prince rushes with the help of some ground troops.  Even if your enemy uses Arrows, you are not at a Elixir disadvantage, unlike the Minion Horde.  The Minions could also kill a Sparky before it can take its aim at the Tower.  The minions are very vulnerable to anything that attacks air troops like the baby dragon, the witch, the spear goblins, the musketeer, and the wizard.  The minions are also weak to direct damage spells like the zap spell and the arrows.  Both of these direct damage spells will give your opponent an equal or an advantageous elixir trade.  It is strong against group troops that have a medium or low amount of health.  The are strong against the mini pekka, the musketeer, the barbarians, the pekka, and the princes.

Spear Goblins-  The spear goblin card is one of the most basic troops in the game.  For its early unlock at Arena 1, it is surprising how well they perform.  The Spear Goblins not only can defend against goblins, enemy Spear Goblins, and Minions in a on verse one with the help of your Tower, but it can also be used at the very beginning.  If the Spear Goblins are used right at the start, you force your opponent to either react to them by placing a much more expensive troop, leaving an option to have a hard counter ready, or make them just watch those Spear Goblins chip 300 damage off their tower.  300 may not seem like a whole bunch, but do that 2 or three times in a match, and you got yourself 1000 free chip damage.  The Spear Goblins can also kill a Princess that is on the bridge very quickly as long as the princess is distracted.  If the princess is not distracted and you deploy the spear goblins, they will die before they can kill the princess, making you basically waste three elixir.  On a very good note however, you can do an advanced move with these spear goblins.  The spear goblins are extremely vulnerable to splash damage units like the bomber, the Valkyrie, the witch, and the baby dragon.  The spear goblins are also very vulnerable to any direct damage spells such as the fire ball, the arrows, and the lightning spell.

SPELLS:  THEIR MAIN USES AND HOW TO MAXIMIZE THEIR POTENTIAL

Zap– The Zap spell is mainly used to support your royal giant.  The best way to use the zap is to either severely injure a minion horde and let your spear goblins or your minions finish them off.  The other major use for zap in this deck is to stun any inferno towers.  With the most recent update,. the zap will now reset the inferno tower’s damage.  This will greatly increase the life time of your royal giant and make this deck even stronger.  Remember, the longer your royal giant stays alive, the longer your high damage per second troops stay alive, and the more damage you can put onto enemy building, arena or crown towers, and on their troops.  The zap will be your best friend because since it resets the inferno towers damage, it is better than the freeze spell.  As a bonus when compared to the freeze spell, the zap spell only costs two elixir while the freeze spell costs four elixir.  This lets you put two more elixir into your push that would have been spent on freezing the inferno tower.  I recommend you zapping the inferno tower when the inferno tower’s beam is on the second stage.   This will allow the royal giant to receive little damage and by the time the inferno tower resets, locks back onto the royal giant, and charges back up, the tower should be destroyed by your royal giant and the other supporting troops behind him.    With this zap your pushes should be able to hit harder and last longer, a great support spell when trying to take down an enemy arena or crown tower.  The zap spell hard counters small troops like the spear goblins, the regular shank goblins, the skeletons, the minions, and the minion horde.  The zap also counters the goblin barrel spell quite well.  It has a hard time when trying to kill high health point troops like the golem, the pekka, the barbarians, any type of prince, the balloon, and other troops like that.  The zap can also stop the princes charges and make them start walking before they charge again .  This allows the zap to be used in some tight defenses when a prince is right next to your tower.

Fireball– The Fireball in this deck is not to constantly barrage the Crown Towers but to take down mass swarms for Elixir profit.  Combined with the Zap spell, it can take down the Three Musketeers and let you gain an easy 3 Elixir.  The main troops this card counters is the Minion Horde and the Barbarians.  Striking a lone Minion Horde will give a one plus trade.  The Barbarians will also give the one positive Elixir trade.  The Fireball can also be used against the Princess if you can hit the Crown Tower also or if other troops can also be hit.  It is not recommended to shoot a Fireball if it only hits the Princess as it will put you behind in Elixir.  The Fireball can finish off a Tower as long as there is only a few seconds left and the Tower is not over 300 health.  Combined with a Zap, the Fireball can do almost 300 damage.

TOWERS: HOW TO USE THEM AND WHERE TO PLACE THEM

Cannon-  The cannon is your main defense against building targeting troops like the giant, the hog rider, the balloon, the royal giant, and the golem.  Make sure you have good placement with your cannon because its five and a half tile range is very short.  Also, you should never pre place a cannon.  If you do, your enemy can send any air troop, like the three elixir minions or the baby dragon, and destroy it without taking any damage.  You enemy can also just place a single musketeer and out range the cannon.  This can make you basically waste your defense and make you lose three elixir.  Also, you cannon is out of your hand which makes it a lot harder to defend from the defense targeting troops like the giant, balloon, and hog rider.  If your opponent doesn’t have those troops or they just used it and you have the cannon in your hand, you can use the combination of the ice wizard and cannon to defend from hordes of small group troops.  A cannon and ice wizard combo can defend from barbarians.  The cannon is very cheap which makes it have synergy with the rest of your deck.  Since you have two very expensive cards in your deck, having the cheapest defense in the game will help you on defense when you are on low elixir.  The cannon is strong against weak ground troops like the skeletons, the archers, the spear goblins, and the regular shank goblins.  The cannon, if provided with some sort of distraction, can be good against the prince, the the mini pekka, the barbarians, and the valkyrie.  The cannon, being only able to attack ground troops, is very weak against the three elixir minions, the minion horde, the baby dragon, the lava hound, and the balloon.

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More Clan Wars Information https://clashroyale.wiki/clan-wars-information/ https://clashroyale.wiki/clan-wars-information/#respond Thu, 03 May 2018 12:22:00 +0000 http://clashroyale.wiki/?p=2559 What is Clan Wars? Clan Wars is a two-day event for your whole Clan! Battle with your Clan for glory and rewards against other Clans around the world! First things first… Find an active Clan! You need a minimum of 10 Clan members to participate in Clan Wars Try visiting reddit, Discord or the in-game recommendations to help […]

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What is Clan Wars?

Clan Wars is a two-day event for your whole Clan! Battle with your Clan for glory and rewards against other Clans around the world!

First things first…

  • Find an active Clan! You need a minimum of 10 Clan members to participate in Clan Wars
  • Try visiting redditDiscord or the in-game recommendations to help pick the perfect Clan for YOU!
  • All participants need to be King Level 8
  • Only Clan Leaders or Co-leaders can start a war
  • Once your Clan has started a war, go to the Social tab and you’ll see the map below…

Day 1: Collection Day

Battle with your own cards to earn Clan Cards. Clan Cards are used to build your War Deck for War Day!

  • You get 3 battles on Collection Day
  • The goal is to collect as many Clan Cards as possible
  • On the map you’ll find various game modes that change after they’ve been played
  • Battling on any of the game modes earns Clan Cards, but wins earn the most
  • The higher your Arena, the more Clan Cards you can earn
  • Build different decks to suit the different game modes
  • When Collection Day ends, War Day begins…

Day 2: War Day

Battle with the Clan Cards for all the glory! The Clan with the most War Day victories wins the war!

  • You get 1 battle on War Day
  • Your only goal is to win this battle
  • Everyone in your Clan battles with the same Clan Cards on War Day
  • Build a War Deck with the Clan Cards and share it to your Clan, or copy a deck from your Clan’s best deck builder!
  • Note: Clan Card levels cannot be higher than your own card levels. Upgrade your own cards to use higher level Clan Cards
  • Test your War Deck in a Friendly Battle before your Final Battle
  • Make sure to cheer on your Clanmates when they play their Final Battle
  • When War Day ends, your Clan will gain Clan Trophies… and then you can start your next war!

Rewards!

  • Clan Trophies indicate your Clan’s success in Clan Wars
  • Gain more Clan Trophies to progress through the Clan Leagues
  • At the end of every Clan War Season you’ll earn a War Chest
  • Your War Chest is based on your Clan League and the highest ranked war you participated in during the season
  • Achieve a better rank or higher league to earn a bigger chest!

If you’ve read all the way down here, you have potential. Now, go and make your Clan proud!

See you in the Arena,
The Clash Royale Team

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Clan Wars Update https://clashroyale.wiki/clan-wars-update/ https://clashroyale.wiki/clan-wars-update/#respond Thu, 03 May 2018 12:21:27 +0000 http://clashroyale.wiki/?p=2556 NEW GAME MODE CLAN WARS IS HERE! Battle with your Clan against Clans from around the world Earn War Chests and glory! Discover a new island and the Clan Wars Arena Gain Clan Trophies to climb the Clan Leagues Is your Clan ready? If not, read this! Clan Wars unlocks at King Level 8 Also, Karaoke Nite […]

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NEW GAME MODE
  • CLAN WARS IS HERE!
  • Battle with your Clan against Clans from around the world
  • Earn War Chests and glory!
  • Discover a new island and the Clan Wars Arena
  • Gain Clan Trophies to climb the Clan Leagues
  • Is your Clan ready? If not, read this!
  • Clan Wars unlocks at King Level 8
  • Also, Karaoke Nite is here!

NEW CARD

  • Coming in May!
  • Watch your step when walking in the woods near Royal Arena…

IMPROVEMENTS

  • Emote muting now persists between battles – i.e. you can toggle it on or off, permanently!
  • Spectators can now emote also!
  • Players that leave/quit 2v2 Quick Matches will have to wait before playing again
  • During a 2v2 Battle, tap on your teammate’s name in the bottom right to see their cards (now toggles on or off)
  • Share your Battle Deck to your Clan
  • Sort your card collection by “rarity descending”
  • Supercell ID added to settings – learn more!

SHOP

  • Fortune Chests now contain two or more of the fortune cards
  • Arena Value Packs revamped to include the new Shop chests (Lightning Chest, King’s Chest and Legendary King’s Chest)

BALANCE

We hope you enjoy the update! Let us know what you think about it on reddit.

See you in the Arena,
The Clash Royale Team

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Frozen Hog Tower Deck https://clashroyale.wiki/frozen-hog-tower-desk/ https://clashroyale.wiki/frozen-hog-tower-desk/#respond Mon, 30 Apr 2018 08:39:49 +0000 http://clashroyale.wiki/?p=2548 Background Information This deck uses the push of the hog rider, a support troop, and the freeze spell.  Another push you can do is a double wizard push.  This deck is strong against hog rider decks but weak against hut spamming decks. BASICS: AVERAGE ELIXIR AND HOW TO USE EACH TROOP EFFICIENTLY  The average elixir […]

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Background Information

This deck uses the push of the hog rider, a support troop, and the freeze spell.  Another push you can do is a double wizard push.  This deck is strong against hog rider decks but weak against hut spamming decks.

