The most used cards in clash royale. Best Battle Decks in Clash Royale
Decks in Clash Royale are the main part of the game. From the available 74 cards, only 8 can be taken into the deck, and if the player does not understand what to take with him in the set, then he is unlikely to win in the arena. On this page, you can choose the deck you need in Clash Royale. Decks are constantly updated, added, we monitor this. We will soon make a “Builder” of decks for clash royale, so stay tuned.
Choose an arena level:
How to build decks in Clash Royale
Proper balance of your deck is the main key to success. For example, if you take all the expensive cards, then with a sharp attack from your opponent, you will have nothing to defend yourself with. The same thing, on the contrary, when attacking, dropping all the little things, you can be left with nothing after one bomber.
To properly build a deck in Clash Royale, you need to clearly understand what style of play you like: attacks, defenses or control. The game should be fun - this is the main key to success. Being in the top 5 of my region, I played from a tough defense, destroying towers with spells, such tactics did not bring me pleasure, although I raised cups not badly. There is no single rule on how to design your deck and that's the beauty of it.
I will give just 3 main tips
Cards should complement each other
Try to make sure that all the cards interact. For example, freezing works very well with a boar, and a dragon works great with a golem, there are a lot of such examples. Make sure that at least 2 cards in your deck interact, attack with them and the result will not keep you waiting.
The rarity of a card in Clash Royale does not solve anything
Epic, rare cards do not decide in this game. Yes, each epic map has its own peculiarity, but if you think about it, each map is special in its own way. Any epic card can be stopped with a rare or common card. For example, a prince can be stopped with ordinary skeletons for only 1 elixir. The game is decided by luck and the ability to quickly respond to the situation, not cards and their rarity.
Try to play extraordinary
Do not be afraid to lose, there is nothing like that here. Experiment with cards, only in this way you can understand which cards interact well with each other.
Barrel of Skeletons is a common card, has not much health. Inside the barrel are 8 skeletons that come out of the barrel when it is destroyed or when it reaches any enemy structure. You can only defend yourself with units with air attack and preferably with splash damage, since after killing the barrel itself you will still need to destroy 8 skeletons. For attack, it is a support card. You just need to bring the barrel to the tower or the opponent's defensive building, and then the skeletons will deal with it.
Card game tactics
The barrel of skeletons is only suitable for attacking with other units as damage to the tower or buildings. Very good against inferno. Before using, you need to make sure that the opponent does not have Arrows or Zap. Before that, you need to try to lure the necessary spells from the opponent, for example, Goblins or ordinary skeletons. Defensively, this card is unlikely to come in handy. Only if you no longer have defense, this card is good as a distraction, but nothing more.
Goblin Gang is a common card, available at Arena 9.
A goblin gang consists of 3 Goblins and 2 Spear Goblins. The cost is 3 elixir, if these cards are used at the same time but planted separately, then the price will be 4 elixir.
Game tactics:
You can use this fun crowd with a different combination of cards, for example with a Hog Rider. If you land a gang behind the back of the hog, then some of the goblins will go with the hog to the tower, on the attack, and some of the spearmen will cover at a distance.
The weakness of this card is vulnerability to Zap, Arrows, Log. Having spent 3 elixir on a Gang of Goblins, the enemy will simply sweep it away with a Log, for example, at a cost of 2 elixir, and will benefit by the amount of Elik.
You can defend against a bunch of goblins with everything that has area damage.
The result is the following, this card can be used as a replacement for ordinary goblins and spear goblins, but you need to use it wisely so as not to be a loser in the elixir every time the gang is destroyed by a cheap card.
Tornado is an epic card, available from arena 6. A spell that creates a tornado in the arena with a radius of 5 cells and a duration of 2.5 seconds, deals small periodic damage to all enemies and, most interestingly, pulls all enemy units into the center of the vortex.
The use of this card is diverse, both in defense and in attack with a very high potential. Very good in conjunction with cards that have area damage. Allows you to pull the whole crowd into a heap and disassemble this mass of enemy units, for example, with such cards as Mage, Demoman, Small Dragon, Fireball, Rocket, etc. In defense, for example, by setting up a bombing tower, you can gather the attacking troops at one point and destroy them. In general, this card is the best partner of the splasher card.
Most importantly, throw a tornado behind enemy units. They will be pulled back, they will slow down. If you throw it in front of units, they will speed up on the contrary.
- In fact, this is a new poison. Perfectly counters a lot of small units (a horde of flies/skeletons/goblins).
- If you are playing with a Sparky, then with the help of a tornado you can pull enemy units to his own tower in order to do more damage with one shot.
- You can "drag" units from one track to another.
- Tornado does not damage buildings, so you can throw it at the enemy's central tower and not be afraid that the king will wake up.
- With the help of a tornado, you can lure a miner, goblins from a barrel, hound puppies, etc. to his central tower to wake the king.
- If the enemy threw a tornado, then you can use it to your advantage. Launch units so that the center of the tornado is in front of them. Then they speed up. Just consider the speed of the units! Fast warriors should be launched shortly before the end of the tornado, so that they are not sucked in the center. Also, don't forget that weak units can get badly damaged.
Tornado can in some cases replace such cards as Zap, Arrows. But it will not help to finish off the enemy tower, since damage does not affect it.
Night Witch is a legendary card available from arena 8.
Rarity: Legendary
Type: Troops
Target: Earth
Speed: Medium
Drop off time: 1 sec
Price: 4 elixirs
Unlike a simple witch, this card is an improved version, costing 4 elixir, periodically releasing 2 bats every 6 seconds. After the death of the Night Witch, 3 bats appear.
The Night Witch only melee attacks against ground units, but her bats deal damage to both air and ground units.
Night Witch, a support card, it is desirable to use in conjunction with tanking units.
The card will undoubtedly find use in many decks, especially good for air setups.
Healing is a rare card available from arena 10.
Healing is a spell that covers not large area and heals allied units every 3 seconds.
A lvl 7 card heals 176 health units per second, that is, in 3 seconds the healing will be 528 xp, you yourself can decide which troops are worth healing and which are not.
Very good Healing is good for healing a large cluster of units.
Healing cannot heal buildings or towers
Bats are a common card available from arena 8.
Bats - Five tiny bats with large ears. Do not think that if you ask them to stop attacking you, they will stop. After all, big ears are not an indicator that they will listen to you!
Bats have low health and can be destroyed even with Discharge. But thanks to the price of 2 elixirs, the card will find its use in the decks of players.
Not a bad bunch of Boar Rider + Bats. Due to its movement speed, the card can cause a lot of trouble to the enemy, especially when he does not have Zap and Arrows.
In some situations, Bats can be used to lure Arrows and Zap from the enemy.
Bandit is a legendary card, available from arena 9.
Rarity: Legendary
Type: Troops
Target: Earth
Speed: Fast
Dash Range: 4-6
Disembarkation time: 1 sec
Range: Close
Price: 3 elixirs
The card is a unit with super abilities!!! The bandit becomes invisible before attacking and in stealth mode, dashes towards the enemy, dealing double damage.
The stealth mode is activated just before the throw, which allows the bandit to deal damage in front of the enemy.
The card works perfectly on single opponents who do not have a large supply of health. Entering stealth and throwing is done only if the opponent's card falls within the radius of its throw, which is 4-6 cells. If the opponent drops any unit next to the Bandit, at a distance of less than 4 squares, then she will not make a roll, but will go into melee.
Against maps with a lot of units, Bandit is useless.
When playing this card, you must take into account the distance between the opponent's cards before landing it.
The bandit is able to quickly move between opponents and destroy them if the distance to the enemy unit is within 4-6 cells.
A very good card that will find use in various decks.
Dart Goblin is a rare kart in Clash Royale, available at Arena 9.
The Dart Goblin is a generic Goblin wearing a mask, with very high movement speed and firing darts at long distances at both air and ground targets, with a high rate of fire.
Attack tactics:
Dart Goblin is suitable for attacking the enemy tower from behind the back of the tank, due to its range of 6.5 cells, it will not be reached by enemy buildings such as Cannon, Tesla. Leaving immediately behind the bridge behind the back of the tank, the goblin will calmly reach the enemy tower, like a Royal Giant.
The rate of fire of this goblin is very fast!
In defense, it is advisable to use the Goblin with darts from behind the tower, having a high range and rate of fire, he is not bad at holding back massive clusters of units, for example, the same Minions, Goblins, Spear Goblins, etc.
You can defend against the Goblin with Darts with various cards that have splash damage, Log, Arrows, Fireball or inexpensive units. It is not advisable to use more expensive cards in relation to the Dart Goblin, it is not profitable. The same Fireball costs 1 elixir more.
Description of the map.
The Thunderer is a legendary card, unlocked at Arena 7. The cost of summoning this card is 4 elixir.
