Clash royale: Difference between revisions

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=== Deck advises ===
=== Deck advises ===
* Keep deck speed < 4.
* Keep deck speed < 4.
* Keep two spells in deck (like arrow and meteor).
* Keep two spells in deck (like arrow and fireball).


=== Things I learned ===
=== Things I learned ===

Revision as of 22:13, 25 September 2021

Links

Advises

  • Play rather defensively than aggressively.
  • Find the right time to build a counter push.
  • Try to estimate the elixir of the opponent (did he play lot of cards, etc).
  • Try to estimate the hand of the opponent (what cards does he play, what did he play, etc).
  • Don't waste elixir, like putting a single troop at the bridge that will be killed by tower.
  • Make sure that when defending, troops are still alive after defending.
  • Wait to reach 10 elixir before playing a troop at the bottom of the map.
  • Play cards fast, and together, so that they can all attack at the same time.
  • Typically, do not play one card, then wait for elixir, then play a second card. Better wait for elixir to play both at the same time.
  • Play card at the right spot, like:
  • musketeer on the side of towers so that they can shoot but are not shot at.
  • Use giant to protect weak but powerful troops (like bomber or musketeer).
  • Always play meteor with value, like against an enemy tower + enemy troop.
  • Don't play the goblin hut too close to river, but close enough to our tower so that tower can shoot.
  • When defending, play card at the right spot to aim at the correct enemy troop (like play gargoyle on baby dragon).
  • Against Prince:
  • play Knight at the last sec to prevent opponent to play a spell (like meteor or arrows).
  • or pl:ay Knight before the Prince is charging.
  • Typical counter-push:
  • Play a Giant in front, then musketeer / bomber behind. If musketeer is alive after a defense, add the Giant at the front for the counter push.
  • Against Goblin Barrel:
  • Can play arrows, fireball, barbarian barrel, skeleton army, baby dragon.
  • Defend against Giant skeleton:
  • Eg: A Valkyrie at bridge junction (square right below the bridge) when Skeleton Giant passed that line, and a bomber at 5th square from river, and 5 to 6 square away from Valkyrie.
  • aim correctly fireball:
  • Eg. against Wizard close to a tower, that we attack with a Lava Hound + Mega-Minion: don't aim the Wizard but slightly above, so that when fireball explodes, the blow pushes the Wizard towards our Mega-minion, killing the Wizard (otherwise, the Wizard would have killed the Mega-minion likely). Because the tower spotted the Lava Hound, our Mega-minion still alive can deal a lot of damage to the tower.
  • Against witch:
  • The Log / eBarb / arrows / zap to remove all skeletons. If played correctly eBarb can also make 2 hits to tower.
  • Activate our castle:
  • Using tornado, bring opp troop close to castle so that they connect.
  • Against firecracker, put a building/troop close to castle so that bullet touches castle (location: leave 2 squares between troop and tower/castle).
     *         * = cannon cart
     *
XXX
XXX
XXX  XXXX
     XXXX
     XXXX
     XXXX
  • Against electro-spirit, play skeleton between castle and tower so that electro arc touches the castle.
  • Witch pulverizes Mega minion.
  • Play Graveyard when opp is down on elixir.
  • Mega-knight super utility card when opp is over-committing (note: MK does damage on drop).
  • Against player with dark knight / prince / hog rider, just keep cycling cheap card so that to have the goblin's hut in hand.

General advises

  • On aggro: how troop are choosing which unit to target.
  • Exclamation mark indicates which ennemy troops you aggro.
  • X-Bow aggro can be reset with zap.
  • Use pull to increase distance an ennemy unit has to do before reaching tower.
  • Pull: standard pull, chained pull, u-turn.
  • Pull can also split an ennemy push over two tower.

Deck advises

  • Keep deck speed < 4.
  • Keep two spells in deck (like arrow and fireball).