BASICS: AVERAGE ELIXIR AND HOW TO USE EACH TROOP EFFICIENTLY 

The average elixir cost for this deck is 3.0 elixir and contains the following cards:

TROOPS: USED FOR DEFENSE AND OFFENSE.  IMPORTANT TO USE THE RIGHT COUNTER FOR EACH TROOP

Wizard- The wizard is your support for your pekka in this trifecta deck be adding lots of splash damage to enemy ground and air units.  The wizard is an overall great card to have in your deck because it is the most effective card that does splash damage to both air and ground troop.  Its fast fire rate compliments the pekka’s sluggish moves.  Additionally, the wizard helps counter what the pekka is weak against, small critters.  The wizard can one shot many small troops like the skeletons, the spear goblins, the regular goblins, the three elixir minions, and the archers.  The wizard can also make quick work of swarms of troops killing the barbarians in three shots, the minion horde also in three shots, and the skeleton army in a few more shots.  The wizard however is pretty weak when being attacked.  The wizard can be easily killed by an enemy lightning spell or rocket.  The wizard can also be killed by a relatively high level fire ball.  The wizard is actually pretty good on defense.  It can kill oncoming enemy barbarians by itself.  It is also the best troop to use when countering the minion horde because your wizard can one shot the minions making quick work of the minion horde.  However, the wizard is not so great at countering high health troops like the prince, the pekka, the golem, and the lava hound.  he prince and pekka do too much damage to even let the wizard have a chance and the golem and the lava hound have too much hit points for the wizards relatively weak fire balls to do any noticeable damage.  However, an extremely well timed wizard can completely kill all the lava pups that spawn from a lava hound with one fire ball.  This also is the same with the goblin barrel.  An extremely well timed wizard can kill the goblins from the goblin barrel all in one go.  The wizard costs five elixir which is one of your higher costing cards.  I recommend saving your wizard only for your trifecta push because this is a key troop for it.  Only use your wizard for something else if it is the only option from saving your arena or crown tower.

Ice Wizard-  The ice wizard will help you a lot in this deck.  It is great at defense against the hog because if you have the mini pekka and ice wizard defending, good placement of both troops will make it impossible for your enemy to get a shot off the tower.  The ice wizard’s slowing stat also allows him to counter high damage per second troops by slowing their fire rate.  An example of the ice wizard working his magic is against the royal giant.  With only the mini pekka defending against the royal giant, a moderate amount of damage will be done to your tower.   If you add the ice wizard onto your defense, the royal giant will get a lot less damage off during his life time..  The ice wizard is also very good on offense as it can help slow defending units or the crown tower.  The combination of the ice wizard and mini pekka can work extremely well if left uncontested because the ice wizard has a moderate amount of health and does splash damage while slowing the tower down a lot.  This makes him act as a very good support troop for the mini pekka that causes all the damage.  The ice wizard is probably your best card in supporting

Minions– This deck uses the Minions instead of the Minion Horde.  The Minions are preferred in this deck over the Minion Horde because you want to keep the cost of troops low.  By keeping the cost low, you will be able to cycle through your cards faster.  The Minions also do well enough against air troops like the Balloon or Baby Dragon, although for the Baby Dragon needs to target your Crown Tower first.  Minions also can take out the Barbarians with the help of the Spear Goblins.  This leaves you with a major counter push at the ready.  Also, these blue little monsters can help destroy Prince rushes with the help of some ground troops.  Even if your enemy uses Arrows, you are not at a Elixir disadvantage, unlike the Minion Horde.  The Minions could also kill a Sparky before it can take its aim at the Tower.  The minions are very vulnerable to anything that attacks air troops like the baby dragon, the witch, the spear goblins, the musketeer, and the wizard.  The minions are also weak to direct damage spells like the zap spell and the arrows.  Both of these direct damage spells will give your opponent an equal or an advantageous elixir trade.  It is strong against group troops that have a medium or low amount of health.  The are strong against the mini pekka, the musketeer, the barbarians, the pekka, and the princes.

Hog Rider–  This is the heart and soul of the deck.  This will be the troop that will do the most damage to the Tower and it will also be your main offensive unit.  Because of the Hog Rider’s decent health stats and its great damage per shot, it is a great unit to attack with.  Additionally, it only targets defensive buildings which make it that much easier to control.  There are some standard moves in playing the Hog efficiently.  The moves that till be gone over in this article is the Elixir pump rush and pig pushing.  If you are above or at arena 6, there is no doubt that you see a lot of Elixir Collectors about.  Normal players want to protect their Elixir collector and put it in the back of their map.  If it starts in their starting hand, that is going to be played first 90% of the time.  If they do place it in the back, take advantage of the  five elixir they just used.   Try to make a Hog push in the combos of Hog and Spear Goblins, Hog and Minions, or Hog and Barbarians.  If you don’t have the Hog in your starting hand, make a small push maybe of just Spear Goblins and see how they react.  This move has given me so many wins since I found out that this worked.  The Tower will fall if nothing happens to that push.  Usually, they send in a panic Fireball and you still get about half their Tower. The second strategy is called pig pushing.  It can be hard to master for some so it is recommended to practice with your friends.  The basic concept of this is to nudge the Hog a little bit to the outside by spawning troops right next to the hog.  The picture to the left shows how to pig push pretty well.  It also shows the counter to the pig push in case you run into anyone also using this tactic.  The counter to this is pretty ineffective since the movements happen so fast.  There is barely any time to react to this strategy.  If you do pig push, make sure your are on the side where the defense is further away from your chosen spawn location.  Also, a nice compliment of the freeze spell will allow you to get a ton more damage off, usually the freeze spell can stall ong enough or your troops to take down the enemy arena or crown tower if the enemy has very little elixir to make a defensive stance.  Failure to recognize which side is the one to do it on can result in an ineffective and useless push.  The hog rider is very vulnerable to swarm troops like the barbarians, the skeletons, the skeleton army, the goblins, the spear goblins, and the minions.

before they charge again .  This allows the zap to be used in some tight defenses when a prince is right next to your tower.

TOWERS: HOW TO USE THEM AND WHERE TO PLACE THEM

Bomb Tower-This card is what I would call your foundation defense.  If its in your hand, play it once you get max Elixir.  This card provides big value on defense and can help intimidate your opponent from an aggressive assault.  This card also works magic against any hut spammers, the barbarians, the hog rider and any goblin pushes.  Against the barbarians, the bomb tower can unleash enough bombs to be able to kill all four of the barbarians without even being swung at.  Against the hog rider, the bomb tower will easily destroy the enemy hog rider but be careful that you do not do this trade that often.  Your opponents hog rider costs only four elixir while your bomb tower costs a whopping five elixir.  This gives you a negative elixir trade and that is why I would recommend you to use your tombstone when countering an enemy hog rider.  The bomb tower is better suited at countering the royal giant because its extremely high health can provide a huge distraction while other troops can damage and kill the enemy’s royal giant.  You can also wait until the royal giant crosses the bridge and then place your bomb tower down so it is within range of the royal giant.  This will make the bomb tower have multiple purposes as being the damage sponge for your arena or crown tower and also help damage the enemy royal giant.  Also, if your opponent supported their push with goblins, barbarians, or some other ground troops, the bomb tower can also kill those troops while killing the royal giant.  The bomb tower can work well in this deck and is perfect because it has a skeleton on top of this tower.  The bomb tower costs five elixir and stays with the theme of an all skeleton deck.The opponent may also send out a minion horde to destroy the bomb tower.  Sending your own arrows to kill the Minion Horde will not only protect the precious tower, but also let you gain an Elixir advantage.  Since no Elixir Collector is present, this card, when on the field, will give you a little Elixir defense bonus.  This also works well as a tank since its health points are very high,  like any building after the May Third update, you should be weary if the opponent has a Royal Giant as it can out range most defensive buildings.

Cannon-  The cannon is your main defense against building targeting troops like the giant, the hog rider, the balloon, the royal giant, and the golem.  Make sure you have good placement with your cannon because its five and a half tile range is very short.  Also, you should never pre place a cannon.  If you do, your enemy can send any air troop, like the three elixir minions or the baby dragon, and destroy it without taking any damage.  You enemy can also just place a single musketeer and out range the cannon.  This can make you basically waste your defense and make you lose three elixir.  Also, you cannon is out of your hand which makes it a lot harder to defend from the defense targeting troops like the giant, balloon, and hog rider.  If your opponent doesn’t have those troops or they just used it and you have the cannon in your hand, you can use the combination of the ice wizard and cannon to defend from hordes of small group troops.  A cannon and ice wizard combo can defend from barbarians.  The cannon is very cheap which makes it have synergy with the rest of your deck.  Since you have two very expensive cards in your deck, having the cheapest defense in the game will help you on defense when you are on low elixir.  The cannon is strong against weak ground troops like the skeletons, the archers, the spear goblins, and the regular shank goblins.  The cannon, if provided with some sort of distraction, can be good against the prince, the the mini pekka, the barbarians, and the valkyrie.  The cannon, being only able to attack ground troops, is very weak against the three elixir minions, the minion horde, the baby dragon, the lava hound, and the balloon.

SPELLS:  THEIR MAIN USES AND HOW TO MAXIMIZE THEIR POTENTIAL

Freeze Spell- The freeze spell requires good timing and great placement.  Usually, the freeze spell will be used for an offensive support spell for most of the time in your deck.  However, the freeze spell can be used on defense if needed to be.  A freeze spell along with the goblins and your arena or your crown tower can do amazing work.  Those goblins will be able to kill a hog rider and a good portion of oncoming enemy barbarians withing those four seconds of free reign.  The most common way to use the freeze spell is on offense though.  What you want to do is use a hog rider combo that is not very expensive, lets say you are doing the hog rider goblin combo.  What you want to do is send your hog rider in front of your minions so the hog tanks for the goblins.  Once the hog ridergets to the tower, do not use your freeze spell just yet.  You want to wait until your hog riders at around 25 percent health before deploying your freeze spell.  This is to ensure that any troops the enemy will place once they see the hog will easily be destroyed.  Obviously though, there are special circumstances where you should freeze earlier.  For example, if they send out barbarians very early to counter your hog, you should freeze both the enemy crown or arena tower IN ADDITION to the enemy barbarians.  This will allow you hog rider able to get to the tower, do some damage, and then the goblins kill some of the barbarians.  This will make there be less barbarians once the freeze spell duration is over and give your enemy a less overall damage out out which makes your hog rider survive longer and do more damage.  Another example to freeze earlier is if the send the minions or the minion horde, or any type of air unit for that matter.  This is because the minions can target the goblins and if your goblins die, you will lose a lot of potential damage.  BY freezing those air troops first, you let your goblins live for an extra few seconds which can equate to 1000 s of damage.  It is very important to know when to place the freeze spell during any given situation.   In the right hands, it is a night mare and is devastating to go against.  If you do not time the freeze spell to a near perfect precision, you will lose 100 s or 1000 s of possible damage and waste four elixir in the process.  The freeze spell works on both the ground troops and the air units.  They also work on enemy crown or arena towers, enemy king towers, and any enemy buildings or structures like the cannon, the tombstone, the goblin hut, and the barbarian hut.  Take note though, that if you freeze the tombstone and the tombstone gets destroyed in the process, the skeletons that come out will not be frozen.  They will be treated like regular skeletons that spawned after the freeze spell has been activated.

Zap– The Zap spell is mainly used to support your royal giant.  The best way to use the zap is to either severely injure a minion horde and let your spear goblins or your minions finish them off.  The other major use for zap in this deck is to stun any inferno towers.  With the most recent update,. the zap will now reset the inferno tower’s damage.  This will greatly increase the life time of your royal giant and make this deck even stronger.  Remember, the longer your royal giant stays alive, the longer your high damage per second troops stay alive, and the more damage you can put onto enemy building, arena or crown towers, and on their troops.  The zap will be your best friend because since it resets the inferno towers damage, it is better than the freeze spell.  As a bonus when compared to the freeze spell, the zap spell only costs two elixir while the freeze spell costs four elixir.  This lets you put two more elixir into your push that would have been spent on freezing the inferno tower.  I recommend you zapping the inferno tower when the inferno tower’s beam is on the second stage.   This will allow the royal giant to receive little damage and by the time the inferno tower resets, locks back onto the royal giant, and charges back up, the tower should be destroyed by your royal giant and the other supporting troops behind him.    With this zap your pushes should be able to hit harder and last longer, a great support spell when trying to take down an enemy arena or crown tower.  The zap spell hard counters small troops like the spear goblins, the regular shank goblins, the skeletons, the minions, and the minion horde.  The zap also counters the goblin barrel spell quite well.  It has a hard time when trying to kill high health point troops like the golem, the pekka, the barbarians, any type of prince, the balloon, and other troops like that.  The zap can also stop the princes charges and make them start walking before they charge again .  This allows the zap to be used in some tight defenses when a prince is right next to your tower.