The Thunderer is essentially a Mage, the main difference is that he does not hit with splash damage, but attacks only 2 targets at the same time, while stunning for 0.5 seconds with each attack. Damage on a single target is cumulative. Thunderbolt's attack is similar to Zap, it knocks charges off cards like Sparky, Flame Dragon, Inferno Tower. Also, after each discharge of electricity, the target of enemy units may change, that is, the focus on the nearest opponent will be lost.
When landing the Thunderbolt in the arena, it deals damage and stuns opponents, similar to Zap but with more damage.
As already mentioned, the Thunderer is very good at knocking down a charge from the Inferno Tower, Flame Dragon, Sparky. But he will not always have time to do this, it is especially difficult to get to Inferno, while your tank will receive damage, the Thunderer can easily be distracted. In this situation Discharge is preferable.
If the enemy's Inferno stands at a distance of 3 cells from the river, then the Thunderer can easily reach it from behind the river and shoot down the charge. With Flame Dragon and Sparky, things are easier, these cards become almost useless against the Thunderer.
Also, the Prince and the Dark Prince will lose their skill, acceleration with x2 damage at the moment when the electric magician deals damage.
The card is good both in defense and in attack in the form of support. Send the Thunderer for the tank in the form of a Giant, Royal Giant, Golem, etc. he will provide a good defense for these units, especially against the Flame Dragon. The card will find application in almost any decks of players, with different compositions.
Discharge is a common card available from Arena 5.
It is a small bolt of lightning with a small radius of action, paralyzes the enemy for 0.5 seconds. Knocks down the charge from such cards as Inferno Tower, Flame Dragon, Sparky, etc.
It is mainly used to destroy enemy small items, damage Minions, Minion Horde, Hellhound puppies, just as mentioned above, to shoot down charges.
A very good exchange for the elixir when using Zap against the Horde of minions and the Archer Tower finishes them off.
Crossbow is an epic card available in Arena 3.
It is a building that fires long distances at ground targets with a very high rate of fire.
The crossbow is suitable for both defense and attack on enemy towers. The crossbow can easily and very quickly destroy both buildings (including towers) and small units, such as goblins, archers and others. In addition, due to its high range and high rate of fire, the Crossbow can deal serious damage to single tanks (Giant, Prince, Royal Giant, etc.). But be extremely careful, the crossbow is easily destroyed by spells such as Fireball, Rocket and Lightning.
Crossbow Defense Tactics:
Place the Crossbow where it will not accidentally attack enemy towers and, moreover, have third-party protection (for example, between towers), plus periodically do not forget to protect it with units that hit the air (Archers, Little Dragon, etc. ).
A crossbow under protection will withstand the onslaught of any opponent.
Attack tactics: First of all, lure Spells such as Fireball and Missile (if any) from your enemy, they cause very high damage to the Crossbow, up to complete destruction. Place the crossbow at the bridge on your side and drop units in front of it for protection. Your goal is to protect the Crossbow while it does its job.
Mage is a rare card available in Arena 5.
Mage is a good card, attacks with splash damage to both ground and air units.
Using the sorcerer correctly, you can achieve quite high results. You should immediately understand that the Sorcerer is not a tank, he is only suitable for covering the main tank or a group of units.
Game tactics:
Sending your tank forward, you need to think about its good cover ... This is where the Sorcerer will help. High damage, fast attack and much less that it can protect your tank from any type of units, be it ground "pincers" or even air "mass" opponents. In general, as usual - we send our tank and while the units are distracted by it, we cover it with a magician and watch how everything goes according to plan, if there is no damage to the sorcerer, he does wonders. Defense tactics with the help of the Sorcerer: The sorcerer has quite little HP (Health, Life), so sending him in front of the enemy is not the best idea, try to send the sorcerer behind your towers or, for a tank with a lot of hp, giving the necessary time to the Sorcerer so that he can deal with attacking units.
Defense tactics against the Sorcerer:
Cleaver is afraid of almost all offensive spells, use that. In addition, it is quite easy to kill him if he is alone, attacking with a large mass of units. Well, plus everything, you can wait until the Enemy sorcerer is distracted by the attack of your tower / unit and send a lot of his units behind him or, a unit that has a lot of damage.
The Witch is an epic map available from Bootcamp.
It is a unit with an area attack, both ground and air targets. Periodically, the Witch releases skeletons that distract enemy units and deal damage to them.
The witch is well suited for both defense and attack.
Game tactics:
The witch is not a tank, so she can only act behind the tank and cover it from any type of troops. In general, we send in a tank, followed by a witch and every little thing. The witch is capable of splashing (massive attacks), which will provide cover for our tank.
The witch is good at attacking a large number of units, use this as an additional plus in your direction. Also, skeletons perfectly aggro such tanks as: P.E.K.K, A, Prince, Giant Skeleton, etc. (those who are distracted by units). Thus, while the enemy tanks are distracted, the witch will deal a lot of damage to them along with the tower.
Defense tactics against the Witch: Musketeer and Valkyrie are the sworn enemies of the Witch, the musketeer quickly kills the witch at a long distance, and the Valkyrie is best sent close to the witch, she will immediately destroy the skeletons and the witch herself. In addition, almost all offensive spells work very effectively on the witch.
Valkyrie is a rare card available in Arena 1.
Represents a unit with a good supply of health, dealing damage in an area around him.
Valkyrie is extremely effective against a large number of enemy units (Army of skeletons, Barbarians, various trifles, etc.). It is capable of destroying not only a large number of clusters of units, but also extremely effective against buildings and units with a lot of health.
Game tactics:
Used mainly in conjunction with a tank, such as a Giant or a Boar Rider. By dropping the Valkyries in front of the hog and sending them to attack, you can get a good combo. Valkyrie will provide protection for the Hog Rider, and if the whole thing is covered from the air, a successful attack is guaranteed.
On defense, Valkyrie is very good against ground units, especially against mass clusters.
Tombstone is a rare card available in Arena 2.
The tombstone is a building from which skeletons periodically emerge. After the destruction of the Tombstone, a small crowd of skeletons runs out of it.
A fairly common card, serves to distract enemy units as a building, for example, from the Hog Rider. Also, the skeletons coming out of the Tombstone distract enemy units, and can be great to spoil your nerves. For example, lonely skeletons prevent Sparky from shooting, do not allow the Prince to accelerate, and so on. They attack everything that moves, and the enemy does not really want to spend the elixir to destroy this undead.
The Three Musketeers is a rare card available in Arena 7.
The Three Musketeers are the three units of the regular Musketeer. Extremely effective against any units and for destroying enemy towers.
Game tactics:
In fact, you can use working tactics from a regular Musketeer, but on the Three Musketeers they will be slightly different. It is best to use the Three Musketeers in cover, without leaving them "naked" for free damage, in which case they can be quite useful. Send a slow Tank (Golem, Pekka, Giant) closer to your royal tower, wait until your elixir is replenished to 9 and send the Three Musketeers behind him. Next, add as many units as possible, such as "Minions" for mass and better cover. Such a simple combination will play a trick on the enemy if he does not put up proper protection.
A defensive tactic against the Three Musketeers is to use a Spell on them such as Lightning, Fireball with Zap or Log. You can also use the Barbarians by landing them on the Musketeers.
Tesla is a common card, available at Arena 4.
It is a building that is hidden in the ground and is not vulnerable in this state. When an enemy approaches Tesla's area of effect, it will activate and begin to deal damage.
Used in defense. It has a good rate of fire, which allows you to destroy massive clusters of enemies with a small amount of health.
Spear Goblins is a common card available in Arena 1.
Spear Goblins are quite an effective and cheap unit type in Clash Royale, but they have very low HP.
There are a lot of options for using Spear Goblins, because they are well suited both for covering attacking troops and in defense against air-type units (meaning that they are more effective against air-type units than ordinary "pedestrians").
Game tactics:
There are a number of different strategies using Spear Goblins, but basically they are used as a cheap mass, which, alas, is easily destroyed by all offensive Spells (Charge, Arrows, etc.).
Goblin Spear Attack Tactics:
Send Spear Goblins behind your Tank (Giant, Prince, etc.) so they can cover it properly from Flying units or other large masses that they can send against your Tank. Well, besides this, of course, Spear Goblins are also used as a mass for an attack (for a greater number), let's say - instilling fear in an opponent, especially effective if the opponent has no spells.
Defense Tactics with Spear Goblins:
Spear Goblins can help a lot in the fight against "Air" tanks (for example, Shar), of course, if they do not receive third-party damage. In other words, spear goblins should not be placed in the center of all events and hidden behind buildings / towers, then they will be much more effective. Defense Tactics Against Spear Goblins: Spear Goblins are easily destroyed by any attacking spells, you can also wait until they come to your side and put units such as Valkyries, Barbarians, Goblins, etc. close to them. In these cases Spear goblins will fall onto the field very quickly, dealing almost no damage to you.
