Uncategorized Archives - Clash Royale Wiki https://clashroyale.wiki/uncategorized/ Help, Guides and Information Wed, 16 Mar 2022 12:44:48 +0000 en-US hourly 1 https://wordpress.org/?v=6.1.6 Sim City Deck https://clashroyale.wiki/sim-city-deck/ https://clashroyale.wiki/sim-city-deck/#respond Fri, 23 Feb 2018 13:44:48 +0000 http://clashroyale.wiki/?p=2452 Background Information This deck revolves around a high defensive stance built up by your elixir collectors.  Once you have one or two elixir collectors down, you should be able o place enough troops and building down to where your defense is extremely strong and you will eventually overwhelm your opponent. BASICS: AVERAGE ELIXIR AND HOW […]

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Background Information

This deck revolves around a high defensive stance built up by your elixir collectors.  Once you have one or two elixir collectors down, you should be able o place enough troops and building down to where your defense is extremely strong and you will eventually overwhelm your opponent.

BASICS: AVERAGE ELIXIR AND HOW TO USE EACH TROOP EFFICIENTLY 

The average elixir cost for this deck is 3.8 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

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.

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.

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.

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.

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.

ElixirCollectorCardElixir 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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The Dark Elixir Deck https://clashroyale.wiki/dark-elixir-deck/ https://clashroyale.wiki/dark-elixir-deck/#respond Wed, 24 Jan 2018 15:17:55 +0000 http://clashroyale.wiki/?p=2421 BACKGROUND INFORMATION This deck was created to center around the theme 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 Dark Prince- The barbarians is […]

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BACKGROUND INFORMATION

This deck was created to center around the theme

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

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.

Skeletons- This one elixir card is basically a cycle card.  A cycle card is a cheap troop that you can use very fast in order to get the better cards in your deck.  It essentially makes it so that there is seven cards in your deck and not eight.  The skeletons will either be used in order to cycle to a defensive position or an offensive position.  The defensive combination you would cycle to is the cannon and ice wizards combo, or the barbarian and ice wizard combo.  The offensive combo would be the giant and balloon combo.  Do not be fooled though, as these skeleton can tank very well for your towers.  They can slow down a pekka, prince, or any other high damage, single target unit coming to your tower.  These skeletons can stall enough time for you to be able to defend against a pekka and you would be able to save a tower.  Additionally, these skeletons can effectively stop a hog rider from doing a ton of damage to your tower, although your barbarians are a better choice for the job.  In conclusion, the skeletons are a best card for cycle decks and can save your tower from major damage in desperate times.

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.

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.

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

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

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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Mirror Challenge https://clashroyale.wiki/mirror-challenge/ https://clashroyale.wiki/mirror-challenge/#respond Sat, 21 Oct 2017 09:31:28 +0000 http://clashroyale.wiki/?p=2232 Hey everybody. Today we are gonna talk about a brand new challenge brought inside the game just recently by the developers, in a bid to “revive” the game, called the Mirror Challenge . This is gonna be a quick post to keep you up-to-date with what’s going on this week inside of Clash Royale. The […]

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Hey everybody. Today we are gonna talk about a brand new challenge brought inside the game just recently by the developers, in a bid to “revive” the game, called the Mirror Challenge .

This is gonna be a quick post to keep you up-to-date with what’s going on this week inside of Clash Royale.


The basics

The basics of this challenge are pretty simple and straight, both you and your opponent will be given a deck at random, and here’s the catch, both of the decks will be the same. It will be the true test of gameplay. Both players will have an equal chance at winning, and no such card advantage. Tournament rules will apply , of course, to make the field level. Hopefully now there wont be people complaining of unfair matchups or “overpowered decks”. Even the starting cards are the same! You literally cannot complain. Also, just like the name justifies, there will be a “mirror” card in every deck.

 

Moreover, since it is the mirror week, for the time being there is a casual challenge, where losses don’t matter. All you have to do is get the wins and complete the challenge. Right now a “daily mirror challenge ” is going on where you can play the challenge everyday and win the same rewards again. So these are the basics of the challenge.

 The practice will go on till 19th October, after which the actual mirror battle will start, running through the weekend , the rewards of which are undisclosed as of now, but given the hype, they will surely be massive.


Challenge Tips

No excuses here. The winner is the better player. Both players will have the same cards and opening hand, and it entirely depends on how you play. It is better to go slow here, and see what your opponent does, and react to it, as it will give you a better understanding of him/her. Personally, I would spend the first minute of the match just reacting to what the opponent does, cancelling out plays, and if I see an opening committing to it with the full force I have. Otherwise, understanding his play is very important. Never underestimate your opponent. You can also behave very lazily in the first 1-2 minutes and then when you see him/her sleeping, catch him/her off guard and push with full force. Good luck.