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Expensive Elixir Desk https://clashroyale.wiki/expensive-elixir-desk/ https://clashroyale.wiki/expensive-elixir-desk/#respond Thu, 26 Apr 2018 08:39:05 +0000 http://clashroyale.wiki/?p=2550 BACKGROUND INFORMATION This deck features three musketeers as your main damage source.  The wizard allows you to have some splash damage in your deck and your barbarians will help you if your opponent has a golem, giant, or prince. BASICS: AVERAGE ELIXIR AND HOW TO USE EACH TROOP EFFICIENTLY  The average elixir cost for this […]

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BACKGROUND INFORMATION

This deck features three musketeers as your main damage source.  The wizard allows you to have some splash damage in your deck and your barbarians will help you if your opponent has a golem, giant, or prince.

BASICS: AVERAGE ELIXIR AND HOW TO USE EACH TROOP EFFICIENTLY 

The average elixir cost for this deck is an even 4.5 and the following cards used are:

TROOPS: USED FOR DEFENSE AND OFFENSE.  IMPORTANT TO USE THE RIGHT COUNTER FOR EACH TROOP

Three Musketeers– The three musketeer’s card is a hail marry type of card.  You will either be very efficient with using it and demolish your opponent or it will be extremely useless and probably set you back to an elixir disadvantage.  The easiest counters that can completely ruin your three musketeer push is a fire ball and zap, although other things like the poison spell, the rocket, and other uncounterable splash damage can also make you push go to nowhere.  However. if you catch your opponent off guard and out of elixir, you should be able to easily take down one of their towers.  The miner should act as a tank for your three musketeers.  If you feel that the three musketeers are to hard for you to use or they get countered way to easily and way to often for your liking, I’d suggest that you swap for the single target musketeer instead.  The single target musketeer won’t be as good for offense or defense, but it its a lot safer.  If you do chose to use the dingle musketeer, add something else to your musketeer miner push because you do not have enough damage to destroy a tower anymore.  In addition to that, your opponent can no longer counter your push with a fireball and zap or a rocket or some other uncounterable splash damage because it starts to become an elixir disadvantage for them to counter you in that way.

Wizard- The wizard is your support for your pekka in this trifecta deck be adding lots of splash damage to enemy ground and air units.  The wizard is an overall great card to have in your deck because it is the most effective card that does splash damage to both air and ground troop.  Its fast fire rate compliments the pekka’s sluggish moves.  Additionally, the wizard helps counter what the pekka is weak against, small critters.  The wizard can one shot many small troops like the skeletons, the spear goblins, the regular goblins, the three elixir minions, and the archers.  The wizard can also make quick work of swarms of troops killing the barbarians in three shots, the minion horde also in three shots, and the skeleton army in a few more shots.  The wizard however is pretty weak when being attacked.  The wizard can be easily killed by an enemy lightning spell or rocket.  The wizard can also be killed by a relatively high level fire ball.  The wizard is actually pretty good on defense.  It can kill oncoming enemy barbarians by itself.  It is also the best troop to use when countering the minion horde because your wizard can one shot the minions making quick work of the minion horde.  However, the wizard is not so great at countering high health troops like the prince, the pekka, the golem, and the lava hound.  he prince and pekka do too much damage to even let the wizard have a chance and the golem and the lava hound have too much hit points for the wizards relatively weak fire balls to do any noticeable damage.  However, an extremely well timed wizard can completely kill all the lava pups that spawn from a lava hound with one fire ball.  This also is the same with the goblin barrel.  An extremely well timed wizard can kill the goblins from the goblin barrel all in one go.  The wizard costs five elixir which is one of your higher costing cards.  I recommend saving your wizard only for your trifecta push because this is a key troop for it.  Only use your wizard for something else if it is the only option from saving your arena or crown tower.

Fire Spirits-  The fire spirits are your other splash damage card.  The reason why they are not your only splash damage card is because they die when they give out damage.  This makes it hard for them to support a push all the way through because once they run into a troop, they no longer can support your push.  However, their damage is insane for only two elixir.  Their damage exceeds 500 and can be put out all withing one second.  This lets the fire spirits easily kill bunched up troops very easily like skeletons, spear goblins, and the regular goblins.  It can take out equal level spear goblins, skeletons, or regular shank goblins with only one out of the three fire spirits that are present.  This means that this one card that only costs two elixir can kill all three of those cards costing a combined total of five elixir.  The fire spirits can also nearly take down barbarians to the grave.  The fire spirits can make the barbarian’s health points go so low that your arena tower can finish them off with out taking any damage.  This gives you a three elixir value and a great quick reaction counter to swarm troops.  The fire spirits can also help strengthen your anti air defense against any minions or minion hordes.  However, they do not do well against higher health air troops like the lava hound or the balloon because they lack sustained damage.  The fire spirits do not do well against high health singular targets like the pekka, prince, or balloon.  They also are countered by the zap spell.  It does a so so job against troops that have medium health like the mini pekka, musketeer, and wizard.

Musketeer-  The musketeer is the main damage dealer besides your mini pekka.  The musketeer is your long range, anti air damage dealer so it makes her a little more special.  She is very good behind a Valkyrie because her high ranged damage lets her take down recently deployed troops very quickly.  If your opponent decides to spawn in spear goblins to counter the ice Valkyrie and musketeer push, those spear goblins will die before they even get one spear thrown because of how good the Valkyrie is good at splash damage.  The musketeer is fairly weak in terms of health points which make sense because her damage is very high.  This can result in a same level fireball killing her though.  Be careful because if you send a lot of your troops out because all your damage can be taken out with a single fireball, giving your opponent a huge elixir advantage.   The fireball can kill most of your whole deck.  Its defensive abilities are very good too because it can hide behind your crown tower or arena tower while doing a lot of damage to the attacking troops.  The musketeer will be able to kill a whole army of small troops without taking much damage and also the musketeer will not let the arena or crown tower take much damage.  Later on, there is a card called the three musketeers which basically spawns three of these single musketeers.  They have the same stats per level as this card does so they can be taken out just as easily.  The three musketeers do cost five more elixir but that card does come out with two more musketeers than this one.  This single musketeer card is a very good option to have in a new, beginner deck because of its high damage, long range, ability to hit air troops, and how versatile it is in many situations.  The musketeer is very vulnerable to point damage troops like the mini pekka, the pekka, and the prince.  It is also vulnerable to direct damage spells like the fire ball, the arrows, and the lightning spell

Mini Pekka- The mini pekka is very versatile on defense and can be a treat if put on offense.  The mini pekka is considered a glass cannon, where it deals a lot of damage but have little health in comparison.   The mini pekka is great at countering high health tanks.  The mini pekka can kill an enemy hog rider in two hits and only lets the hog rider get off one shot on your tower.  Of course the mini pekka may only need one shot if you have some supporting troops defending with the mini pekka.  This will also make the enemy hog rider not even get one shot off on to your tower.  The mini pekka also kills the royal giant very efficiently.  The mini pekka, since it does so much damage, will kill the enemy royal giant in just a few hits.  This makes it hard for the royal giant to get much damage off on to your tower.  With only the mini pekka defending your tower, the royal giant may get around 500 damage off of your tower.  However, you most likely will have other troops, most likely the musketeer or the spear goblins, supporting your mini pekka which will make the enemy royal giant drop even faster.  The mini pekka also kills the regular giant very easily and it can solo defend good enough.  You do not need to worry about supporting your mini pekka with anything else.   The mini pekka works great against single targeting troops like the musketeer, the wizard, the Valkyrie, the prince, and the troops previously mentioned above.  What makes the mini pekka strong against the prince is that your mini pekka can easily survive the charge from the enemy prince, letting your mini pekka take in lots of damage while also dishing it out.  The mini pekka is weak against swarm troops like the spear goblins, the skeletons, the regular shank goblins, and the barbarians.  The mini pekka is also weak against some air troops like the minions and the minion horde.

Barbarians– The barbarians costs five Elixir.  This is best used to counter Princes, P.E.K.K.A, and the Hog Rider. They are also an extremely helpful distraction for smaller troops that can do major damage if left untouched, like the Minions, Spear Goblins and the Goblin combo.  Also, the Barbarians can help defend against the  dark prince if the situation is desperate, but is not recommended counter since the Dark Prince is a pretty good Barbarian destroyer.  The barbarians can also counter a miner.  All you have to do is place the barbarians where the miner will pop out and only one of your defending barbarians will get killed,  If the Barbarians are set on top of the much feared Sparky, they can easily destroy it, and you will gain a major Elixir advantage.  The barbarians in this deck is for defense though.  If the enemy spawns in a hog rider, send your barbarians just in front of the contested arena or crown tower.  If you do this perfectly, the hog rider will get no damage onto your tower.  Usually though, the enemy hog rider will squeeze through and be able to get one shot off.  Additionally, if the enemy combines a fireball, zap, or fire spirit and zap combo,l they will be able to get a lot more damage off onto your tower so be very careful about what they have to support the hog rider and make adjustments accordingly.  If they send in a prince, the barbarians are a great hard counter to him and will kill the enemy prince with ease.  In my opinion, the Barbarians are one of the biggest staple cards in the game.  The barbarians are extremely vulnerable to splash damage units like the bomber, the Valkyrie, the witch, the fire spirits, the sparky, and the baby dragon.  The barbarians are also very vulnerable to most direct damage spells such as the fire ball and the lightning spell.

TOWERS: HOW TO USE THEM AND WHERE TO PLACE THEM

Elixir Collector– The Elixir Collector is a very special card.  Most people don’t see its full potential.  At first glance, most people just think it just gives you two additional Elixir.  While this is true, there is a hidden, more important use for it.  The Elixir Collector allows you to build up an even bigger push faster than without one.  This lets you gain an elixir advantage on your opponent during your assault or perhaps when you need a quick reaction defense.  Since it is such a valuable card, instincts tell you to put it at the back of you base, where it can’t be touched.  this is a good strategy because you can easily protect the elixir collector from any troops.  Just be aware of any direct damage spells your opponent may have as they can get the crown or arena tower and elixir collector combo on you for a big elixir advantage.  However, there is a draw back into putting an elixir collector in the back.  Since you are down on elixir for a defense, the enemy can send down a elixir heavy push and you will have a hard time defending because you are very low on elixir.  For example, a hog rider user can immediately rush you and destroy the tower.  To counter this quick offensive push made by your enemy, you can put the elixir collector between your arena or crown towers, two to four squares in front of your king’s castle.  This will make hog rider pushers think twice before making the attack.  If they do launch one, be ready to deploy your minions, barbarians, and or the spear goblins to help take down the hog rider.  I suggest having at least one elixir collector on your side of the map at all times because this deck is a bit expensive.  If you want two down on the field at the same time, i recommend placing the elixir collector far away from each other.  If you put them too close together, the enemy may rocket, fire ball, or lightning both of your elixir collectors for a huge elixir profit.