Skeletons are a common card, available in arena 2.
The card releases 3 skeletons onto the field, with weak health
Only 1 elixir, and in skillful hands this card can destroy the enemy's attacks, break his psyche. Skeletons can lure enemies, hold enemy forces, deal damage and draw faster desired card from the deck, as well as for you some interesting tricks of the game.
Skeletons can be used in very different decks, this is a very useful card.
You can read more about the tricks of the game Skeletons in the article How to use Skeletons in Clash Royale - tactics, tips
Skeleton Army is an epic map available at Bootcamp.
An army of skeletons is a crowd of 16 skeletons capable of destroying absolutely everything.
It should be noted right away that the Skeleton Army simply has no equal against single units with a lot of HP, or rather against tanks (Giant, Prince, Golem, etc.).
The army of skeletons is almost powerless against units with area damage, such as the Demoman, Mage, Witch, etc. Also, this card is very vulnerable to Discharge, Log, Arrows.
The skeleton army is mainly used for defense.
Battle Ram is a rare card, available at Arena 6.
The battle ram consists of two barbarians carrying a log ram. They have the ability to disperse and attack x2, like the Prince. The ram only attacks buildings and ignores enemy units. After hitting a building, the battering ram disappears and 2 barbarians appear carrying a log. If the ram did not have time to reach the building and was destroyed, then the Barbarians also appear.
Game tactics:
Battle Ram can be used in conjunction with different cards, such as Hog Rider. Imagine how these units rush to the building and if, for example, a ram is stopped, then barbarians will immediately appear and protect the hog and distract while he destroys the building.
You can defend against a ram with various units, it is advisable to stop the ram before it reaches your tower. For example, with the help of Ice Spirit or Discharge, and destroy for example Barbarians.
Combinations can be completely different, everything is limited only by your imagination.
The Executioner is an epic card available at Arena 9.
The executioner is a ground unit, when attacking, it throws an ax, which, flying 5 cells, deals damage to all enemies, and also returning like a boomerang, again damages everything in its path. Attacks both ground and air targets.
Game tactics:
Although the Executioner has a good amount of health, it is advisable to use it in tandem with a tank or in a group with other units, the Executioner's attack speed is quite slow. It is somewhat similar to the Bouncer in terms of play style, but also deals damage to flying units.
It is desirable to defend against the Executioner with single units, for example, mini Pekka, Lumberjack, etc. or you can use small units, such as goblins, but plant them behind the Executioner when he is distracted.
This card will be used in decks of players and will be quite popular =)
Elite Barbarians is a common card available in Arena 7. 2 upgraded barbarians with more damage and movement speed than their barbarian counterparts.
Game tactics:
Elite barbarians are more adept at attacking than their counterparts, due to their high movement speed, they will very often reach the tower and inflict great damage on it. They have a good amount of health, which makes it difficult to defend against them.
On defense, Elite Barbarians perform worse than four Barbarians. The same Giant, they will take longer to destroy, but however, having repulsed the attack, they can very quickly go on the offensive, for example, with cards such as Fire Spirits, Ice Spirit or other support cards, this can become a big problem for the enemy. If, during a counterattack, you add, for example, a Miner to the attack, this will be a very good combo.
Decks with Elite Barbarians
Hellhound is a legendary card available in Arena 4.
It has a lot of health, when destroyed it breaks up into 6 hellish puppies, similar in principle to the Minion Horde.
Tactics of playing the Hellhound card:
By itself, the card without help is not a formidable weapon, it requires support. One of the tactics is a game with a miner, when the hound has little health left, let the miner to the tower, he will divert all the damage to himself, and the infernal puppies will do their job.
It's pretty hard to repulse the Hound and Orb attacks, especially under the Rage card or with the Woodcutter.
It is possible to defend against the Hellhound with the help of Minions, Ice Mage, Musketeer, that is, any cards that destroy air targets, but you need to understand that the enemy will try to nullify your defense, the most important thing is to quickly destroy puppies, for example with arrows. The hound itself does not do very much damage, unlike its pets.
More detailed game tactics and hound decks can be found in the article ""
Royal Giant is a common card available in Arena 7.
It is an improved Giant, with a cannon. Attacks only buildings, ignores enemy units.
Game tactics:
The Royal Giant is mainly released in front of the bridge, as close as possible to the river, support units are planted behind his back, these can be Minions, Ice Mage, Demoman, Fire Spirits. It is advisable to navigate the opponent's deck, analyzing the situation.
Consider one of the tactics:
If at the beginning of the game you have the Royal Giant and the Minions, then we release the Royal Giant near the bridge and immediately after it we release the Minions and, if necessary, something to help (Ice Mage, Demoman, Fire Spirits, Fireball, Log). Very often the enemy is defended by Barbarians, Mini-Pekka, Minions, Army of Skeletons. If we managed to crush the opponent's defense and the Royal Giant remained intact, the flies switch to the enemy's tower while it is distracted by the giant. Very often, such an attack can take down the entire flank.
If you see that the enemy has launched an attack with a fat unit, such as a Giant, Golem, PEKKA, Hellhound, immediately try to attack on the second flank, releasing everything possible behind the Royal Giant, with the expectation that there will be enough elixir to protect the second flank.
It is advisable to use the same tactics against various Huts and Stove, attacking on the other flank you will destroy the enemy's strategy.
If the enemy has an Infernal Tower, then it makes sense to release the Royal Giant from behind its central tower to land the barbarians or small change in front of it when it reaches the bridge.
It is better to defend against the Royal Giant with Barbarians, less weak units will do, but it will be easier for the enemy to destroy them.
Rocket is a rare card available in Arena 3.
Rocket is a spell that deals damage in a small area but with very high damage. It is mainly used to destroy a small cluster of enemy units, to finish off the enemy Tower, to destroy Sparky, the Three Musketeers, etc.
It’s not bad to guess the use of the rocket so that when destroying units, it also hooks the enemy’s Tower.
Clone - Epic card, sang, cost 3 elixir. Duplicates friendly troops in the area sang, but with a very small amount of health. Does not clone buildings.
From this link ( click here) you can read more detailed description, subtleties of the game and tactics of use.
Using Clone does not make sense on tank maps, due to the fragility of the created twins. It is ideal to use this spell on units with high damage and attack speed, since the cloned troops have the same damage indicators as the sample for the double.
This spell is especially effective in conjunction with the Magician, Musketeer, Mega Minion or Balloon. The latter can be especially dangerous, as when he dies, like all his copies, he has a chance to drop a powerful bomb.
It is very good to copy the troops behind the tank, especially if the enemy has already used cards with area damage (Discharge, Arrows, etc.).
The Woodcutter is a legendary card unlocked at Arena 8. A fast attacking warrior with an ax that spills a jar of Fury upon death.
Game tactics:
The lumberjack is mainly used to get the Rage bonus after he dies, so you need to plan your attacks so that the lumberjack dies at the right time for you. If this unit ran unharmed to the tower, it will deal very high damage.
The Lumberjack is not bad in combination with such cards as the Three Musketeers, Giant, P.E.K.K.A., he is not bad in defense either, fast and strong blows can help in defense not bad.
Rage is an epic card available in Arena 3.
It is a spell cast on the area of the arena that increases the attack speed of units and buildings by 35%.
Very often used with such cards as PEKKA, Three Musketeers, etc. Allows you to speed up the attack of units and carry out a very powerful offensive.
The Princess is a legendary card available in Arena 7.
It has an increased firing range, deals damage in an area.
The Princess is very good at supporting an attack, such as covering a Giant or another tank. Able to shoot the enemy's archer tower without entering the enemy's territory, thereby making the defender nervous and spending the elixir on defense.
In defense, the princess is also very good against the accumulation of enemy units, place her a little away from the enemy’s line of attack and watch how she methodically dismantles the enemy.
You can protect yourself from the Princess with the help of a Log, Arrows, or, for example, let her get closer and, when she is distracted, release Goblins, Fire Spirits, etc.
The Prince is an epic card available in the Training Camp.
The Prince, a unit with a good health reserve, has good damage, before the attack, the Prince accelerates (the "Storm" ability) and deals double damage to the first target that hits.
The weakness of the Prince is a large accumulation of small things, so you should not send him to attack alone, without support. Sometimes the prince can be used on the second flank, away from the main attack, when the enemy has spent the elixir and does not expect such a turn of events.
You can defend yourself from the Prince with various trifles, Goblins, the Army of Skeletons, the Guardians hold his blow very well, and so on.
Poison is an epic card available in Arena 5.
The poison deals periodic area damage to all types of enemy units and buildings. Used both in defense and in attack. Ideal for destroying a massive cluster of enemy units.
P.E.K.K.A. - epic card, available at Arena 4.
P.E.K.K.A. a powerful tank with very high damage, low movement speed and high cost.