Things I learned

  • Don't activate King castle (with arrows, fireball). Note that opponent may play cards to trigger his castle (eg. tornado, fisherman that brings our troop close to castle and start attacking it).
  • Against furnace + tesla:
  • Opp was playing furnace + tesla on one side, couldn't go through with Lava Hound. On second push, played LH bottom left, then after he play furnace + tesla, played Inferno D bottom right, then Miner before P tower spotted the dragon. Opp played skel army, killing miner, but could counter with arrows, hence Inferno D could take the tower.
  • React to elixir used by opponent. If opp uses 4 elixir, and we could defend, then put a 4 elixir offensive troop to counter push.
  • Witch + balloon is deadly. The skeleton distracts the tower, and balloon makes lot of damage.
  • Counterpush: Opponent attack with Hog rider, and then Goblin barrel. I put Skel Army on rider, and Minions on goblin. Then on push back, I add Mini PEKKA in the middle of army for protection (note: this could be arrows / fireball bait). This takes the tower and castle (against low level 7)!

Card synergy

  • EWiz + Magic Archer: Ewiz in front of tower, Magic Archer middle (even other side) that does horizontal shot.

Commented game

Against DIOS (lvl 8, challenge)
  • Opponent play first card badly, 7 elixir, next to king castle. Should play it really bottom of the map, and behind the king castle.
  • We play a Zappy, really bottom. They'll meet at bridge on our side. When ennemy at bridge, play dragon to freeze it (to protect Zappy, making sure it takes no damage).
  • Opponent plays a sorcerer and some giant, we play a mega pekka like giant, still to protect Zappy. Then a Miner, to kill the sorcerer.
  • We have lot of elixir still alive, when opponent has nothing.
  • We play a fire archer, to protect against aerial stuff if any.
Commented game - Against Dinho (lvl 5, arena 4, battle)
  • I play Musketeer as first card, ok.
  • Opponent play Goblin Barrel, we kill with Arrows, ok (but could we have let the Musketeer do the kill?)
  • We play Giant at bridge, not good. Should have let Musketer continue. Now we spent lot of elixir, and are weak against counter push.
  • Opp. play Pekka behind giant, and Knight.
  • We play Minions, but too far. Should have waited for ennemy to come closer to tower.

TV Royale

Miscellaneous
  • Bomber: Play in front on king castle, in particular when other building in the middle. Very effective to defend.
  • Tornada: to break apart some defensive troop (eg. disconnect a inferno dragon), or to concentrate troop when there is bomber that can attack.
  • X-Arc:
  • how to counter? a ice golem to distract then a barbarian barrel. Hunter can also attack. The Log + Earthquake + eg. bomber.
  • 3 musketeer: countered by a tesla in the middle, shot by P tower and 3 skeletons on them to distract.
  • P tower finish cycle: royal hogs, earthquake, log, skel, hogs, earthquake, bomber, log,
  • Against Mortar: Miner in middle our tower, start moving, and Mortar always miss it.
  • Against Canon cart: Guards are good counter (2 stay alive).
  • Push with Lava hound: Play miner against tower before hound explodes, so that tower spots the miner and puppies are free to attack.
  • Can be played with LH: Flying machine, Baby dragon.
  • Defend with tesla:
  • Nice to attract troop.
  • Add defense, like goblin gang close to it, so they can attack troops coming from both side. Princess is also a nice one.
  • Princess:
  • Usually a bait for Miner. Miner can be countered with skeleton army, or goblin gang. Be ready to play either one as soon as miner is launched.
  • Against Inferno Dragon:
  • Spam unit very good to distract (eg. Skel army).
skully - playing with goblin barrel, tesla, princess, goblin gang, ice spirit, valkyrie, the log, rocket
  • Play goblin barrel regularly (eg. as first card) to take damage.
  • Against mega knight: play tesla in middle, then Valkyrie at bridge, behing MK to slow it down (it is killed by tower, tesla and valkyrie).
  • Against mini PEKKA: goblin gang close to tesla to attract mini pekka.
  • Rocket against tower, witch and elixir golem (hitting all three of them).
iosama - playing fireball, zappies, flying machine, cage, hogs, e-spirit, B barrel, recruits.
  • Always play zappies between tower (so they split), or behind castle.
  • To defend, drop when ennemy on bridge.
  • Play recruits in the back.
  • FB against mother witch.
  • Cage against hogs. Add zappies if needed, close to castle.
  • Note that Goblin Browler hits very hard! (279 @ level 9)
  • Play hogs in middle, close to river.
  • e-spirit to distract (eg. against mega-knight).
saed - playing with hound/miner/inferno D, barbarian, skel D, zap, arrows.
  • Direct push balloon then hound.
  • Push Inferno D in the back, then add barbarian at bridge.
  • Skel D to defend.