SPELLS: THEIR MAIN USES AND HOW TO MAXIMIZE THEIR POTENTIAL

Zap– The zap spell does do a little splash damage and almost happens in an instant.  The Zap spell is mainly used to support your sparky and giant.  The best way to use the zap is to either severely injure a minion horde and let your spear goblins or your minions finish them off.  The other major use for zap in this deck is to stun any inferno towers.  With the most recent update,. the zap will now reset the inferno tower’s damage.  This will greatly increase the life time of your sparky and giant and make this deck even stronger.  Remember, the longer your sparky and giant stays alive, the longer your high damage per second troops stay alive, and the more damage you can put onto enemy building, arena or crown towers, and on their troops.  The zap will be your best friend because since it resets the inferno towers damage, it is better than the freeze spell.  As a bonus when compared to the freeze spell, the zap spell only costs two elixir while the freeze spell costs four elixir.  This lets you put two more elixir into your push that would have been spent on freezing the inferno tower.  I recommend you zapping the inferno tower when the inferno tower’s beam is on the second stage.   This will allow the sparky and giant to receive little damage and by the time the inferno tower resets, locks back onto the royal giant, and charges back up, the tower should be destroyed by your royal giant and the other supporting troops behind him.    With this zap your pushes should be able to hit harder and last longer, a great support spell when trying to take down an enemy arena or crown tower.  The zap spell hard counters small troops like the spear goblins, the regular shank goblins, the skeletons, the minions, and the minion horde.  The zap also counters the goblin barrel spell quite well.  It has a hard time when trying to kill high health point troops like the golem, the pekka, the barbarians, any type of prince, the balloon, and other troops like that.  The zap can also stop the princes charges and make them start walking before they charge again .  This allows the zap to be used in some tight defenses when a prince is right next to your tower.

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Original Legendaries Deck https://clashroyale.wiki/original-legendaries-deck/ https://clashroyale.wiki/original-legendaries-deck/#respond Mon, 23 Apr 2018 11:31:21 +0000 http://clashroyale.wiki/?p=2545 BACKGROUND INFORMATION This deck features the ice spirit and princess as your main damage source.  The bomber and fire spirits are for a cheap and quick defense.  It also allows you to get some chip damage if you have no other viable move to do.  The ice spirit and the ice wizard provide a strong […]

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BACKGROUND INFORMATION

This deck features the ice spirit and princess as your main damage source.  The bomber and fire spirits are for a cheap and quick defense.  It also allows you to get some chip damage if you have no other viable move to do.  The ice spirit and the ice wizard provide a strong supporting side for your offensive push,  The wizards also allow you to defend from your opponents push by destroying them with splash damage or slowing them down and stalling them until you have enough elixir with the ice wizard.

BASICS: AVERAGE ELIXIR AND HOW TO USE EACH TROOP EFFICIENTLY 

The average elixir cost for this deck is an even 3.9 and the following cards used are:

TROOPS: USED FOR DEFENSE AND OFFENSE.  IMPORTANT TO USE THE RIGHT COUNTER FOR EACH TROOP

Ice Wizard-  The ice wizard will help you a lot in this deck.  It is great at defense against the hog because if you have the spear goblins and ice wizard defending, good placement of both troops will make it hard for your enemy to get a shot off the tower.  The ice wizard’s slowing stat also allows him to counter high damage per second troops by slowing their fire rate.  Another example of the ice wizard working his magic is against the royal giant.  With the ice wizard defending against the royal giant, a moderate amount of damage will be done to your tower.   If you add the ice wizard onto your defense, the royal giant will get a lot less damage off during his life time..  The ice wizard is also very good on offense as it can help slow defending units or the crown tower.  The combination of the ice wizard and musketeer can work extremely well if left uncontested because the ice wizard has a moderate amount of health and does splash damage while slowing the tower down a lot.  This makes him act as a very good support troop for the musketeer that causes all the damage.  The ice wizard is probably your best card in supporting offensive pushes and supporting your musketeer during a defense.

Princess-  The princess is very squishy.  She can die to arrows and sometimes even to a zap spell.  However, she has excellent range and some good splash damage.  Her range compares that to of a mortar and is the only troop that can attcak an enemy crown or arena tower without being targeted.  She is the only troop that can three star the enemy by herself because she out rangers both the arena or crown towers along with the king’s tower.  Her area of effect damage is also great for small swarm troops all the way up to barbarians.  She can kill spear goblins before they can even throw a single spear at her, goblins will not even be able to get close to her, archers wont be able to shoot a single arrow at her, skeletons will easily get one shotted, and the barbarians will be nearly useless once they kill your princess.  By countering your opponent’s barbarians with your princess, you gain a three elixir advantage over them. She hard counters hut spam decks really well.  Also, she can bait out arrows for your goblin barrel in you deck.  You can also place the princess at the bridge and have it immediate target the opponents crown tower as long as no troops are closer.  This strategy will help you get a hundred or so damage everytime you place her down.  The princess does very bad against high health troops though.  She is very vulnerable to the pekka, the musketeer, the wizard, any type of prince, the miner, and other troops like those.

Bomber-  This little skeleton with a bomb is show in in another low arena deck of mine because I think it is the best splash damage in the game as of arena two or the bone pit.  It is the cheapest ground bound splash damage buy far trailing the witch at five elixir.  You do not need to use the baby dragon because air based splash damage is not really needed at this point and time.  The only splash damage for air would be the three elixir minions but that is a very little problem because you can defend them easily with the spear goblins.  Since the barbarians are unlocked in this arena, the bomber is stronger than ever now.  It can kill the whole group of barbarians without the help of your towers.  He does so much splash damage at such a high rate of fire that the barbarians will just get absolutely melted.  Also, by playing the bomber on the barbarians, it will grant you a three elixir advantage.The bomber is so frequent in my deck because at this stage many people use all the small hit point troops like the archer, spear goblins, and the regular shank goblins.  Having the bomber in your deck will make those three cards very useless to your opponent and make them very annoyed.  Additionally, the bomber is great at supporting pushes that involve the giant because the bomber’s range allows him to shoot bombs past the giant skeleton.  Also, if the bomber gets locked onto the tower will full health, he will do a lot of damage for the price of three elixir.  Be careful though, the bomber can be killed using direct damage spells like the lightning spell or the fire ball.  The bomber is extremely weak against point damage troops like the prince and the mini pekka and is also weak against air troops like the baby dragon and minions.

Fire Spirits-  The fire spirits are your only splash damage card.   The fire spirits have a damage that is insane for only two elixir.  Their damage exceeds 500 and can be put out all withing one second.  This lets the kill bunched up thinks very easily like skeletons, spear goblins, and the regular goblins.  It can take out equal level spear goblins, skeletons, or regular shank goblins with only one out of the three fire spirits that are present.  This means that this one card that only costs two elixir can kill all three of those cards costing a combined total of five elixir.  The fire spirits can also nearly take down the barbarians to their grave.  The fire spirits can make the barbarian’s health points go so low that your arena tower can finish them off with out taking any damage.  This gives you a three elixir value and a great quick reaction counter to swarm troops.  The main strategy behind this deck when using fire spirits is to put them behind the golem.  This allows the fire spirits to stay alive and kill or severely damage any troop, structure, or arena or crown tower that gets in the way.  The fire spirits will also make your opponent think twice about playing down barbarians as a counter.   The final reason fire spirits are very good in the sense that it is a cheap troop that can help support your expensive golem quite easily.  The fire spirits do not do well against high health singular targets like the pekka, prince, or balloon.  They also are countered by the zap spell.  It does a so so job against troops that have medium health like the mini pekka, musketeer, and wizard ( as long as they can reach their target without dying).

Ice Spirits-  The ice spirits can be a great card to use in conjunction with the hog.  The ice spirits can be compared to the zap spell because both of those cards stun enemy buildings or troops.  However, unlike the zap spell, the fire spirit does not cost two elixir.  Instead, it is half as expensive and only costs you one elixir to use.  In addition to that bonus, the fire spirit’s stun ability lasts twice as long as the zap spell.  Because of these two stats on the ice spirit, the ice spirit is worth about four times as much as the zap spell is per elixir.  However, there is one downside to using the ice spirit over the zap spell.  The ice spirit, unlike the zap spell, can easily be countered.  The ice s[irit can be countered by almost anything from direct damage spells like the zap spell, the arrows, the fire ball, and the rocket.  The ice spirit is also very fragile against any splash damaging troops because even if they target your own hog rider, the splash damage effect can still kill your ice spirit since the ice spirit has such a low health point stat.  Some splash damage troops that can kill your ice spirit is the wizard, the baby dragon, the ice wizard, the princess, the bomber, the witch, and the Valkyrie.  Because of this, using the ice spirit is a risk reward type troop.  If the ice spirit does get its stuff off before it dies, it is well worth it and you have a four times effectiveness when compared to the zap spell.  However, if it dies it has a zero effectiveness when compared to the zap spell.  If you find that your opponents are countering your ice spirit more times than not, you make want to switch to the zap spell.  Switching to the zap spell will guarantee that you will get a stun on each of your pushes every single time.  The zap spell will also get you a little more damage that is also reliable.

 

TOWERS: HOW TO USE THEM AND WHERE TO PLACE THEM

Elixir Collector– The Elixir Collector is a very special card.  Most people don’t see its full potential.  At first glance, most people just think it just gives you two additional Elixir.  While this is true, there is a hidden, more important use for it.  The Elixir Collector allows you to build up an even bigger push faster than without one.  This lets you gain an elixir advantage on your opponent during your assault or perhaps when you need a quick reaction defense.  Since it is such a valuable card, instincts tell you to put it at the back of you base, where it can’t be touched.  this is a good strategy because you can easily protect the elixir collector from any troops.  Just be aware of any direct damage spells your opponent may have as they can get the crown or arena tower and elixir collector combo on you for a big elixir advantage.  However, there is a draw back into putting an elixir collector in the back.  Since you are down on elixir for a defense, the enemy can send down a elixir heavy push and you will have a hard time defending because you are very low on elixir.  For example, a hog rider user can immediately rush you and destroy the tower.  To counter this quick offensive push made by your enemy, you can put the elixir collector between your arena or crown towers, two to four squares in front of your king’s castle.  This will make hog rider pushers think twice before making the attack.  If they do launch one, be ready to deploy your minions, barbarians, and or the spear goblins to help take down the hog rider.  I suggest having at least one elixir collector on your side of the map at all times because this deck is a bit expensive.  If you want two down on the field at the same time, i recommend placing the elixir collector far away from each other.  If you put them too close together, the enemy may rocket, fire ball, or lightning both of your elixir collectors for a huge elixir profit.

SPELLS: THEIR MAIN USES AND HOW TO MAXIMIZE THEIR POTENTIAL

Fireball- The fireball is an important card in your deck.  In a desperate situation, you can destroy barbarians or a minion horde very quickly.  Since the ice wizard can do this job for a better elixir value, you should only use the fireball on those troops if you need them dead in an instant, i.e. they are right next to your tower.  Also, if you have level nine arrows and your opponent has a level three or four princess, your arrows won’t take her out.  If this situation happens to you, your fireball will always to the job.  The fireball is also the best option to take out the triple musketeers.  Combined with arrows, this combo can completely destroy high level triple musketeers.  Also, because of the May 3rd update, making the elixir collector lose 20% health, and the May 18th update, causing the elixir collector to lose 9% more health, the fireball can now actually counter the elixir collector very well.  You can basically may an even trade elixir wise and do a medium amount of chip damage to the tower.  A good combo in addition to the elixir collector and tower is that if you hit other troops with that same fireball, you will come out ahead in terms of elixir.