Tactics of the game P.E.K.K.A. is to use this card in the form of a tank with high damage, with the obligatory cover of support units, for example, the Witch, Goblins - spearmen, Mage, Musketeer, Minions, Demoman, etc.
Defend against P.E.K.K.A. it is possible with the help of Minions, Barbarians, Guardians, Army of skeletons, various trifles. P.E.K.K.A. very easily distracted by units, this can be used to control the situation.
Musketeer is a rare card available in Bootcamp.
Musketeer is a universal card, very good in defense and attack as a support, shoots both ground and air targets. Finds uses in different decks of Clash Royale players.
In an attack, the Musketeer is usually used with a tank, as a cover, but if this unit hits the enemy's tower, it will deal a lot of damage.
In defense, the Musketeer is very good, especially against flying units such as Balloon, Hellhound, Little Dragon, Flame Dragon, Minions.
Mortar is a common card, available at Arena 6.
Mortar is a weapon that shoots at a long distance and deals damage in an area. The mortar has a blind spot next to it and cannot fire into that area.
The tactic of playing with a mortar is to place it near the bridge, at a distance of one cell from it, in your own half of the arena. Mortar from this place calmly reaches the enemy's tower and methodically destroys it. The main goal is to save this weapon from enemy units for as long as possible by all means.
Sometimes you can switch from attacking with a Mortar to defending. For protection, this weapon is placed between its towers in the middle.
You can defend yourself from mortars different ways, with the help of such cards as Rocket, Fireball, Lightning, as well as various units of Barbarians, Horde of Flies, etc. The Royal Giant is very good at dealing with mortars.
The Mirror is an epic card available at Arena 5.
Mirror is a very interesting card, it is able to copy the previous card you used, the cost of the copy will be equal to the cost of the copied card plus 1 elixir. For example, you used Goblins for 2 elixirs, and after that, using the Mirror, you can again release Goblins, but they will cost 3 elixirs. The level of duplicated troops depends on the level of the Mirror card itself, for example, card level 1: summons a level 7 Common card, a level 5 rare card, a level 2 epic card, a level 1 legendary card, then +1 for each level.
The tactics of using the Mirror are very numerous and it all depends on your imagination, go for it, experiment and you will succeed
Mini PEKKA is a rare card available in the Training Camp.
One of best cards for beginners and not only, it has good speed and high damage. It is used with success both in defense and in attack. If the Mini PEKKA under cover reaches the enemy Tower, the Tower will be destroyed in a matter of seconds.
It is used in different decks, a very common card. It can be used, for example, in conjunction with the Giant as a cover, with the Miner as the main strike force, and so on.
On defense, Mini PEKKA is able to take apart almost any thick opponent, such as Giant, Royal Giant, Golem.
You can defend yourself against Mini PEKKI with any little thing, such as Goblins, Guards are very well suited for this purpose.
Minions are a common card available in Arena 2.
Minions - 3 flying units, extremely useful in attack and defense. This card is used in so many decks.
In the attack, these units are used as support, for example, in conjunction with the Giant, Royal Giant, etc. Often there is a bunch with a Miner, when the digger is a kind of tank and distracts the enemy Tower, Minions, meanwhile, cause very high damage.
If you use minions with the Royal Giant, then very often you can observe such a development of events: We land the Royal Giant and release flies after it, the enemy will try to kill the giant with a cannon, for example Mini PEKKA, but the flies are right there, not only will they destroy the Mini PEKKA , so they will fly to the Tower of Archers and while it is distracted by a giga, they will deal with the building. If the enemy drops Mini PEKKI for example, Barbarians, then the Minions will deal with them without allowing the opponent to organize a counterattack.
On defense, Minions can deal with any unit, but they are very sensitive to cards such as Arrows, Zap.
Minion Horde is a simple card available in Arena 4.
A horde of minions are simple minions, only there are twice as many of them and cost 5 elixir (6 minions), which in the end is cheaper than simple minions for 3 elixir (3 minions).
The card is capable of inflicting a lot of damage if the enemy does not have Arrows or Discharge or he has spent them, the Minion Horde is able to deal with the Tower in a matter of seconds, destroy the thickest tank, for example, the Giant.
To draw out arrows before using Minion Horde, cards such as Minions, Goblins, Princess are very often used.
A horde of minions is found in different bundles, combinations with Hellhound, Miner, Ball, etc. are especially popular.
You can defend against the Horde of minions with different cards, ideally cheap ones to get an advantage in the elixir, such as Fiery Spirits, Zap, Arrows. You can also use the Ice Mage in conjunction with the Archer Tower.
Lightning is an epic card available in Arena 1.
It is a spell that deals massive damage to 3 units or buildings, with the largest number health. At the same time, it stuns for 0.5 seconds like a Zap card.
Lightning is used both in defense and in attack, for example, to finish off the enemy's tower with the ability to damage 2 more units standing nearby. Very often used to damage buildings.
Knight is a common card available in the Training Camp.
The Knight is a warrior-tank hybrid with good health and a fast attack. Suitable for supporting attack, defense. Recommended to use in a team with other units.
With a cost of 3 elixir, the Knight can make a good exchange of cards, destroying the more expensive enemy cards and be in the black in terms of the amount of elixir.
Graveyard is a legendary card available at Arena 5.
Cemetery is a spell with which at any point in the arena you can get an area with which for a long time one skeleton crawls out every 0.5 seconds.
You can use the graveyard in conjunction with a tank, such as a Golem. While the Archer Tower is distracted by this fat unit, we place a graveyard on the tower itself and watch as hordes of skeletons tear it to pieces. You can also use this card with Hellhound, Giant, Miner, etc. The whole point is to distract the Archer Tower and the enemy himself from the cemetery, onto the attacking thick card.
In defense, this card can also be used with success, for example, against PEKKA, Prince, etc.
Infernal Tower is a rare card available in Arena 4.
Infernal Tower - a defensive building, with huge damage, capable of destroying any single targets. Ideal for countering thick units, enemy tanks such as Giant, Golem, PEKKA, Ball, Royal Giant, etc.
The tactic of playing the Infernal Tower is to install it in your half of the arena, between two towers. It is advisable to do this unexpectedly for the enemy, when a thick unit, for example, a Golem, is attacking you. This is necessary so that the enemy does not release any small things in front of the tank, which will distract the Infernal Tower from its main goal. If all the same, the enemy turned such a trick, your task is to destroy all small units, Discharge, Arrows, etc.
Using the Inferno Tower against the Royal Giant also needs to be wisely, if you bet this building too soon, the Royal Giant will simply shoot her from a distance, as it has a higher range than the inferno. You should wait until the Royal Giant comes closer and only after that put the Infernal Tower.
The weakness of the Inferno Tower lies in several things, these are small units, Discharge, Freeze. These spells reset the inferno charge to zero and the damage starts again from the minimum.
Ice Wizard is a legendary card available in Arena 5.
Ice Wizard deals area damage while freezing enemies, slowing them down.
This legendary card is one of the best support cards for tanks (fat units), the Ice Spirit will deal damage and slow down both ground and air enemies, and if you add more attacking units to help, you will get a great combo.
In defense, the Ice Sorcerer is able to work miracles in tandem with the Archer Tower. Are you being attacked by a Minion Horde for 5 Elixir? It doesn't matter, for only 3 Eliks, the Ice Mage and the tower will destroy the horde. Various goblins, Princess, Megaminion, all this is within the power of the ice wizard in his half of the arena.
Ice Wizard finds use in most decks, with different combinations of cards.
Hog Rider is a rare card available in Arena 4. ()
Hog Rider, a popular offensive card for dynamic play. Attacks only enemy defenses and towers, ignores enemy units, can easily jump over a river and destroy, for example, a Crossbow or a Mortar.
There are a lot of decks and combinations of cards with this card, from cheap attack decks to expensive siege decks. Everyone can pick up something for the soul =)
Often the Hog Rider is sent to attack under the cover of Goblins, Ice Spirit, etc. Detailed tactics and secrets of the game are in a separate article on our website.
You can defend yourself from Hog with defensive buildings (Cannon, Tesla, etc.) that are installed in the middle of the map, as well as Barbarians, Goblins, Minions and other units with good damage.
Golem is an epic card, available at Arena 6.
Golem is a very powerful tank, with a low movement speed, it attacks only enemy defenses and towers. When a Golem is destroyed, it splits into 2 small golems and explodes, damaging nearby enemies.
Golem is a very expensive card, planting it as far as possible behind the King's Tower will allow you to accumulate elixir for support units while Golem goes to enemy territory.
In the game, you can often find the Golem in conjunction with the Graveyard, the tactic is to divert the Archer Tower to the Golem and place the graveyard directly on the tower. It will be difficult for the enemy to defend against this tank and against skeletons crawling out of the ground at the same time.