That’s it for this short summary of the mirror week. Clash on!

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Epic Quests Update: The Biggest Update Ever? https://clashroyale.wiki/epic-quests-update-biggest-update-ever/ https://clashroyale.wiki/epic-quests-update-biggest-update-ever/#respond Thu, 19 Oct 2017 16:21:47 +0000 http://clashroyale.wiki/?p=2209 Hey guys. Clash Royale is ready to move to the next era of gaming, and as the developers promised, a lot has been going inside the Clash Royale development team over the past few months. They promised to bring revolutionary changes to the game in October, and so far, they seem to be holding it […]

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Hey guys.

Clash Royale is ready to move to the next era of gaming, and as the developers promised, a lot has been going inside the Clash Royale development team over the past few months. They promised to bring revolutionary changes to the game in October, and so far, they seem to be holding it up pretty well.


Dubbed as the biggest update ever since the game released globally back in march 2017, the update includes TONS of new stuff, in a bid to capture a wider player base than ever before, including  balance tweaks to card decks, and chat and rematch options with 2v2 teammates too. Don’t believe me? Check out the reveal trailer that was uploaded a few days ago:

Epic Quests Update Trailer

In a recent radio royale interview, the developers explained how they came up with the idea of a new mode called touchdown, gold rush, and quests. They said that they wanted to make something interesting and capturing, where you simply could not come back, just like in the touchdown mode. They also thought about adding occasional events such as gold rush where you could get gold and gems every time you took down a tower and quests to keep the balance in the game.


Gold Rush

 

Gold Rush events occur at random every few weeks inside of the game, lasting less than a week, usually 3-4 days. Players can collect upto 5000 gold. The concept is going to be in ladder mode so no easy 2v2! The towers will have gold skins , indicating gold ready to be looted.

When you destroy an arena tower, you get +100 gold.

When you destroy the second arena tower, you get +200 gold.

And finally, destroying the king tower will yield +300 gold, taking the total earning per match upto 600 gold. Pretty neat, right? Moreover, you will still get the =+20 gold from winning the battle.

Gem Rush

Gem rush is also pretty similar to gold rush, where instead of gold, you will get gems for destroying tower. The exact values aren’t known yet, but watch this space for updates. I’m personally very excited for the gem rush events as there is finally a way to earn gems in game, similar to obstacles in Clash of Clans.

Miscellaneous Updates

  1. Remember that time when in 2v2 you destroyed the enemy and had no way of ever contacting them again, or even ask for a rematch with your own pair? Well, long gone are those days, because with this new update right after you finish a match you can ask the opponent pair for a rematch, moreover with new emotes!  There are about 50 emotes, out of which about 15 are selected at random for a chat, including “Join my clan” A good substitute for global chat, I guess.
  2. Casual Challenges: Level 5 and higher can join casual challenges that occur occasionally , where you don’t lose! Wait, what? That’s right, you could just play endless times and lose endless times, all you have to do is win 6 times and still it will always take you to the max reward. It can be entered only once, and is a sort of a warm-up before the real challenges. Moreover, the rewards are pretty nice, including giant chests at 6 wins.
  3. You can finally play challenges with your friends! No more losing because of matching up with random people that still use cards like sparky. Just kidding. This feature is confirmed for casual challenges but might not be there for the real challenges. Watch this space for updates.

Touchdown

Now, let’s discuss about the game mode.

To add to the spice and competiveness of the gaming industry, Supercell have launched a completely new mode inside of the game, called ” Touchdown”.  The basics of this mode are pretty complicated, but it just makes the concept more fun to play.

As you can see from the picture, this mode has no arena or king towers, its just a level playing field, much like American football where you have to get the “ball” , in this case, any troop across the field over to the other side .

Each play can drop his/her troop only at the area circled. exceptions are spells and troops like miner, graveyard which can be dropped at the halfway line.  The winning condition is simple; whoever gets his/her troop first towards the opponent’s “base” wins. There are 3-5 rounds and whoever wins the most rounds wins the match. Pretty simple, huh? Not really. The catch here becomes that even a single troops if it reaches the end will win the match for your opponent, so you need to constantly have something on each lane to protect it and at the same time you need to focus on getting your own troops across. This makes for some really cool strategies and plays. A good job done by Supercell here.