Zap– The zap spell does do a little splash damage and almost happens in an instant.  The Zap spell is mainly used to support your sparky and giant.  The best way to use the zap is to either severely injure a minion horde and let your spear goblins or your minions finish them off.  The other major use for zap in this deck is to stun any inferno towers.  With the most recent update,. the zap will now reset the inferno tower’s damage.  This will greatly increase the life time of your sparky and giant and make this deck even stronger.  Remember, the longer your sparky and giant stays alive, the longer your high damage per second troops stay alive, and the more damage you can put onto enemy building, arena or crown towers, and on their troops.  The zap will be your best friend because since it resets the inferno towers damage, it is better than the freeze spell.  As a bonus when compared to the freeze spell, the zap spell only costs two elixir while the freeze spell costs four elixir.  This lets you put two more elixir into your push that would have been spent on freezing the inferno tower.  I recommend you zapping the inferno tower when the inferno tower’s beam is on the second stage.   This will allow the sparky and giant to receive little damage and by the time the inferno tower resets, locks back onto the royal giant, and charges back up, the tower should be destroyed by your royal giant and the other supporting troops behind him.    With this zap your pushes should be able to hit harder and last longer, a great support spell when trying to take down an enemy arena or crown tower.  The zap spell hard counters small troops like the spear goblins, the regular shank goblins, the skeletons, the minions, and the minion horde.  The zap also counters the goblin barrel spell quite well.  It has a hard time when trying to kill high health point troops like the golem, the pekka, the barbarians, any type of prince, the balloon, and other troops like that.  The zap can also stop the princes charges and make them start walking before they charge again .  This allows the zap to be used in some tight defenses when a prince is right next to your tower.

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Valkyrie Spirit Deck https://clashroyale.wiki/valkyrie-spirit-deck/ https://clashroyale.wiki/valkyrie-spirit-deck/#respond Fri, 20 Apr 2018 10:54:28 +0000 http://clashroyale.wiki/?p=2534 BACKGROUND INFORMATION This deck’s main push is your Valkyrie supported by all your other troops.  Your furnace  will allow you to have constant pressure while your elixir collector will be used so you never run too low on resources. BASICS: AVERAGE ELIXIR AND HOW TO USE EACH TROOP EFFICIENTLY  The average elixir cost for this […]

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BACKGROUND INFORMATION

This deck’s main push is your Valkyrie supported by all your other troops.  Your furnace  will allow you to have constant pressure while your elixir collector will be used so you never run too low on resources.

BASICS: AVERAGE ELIXIR AND HOW TO USE EACH TROOP EFFICIENTLY 

The average elixir cost for this deck is an even 3.8 and the following cards used are:

TROOPS: USED FOR DEFENSE AND OFFENSE.  IMPORTANT TO USE THE RIGHT COUNTER FOR EACH TROOP

imgresGoblins- The regular goblins are also a great choice for this deck because it is still very cheap.  The regular shank goblins help you lower your average elixir cost of your deck and allowing you to cycle through and spawning your hog rider and lightning spell more often.  These regular goblins can do some major damage to enemy troops, especially if it is behind your hog rider.  The goblins in this deck will mostly be used for defense though.  The regular goblins and the spear goblins can be used to effectively and easily counter the prince.  The regular goblins, the spear goblins, and the minions can be combined to take down the pekka very easily.  The goblins can also counter the golem pretty quickly but will be useless at defending against the golemites because they would have been killed by the golem’s death damage.  The goblins can also easily counter the hog rider and with the support of your zap spell, will make it impossible for the enemy’s hog to get one swing at your tower.  Additionally, since these goblins do so much damage, they can effectively counter an enemy royal giant, although supporting the goblins with the spear goblins and or the minions will make the enemy’s royal giant’s death quicker.  The goblins are strong against troops like the hog rider, the musketeer, the prince, the princess, the spear goblins, and many other troops,  The goblins are weak when fighting against area of effect troops like the Valkyrie, the wizard, and witch, and the bomber.  They are also weak to any air troops like the three elixir minions, the minion horde, and the baby dragon.

Barbarians– The barbarians costs five Elixir.  This is best used to counter Princes, P.E.K.K.A, and the Hog Rider. They are also an extremely helpful distraction for smaller troops that can do major damage if left untouched, like the Minions, Spear Goblins and the Goblin combo.  Also, the Barbarians can help defend against the  dark prince if the situation is desperate, but is not recommended counter since the Dark Prince is a pretty good Barbarian destroyer.  The barbarians can also counter a miner.  All you have to do is place the barbarians where the miner will pop out and only one of your defending barbarians will get killed,  If the Barbarians are set on top of the much feared Sparky, they can easily destroy it, and you will gain a major Elixir advantage.  The barbarians in this deck is for defense though.  If the enemy spawns in a hog rider, send your barbarians just in front of the contested arena or crown tower.  If you do this perfectly, the hog rider will get no damage onto your tower.  Usually though, the enemy hog rider will squeeze through and be able to get one shot off.  Additionally, if the enemy combines a fireball, zap, or fire spirit and zap combo,l they will be able to get a lot more damage off onto your tower so be very careful about what they have to support the hog rider and make adjustments accordingly.  If they send in a prince, the barbarians are a great hard counter to him and will kill the enemy prince with ease.  In my opinion, the Barbarians are one of the biggest staple cards in the game.  The barbarians are extremely vulnerable to splash damage units like the bomber, the Valkyrie, the witch, the fire spirits, the sparky, and the baby dragon.  The barbarians are also very vulnerable to most direct damage spells such as the fire ball and the lightning spell.

Minions– The minions are part of your trifecta push that includes the hog rider, the valkyrie, and the minions. This deck uses the Minions instead of the Minion Horde.  The Minions are preferred in this deck over the Minion Horde because you want to keep the cost of troops low.  By keeping the cost low, you will be able to cycle through your cards faster.  The Minions also do well enough against air troops like the Balloon or Baby Dragon, although for the Baby Dragon needs to target your Crown Tower first.  Minions also can take out the Barbarians with the help of the Spear Goblins.  This leaves you with a major counter push at the ready.  Also, these blue little monsters can help destroy Prince rushes with the help of some ground troops.  Even if your enemy uses Arrows, you are not at a Elixir disadvantage, unlike the Minion Horde.  The Minions could also kill a Sparky before it can take its aim at the Tower.  The minions are very vulnerable to anything that attacks air troops like the baby dragon, the witch, the spear goblins, the musketeer, the fire spirits and the wizard.  They are also weak to the ice spirits because they can be stunned long enough so the enemy tower can finish them off.  The minions are also one of your only air targeting units so you should be careful and know when the right time to use them is.  If you are seen having to defend against a lava hound or balloon without your minions or spear goblins, you will have a pretty hard time defending.  Because of this, if you see your opponent has one or two of these cards, you should save your minions or spear goblins just to counter the enemies air troops.  The minions are also weak to direct damage spells like the zap spell and the arrows.  Both of these direct damage spells will give your opponent an equal or an advantageous elixir trade.  It is strong against group troops that have a medium or low amount of health.  The are strong against the mini pekka, the musketeer, the barbarians, the pekka, and the princes.

Valkyrie-  The Valkyrie, even though it has a slow movement speed, can be quickened.  If she is put in front of your fire spirits, she will move at the same speed as your fire spirits.  This element of additional speed is why I consider her to be viable when compared to the dark prince.  The Valkyrie also only costs four elixir which is fairly cheap.   Also, if you put her in front of your hog rider, your opponent will have a very hard time countering your push.  Instead of their usual barbarians, skeletons, spear goblins, or regular shank goblins, they have to think of some other way to counter your push.  This is because your Valkyrie, now acting as a splash damage tank for your hog, will kill any of those counters extremely quick.  If they place an inferno tower down, you can easily time a zap spell to reset its damage and you can plow straight to their arena or crown tower.  Another good troop to pair up with the hog rider Valkyrie combination would be the fire spirits.  The fire spirits would not only help clear any skeletons, spear goblins, barbarians, archers, or regular shank goblins even faster by help supporting the Valkyrie, but the fire spirits can also counter any air troops.  Without fire spirits in your push, our assault can be easily taken out by the minion horde or be somewhat countered by the three elixir minions.  With the fire spirits, the three elixir minions will be reduced to nothing and the minion horde will be reduced to a single, half health minion.  Having these two troops to support your hog rider will make your push extremely strong and very hard to defend.  The valkyrie is extremely durable against most troops because she has high damage and a good amount of health.  The valkyrie can tear through the barbarians, the goblins, the spear goblins, the skeletons, the archers, and hut spam strategies.  However, the valkyrie only attacks group troops so she will be extremely weak against the three elixir minions, the minion horde, and the baby dragon.

Ice Spirits-  The ice spirits can be a great card to use in conjunction with the hog.  The ice spirits can be compared to the zap spell because both of those cards stun enemy buildings or troops.  However, unlike the zap spell, the fire spirit does not cost two elixir.  Instead, it is half as expensive and only costs you one elixir to use.  In addition to that bonus, the fire spirit’s stun ability lasts twice as long as the zap spell.  Because of these two stats on the ice spirit, the ice spirit is worth about four times as much as the zap spell is per elixir.  However, there is one downside to using the ice spirit over the zap spell.  The ice spirit, unlike the zap spell, can easily be countered.  The ice spirit can be countered by almost anything from direct damage spells like the zap spell, the arrows, the fire ball, and the rocket.  The ice spirit is also very fragile against any splash damaging troops because even if they target your own hog rider, the splash damage effect can still kill your ice spirit since the ice spirit has such a low health point stat.  Some splash damage troops that can kill your ice spirit is the wizard, the baby dragon, the ice wizard, the princess, the bomber, the witch, and the Valkyrie.  Because of this, using the ice spirit is a risk reward type troop.  If the ice spirit does get its stuff off before it dies, it is well worth it and you have a four times effectiveness when compared to the zap spell.  However, if it dies it has a zero effectiveness when compared to the zap spell.  If you find that your opponents are countering your ice spirit more times than not, you make want to switch to the zap spell.  Switching to the zap spell will guarantee that you will get a stun on each of your pushes every single time.  The zap spell will also get you a little more damage that is also reliable.