You can also use various combinations of cards with the Golem, it all depends on your imagination =)
You can defend against the Golem with the help of the Infernal Tower, Flame Dragon, Barbarians, Horde of Minions, and so on.
Sparky is a legendary card available in Arena 6.
It has great damage and good health. For many players, this map is the ultimate dream.
Game tactics:
Sparky is capable of taking down an enemy tower in a couple of hits, this is the perfect killing machine. The big disadvantage of this card is that it is very vulnerable, as it has a long cooldown, so Sparky must be used in conjunction with tank cards, such as Giant, Hellhound, etc., under the cover of small units. Sparky's Rage or Woodcutter card speeds up a lot when he dies.
In defense, this card is not very bad, especially if a successful defense turns into a counterattack. Putting Sparky in defense follows the tower.
You can defend yourself from this killer card as follows, first lure the shot with small and cheapest units or shoot down the charge with Zap, after which, while Sparky is on cooldown, destroy it with barbarians, flies, etc.
Bouncer is an epic card.
The purple big man throws huge rocks that sweep away and damage anyone who gets in his way. Becomes available in the Eighth Arena.
Tactics of playing the Dodgeball card:
The bouncer is mainly used as support for the main army, having a large attack range and splash damage, which in addition repels enemy troops. Pairs well with barbarians, knight, giant and other melee units. It is quite difficult to beat off a bunch of bouncers with a tank in front and a little support in the form of small change in the back. For example, the combination "bouncer + giant + musketeer" is very good!
The bouncer is a very good defense unit. Protection is an innate specialization of the big man. He throws boulders at the enemy like a born bowler! It is enough to release the bouncer in front of the tower and all enemy ground units will suffer very badly. The air force is the weak point of the Bouncer, he is powerless against them.
How to protect yourself from a bouncer:
The bouncer can be destroyed by flying units or distracted by ground troops and countered by any little thing from the side of the attack line.
Fiery Spirits - a common card, becomes available in the fifth arena.
Kamikaze spirits are ready to sacrifice their lives for you =)
Tactics of playing the Fire Spirits card:
Fire Spirits can't be an attack card, it's a support card. They can be sent into battle with cards that the enemy will counter with change or flies. For example, spirits can be used with a Hog Rider or protect the Royal Giant from flies and goblins.
In defense, the Fiery Spirits behave more confidently than in attack. A very good trade when you use spirits worth 2 elixir to protect an archer tower from a horde of minions worth 5 elixir. If Barbarians come to your tower, the spirits can harm them very much. Very often, Fire Spirits can be thrown into a large pile of mix and thus turn the tide of the game in your favor.
The Furnace is a rare card that costs 5 Elixir. Available from the fifth arena.
Card game tactics:
The furnace is able to make the enemy nervous, fireballs reaching his tower, slowly and methodically destroying it. Often the furnace is used in the "Spam" tactic in conjunction with other houses, such as the Barbarian Hut and the Goblin Hut. The built buildings are able to flood the enemy with a huge crowd.
The furnace is mainly placed behind the tower of the archers, but sometimes it can be placed in the center, which allows you to divert the attack from the tower to yourself.
You can defend yourself from the stove with the help of the Fireball, Rocket, Lightning, also guess the moment when the balls came out and let the miner go. If the enemy Furnace is in the center, the attack on the other flank shows itself very well. The Royal Giant, for example, does a good job of this.
Guardians is an epic map consisting of three skeletons wearing armor and a shield, like the Dark Knight. Unlocked at the seventh arena.
Tactics of playing the Guardian card:
Three dead warriors are able to withstand a one-time damage of any force, be it a Rocket, a P.E.K.K.I blow, a Sparky shot, and so on.
In attack, these are support wars. Can be used in different combinations of cards.
This card is very good in defense, it can withstand a shot from Sparky, which will only knock down the shields, while the skeletons will destroy the infernal car on wheels. Guardians are good at stopping the attack of such units as Prince, Mini P.E.K.K.A, P.E.K.K.A. A big advantage of the def with this card is that the enemy will not be able to simply destroy the Guardians, for example, with a Fireball or Discharge.
You can defend yourself from the Guardians, for example, with such cards as Fire Spirits, Bomber, Mage, Minions, Little Dragon.
Ice Spirit - Common card for 1 Elixir. You can get it in arena 8.
Tactics of playing the Ice Spirit card:
This inexpensive but very useful card has found use in many decks of players, it goes well with any cards in attack, allowing you to freeze enemy units. For example, a very good combination of "Boar Rider + Ice Spirit", it will be difficult for the enemy to defend such an attack, or he will have to spend a lot of money in the elixir.
This card can be a good help in defense, it can neutralize goblins, freeze Sparky and thereby start reloading, there are a lot of use cases.
How to fight against the Ice Spirit? Perfect option Skeletons, of course, can be another trifle, but they are more expensive. Consider the situation when a Boar Rider is running at you, followed by an Ice Spirit. We release the skeletons and they will take the freeze on themselves, then we deal calmly with the hog. If there are no cheap units in the deck at the moment, but they are on the way, we release units against Hog and let the skeletons appear a little to the side, the Ice Spirit will bounce to the side and thus will not freeze your defense.
Ice Golem is a common card available in arena 8.
Flame Dragon is available from arena 8.
Flame Dragon is a flying Hell Tower that is capable of incinerating any single target, but is very weak against mass clusters of units. Very effective offensively and defensively when used correctly. Has a decent amount of health and huge damage, increasing every second.
Game tactics:
The flame dragon is good to use with a tank, and covering units with splash damage such as Mage, Princess, etc. which will allow you to destroy a trifle with area damage.
You can defend yourself against the Fiery Dragon with a trifle, this is his weak point, as well as Lightning, Discharge, Freeze, Ice Spirit nullify the increasing damage and help switch the dragon's target to the nearest one if he suddenly aims at your tower or a fat warrior.
Mega Minion is a rare card available in Arena 7.
Game tactics:
Megaminion is used in the same way as minions, but it is more resistant to enemy attacks, as it has an increased amount of health, unlike its counterparts. The armored fly is not bad at supporting an attack, for example with a Giant. Good for protecting against Ball, Hellhound, Sparky, etc. It should be borne in mind that the enemy can send, for example, Minions along with the tank, and they will quickly deal with their older relative.
Defending against a lone Mega Minion is quite easy, for example, an Ice Mage can handle it, along with a tower of archers.
Miner is a legendary card, available at arena 6.
One of the most popular cards. Moves underground to any specified point in the arena. A very interesting map to look at.
Game tactics:
Very often used offensively, along with Goblins, Minions, Spear Goblins, Hellhound, Graveyard. The attack is quite simple, we send a miner and after him, for example, goblins. While the tower of archers is distracted by the digger, the goblins do their job =). Tactics with the rest of the cards are similar. The Miner can destroy the enemy Princess, it's very good if you can destroy the Elixir Collector.
Protection from a miner comes down to destroying him with Skeletons, Goblins and similar cards, but there is one point that you should pay attention to, rarely a miner is allowed to attack alone, and if Goblins or Minions go to help him, then first of all it is worth destroying them, otherwise while you are dealing with the digger, his support will cause a lot of damage to the tower.
The Log is a legendary card that appears in Arena 6. ()
This is the perfect map for taking out small units, princesses. It also repels enemy warriors, which is undoubtedly a very good bonus. With a cost of 2 elixir, when destroying enemy units, for example, the Princess (3 elixirs), you will be in the black for the elixir, and this is one of the keys to a successful game.
Game tactics:
If the enemy is often defended by small warriors, try to guess the moment and throw a log in advance, try to hit the tower of archers when using this card. The log is very good to use against large concentrations of enemy units when defending or attacking. You can also use this card if you want to push enemy units away. We highly recommend using it against the princess.
Little Dragon is an epic card.
A flying unit with a good amount of health, deals damage in an area, both on the ground and in the air. Used to cover thick units, from the accumulation of enemy small things, such units as Goblins, Barbarians, Skeleton Army, Minions, etc.
It is found in conjunction with the Ball, the Hellhound, the Flame Dragon.
Barbarian Hut is a rare card, unlocked in Arena 3.
The barbarian hut, once installed, releases 2 barbarians every 14 seconds. The most common use is in the "Spam" tactic, in combination with other similar buildings (Oven, Tombstone, Goblin Hut), in order to crush the enemy with a large number of units.
To protect against the Barbarian Hut, you can use Rocket, Lightning, Fireball. It makes sense to attack on the other flank, especially after the construction of the hut itself, since the enemy has spent almost all of the elixir. You can use the Ice Mage, Bomber, Bombing Tower, etc. to contain the outgoing Barbarians. the main objective do not let the enemy build up, otherwise he will crush you with a huge crowd.
Orb is an epic card available in Arena 2.
Ball - A flying unit with a lot of health, attacks only buildings and defenses. Deals area damage on death.
