Background Information
This is the second guide for you lower level clash royale players. There will be a guide for each arena all the way until we hit legendary arena together. My hopes is that this series of guides will help you throughout your journey and help you learn some common strategies for each arena. In addition to these goals, I hope that you will gain more knowledge about each card so that you can eventually make your own, original deck. The deck that I will explain later in the post will have cards that are only from the training camp and the goblin stadium. This deck will use some epics so if you do not have those exact epics, you may have to either modify the deck to make your cards fit, or you just have to use a different deck. Before using any of the new cards you just unlocked, make sure they are at a viable level because under leveled cards can be a very big game changer. For example, a level four archer card will help you a lot more than a level one spear goblin card or a level one shank goblin card. The cards unlocked in this arena, Training camp, are as follows: the arrows, the bomber, the archers, the fire ball, the musketeer, the mini pekka, the giant, the knight, the witch, the baby dragon, the prince, and the skeleton army. The arrow card is an area of effect direct damage spell card that cannot be countered. It has a big radius but also has low damage. The bomber is a splash damage troop and has moderate health in this stage of the game. It can be killed by a fire ball but will not be killed by arrows. It is a ground unit that can only attack ground troops, even though it has range. The archers come in a pair of two and has low to moderate health. Their damage is very good for how cheap they are, and how much health they have. The fireball is an area of effect card that has a smaller radius when compared to the arrows but also does higher damage when compared to the arrows. This is a spell card and cannot be countered. The musketeer is a point damage ranged troop that can shoot ground and air units. It is walking on the ground and can pack quite a punch with the gun she has. The mini pekka is a very strong ground unit with the point damage type. It cannot attack air and can be easily killed by swarms of troops. The giant is a tank and it absorbs a lot of damage. It does not give much damage out as a return of its high health. The knight is a smaller version of the giant, almost. It is cheaper, has less health, and does less damage. It is a good semi tank if you want a very cheap cycle deck. The witch spawns baby skeletons and does splash damage. She uses skeletons to protect her from opposing units while getting a rapid splash damage to air or ground units from afar. The baby dragon is an areal unit and melee units can’t attack him. He has very little range but has the splash damage capability. The prince is a fast moving, high damage, and high health unit. He can run even faster after a few seconds of walking. He can be easily killed with swarms of troops or the skeleton army. The skeleton army can be countered with arrows but can be very helpful. This crad produces about 20 skeletons onto the map and w=they will fight honorably. They can destroy a tower by themselves is nothing is defending against them.
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
Giant- The giant is your main tank in this deck, just like the Training Camp I showed you a little while ago. It will probably remain your main tank until other good options are present like the giant skeleton, golem, pekka, or lava hound. The giant has the same strategy as the old guide. You want to place your giant in the very back of your king’s tower when you are at ten elixir so you can store up even more elixir for an even bigger push down your enemy lane. The main combo pushes you will use from this deck is the giant, bomber, musketeer push and the giant, goblin barrel push. The giant, bomber, and musketeer works great because all the elements of a good push are marked off. The giant acts as the tank and absorbs all your enemies damage so your high damage troops can get to the tower unharmed. Also, the musketeer is an anti air troop which can help defend against the baby dragon or minions extremely well. The bomber is the final piece to this puzzle. The bomber does ranged splash damage which is extremely helpful when the enemy has a ton of small troops that defend their tower. The bomber can get rid of almost all small troops with only one bomb, making it extremely efficient. For the giant and goblin barrel push, the giant is still used as a tank and the goblin barrel is used as the damage dealer. The push may be harder for some to execute because it does require a little bit more timing the the rest of the pushes.