TOWERS: HOW TO USE THEM AND WHERE TO PLACE THEM

Furnace-The furnace has some offensive capabilities.  The furnace is a card that can help support your pushes.  The fire spirits can be a great addition to constant pressure push.  Even though you only get 2 fire spirits, they can still do a ton of damage.  Two fire spirits can reduce a whole minion horde down to everything but one, single half health minion.  This greatly reduces the damage going on your troops and lets you get a lot more damage on to your enemy’s crown or arena tower.    The furnace can also be used just as a stead supply of chip damage.  With a reasonable level furnace, one fire spirit will always make it to the enemy crown or arena tower.  Since each fire spirit can do a decent amount of damage, your opponent has to keep an eye on this furnace.  If you opponent just leaves that furnace alone and does not try to counter it at all, you will get a lot of damage off onto his or her tower.  The total damage will be around 500 to 1000 damage, quite a lot for only the cost of four elixir.  The furnace can also be used in a hut spam strategy.  The furnace can provide aerial and ground coverage which only the goblin hut can also provide.  It also provides much needed splash damage in the hut spammer deck.  Where as before a hut spammer would be completely destroyed by a minion horde, the furnace, along with the goblin hut, lets you easily counter the minion horde very quickly. The furnaces main job, in my opinion, is a defensive one.  If you place it behind one of your crown or arena towers, it is very safe and can essentially block off that whole lane.  The reason that it can block off a whole lane is because the two fire spirits do a ton of damage.  If an an enemy tries to push up the lane where your furnace is located, they will probably receive four to six fire spirits during the whole time of their push.  This can be up to eight hundred damage and completely destroy a ton of pushes.  Eight hundred damage will kill barbarians, hog riders, balloons, or prince pushes.  Because of this, you can sort of influence your opponent to push your other side.  A good idea to use the furnace like that is when one of your towers is stronger than the other.  If you place the furnace on the side of the weaker crown or arena tower, you make that weaker side a lot stronger.  The furnace makes a tough decision for your opponent to make to whether attack the weaker side with the furnace, or attack the stronger side with no furnace.  The furnace can also be placed in front of your king’s tower a few squares forward.  This, in an addition of being a spawner building, makes the furnace be able to be a big distraction.  The furnace can distract the hog rider, the giant, the royal giant, the balloon, the golem, and the lava hound.  This can act as a tank for your tower and absorb the damage from troops instead of your own crown or arena tower take the damage.  Both of these defensive strategies are very useful but you should use them in their specific situations.  If they have a hog rider, place it up front.  If one of your towers has 1500 health, place the furnace behind that tower.  After you get to know the furnace, you will know what action is the best to take in any given situation.

Elixir Collector– The Elixir Collector is a very special card.  Most people don’t see its full potential.  At first glance, most people just think it just gives you two additional Elixir.  While this is true, there is a hidden, more important use for it.  The Elixir Collector allows you to build up an even bigger push faster than without one.  This lets you gain an elixir advantage on your opponent during your assault or perhaps when you need a quick reaction defense.  Since it is such a valuable card, instincts tell you to put it at the back of you base, where it can’t be touched.  this is a good strategy because you can easily protect the elixir collector from any troops.  Just be aware of any direct damage spells your opponent may have as they can get the crown or arena tower and elixir collector combo on you for a big elixir advantage.  However, there is a draw back into putting an elixir collector in the back.  Since you are down on elixir for a defense, the enemy can send down a elixir heavy push and you will have a hard time defending because you are very low on elixir.  For example, a hog rider user can immediately rush you and destroy the tower.  To counter this quick offensive push made by your enemy, you can put the elixir collector between your arena or crown towers, two to four squares in front of your king’s castle.  This will make hog rider pushers think twice before making the attack.  If they do launch one, be ready to deploy your minions, barbarians, and or the spear goblins to help take down the hog rider.  I suggest having at least one elixir collector on your side of the map at all times because this deck is a bit expensive.  If you want two down on the field at the same time, i recommend placing the elixir collector far away from each other.  If you put them too close together, the enemy may rocket, fire ball, or lightning both of your elixir collectors for a huge elixir profit.

SPELLS:  THEIR MAIN USES AND HOW TO MAXIMIZE THEIR POTENTIAL

Zap– The zap spell does do a little splash damage and almost happens in an instant.  The Zap spell is mainly used to support your sparky and giant.  The best way to use the zap is to either severely injure a minion horde and let your spear goblins or your minions finish them off.  The other major use for zap in this deck is to stun any inferno towers.  With the most recent update,. the zap will now reset the inferno tower’s damage.  This will greatly increase the life time of your sparky and giant and make this deck even stronger.  Remember, the longer your sparky and giant stays alive, the longer your high damage per second troops stay alive, and the more damage you can put onto enemy building, arena or crown towers, and on their troops.  The zap will be your best friend because since it resets the inferno towers damage, it is better than the freeze spell.  As a bonus when compared to the freeze spell, the zap spell only costs two elixir while the freeze spell costs four elixir.  This lets you put two more elixir into your push that would have been spent on freezing the inferno tower.  I recommend you zapping the inferno tower when the inferno tower’s beam is on the second stage.   This will allow the sparky and giant to receive little damage and by the time the inferno tower resets, locks back onto the royal giant, and charges back up, the tower should be destroyed by your royal giant and the other supporting troops behind him.    With this zap your pushes should be able to hit harder and last longer, a great support spell when trying to take down an enemy arena or crown tower.  The zap spell hard counters small troops like the spear goblins, the regular shank goblins, the skeletons, the minions, and the minion horde.  The zap also counters the goblin barrel spell quite well.  It has a hard time when trying to kill high health point troops like the golem, the pekka, the barbarians, any type of prince, the balloon, and other troops like that.  The zap can also stop the princes charges and make them start walking before they charge again .  This allows the zap to be used in some tight defenses when a prince is right next to your tower.

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Air Composition Deck https://clashroyale.wiki/air-composition-deck/ https://clashroyale.wiki/air-composition-deck/#respond Tue, 17 Apr 2018 10:53:23 +0000 http://clashroyale.wiki/?p=2531 Background Information This deck is based on the fact that most decks do not have a ton of anti air troops.  Because of this, your deck uses a lot of flying troops to get to your enemy’s towers fast and easily. BASICS: AVERAGE ELIXIR AND HOW TO USE EACH TROOP EFFICIENTLY  The average elixir cost […]

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Background Information

This deck is based on the fact that most decks do not have a ton of anti air troops.  Because of this, your deck uses a lot of flying troops to get to your enemy’s towers fast and easily.

BASICS: AVERAGE ELIXIR AND HOW TO USE EACH TROOP EFFICIENTLY 

The average elixir cost for this deck is an even 3.6 and the following cards used are:

TROOPS: USED FOR DEFENSE AND OFFENSE.  IMPORTANT TO USE THE RIGHT COUNTER FOR EACH TROOP

Dart Goblin-  The dart goblin card is like the spear goblins but only one of them and it is stronger.  For being one of the the three dart goblins, it is surprising how well they perform.  The dart Goblins not only can defend against goblins, enemy Spear Goblins, and Minions in a one verse one with the help of your Tower, but it can also be used at the very beginning.  If the dart Goblins is used right at the start, you force your opponent to either react to them by placing a much more expensive troop, leaving an option to have a hard counter ready, or make them just watch the dart Goblin chip 200 damage off their tower.  200 may not seem like a whole bunch, but do that 2 or three times in a match, and you got yourself 500 free chip damage.  The dart Goblins can also kill a Princess that is on the bridge very quickly as long as the princess is distracted.  If the princess is not distracted and you deploy the spear goblins, they will die before they can kill the princess, making you basically waste three elixir.  On a very good note however, you can do an advanced move with these spear goblins. The dart goblins are extremely vulnerable to most damage units like the musketeer, the Valkyrie, the prince, the bowler, the fire spirits, and the miner.  The spear goblins are also very vulnerable to any direct damage spells such as the fire ball, the arrows, and the lightning spell.

Balloon-  The balloon costs five elixir and is tied with the giant as being your most expensive troop.  Because of this, you have to play your balloon very strategically.  The balloon does a high amount of damage and also has a high amount of damage per shot which can be very deadly in certain situations.  You should support the balloon in some way.  If you do not support your balloon, the enemy can just place minions, spear goblins, and or archers and make the balloon give absolutely zero damage to the enemy tower.  The best way in my mind is to support the balloon with the giant in front of it.  The allows the giant to take all the tower damage from the enemy and it can also help distract anti air troops of your opponents like minions, archers, and spear goblins.  If the balloon is behind the giant, the balloon can easily get to the enemy’s arena or crown damage and start to go to work.  The balloon’s first shoot is deployed extremely quick.  Right when the balloon is over the enemy’s arena or crown tower, the bomb is immediately dropped and does around 400 to 1000 damage depending on the level.  Also, if the balloon is behind the giant and is at full health when it reaches your opponent’s arena or crown tower, that tower will fall to the ground within a few seconds.  In my opinion, if you get only one balloon bomb to your opponent’s tower, you are doing a great job.  This strategy becomes a lot more difficult when your enemy has a defensive tower of some sort.  Examples that are unlocked right now are the goblin hut and the tombstone.  Those defensive structures makes it a lot harder for the balloon strategy to work because the balloon and giant will get distracted, slowing their overall movement speed because they are redirected to a certain location, have to destroy that object, in this case the goblin hut or   the tombstone, and then redirect themselves back to your opponents tower.  On top of this, the enemy has either skeletons spawning to help kill your giants or they are spawning spear goblins which can help kill both your giant and balloon.  Another good strategy to do with your balloon is to support it with the minions.  If you have the balloon tank for the minions, the balloon should get to the tower just fine and be able to get one to two shots off on the tower.  Also, if the defender tries placing spear goblins, archers, minions, or even a musketeer, your minions can kill those defending troops with easy because of their high damage and their power in three.  The balloon has no defensive ability as it only targets buildings.  An addition to the balloon is t6hat when it dies, the balloon drops one last, low damage splash bomb.  This can kill any small troop, air or ground, that was trying to kill the balloon.

9k=Giant-  The  giant costs four elixir which makes it a semi big investment.  The giant will be one of your biggest tanks health wise but is not your biggest damage dealer.  It should  fall to the sparky if your opponent can’t counter him.  You want to start off ever major push will your giant in the back of your map.  This will allow you to regenerate some of your elixir that you spent letting you build up an even harder push to defend against.  Once you get another four elixir stored up, send your sparky behind your giant.  Make sure though that the sparky is not directly behind the giant.  Make your sparky four or five squares behind.  This makes this push so much harder to defend because the enemy can no longer instantly zap your giant and sparky and quickly place barbarians to counter them both.  They have to wait maybe an extra seven seconds just so they can zap the sparky and counter the that and the giant.  These seven seconds will be the majority of your damage output time because your giant should be uncontested facing the tower.  However, if your enemy does counter the royal giant with barbarians right when he crosses the river, they will be met with a surprise.  Instead of the barbarians getting a ton of damage onto the giant and killing him quickly, the sparky will shoot the barbarians instantly making your opponent down five elixir and do almost no damage.  I have had this done to me quite a few times and let me tell you, it is very demoralizing.  Also, there is the snowball effect where you keep trying to defend but by the time you send out another troop to defend, the sparky has already charged back up and will instantly kill the defending troops that just got placed.  Once this starts happening, it is very easy to get a three crown victory because your enemy is elixir deprived and you can just keep sending troops at him.  However, your opponent can place an inferno to stop the push fairly well, and that is buy using the inferno tower.  But this deck has a good counter to the inferno tower because of a recent update.  The recent update now makes it possible to reset the damage of the royal giant by using the zap spell.  The zap spell is an easy way to make the most out of this push, and not let it get ruined by a defensive building.  I recommend zapping the enemy’s inferno tower when it is on its second stage of damage.  This will let the royal giant survive the longest amount of time and it will not get the highest damage setting until the very end of his life.  With that counter down,there is only on more to address. and quite possible the easiest to think of, the minion horde.  You can counter this by having your spear goblins, a quick and easy card, support your push behind the royal giant.  Along with the help of your zap, you should be able to easily take down the minion horde without having to much damage be put onto your royal giant.  By knowing and memorizing how to stop your enemy from countering your push, you should be able to drastically improve your three crown to win ratio.  Using this strategy easily allows you to get a few hundred hit points off your enemy’s arena or crown tower.  This damage will let you get that tower down in only a few cycles of your deck.  This makes this strategy extremely efficient and extremely annoying.  The only counter the enemy can do is place some type of tower before your giant spawns in but that is still a bad counter.  If they do this, all you have to do is destroy what ever tower they placed and then send in your royal giant.  It takes one extra step this way but is still very efficient and getting the second crown.  This strategy can especially be helpful when it is tied at one crown to one crown because you will have a lot easier time getting that second crown when compared to your opponent.