Decks

Battle decks

Deck to try
  • From Skully (Bring the W clan): "Lava loon divkk cheese" deck. Lava HOund, Balloon, Inferno dragon, Bandit, Rage, Bats, Fisherman, Arrows.
Ladder deck (current decck since 2021-09-14)

Clash royale-deck-ladder-20210914.png

Barbarians (5) - Lava hound (7) - Miner (3) - Inferno dragon (4) - FLying machine (4) - Skeleton dragons (4) - Tombstone (3) - Arrows (3)
  • Very offensive deck (4.1 avg).
  • Tombstone against Prince.
  • Q?: Can we put tombstone close to castle so that to force activation of castle (eg. if opponent uses fireball or executioner?).
  • Miner: Use Miner before LH split in puppies, to get spot from tower, and tank damage for puppies. Miner can be used in a lot of mini-counter push to tank damage before defending troop gets to towers. Can also be used to defend in emergencies.
  • Arrows: Ideally to destroy distracting troop in a push / counter push. Better not use it against arrow baits (like Goblin barrel). For these, use dragons or barbarians.
  • Skeleton dragon: lot of damage, but very weak. DO NOT USE Skel D AGAINST WIZARD OR EXECUTIONER AND ALIKE.
  • Inferno dragon: can be used as first card. Ideal if opp put a big troop on same side. If possible then a lava hound on front to distract all units that could attack Inferno D.
  • WHAT THE FUCK CAN I DO AGAINST THE WITCH?
Ladder deck (played until 2021-09-12)

Clash royale-deck-ladder-20210913.png

Minions (3) - Balloon (5) - Barbarians (5) - Lava Hound (7) - Mega Minion (3) - Tombstone (3) - Fireball (4) - Zap (2)
  • Zap against Inferno D or T. However requires another offensive aerial troop (like minion).
  • Was a bit hard to play.
Ladder deck (played since 2021-09-01)

Clash royale-deck-ladder-20210901.png

Minions (3) - Balloon (5) - Valkyrie (4) - Bomber (2) - Lava hound (7) - Mega-Minion (3) - Fireball (4) - Arrows (3)
Gargouilles (3) - Ballon (5) - Valkyrie (4) - Bombardier (2) - Molosse de lave (7) - Méga gargouille (3) - Boule de feu (4) - Flèches (3)
  • Goal is to build a push. Lava hound must be at front, tanking the damage. Behind, a Balloon to deal damage to tower, and/or other troops to defend against Wizard, etc.
  • Be able to take damage on our tower to build a counter push (eg. wait the Lava hound to reach our tower before putting a defensive troop, like Mega minion, to defend our tower). The idea is that our defensive troop must stay alive, behind the Lava hound.
  • Push / counter-push
  • Main push: lava hound and balloon behind.
  • Bomber + mega-minion or Bomber + valkyrie may also do lot of damage.
  • Lava hound + minions also deadly. Minions could be used to defend then catch up LH for counter-push.
Ladder deck (played since 2021-08-21)

Clash royale-deck-battle-20210821.png

Skeleton Army (3) - Baby Dragon (4) - Giant Skeleton (6) - Mega-Minion (3) - Goblin Cage (4) - Fireball (4) - Goblin Barrel (3) - Barbarian Barrel (2)
Armée de squelettes (3) - Bébé dragon (4) - Squelette géant (6) - Méga gargouilles (3) - Cage gobline (4) - Boule de feu (4) - Fût à gobelins (3) - Fût à barbare (2)
  • Play mainly defensively.
  • Goal is to distract ennemy, making sure ennemy towers are aiming at eg. Giant Skeleton, then throw Goblin Barrel on same tower (who will then do lot of damage until giant is killed).
  • Watch what kind of defense any has against Goblin Barrel.
Ladder deck (last played 2021-08-19)