Spear Goblins- The spear goblins is a great card because it is very cheap at only two elixir and provides the opportunity for great chip damage or a great distraction. If your enemy does not react to the spear goblins you have placed down, your spear goblins can do about 200 damage right off the bat. This can be extremely helpful especially when your opponent’s tower already starts off at a low health point count. They are also extremely good a countering the mini pekka and prince because they are a ground swarm troop. They can delay both the prince and mini pekka for a long time so your arena or crown towers can put some massive damage on them. Take not however, that spear goblins can’t defend from a prince or mini pekka by themselves. You have to add another ground troop if you do not want to take any damage onto your arena or crown tower. I think that for two elixir, the spear goblins is a very strong card. I currently use them in my legendary area deck and they still do a good amount of damage and distraction. The spear goblins also have the ability to attack air troops so that is an additional bonus. With the help of your arena towers, you should be able to kill the three elixir minions easily. Also, if you are facing someone with a baby dragon, let the baby dragon lock on to the tower and then put down your spear goblins. This will allow your spear goblins to help kill the baby dragon without dying. This will cause less damage overall which will benefit you greatly. A weakness to this troop is the baby dragon, the witch, the bomber, the valkyrie, and basically any troop that does splash damage spot be careful if your enemy has any of those troops. Also, the spear goblins are vulnerable to arrows and the fire ball.
Goblins- The goblins are also a great damage dealer and distractor, just like the spear goblins. They are also a ground troop so it can also defend against the mini pekka and the prince fairly well. The do more damage so if you are lucky, you can take down a mini pekka with just the regular goblins and the help of your arena or crown tower. They do more damage then the regular spear goblins and have a lot more health when compared to the spear goblins. To counter act this, they do have a very short melee range and thus, can’t attack and air troops. Even though with this little drawback to these goblins, I still think they are very worth it for only the two elixir. If you have the goblins on a tower and a health health giant absorbing all the enemy’s damage for them, those goblins will take the tower down. Paired up with any medium to high health troop, these three little mean men can take a tower all the way down to ruins if left uncontested. A weakness to this troop is the baby dragon, the witch, the bomber, the valkyrie, and basically any troop that does splash damage spot be careful if your enemy has any of those troops. Also, the spear goblins are vulnerable to arrows and the fire ball.
Mini Pekka- The mini pekka is fairly strong at your level and arena. It has a moderate movement speed and high damage which can through some people off guard. The mini pekka is a slowish single targeting troop so you want to have the bomber to back up the mini pekka. If you do not have the bomber backing up your mini pekka, the the enemy will just swarm your mini pekka with small troops like the regular goblins and the spear goblins. Having the bomber there will make it more stressful and a lot tougher for your opponent to counter. The mini pekka is also a great counter to the prince. Because of its high damage and health, it can counter the prince. The high damage is a life saver if you get your mini pekka to your opponents tower but is a night mare if they get their mini pekka to your tower. The mini pekka also does extremely well against the giant. If the mini pekka is paired up with the goblins, they can take down an unsupported giant very quickly and you also have a nice counter push coming together. If you get that counter push going, I recommend putting the giant in front of the mini pekka and the goblins. This will allow the giant to absorb all the damage while the mini pekka and the three regular goblins take down the tower. You do not need splash damage in this push because the regular goblins can handle any small troops.
Musketeer- The musketeer is a great card in beginner decks because its fire rate is fast and its damage is very good. The musketeer can take out a baby dragon easily as long as your arena tower is helping you out. It can one shot enemy spear goblins and can one or two shot enemy shank goblins. The musketeer is a good support for the giant because it does not have to go around the giant in order to attack defending units. Instead, it just stands behinds the giant and shoots over his shoulder. This range also lets her lock on the tower very fast compared to other troops. A full health point musketeer can do about 500 to 1000 damage on your opponent’s tower. On the contrary, if you see a musketeer coming to your tower, make sure to take care of it so you do not lose that much health on one of your crown or arena towers. The musketeer can also be played as a defensive troop. If you place it behind your own tower, the musketeer can dish out all her damage with out taking any damage. Be careful though, as a fire ball can usually take the musketeer’s health points all the way down to a sliver of health. If it is a well upgraded fire ball, however, it can completely kill your musketeer and do bonus damage on your crown or arena tower. At the cost of only four elixir, she is a very good beginner and starting arena card.