Game tactics:
Often the Ball is used in conjunction with the Giant, Hellhound. These combinations are quite difficult to stop if played correctly.
To protect against the Ball, you can use various cards dealing damage to air targets, such as Minions, Musketeers, Flame Dragons. The Hell Tower works very well, which not only deals damage, but also distracts the Ball’s attack from the archer tower. Any building in the center between the towers is able to divert the flying Ball to itself, this will give time for its destruction.
Barbarians are a common card available in Arena 3.
Barbarians - 4 ground units, with a good supply of health, melee attacks.
Game tactics:
Barbarians, a support and defense card, is a very versatile card. Barbarians are able to support an attack along with different attacking cards. If these big guys get to the enemy tower, then she will not be in trouble. This is one of the most sought after cards in defense, Barbarians can stop almost any ground attack, they are able to destroy the Hog Rider, Royal Giant, Giant, Sparky, Golem, etc. It is ideal to land barbarians on the head of an enemy unit so that they surround it from 4 sides, this will provide more even damage (barbarians will not push in front of the target), barbarians will live longer if, for example, the enemy releases a magician on them who cannot deal damage to everyone barbarians immediately, thanks to their location. It is better to meet the rider on a boar with this card in the forehead, landing not far from the tower. If you are attacked by a Giant Skeleton, then it is worth dropping the Barbarians after him, this will save them from the deadly bomb left by the skeleton after death.
Barbarians are very weak against AOE cards like Fireball, Bomb Tower, Bomber, Mage, Fire Spirits, etc., meaning they can be countered very easily with these cards.
Demoman is a common card. You can also find its second name "bomber". Deals area damage to ground enemies.
Game tactics:
The Demoman is not expensive, but perhaps the most effective warrior against the accumulation of enemy troops, he is very good at dealing with such units as: Barbarians, Goblins, Spear Goblins, Skeleton Army, etc.
The demoman behind the back of a fat attacking unit is able to clear the road in front of the tank very well. By adding air escort, you can be sure that your entire army will pass to the enemy tower.
The Demoman is very good in defense, single-handedly able to dismantle the Barbarians, not to mention the little things like Goblins, Skeleton Army, etc.
Bomb Tower is a rare card available in Arena 2.
It is a defensive building with a seated Demoman that deals area damage to ground enemies.
It is installed mainly in the middle between the towers. An indispensable defensive structure against the "Spam" tactics, capable of destroying huge concentrations of opponents. Can be used to distract archers from units such as Orb, Giant, Hog Rider, etc. from the tower.
If your opponent has a Bomb Tower, you can try to remove it with various flying units like Baby Dragon, Minions, etc., or with Fireball, Lightning, Rocket spells.
Cannon - a common card, available in arena 3.
The cannon is a defensive building that deals damage to ground units.
Card game tactics:
They use this card in defense, they are installed mainly in the center between the towers, it serves to distract enemy units from the tower of archers, and deals good damage. Vulnerable to air troops. If you are annoyed by the opponent's Cannon, you can try to destroy it with the help of flying units or with the help of spells, such as Fireball, Lightning, etc.
The Dark Prince is an epic card available in Arena 7.
A ground unit with a shield, thanks to which even Sparky cannot destroy it the first time. The Dark Prince strikes in an area, at once to several opponents in front of him.
Game tactics:
The Dark Prince is similar to the ordinary Prince, but at the same time they are completely different, often used together and they complement each other, the attack of the two princes is scary. The Dark Knight able to destroy crowds of enemy units with a couple of pokes, whether it be Goblins, the Army of Skeletons, Barbarians. His weak point is flying units.
As mentioned above, the Dark Prince is often paired with the regular Prince, P.E.K.K.A. All this trio can walk with success on all three enemy towers.
Elixir Collector is a rare card available in Arena 6.
The Elixir Collector is a 6 Elixir building that produces 1 Elixir every 10 seconds for 80 seconds. That is, for the entire time of existence, 8 elixirs will be produced and you will be in the black for 2 elixirs. In simple terms, the faucet will speed up the production of the elixir, which will allow you to use cards more often.
Also, in some cases, the Elixir Collector can be placed in the center, between two towers, and thereby divert the attack of enemy units from the Archer Tower.
Fireball - rare card, spell. Available from the start of the game.
Used to deal area damage to massive enemy clusters or to finish off an enemy tower. It can be used both in attack and in defense, you need to use it wisely and according to the situation.
In an attack, for example, with a Giant, the Fireball can serve to destroy units that the enemy will release in defense (Barbarians, the Skeleton Army, any accumulation of small things.) If cover is provided for the Giant, then this can all result in a very good attack.
In defense, the Fireball very often saves from a large concentration of enemy troops, for 4 elixir you can destroy an expensive enemy army and be in an elixir advantage, and this is a very big success. Often, the Fireball is used to deal great damage or destroy units such as Barbarians, Three Musketeers, Minion Hordes, etc.
Freeze - epic card, spell. Available in arena 4.
Freeze - freezes everything within a radius of 3 cells, after freezing, the charges of such cards as Sparky, Flame Dragon, Infernal Tower are reset.
Freeze can be used both defensively and defensively.
In an attack, for example, with a Giant, a Ball, a Boar Rider, etc., sometimes it is very good to freeze the enemy’s tower and the troops that the enemy has released in defense. During the duration of the Freeze, the Archer Tower can lose a lot of durability.
In defense, Freezing can also contribute, there are a lot of options for using it, the main thing is not to forget the rule of saving the elixir and the victory will be yours!
Giant is a rare card available in the Training Camp.
The giant is a tank, a big guy with a lot of health, attacks only buildings and ignores enemy troops.
Very slow unit, needs protection. If the Giant gets to the tower under good protection, he is able to inflict great damage and even destroy it.
When attacking with a Giant, they usually drop him behind his central tower while he slowly walks, drop support for him and accumulate an elixir. It is recommended to use an air card such as Little Dragon, Minions, Megaminion, etc. and a card with splash damage, such as Mage, Bouncer, Witch, etc. There are a lot of options.
You can defend against the Giant with the Infernal Tower, Barbarians, Flame Dragon, etc. Not bad to destroy the giant's support units. You can also distract the Giant with various buildings, setting them in the center.
Giant Skeleton is an epic card. Available in Arena 2.
A giant skeleton, not a bad tank, with good health and good damage. A feature of this unit is the bomb that it carries with it, after death it falls and causes great damage in the area to both enemies and nearby towers.
The tactic of playing the Giant Skeleton is to use it as a tank followed by units to attack. If you provide good protection and the skeleton reaches the Archer Tower, it will inflict huge damage, even after its death, at the same time it will take the enemy army with it.
You can defend against the Giant Skeleton with the Inferno Tower, Flame Dragon, small units, Barbarians, and so on. But it is very important to land units behind the back of the skeleton, so that after his death they would have time to get away from the bomb.
Goblin Barrel is an epic card available in Arena 1.
The map consists of 3 goblins in a barrel, which can be thrown anywhere on the map.
Game tactics:
The Goblin Barrel can be used in many ways, for example by throwing it at the enemy tower, you will almost certainly lure Zap or Arrows from the enemy, this will help plan a further attack, for example, with the support of the Minion Horde, the Skeleton Army, etc.
A very common tactic of playing with a tank. For example, having launched the Giant, we wait until the Tower of Archers is distracted by it and throw a barrel, if the enemy has little elixir or he used Zap, Arrows, then these little creatures will instantly dismantle the tower brick by brick.
As mentioned earlier, you can defend yourself from the Goblin Barrel with the help of Zap, Arrows, small units.
Goblin Hut is a rare card available in Arena 1.
It is a building that releases one Spear Goblin every 5 seconds. Will release 12 units during its lifetime.
The Goblin Hut finds use in different decks of cards and causes inconvenience to the enemy, each Spear Goblin deals small but stable damage to the tower if they are not stopped, thereby making the enemy nervous. Also running out goblins distract enemy units.
Very often, the Goblin Hut is used in "Spam" decks in conjunction with other similar buildings (Barbarian Hut, Tombstone, Furnace). Together with these cards, you can crush the enemy with a large mass of units.
Goblins is a simple card, available in Arena 1.
Launches 3 goblins into the arena, with good damage and high movement speed.
Used in different combinations of cards, both in attack and in defense. A very versatile card with a low cost allows you to build various combinations.
Goblins can often be found on the attack in combination with a miner, in support of various tanks such as Giant, Royal Giant.
On defense, Goblins are very good against single targets, easily countering Mini PEKKU, Miner, Prince. They can and will deal with the Boar Rider, the Giant, etc. After a successful defense, the Goblins very quickly turn into a counter-attack, if you send a Miner at this time to distract the tower, it can turn out not even bad.