imgresGoblins- The regular goblins are also a great choice for this deck because it is still very cheap.  The regular shank goblins help you lower your average elixir cost of your deck and allowing you to cycle through and spawning your hog rider and lightning spell more often.  These regular goblins can do some major damage to enemy troops, especially if it is behind your hog rider.  The goblins in this deck will mostly be used for defense though.  The regular goblins and the spear goblins can be used to effectively and easily counter the prince.  The regular goblins, the spear goblins, and the minions can be combined to take down the pekka very easily.  The goblins can also counter the golem pretty quickly but will be useless at defending against the golemites because they would have been killed by the golem’s death damage.  The goblins can also easily counter the hog rider and with the support of your zap spell, will make it impossible for the enemy’s hog to get one swing at your tower.  Additionally, since these goblins do so much damage, they can effectively counter an enemy royal giant, although supporting the goblins with the spear goblins and or the minions will make the enemy’s royal giant’s death quicker.  The goblins are strong against troops like the hog rider, the musketeer, the prince, the princess, the spear goblins, and many other troops,  The goblins are weak when fighting against area of effect troops like the Valkyrie, the wizard, and witch, and the bomber.  They are also weak to any air troops like the three elixir minions, the minion horde, and the baby dragon.Minions– This deck uses the Minions instead of the Minion Horde.  The Minions are preferred in this deck over the Minion Horde because you want to keep the cost of troops low.  By keeping the cost low, you will be able to cycle through your cards faster.  The Minions also do well enough against air troops like the Balloon or Baby Dragon, although for the Baby Dragon needs to target your Crown Tower first.  Minions also can take out the Barbarians with the help of the Spear Goblins.  This leaves you with a major counter push at the ready.  Also, these blue little monsters can help destroy Prince rushes with the help of some ground troops.  Even if your enemy uses Arrows, you are not at a Elixir disadvantage, unlike the Minion Horde.  The Minions could also kill a Sparky before it can take its aim at the Tower.  The minions are very vulnerable to anything that attacks air troops like the baby dragon, the witch, the spear goblins, the musketeer, the fire spirits and the wizard.  They are also weak to the ice spirits because they can be stunned long enough so the enemy tower can finish them off.  The minions are also one of your only air targeting units so you should be careful and know when the right time to use them is.  If you are seen having to defend against a lava hound or balloon without your minions or spear goblins, you will have a pretty hard time defending.  Because of this, if you see your opponent has one or two of these cards, you should save your minions or spear goblins just to counter the enemies air troops.  The minions are also weak to direct damage spells like the zap spell and the arrows.  Both of these direct damage spells will give your opponent an equal or an advantageous elixir trade.  It is strong against group troops that have a medium or low amount of health.  The are strong against the mini pekka, the musketeer, the barbarians, the pekka, and the princes.

MinionHordeCardMinion Horde- The minion horde is used to defend against most things.   The minion horde contains 5 minions which means that a ton of damage can be put out.  A single minion all ready can do a ton of damage but when five minions are combined to form a single group, they melt anything that they attack.    The minion horde counters any ground unit very hard. They can completely kill a charged prince even after it has crossed your side of the bridge.  The minion horde is also every strong against the barbarians, wiping them in only a few seconds, the golem- killing him before he has a chance to do any damage to the tower, and nearly anything else.  The major weaknesses to the minion horde are spells and grounded splash damage troops that can attack air troops.  Spells like the zap, the fire ball, and the arrows can all either one shot the minion horde or get them very low on health.  If your enemy uses that zap spell, they will gain a three elixir advantage.  If your enemy uses the fire ball, the will get a one elixir advantage.  If your opponent uses the arrows, they will gain a two elixir advantage.  As you can see, if your enemy has any of these spell cards and uses them to counter the minion horde,  you will be behind in elixir compared to him very fast and most likely have a hard time winning. The ground troops that are a major problem to the minion horde is the ice wizard, the regular wizard, and the princess.  The ice wizard, along with the support of the enemy crown or arena tower, can easily kill your minion horde.  This will give your opponent a two elixir advantage.  The wizard can easily solo you minion horde by himself.  Although it is an even elixir trade, he still has a wizard up at full health which means he got a five elixir advantage on you.  This is the same with the princess and the ice wizard counters.  The princess can take out the minion horde as long as she has enough time.  And with her range, she, even at level one, easily has enough time to take out almost any level minion horde.  It only will take two to three shots from a princess to completely annihilate your minion horde.  She only costs three elixir so not only does your enemy get a free princess, but they also gain two more elixir on you.  With all these counters to the minion horde, this card is a real hit or miss.  If your opponent does not have any of these counters or just has a bad cycle timing, you will beat them.  If they, how ever, have direct counters and play them well, you should stop using your minion horde as it will just keep on making a bigger grave for yourself.    If you find yourself being counter far too often for your liking, you can switch the minion horde to the regular three elixir minions.  This will still let you have an anti air full ground troop counter but also let you less likely to suffer from extreme and heavy counters.

TOWERS: HOW TO USE THEM AND WHERE TO PLACE THEM

No towers are used in this deck.

SPELLS:  THEIR MAIN USES AND HOW TO MAXIMIZE THEIR POTENTIAL

ZapCardZap– I consider the zap spell to be a “fast splash” car because it does do a little splash damage and almost happens in an instant.  The Zap spell is mainly used to support your hog rider.  The best way to use the zap is to either severely injure a minion horde and let your spear goblins or your minions finish them off.  The other major use for zap in this deck is to stun any inferno towers.  With the most recent update,. the zap will now reset the inferno tower’s damage.  This will greatly increase the life time of your hog rider and make this deck even stronger.  Remember, the longer your hog rider stays alive, the longer your high damage per second troops stay alive, and the more damage you can put onto enemy building, arena or crown towers, and on their troops.  The zap will be your best friend because since it resets the inferno towers damage, it is better than the freeze spell.  As a bonus when compared to the freeze spell, the zap spell only costs two elixir while the freeze spell costs four elixir.  This lets you put two more elixir into your push that would have been spent on freezing the inferno tower.  I recommend you zapping the inferno tower when the inferno tower’s beam is on the second stage.   This will allow the hog rider to receive little damage and by the time the inferno tower resets, locks back onto the royal giant, and charges back up, the tower should be destroyed by your royal giant and the other supporting troops behind him.    With this zap your pushes should be able to hit harder and last longer, a great support spell when trying to take down an enemy arena or crown tower.  The zap spell hard counters small troops like the spear goblins, the regular shank goblins, the skeletons, the minions, and the minion horde.  The zap also counters the goblin barrel spell quite well.  It has a hard time when trying to kill high health point troops like the golem, the pekka, the barbarians, any type of prince, the balloon, and other troops like that.  The zap can also stop the princes charges and make them start walking before they charge again .  This allows the zap to be used in some tight defenses when a prince is right next to your tower.

Fireball- The fireball is an important card in your deck.  In a desperate situation, you can destroy barbarians or a minion horde very quickly.  Since the ice wizard can do this job for a better elixir value, you should only use the fireball on those troops if you need them dead in an instant, i.e. they are right next to your tower.  Also, if you have level nine arrows and your opponent has a level three or four princess, your arrows won’t take her out.  If this situation happens to you, your fireball will always to the job.  The fireball is also the best option to take out the triple musketeers.  Combined with arrows, this combo can completely destroy high level triple musketeers.  Also, because of the May 3rd update, making the elixir collector lose 20% health, and the May 18th update, causing the elixir collector to lose 9% more health, the fireball can now actually counter the elixir collector very well.  You can basically may an even trade elixir wise and do a medium amount of chip damage to the tower.  A good combo in addition to the elixir collector and tower is that if you hit other troops with that same fireball, you will come out ahead in terms of elixir.

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Dark Pekka Deck https://clashroyale.wiki/dark-pekka-deck/ https://clashroyale.wiki/dark-pekka-deck/#respond Sat, 14 Apr 2018 19:47:41 +0000 http://clashroyale.wiki/?p=2514 BACKGROUND INFORMATION This deck was created to center around the mini pekka and the dark prince leading your offensive charges to do damage to the enemies tower.  The dark prince provides much needed slash damage and your mini pekka allows you to have a lot of damage to your enemy tower.  The minion horde and […]

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BACKGROUND INFORMATION

This deck was created to center around the mini pekka and the dark prince leading your offensive charges to do damage to the enemies tower.  The dark prince provides much needed slash damage and your mini pekka allows you to have a lot of damage to your enemy tower.  The minion horde and spear goblins are mainly to support your offfensive pushes or defensive stances. Your spells and towers are situationaly used based on your opponents deck composition.

BASICS: AVERAGE ELIXIR AND HOW TO USE EACH TROOP EFFICIENTLY 

The average elixir cost for this deck is  elixir  and the following cards used are:

TROOPS: USED FOR DEFENSE AND OFFENSE.  IMPORTANT TO USE THE RIGHT COUNTER FOR EACH TROOP

Mini Pekka- The mini pekka is very versatile on defense and can be a treat if put on offense.  The mini pekka is considered a glass cannon, where it deals a lot of damage but have little health in comparison.   The mini pekka is great at countering high health tanks.  The mini pekka can kill an enemy hog rider in two hits and only lets the hog rider get off one shot on your tower.  Of course the mini pekka may only need one shot if you have some supporting troops defending with the mini pekka.  This will also make the enemy hog rider not even get one shot off on to your tower.  The mini pekka also kills the royal giant very efficiently.  The mini pekka, since it does so much damage, will kill the enemy royal giant in just a few hits.  This makes it hard for the royal giant to get much damage off on to your tower.  With only the mini pekka defending your tower, the royal giant may get around 500 damage off of your tower.  However, you most likely will have other troops, most likely the musketeer or the spear goblins, supporting your mini pekka which will make the enemy royal giant drop even faster.  The mini pekka also kills the regular giant very easily and it can solo defend good enough.  You do not need to worry about supporting your mini pekka with anything else.   The mini pekka works great against single targeting troops like the musketeer, the wizard, the Valkyrie, the prince, and the troops previously mentioned above.  What makes the mini pekka strong against the prince is that your mini pekka can easily survive the charge from the enemy prince, letting your mini pekka take in lots of damage while also dishing it out.  The mini pekka is weak against swarm troops like the spear goblins, the skeletons, the regular shank goblins, and the barbarians.  The mini pekka is also weak against some air troops like the minions and the minion horde.