 


Quests

Note: Some achievements were absolutely ridiculous and thus supercell has removed achievements with the release of this update. Quests moreover are pretty much the same as achievements, only more yielding and exciting.

Quests have been the cry of the majority of the players in the game, including me. The game felt pretty boring without having an incentive to play, or something more competitive that would  make the players put in the extra hours of hard work and grinding. Well, quests have finally come to the game, and the concept too is pretty feisty.

Concept:

 

As you can see, there will be a quest tab on your screen where you can see what all quests you have. Each player will get 2-3 daily quests , and if he doesn’t like one of them he can exchange it for some other quest ( limit of one per day).  Completing each quest will give you some “quest points” which fill up a bar which once filled will reap rewards like golden chest, magical chest, super magical chest, etc. Keep in in mind though, that reaching the super magical threshold will require some real grinding. Its not gonna be cakewalk, so don’t whine about it.

What’s more, is that there will be daily rewards, which increase in intensity after every successive day you log in.

For example, as you can see from the picture, on day 1, you get 11 free common cards, followed by 110 gold on day 2, followed by 5 gems on day 3, and so on.

Wait, where are the free chests gone?

Don’t worry, the free chests are not being removed. Instead, they have been moved to the quest tab on the top left of the screen, and will give you+5 quest points when opened .The response from the gaming community however, has been pretty mixed, with people liking the concept a lot but feel like supercell have added that “unfairness” to the quests concept. Here are a couple of reviews by redditors:

Andrew says: “The quest system was what made me quit hearthstone. I have limited time to play, and I can only really play a couple times a week. This kind of change hits players like me the most. You take away my free chests and you take away most of my progression, since that’s how I get a lot of cards and gold. Then, in the limited time I do get to play, I have to make a choice: play the deck I want to play or put together some deck that’s designed to throw away rating to pump out the quests as fast as I can so I can get a bit of my card income back and then go back to the decks I want to do. And that’s just a sucky, un-fun choice to make.
Please don’t take away my free chest. I already have plenty of trouble with crown chests because my favourite deck (x-bow) is terrible for getting crowns. Don’t throw casual players like me under the bus.”

Midnight light says: Crown chests.
What this really does is stop those people who log on twice a day to request and open free chests. It promotes activity- if you don’t play Ladder, 2v2 or Challenges your progress will be 120 common cards a day. It might not be the best solution but the point of removing free chests was certainly to promote more activity and playing competitive matches if players want to progress further.

Luckily for the gaming community, the developers have said that this is only version 1.0 for quests and thus they are very open to all kinds of feedback, so one can surely expect the quests system to be revamped here and there from time to time during these initial days.


One thing is for sure though. This update has been one of the biggest, if not THE  biggest ever since Clash Royale was released back in 2016. This also signals that the developers are very serious about clash royale and we can expect many more exciting thing to come over the winters. Hope you guys enjoyed this article covering the epic update. For any suggestions/ queries, feel free to comment. Peace out.

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Double Pekka Miner Deck https://clashroyale.wiki/double-pekka-miner-deck/ https://clashroyale.wiki/double-pekka-miner-deck/#respond Fri, 04 Nov 2016 21:48:47 +0000 http://clashroyale.wiki/?p=1844 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 Pekka- The pekka is your main damage dealer and tank in your pekka trifecta […]

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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

PEKKACardPekka- The pekka is your main damage dealer and tank in your pekka trifecta deck.  The pekka will also be the first troop to be deployed in your push because the pekka is very slow.  You want to place the pekka at the very back of your map so you can wait the longest amount of time before your pekka crosses the bridge.  This stall time allows you to accumulate even more elixir so you can afford your wizard and your dark prince to complete the rest of the push.  Ideally, you want to have at least one elixir collector on your side of the map down so you can get even more elixir faster.  Any extra elixir you have after placing your pekka, your wizard, and your dark prince should be either saved for using an offensive zap spell or to defend when your opponent sends a counter push.  Because the pekka is a high hit pint and high damage unit, it does have some weaknesses.  the biggest weakness to the pekka is the inferno tower.  However, with the additional speed from your dark prince and the support from your zap spell.  Because of a recent update, the zap spell now resets the damage from the inferno tower.  The zap can now make the lifetime of your pekka a lot longer and thus, more deadly.  I recommend you zap the inferno tower when it is at its second highest stage of damage.  This allows minimal damage done to your pekka because it will never get targeted when the inferno tower has its highest stage of damage on.  Also, by the time the inferno tower is not stunned and re targeted your pekka, the inferno tower should be very low on health if it is not already destroyed.  Other easy counters to use against your pekka would be using small, cheap troops.  However, this counter is countered by your wizard and dark prince.  Both of these troops combines will make very quick work against the barbarians, the archers, the goblins, the spear goblins, the skeletons, the thee elixir minions, and the minion horde.  Additionally, the wizard has a high attack rate which will help your pekka make it to the tower if the opponent is using a hut spam deck.  If the pekka gets to the tower and you have not used your zap yet, I would suggest using the zap only if it will give your pekka one additional hit on to the enemy tower.  This one zap that costs two elixir will net you a total of 800 to 1000 damage which will definitely be worth the price.  The pekka does not have much defensive abilities because it has a long deploy time and slow attack rate.  The best thing it can be used for is just a damage soak.  Maybe if your enemy has a double prince push coming at your tower the pekka would be your best defensive option because it has high health, can with stand both of the prince’s carges, and can kill at lease one of the two princes, giving you enough time to either support your pekka or have your arena or crown tower finishing it off.  At seven elixir, the pekka is a big investment that can give you a tower or be a big waste of elixir.  With using this trifecta combo, it should hit more times than it does striking out.