Goblin Barrel- The goblin barrel was my favorite card about a month or two ago. I finally stopped using it because it could keep up level wise with my other cards. However, since you are just starting and do have this card, your goblin barrel is actually ahead of your other cards. This makes it extremely powerful at your stage of the game. What this card does is basically lets you spawn three regular shank goblins any where on the map, even on your opponents side. This allows you to be able to send troops directly to your enemy’s tower with almost guaranteed damage. Usually you will send your goblin barrel directly at their tower. If they send arrows, they get a one elixir advantage. If they send a fire ball, it is an even elixir trade but you still get around 20 health points knocked down because the barrel’s impact does splash damage. If they do not have the arrows or the fire ball, you are about to get good damage off your opponents tower. A goblin barrel uncontested will get around 500-1000 damage off with only four elixir spent. This is extremely good for you and will put you ahead a lot. But if they send something like regular shank goblins or spear goblins, you will still get a good amount of damage off on their tower. You can still decrease your opponents towers’ health points by around 100-200 health points even with them countering with some sort of troop. If you see them arrowing or fire balling your goblin barrel after every time you shoot a goblin barrel at their arena or crown towers, send your goblin barrel to the far corner and you will be surprised at what you see. Instead of them arrowing or fire balling your goblin barrel instantly, your enemy’s fire ball or arrows will completely miss your goblins that broke out of the barrel and you made them waste three or four elixir. Additionally, you have a goblin barrel that your enemy has to take care of. Another strategy you can do is the giant and goblin barrel push. The main strategy is to place the giant down, and by the time the giant is taking damage from your opponent’s arena or crown tower, your goblins have just landed and will do a lot of damage. Eventually, if your enemy does not do anything to that push, that tower will fall very fast. The goblin barrel can be a hit and miss with some people. Their success with this particular card all depends on whether they get the timing down or not. If you do get the timing down and a feel for the goblin barrel, you will come to love this card and your enemies will think of it as a lethal card to their own deck. In my opinion, this card is definitely worth the four elixir t costs.
Bomber-The bomber is a great splash damage troop at your level. The only card that competes with this cad arena wise is the baby dragon because of its health and range. However, I sill picked the bomber because you should not be facing air borne troops yet and the bomber is cheaper so it is easier to build up a bigger push. The bomber also has range when compared the the valkyrie which can help a lot in some situations. Just like the musketeer, the bomber has the ability to shoot over the giant shoulders unlike the valkyrie that has to walk all the way around the giant to hit her target. This speed that comes with your bombers range can help you gain momentum in a push and with enough momentum you can some times get a quick and easy three crown battle. Also, since the bomber only costs three elixir, it makes it possible to get your giant quicker from your deck and you can actually achieve two giants on the playing field at once. The downside about the bomber when compared to the valkyrie and the baby dragon is that the bomber is the only troop that will die to a fireball. This also combined with the musketeer can lead to a devastating stop if your opponent fireballs both of those troops for a major elixir advantage.
TOWERS: HOW TO USE THEM AND WHERE TO PLACE THEM
This deck does not use any towers. The goblin hut is available now any you may want to try it out and how it works. This will give you a better understanding on how to counter the goblin hut when you face it and give you some strategy and familiarity when I go over the hut spam deck a little later on.
SPELLS: THEIR MAIN USES AND HOW TO MAXIMIZE THEIR POTENTIAL
Fireball- The fire ball works a lot like the arrows. It is a direct damage spell that takes some time to hit its target. Because of this, you may have to learn the timing of the fire ball when the troops you want to hit are far away, moving fast, or if the troops have different movement speeds like the prince and the dark prince. The fire ball does a lot of damage so you can almost kill any troop that costs three elixir or less. Additionally, the can injure and severely injure a lot more different troops in the game. Unlike the arrows, the fireball puts a knock back effect on enemy troops. This knock back effect will make troops step backwards for a few steps and be unable to attack for around one second. This can also help you is some enemy troop is very low health but not low enough to be killed with the fire ball. This makes it possible for the fireball to do most of the damage, and let the arena tower get a few shots off at the troop and kill it just because of the knock back the fire ball provides. Take note however that the fire ball does not knock back every troop. A good thing to keep in mind is that if the troop is about the size of the fire ball and is walking on the ground, the fire ball will knock the troop back if it does not kill that troop. The fire ball is a spell and there for cannot be countered.