Sometimes you can turn a tricky move, diverting flying units from the Tower of Archers, for example, if a single Mega Minion flies towards you, land Goblins in front of the tower, and while he deals with them, the tower will do its job.
The main opponent of the Goblins is Discharge, Arrows, Log.
Let's look at the main secrets of Clash Royale. What secrets is hidden in our favorite game? Let's figure it out together. And be patient. The article is not short.
Basics
- Each player has three buildings on the field, you need to save your own and destroy the enemy ones. This is achieved thanks to the heroes called on the field with the help of cards. Cards consume Elixir, which is the only resource in combat and accumulates over time.
- New cards can be obtained by opening chests, winning battles, or purchasing them in the store.
- Each card has a certain cost to use. When compiling a deck, an “average elixir spending” index appears, which shows which cards in the deck have more: “expensive” or “cheap”.
- Be sure to check out the TV Royale section, which contains the most significant matches of the best players, from which you can learn different tactics and deck builds for yourself.
- There are two currencies in the game: gold and crystals (gems), gold you earn by participating in battles, crystals by knocking out achievements. The easiest way to get 100 crystals at once is to reach the third level and join a clan. You will need them to purchase epic cards.
- Sometimes, when starting a match, you can see a pig rider or someone else rushing towards you. This is not a bug. If you click on the screen at the moment when the names of the players are displayed, then you can start the battle immediately. This is exactly what your opponent does when he releases troops early.
How to get gold
The bulk of the coins fall out of the chests: wooden, silver, gold or royal. Wooden chests appear every 4 hours, so don't forget to check them as often as possible. Silver, available once every 3 hours, and they are also issued in case of victory in the battle. Golden chests can be opened once every 8 hours, and royal chests can only be opened once per day.
There is a very small chance (about 1 in 30) that for winning a battle you will be rewarded with a magic chest, in which, in addition to gold, there will be 41 cards, including at least 1 epic and 8 rare ones.
Save your wealth for truly important purposes.
You should not spend gold by buying ordinary cards in packs. Every day, a unique card worth 2000 gold coins appears in the store. Any of them are precious, but while you save up, you can find out what unique cards even exist. However, there are always those cards in your deck that need improvement, but before upgrading them, be sure that you really need it.
If you urgently need gold, then you can buy it for the accumulated crystals, for only 60 gems, you will receive 1000 gold.
How to build a deck
There are only 42 cards in Clash Royale, of which you are only allowed to take 8 cards in a deck, which makes the choice and their combinations very difficult to achieve the optimal result.
To make it easier to come up with combinations and combine cards yourself, you can distribute them by classification:
- Ground troops - attack only from the ground
- Air troops - flying units, capable of attacking from the air and at the same time protected from some ground troops (bomber, prince, knight, valkyrie)
- Melee Troops - attack only from close range
- Long-range troops - attacking from long distances (they are best placed behind melee)
All cards, be it heroes or spells, fall into two categories: dealing point damage and distributing it over a wide area. The former are good for destroying enemy tanks, the latter for killing a group of weak units at once, like an army of skeletons. The deck needs both those and those in order to withstand various attacks and at the same time be able to launch, for example, a fireball at the enemy’s fortress.
Shortly after the start of the game, cards will open, allowing you to attack not only on the ground, but also from the air. You should always be prepared for such a development of events. Therefore, be sure to include units in any deck that can attack air targets, such as musketeers or a horde of minions.
If possible, it is worth including buildings in the deck, they are a great help, both in attack and in defense, diverting enemy troops directly from your main buildings.
You should never forget about the attack, because this is the best defense tactic. To do this, you always need to have a couple of offensive tanks in your deck, such as a giant, a rider, or a balloon.
In addition to the extremes that must be combined, at first they will provide you with an indispensable service. universal cards, which are good for any game tactics. These include archers or a knight, the latter is especially useful against a witch, whom he kills with almost one blow.
The most important indicator for your deck will not even be the uniqueness of the units used in it, but the “average waste of the elixir”, which shows what kind of fighting tactics you adhere to. It is better to keep this figure between 3.7 and 4.5. If you drop below the first, you will most likely throw out light troops non-stop trying to hold the siege, and if you exceed the second, you will simply not have time to empty your hand.
In the later stages of the game (starting from the fourth arena) when building a deck, keep in mind that each card must interact with at least two others (as it was with point and wide attacks), so that any combination of them in your hand will give an advantage when attacked.
How to win the battle
Before starting the battle, wait until the elixir bar is full. There is no point in headlong immediately throwing your troops on the attack. For example, if you deploy a prince immediately, the enemy will easily resist with a skeleton tomb, spending 2 units less and accumulating the same amount before that. The situation is similar with defense: place an infernal tower right away, and the enemy will not only have more time to think about tactics, but it won’t take long to destroy the tower, it will last only 40 seconds.
Usually you meet with those who are waiting for the elixir bar to be completely filled. In such a case, you have two options:
- start the move yourself, then you will get a small, but still advantage in the influx of the resource
- to respond to an attack, you will be able to defend better, but you will lose in the difference in elixirs. The former is usually preferred.
Start with light troops. There is no point in playing the beginning of the game immediately with expensive units. If you have a prince and archers in your hand, it is always better to choose archers, since they are less in terms of elixir costs.
This will help determine the tactics of the enemy. And from the prince, and from the archers, the opponent will be able to fight off the tomb of the skeletons, and then go on a counterattack. With the loss of a small detachment, you will not only know what strategy he chose, but also be able to oppose a significant force to the giant and the musketeer if a massive offensive has begun.
To create a dangerous combination, withdraw your troops from the end of the map. You can often see how experienced players land their units not at bridges, but behind their own towers. This is done with the aim of gathering a deadly squad. If you want to create an explosive mixture of a giant, a musketeer and a witch, then it is best to let the giant from the corner of the field, until he reaches the bridge you will accumulate 9 units of elixir to attach the remaining two to him.
Always attack one tower. No need to disperse forces into two at once or rush between them. One destroyed tower can give you victory and open access to the enemy’s field in order to destroy the foundation of his entire base.
If you started the fight with a weak starting hand, then it is best to go on the defensive, using an army of skeletons if a knight attacked you, and arrows if a barrel with goblins fell on the tower. If you manage to beat off the first wave of attack, then you will have an advantage in the counterattack.
As already mentioned in the section on deck building, there are two types of cards: those designed for a point strike, and dealing damage to all at once. When attacking enemy towers, try to combine these two types of troops, placing tanks in front, like a shield in front of attacking archers. This way you will retain your striking power longer.
Optimal attack combinations: knight and baby dragon; giant and an army of skeletons.
If possible, have a "slow down" card in hand. There often comes a point in the game when both players are exhausted and waiting for action from the other, this is the perfect time to land even a minimal attack, such as with skeletons.
There are two ways to play: from attack and from defense. Despite the fact that there are universal cards, you need to understand which ones cannot be defended, and which ones cannot be attacked.
Never use anti-air units, like a horde of minions or numerous troops, like an army of skeletons to attack, they will not have time to reach and deal damage, which means your elixir will be wasted (this is if you put them alone, but in combination with other cards it can work ).
Best for attacking: knight, valkyrie, giant. Balloon and use the rider when you are sure that the enemy will not be able to resist them.
Please note that when one of the opposing player's defensive towers is destroyed, a small piece of the map appears on their half of the field, where you can put your heroes, use this if you want to destroy the main tower.
Protective cards are needed primarily in order to change the balance in the elixir supply in your direction. For example, if you destroy a barrel of goblins with arrows right after it lands, then the difference between the opponent's elixir spent on attack and yours on defense will be 1 in your favor, which will allow you to use a stronger card. Missiles kill goblin huts, giving you 2 elixir points. Lightning kills witches, musketeers and wizards, making your costs equal.
Never fill the elixir bar to the maximum, you still won’t be able to set up all the top heroes, but the purple substance will stop flowing for a while, and in this game even a second of delay is catastrophic.
As opposed to useless hoarding, don't spend all of your elixir on an attack, as you make yourself an easy target for a crushing attack from your opponent. Leave some of the elixir for a backup plan.
Not all enemies require your direct intervention. Always assess the danger your camp is in, Clash Royale is more of an offense than a defense game, so focus your efforts on the attack without worrying about petty threats.
If, nevertheless, it happens that the situation seems hopeless: you have only the main tower left standing, the knight is heading towards it, and you do not have enough elixir points to summon the necessary units. In this case, it is best to have in reserve a couple of easy cards that are responsible for the construction of buildings. While the knight is busy destroying them, your tower will bombard him (and very likely kill him), and you will accumulate more elixir to strike back.
Each unit has its own spawn time, this must be taken into account in order not to waste the elixir in vain. For example, if you release a small dragon in front of a horde of minions, you can destroy it, and if you are late, it will fall into their clutches and everything will be exactly the opposite.