MiniPEKKACardMini Pekka- The mini pekka can be treated like any other  high damage card.  Because of its relatively low amount of health, you usually want to protect her with some sort of tank.  Common tanks to protect the mini pekka is with the barbarians or the giant.  The barbarians is a good choice because they can help kill and small swarm troops that the mini pekka may have trouble with.  This push is failry strong against ground troops but is pretty weak against the fire ball and the minion horde.  You can counter the minion horde by also adding the fire spirits in to your push.  This however does not stop your opponent from using the fire ball.  Another good offensive tank for your mini pekka is the giant.  The giant has a ton of health which can support the mini pekka easily make it to the enemy arena or crown tower.  However, the giant does not attack enemy troops so you will have to support your mini pekka with something else, maybe a bomber, so it does not get distracted by low cost, swarm troops.  Having only the barbarian and mini pekka combo or the giant and mini pekka combo is not strong but adding a second support troop will make it a lot more deadly when your opponent has to defend.The mini pekka is very versatile on defense and can be a treat if put on offense.  The mini pekka is thought of as a glass cannon.  the mini pekka is considered a glass cannon because it can deal a lot of damage but it also has very 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.

MinionsCardMinions– 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.

SpearGoblinSpear 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.

imgresGoblins- This troop can is an all star.  It is a jack of all trades in the sense that it can fill a ton of roles.  If you need to defend from barbs, Spear goblins combined with either the fire spirits or spear goblins can take them out as long as the fight happens on your side of the tower.  They can also support your hog in a push.  When you do this, the damage is not coming from the hog anymore, it is coming from the goblins.  These goblins may not seem like much, but over a few seconds they can whittle a tower down to half health with the help of the hog rider.  Also, the goblins can defend from enemy hog riders, princes, and pekkas.  Another use for them is that combined with the zap, it can take down a pesky sparky with easy.  Just make sure you zap the sparky first or they will die instantly.  The goblins are also a very cheap troop which lets you keep getting you hog faster.  The Goblins, along with most swarm grown troops, can be used to pig push the Hog.  Pig pushing will be explained in the hog section of this article.

IceWizardCardIce 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 offensive pushes and supporting your mini pekka during a defense.

CardsMiner-  The miner will act as your tank in this deck.  When you are set to do a sparky push, you should send your minter to your opponents tower that you are attacking,  The placement of the miner should be a random side of the tower but not the inner wall.  This makes it harder to counter the miner with regular shank goblins because they may guess your miner’s location wrong and that will allow your miner to lock on to the tower for some damage.  By sending your miner our right before the sparky crosses the bridge, you allow the miner to tank and let the sparky get to the tower easier.  The sparky push should also be supported by the fire spirits, ice wizard, and goblins if possible.  The miner also has other uses in this deck.  If your enemy has more elixir collectors on the field than you like, you can send a miner on to one  and the miner will do some crazy damage to it.  Also, your opponents may think that the miner is going for their crown or arena tower and spawn defending goblins or minions really far away from the miner’s location.  Just like with the elixir collector, the miner is also great at destroying hut spammers by targeting their tomb stones, goblin huts, barbarian huts, and furnaces.  The miner is also a great princess killer as he can spawn right next to her and take her out in two shots.  The miner is very vulnerable to things the princess is to like princes, pekkas, musketeers, and any air troops like minions and the baby dragon.

TOWERS: HOW TO USE THEM AND WHERE TO PLACE THEM

ElixirCollectorCardElixir 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

ZapCardZap– 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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