Dark Prince- The barbarians is your other main offensive troop in this deck.  The dark prince brings in splash damage against enemy ground units but more importantly provides mobility by pushing your other troops while it has its charge on.  The dark prince main use in this deck is for its invaluable charge.  It is chosen over his brother, the prince, for a few reasons.  The first reason is that the dark prince is a splash damage troop instead of the point damage troop the prince provides.  You do not need more point damage as your barbarians provides plenty of it.  Also, the splash damage is definitely needed to help take down opposing barbarians within one to two seconds.  If you use the prince instead of the dark prince, the barbarians will take a lot longer to destroy and be a true obstacle to your push.  The dark prince also kills the skeletons, the spear goblins, the archers, the regular shank goblins, and any hut spam strategy deck extremely well.  The dark prince’s major weakness is the fact that it is a ground unit that can only target other ground troops.  This makes the dark prince useless against countering any air troops like the baby dragon, the three elixir minions, or the lava hound.  Also, being a ground troop makes it extremely easy for your opponent to use some minions to kill tyou dark prince for a positive elixir trade and for some free minions.  However, with your wizard supporting both your pekka and your dark prince, minions or any other air troop for that matter will do every little damage because the wizard can one shot any level minion and two to three shot any level minion horde.  When the dark prince is in your push along with your wizard and pekka, there is very few things that could stop this push.  More often than not your opponent will take damage and can only slow the inevitable damage.  Also, the dark prince only costs four elixir which helps make your offensive push a little cheaper.  The dark prince also has a shield which can be super useful during some times.  For example, if your enemy sends down a rocket on your dark prince, he will not go super low in health.  Instead, the shield will absorb all the damage that came from the rocket and then fall off once the rocket’s damage is done.  This shield is a great defense against burst damage like the prince charge, the pekka’s swing of her sword, or the lethal explosion cause by a rocket.  The shield doe not work as good against smaller damage like the damage cause by a barbarian because the shield does not negate as much damage.

Minion Horde- The minion horde is used to defend against most things.   The minion horde contains five minions which means that a ton of damage can be put out.  A single minion all ready can do a ton of damage but when five minions are combined to form a single group, they melt anything that they attack.    The minion horde counters any ground unit very hard. They can completely kill a charged prince even after it has crossed your side of the bridge.  The minion horde is also every strong against the barbarians, wiping them in only a few seconds, the golem- killing him before he has a chance to do any damage to the tower, and nearly anything else.  The major weaknesses to the minion horde are spells and grounded splash damage troops that can attack air troops.  Spells like the zap, the fire ball, and the arrows can all either one shot the minion horde or get them very low on health.  If your enemy uses that zap spell, they will gain a three elixir advantage.  If your enemy uses the fire ball, the will get a one elixir advantage.  If your opponent uses the arrows, they will gain a two elixir advantage.  As you can see, if your enemy has any of these spell cards and uses them to counter the minion horde,  you will be behind in elixir compared to him very fast and most likely have a hard time winning. The ground troops that are a major problem to the minion horde is the ice wizard, the regular wizard, and the princess.  The ice wizard, along with the support of the enemy crown or arena tower, can easily kill your minion horde.  This will give your opponent a two elixir advantage.  The wizard can easily solo you minion horde by himself.  Although it is an even elixir trade, he still has a wizard up at full health which means he got a five elixir advantage on you.  This is the same with the princess and the ice wizard counters.  The princess can take out the minion horde as long as she has enough time.  And with her range, she, even at level one, easily has enough time to take out almost any level minion horde.  It only will take two to three shots from a princess to completely annihilate your minion horde.  She only costs three elixir so not only does your enemy get a free princess, but they also gain two more elixir on you.  With all these counters to the minion horde, this card is a real hit or miss.  If your opponent does not have any of these counters or just has a bad cycle timing, you will beat them.  If they, how ever, have direct counters and play them well, you should stop using your minion horde as it will just keep on making a bigger grave for yourself.    If you find yourself being counter far too often for your liking, you can switch the minion horde to the regular three elixir minions.  This will still let you have an anti air=/ full ground troop counter but also let you less likely to suffer from extreme and heavy counters,

Spear Goblins-  The spear goblin card is one of the most basic troops in the game.  For being one of the first cards to be unlocked in the game, it is surprising how well they perform.  The Spear Goblins not only can defend against goblins, enemy Spear Goblins, and Minions in a on verse one with the help of your Tower, but it can also be used at the very beginning.  If the Spear Goblins are used right at the start, you force your opponent to either react to them by placing a much more expensive troop, leaving an option to have a hard counter ready, or make them just watch those Spear Goblins chip 300 damage off their tower.  300 may not seem like a whole bunch, but do that 2 or three times in a match, and you got yourself 1000 free chip damage.  The Spear Goblins can also kill a Princess that is on the bridge very quickly as long as the princess is distracted.  If the princess is not distracted and you deploy the spear goblins, they will die before they can kill the princess, making you basically waste three elixir.  On a very good note however, you can do an advanced move with these spear goblins.  the spear goblins, just like your minions, are one of your only air targeting units.  You should save your spear goblins just to counter any balloons or lava hounds they may have.  If you see that their deck does not have any of those cards, you can use the spear goblins like you normally would.The spear goblins are extremely vulnerable to splash damage units like the bomber, the Valkyrie, the witch, the bowler, the fire spirits, and the baby dragon.  The spear goblins are also very vulnerable to any direct damage spells such as the fire ball, the arrows, and the lightning spell.

SPELLS:  THEIR MAIN USES AND HOW TO MAXIMIZE THEIR POTENTIAL

Freeze Spell- The freeze spell requires good timing and great placement.  Usually, the freeze spell will be used for an offensive support spell for most of the time in your deck.  However, the freeze spell can be used on defense if needed to be.  A freeze spell along with the goblins and your arena or your crown tower can do amazing work.  Those goblins will be able to kill a hog rider and a good portion of oncoming enemy barbarians withing those four seconds of free reign.  The most common way to use the freeze spell is on offense though.  What you want to do is use a hog rider combo that is not very expensive, lets say you are doing the hog rider goblin combo.  What you want to do is send your hog rider in front of your minions so the hog tanks for the goblins.  Once the hog ridergets to the tower, do not use your freeze spell just yet.  You want to wait until your hog riders at around 25 percent health before deploying your freeze spell.  This is to ensure that any troops the enemy will place once they see the hog will easily be destroyed.  Obviously though, there are special circumstances where you should freeze earlier.  For example, if they send out barbarians very early to counter your hog, you should freeze both the enemy crown or arena tower IN ADDITION to the enemy barbarians.  This will allow you hog rider able to get to the tower, do some damage, and then the goblins kill some of the barbarians.  This will make there be less barbarians once the freeze spell duration is over and give your enemy a less overall damage out out which makes your hog rider survive longer and do more damage.  Another example to freeze earlier is if the send the minions or the minion horde, or any type of air unit for that matter.  This is because the minions can target the goblins and if your goblins die, you will lose a lot of potential damage.  BY freezing those air troops first, you let your goblins live for an extra few seconds which can equate to 1000 s of damage.  It is very important to know when to place the freeze spell during any given situation.   In the right hands, it is a night mare and is devastating to go against.  If you do not time the freeze spell to a near perfect precision, you will lose 100 s or 1000 s of possible damage and waste four elixir in the process.  The freeze spell works on both the ground troops and the air units.  They also work on enemy crown or arena towers, enemy king towers, and any enemy buildings or structures like the cannon, the tombstone, the goblin hut, and the barbarian hut.  Take note though, that if you freeze the tombstone and the tombstone gets destroyed in the process, the skeletons that come out will not be frozen.  They will be treated like regular skeletons that spawned after the freeze spell has been activated.

Zap– The zap spell does do a little splash damage and almost happens in an instant.  The Zap spell is mainly used to support your sparky and giant.  The best way to use the zap is to either severely injure a minion horde and let your spear goblins or your minions finish them off.  The other major use for zap in this deck is to stun any inferno towers.  With the most recent update,. the zap will now reset the inferno tower’s damage.  This will greatly increase the life time of your sparky and giant and make this deck even stronger.  Remember, the longer your sparky and giant stays alive, the longer your high damage per second troops stay alive, and the more damage you can put onto enemy building, arena or crown towers, and on their troops.  The zap will be your best friend because since it resets the inferno towers damage, it is better than the freeze spell.  As a bonus when compared to the freeze spell, the zap spell only costs two elixir while the freeze spell costs four elixir.  This lets you put two more elixir into your push that would have been spent on freezing the inferno tower.  I recommend you zapping the inferno tower when the inferno tower’s beam is on the second stage.   This will allow the sparky and giant to receive little damage and by the time the inferno tower resets, locks back onto the royal giant, and charges back up, the tower should be destroyed by your royal giant and the other supporting troops behind him.    With this zap your pushes should be able to hit harder and last longer, a great support spell when trying to take down an enemy arena or crown tower.  The zap spell hard counters small troops like the spear goblins, the regular shank goblins, the skeletons, the minions, and the minion horde.  The zap also counters the goblin barrel spell quite well.  It has a hard time when trying to kill high health point troops like the golem, the pekka, the barbarians, any type of prince, the balloon, and other troops like that.  The zap can also stop the princes charges and make them start walking before they charge again .  This allows the zap to be used in some tight defenses when a prince is right next to your tower.

TOWERS: HOW TO USE THEM AND WHERE TO PLACE THEM

Cannon-  The cannon is your main defense against building targeting troops like the giant, the hog rider, the balloon, the royal giant, and the golem.  Make sure you have good placement with your cannon because its five and a half tile range is very short.  Also, you should never pre place a cannon.  If you do, your enemy can send any air troop, like the three elixir minions or the baby dragon, and destroy it without taking any damage.  You enemy can also just place a single musketeer and out range the cannon.  This can make you basically waste your defense and make you lose three elixir.  Also, you cannon is out of your hand which makes it a lot harder to defend from the defense targeting troops like the giant, balloon, and hog rider.  If your opponent doesn’t have those troops or they just used it and you have the cannon in your hand, you can use the combination of the ice wizard and cannon to defend from hordes of small group troops.  A cannon and ice wizard combo can defend from barbarians.  The cannon is very cheap which makes it have synergy with the rest of your deck.  Since you have two very expensive cards in your deck, having the cheapest defense in the game will help you on defense when you are on low elixir.  The cannon is strong against weak ground troops like the skeletons, the archers, the spear goblins, and the regular shank goblins.  The cannon, if provided with some sort of distraction, can be good against the prince, the the mini pekka, the barbarians, and the valkyrie.  The cannon, being only able to attack ground troops, is very weak against the three elixir minions, the minion horde, the baby dragon, the lava hound, and the balloon.

Elixir Collector– The Elixir Collector is a very special card.  Most people don’t see its full potential.  At first glance, most people just think it just gives you two additional Elixir.  While this is true, there is a hidden, more important use for it.  The Elixir Collector allows you to build up an even bigger push faster than without one.  This lets you gain an elixir advantage on your opponent during your assault or perhaps when you need a quick reaction defense.  Since it is such a valuable card, instincts tell you to put it at the back of you base, where it can’t be touched.  this is a good strategy because you can easily protect the elixir collector from any troops.  Just be aware of any direct damage spells your opponent may have as they can get the crown or arena tower and elixir collector combo on you for a big elixir advantage.  However, there is a draw back into putting an elixir collector in the back.  Since you are down on elixir for a defense, the enemy can send down a elixir heavy push and you will have a hard time defending because you are very low on elixir.  For example, a hog rider user can immediately rush you and destroy the tower.  To counter this quick offensive push made by your enemy, you can put the elixir collector between your arena or crown towers, two to four squares in front of your king’s castle.  This will make hog rider pushers think twice before making the attack.  If they do launch one, be ready to deploy your minions, barbarians, and or the spear goblins to help take down the hog rider.  I suggest having at least one elixir collector on your side of the map at all times because this deck is a bit expensive.  If you want two down on the field at the same time, i recommend placing the elixir collector far away from each other.  If you put them too close together, the enemy may rocket, fire ball, or lightning both of your elixir collectors for a huge elixir profit.

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