There are times when you don't have any defensive cards left in your hand, then the best solution is to use all available units to attack along the other line.
Video
Clash Royale is an online multiplayer arena that requires a stable Internet connection to enter. With regard to the gameplay, Supercell did not reinvent the wheel, but created a kind of hybrid of Clash of Clans and Hearthstone: Heroes of Warcraft, which captivates the player from the first duel.
In each three-minute set, players will have three buildings: two towers of princesses and a central tower of the king. The task is to demolish the central tower or more defensive towers than the enemy with your troops. Game process proceeds according to this principle:
- fight with the enemy in the arena with your deck of cards;
- we get a chest with a reward for the victory;
- we spend the reward on pumping the deck.
Chests
In Clash Royale, chests are designed to receive new units and upgrade existing ones. In addition to cards, chests contain gems and gold. The chests themselves are of seven types, they open after a certain time and can be divided into three classes.
Temporary:
- Wooden - fall out every four hours. In addition to ordinary cards, they can contain epic ones. Opens within 4 hours.
- Crown - bonus chests for collecting crowns. The crowns themselves are collected from the destroyed towers, even if you lose. Often these chests contain valuable items. It is also guaranteed to have two to four crystals. Available once a day.
Cyclic:
- Silver- get as a victory in a duel. Depending on the arena, the number of cards will range from three to eleven. Gold is distributed similarly - from 20 to 95. But epic or rare cards never come across in this type of chest. It takes three hours to open.
- Golden- appear after defeating the enemy. Up to and including the third arena, the chest contains one rare card. Two will fall from the fourth to the seventh and three - in the legendary arena. Cards from 10 to 38, gold - from 70 to 304. Opens after 8 hours.
- Giant- drop out after a victory. On the first arena, we get eight rare cards, and with each new level, the number of cards will increase by two or three jokes. The available maximum of rare cards in such a chest is 30, and common ones - 304. Gold in a giant chest is from 550 to 2470. Opens after 12 hours. If desired, the chest can be purchased at the store.
- magical- gives from 200 to 950 gold, but out of the maximum possible 114 cards, three or four will be epic and 22 rare. In the first three arenas, there is almost no more than one epic card and ten rare ones. Opening time - 12 hours, available in the shop.
Random:
- super magical- contain huge reserves of gold (1200 - 5700) and 180 - 684 cards, of which 6 - 22 epic and over 36 rare. These chests drop randomly per battle. Opening time - 24 hours, available in the store.
Cyclic chests in Clash Royale fall, at first glance, by accident. In fact, this process proceeds in strict accordance with the prescribed algorithm. To verify this, just check the sequence table below.
Cards
Also, among the players there is an opinion that in Clash Royale legendary cards are found only in Magic or Super Magic chests. In fact, Ice Wizard or Princess cards, as well as epic and rare cards, come across in Wood and Silver, only much less frequently. There are many such examples on forums and websites dedicated to this game. It’s just worth considering that CR has a built-in store for a reason, which increases the chance of getting legendary cards for impatient players for real money. But even if you are a supporter of donat, before the fifth arena - the Ice sorcerer, and the Princess - before the seventh, they will never fall out.
secrets
We would also like to reveal some Clash Royale secrets and give some useful tips.
There are a number of ways to level up in the game.
By improving the cards of his deck, the player gains experience. As the level of the cards increases, the amount of experience for the next upgrade also increases.
For completing achievements in the game, experience is also added, plus crystals are awarded.
To access another of the options for increasing experience, you must join a clan. Each of the clan members can request the cards he needs several times a day and share his own. For discarding cards to clan members, you are credited with gold and experience. Perhaps this will be a discovery for you, but in Clash Royale you can cut down the left gold. If you were asked for a rare card, and it is available in the store, feel free to buy it. By giving it, you will not only recoup your costs, but also make a profit.
Many novice players do not know how to properly collect epic cards.
As practice shows, the most optimal way to collect epic cards is the rational use of crystals. They should not be sprayed on a trifle or spent on buying epiccards. Regular cards within two to three weeks there will be more than an abundance, and epic ones are guaranteed to fall out during this time. It is better to collect, for example, 500 crystals in order to convert them into 10,000 gold and acquire five epiccards, which by then may not yet be in your collection.
Tactics
The first and most important questions that a player asks are: what tactics to choose and what Clash Royale decks to build for this? Let's try to figure it out.
There are 42 cards in the game, and all of them either deal a powerful point strike, or a weak one, but in an area. In addition, there are units of melee or ranged combat, ground and air types. Based on this scenario, we can form three decks at once: offensive, control and defensive.
Regardless of which one you will form, do not forget about the balance of power and the average consumption of the elixir. Try to get in the range of 3.6-4.6. With less specific gravity decks there will be a terrible lack of time to think about the options for choosing a card, when sorting out the weight - there will be nothing to cover the opponent's card. So, the classic attacking deck consists of three shock, two defensive and three universal ones; a deck of control - from two or three shock, two or three defensive, the rest - universal; defensive - two percussion, three universal and three for defense. Below are the most successful, one might even say, best decks Clash Royale, proven in more than one arena. Feel free to put them on your decks.
Attack arena 2:
A good deck option for constant pressure on the enemy. The cheapness of units allows you to throw out up to 4 cards at a time. The Prince deals tangible damage, and the Fireball bombs the enemy while the team prepares for a new attack.
Control Arena 2:
Well balanced attack and defense deck. We release the Giant cards at the beginning and cover it with the Dragon. To break through the enemy defenses, we can add a Knight or Mini PEKKU.
Defense Arena 2:
A very handy deck to repel an opponent's attacks. Allows you to quickly seize the initiative and develop a counterattack. The bomb tower in the middle of the field covers the approaches, and the Musketeer and Bomber will cover the Knight or Goblins in close combat.
Attack arena 3:
The power of the deck lies in the alternate throwing into the arena of the Giant Skeleton, Barbarians and Mini PEKKI, supported by light cards. A Musketeer with a Skeleton or Barbarians make a great alliance. Arrows and Fireball - for protection.
Control arena 3:
The deck assumes constant pressure from a mass of inexpensive warriors. We methodically destroy the towers and do not let them near our own. To carry out attacking units, we use Arrows and a Fireball. Inconvenience deliver Bomber and Valkyrie.
Defense Arena 3:
The deck perfectly controls both single and massive enemy attacks. Allows you to quickly switch to a counterattack with not very expensive units and the Ball. Minions do not give chances to the ball of the opponent.
Attack arena 4:
We strengthen the attacked side with the Hut and throw out the Witch behind the tower. Near the crossing we supplement it with a Giant. At the end we add the Boar Rider. While the Spearmen and the Witch are engaged in a fight, the Horseman and the Giant are doing their job.
Control Arena 4:
The basis of the deck is the Barbarians plus the Boar Rider. A variation with Lightning to break through defenses is possible. We use cheap units to distract the enemy from the Rider. The deck is very effective in the last minute of the battle.
Defense arena 4:
The deck allows you to become on the defensive and always have several strong attacking cards on hand for swift and powerful counterattacks. Fireball and Lightning will hit the towers even during the defense.
Attack arena 5:
The basis of the deck is the Boar Rider and the Prince, on whose shoulders lies the task of removing buildings and towers. The remaining cards provide them with a relatively safe passage to the intended goal or complete unfinished work.
Control arena 5:
This deck perfectly fends off enemy attacks and allows you to attack yourself. The attack is blocked by either Mini PEKCA or Goblins and Minions. A Dragon with a Giant or a Sorcerer is great at storming in a spark.
Defense arena 5:
The main advantage of the deck is a deaf defense, designed to wear down the enemy. We ourselves gradually take out the towers of the opponent with Rockets and Lightning. At the last minute, you can attack with the Ball.
In addition to a good deck, skill is also needed to win fights, because during the battle you need to clearly understand which card to use at what moment and in what place of the arena. Any attack must be planned and calculated in advance.
The classic attack option is to send a “tank” followed by a support unit. Often, the enemy drops several additional units to protect the towers. This is the moment that is important not to miss and use the right spell.
During the defense, the player is in a more advantageous position, since in addition to the troops, the tower is also shot back. Also, the attacker has already exposed his cards, which gave the opponent the opportunity to make the right decision. If you managed to save on the elixir when defending, this is a great moment for delivering a powerful counterattack.
Adhering to any particular Clash Royale tactics or trying your hand at different ones is a purely personal matter for the player. The main thing is not to change the cards in the deck too often and not to promote a lot of cards. Upgrade first of all those that are used in all decks.
Accounting
An important point during the duel is the rational accounting of one's own and the approximate calculation of the opponent's elixir. With the right distribution of it, you can coolly "punish" your opponent. Here are some examples of "pulling the blanket over yourself":
- Blocking the Prince with the Skeleton Army - 1 (often he goes along with the Giant or Mini Pekka);