Clash royale-deck-battle-20210819.png

Giant (5) - Minions (3) - Skeleton Army (3) - Bomber (2) - Musketeer (4) - Goblin Cage (4) - Fireball (4) - Arrows (3)
Géants (5) - Gargouilles (3) - Armée de Squelettes (3) - Bombardier (2) - Mousquetaire (4) - Cage gobeline (4) - Boule de feu (4) - Flèches (3)
  • Play mainly defensively.
  • Put a giant at the bottom of the map. Giant may slow down an ennemy attack by taking damage, and/or build a counter-push by putting behind a Musketeer.
  • Against Barbarian Barrel: Bomber, Arrows, Minions, Skeleton Army.
  • Skeleton Army ideal against Knight. But it opponent plays Knight a mass area defender (eg. Valkyrie or Baby dragon), play first Minions to get the spot, then the army on the Knight.
Ladder deck (last played 2021-08-13)

Clash royale-deck-battle-20210813.png

Knight (3) - Archers (3) - Giant (5) - Minions (3) - Musketeer (4) - Mini P.E.K.K.A (4) - Fireball (4) - Arrows (3)
Chevalier (3) - Archers (3) - Géant (5) - Gargouilles (3) - Mousquetaire (4) - Mini P.E.K.K.A (4) - Boule de feu (4) - Flèches (3)
  • First deck.
Mini-challenge deck (2021-08-21)

Clash royale-deck-challenge-20210821.png

Guards (3) - Princess (3) - Miner (3) - Sparky (6) - Mega Knight (7) - Electro Dragon (5) - Tornado (3) - Barbarian Barrel (2)
Guards (3) - Princesse (3) - Mineur (3) - Zappy (6) - Méga Chevalier (7) - Electro-Dragon (5) - Tornado (3) - Fût à barbare (2)
  • Rationale: pick mainly legendary to have at least lvl 9 cards, and have two cards against aerial attacks.
  • Princess: very handy to attack towers from a long distance (tower can't reach her). MUST BE DEFENDED because dies quickly, so play her very far. Also very good against Skeleton Army.
  • Usually start with a Sparky at the bottom of the map, and protect it with a Mega-Knight before it reaches the bridge. Use Tornado to group/attract ennemy troop, and one-shoot them.
  • Play Electro-Dragon by spotting the correct troop. Very useful to slow down an ennemy, making sure it is shot by towers, or to reset a ennemy Inferno Tower.

Clan Wars - War deck

Deck 1 Deck 2 Deck 3 Deck 4 Comments

Cr-war-2 1.jpg

Cr-war-2 2.jpg

Cr-war-2 3.jpg

Cr-war-1 4.jpg

  • Updated deck following few tips from Isma.
  • Played once.

Cr-war-1 1.jpg

Cr-war-1 2.jpg

Cr-war-1 3.jpg

Cr-war-1 4.jpg

  • Played until 20210918.
  • Deck 1 was best deck on ladder.
  • Mostly lose.
  • In duel, start with 4 (aka "worst"), then 1 then 3. Won twice during training days.
  • Lava hound
  • Minions
  • Mega Minion
  • Fireball
  • Zap
  • Barbarians
  • Balloon
  • Tombstone
  • PEKKA
  • Skel army
  • Ram rider
  • Goblin cage
  • Poison
  • Inferno dragon
  • Bats
  • Arrows
  • Guards
  • E dragon
  • Witch
  • Spear goblins
  • Hog rider
  • Wall breaker
  • Bomb Tower
  • Barb barrel
  • Skel giant
  • Royal hogs
  • Baby dragon
  • Dart goblin
  • Knight
  • Skel dragons
  • Inferno tower
  • Battle ram
War deck against boat
  • A deck I've seen that looked effective: witch - giant - electro dragon - firecracker - tesla - princess - lumberjack - ?. First push with giant front, sorcerer, E dragon, firecracker. Took a full tower down. Tesla on the other side to protect.

Clan wars - boat defense

Clash royale boat agent gg.jpg Clash royale boat kaiser bier.jpg

Used by Kaiser bier && skully. Resisted two attacks w/o losing a tower!

Clash royale boat slick nick.jpg

General information

Card upgrade cost

Card upgrade (# cards / cost / king level)
Type Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9 Level 10 Level 11 Level 12 Level 13
Common - 2 / 5 / +4 4 / 20 / +5 10 / 50 / +6 20 / 150 / +10 50 / 400 / +25 100 / 1K / ? 200 / 2K / ? 400 / 4K / +200 800 / 8K / ?
Rare - - - 2 / 50 / +6 4 / 150 / +10 10 / 400 / +25 20 / 1K / +50 50 / 2K / ? 100 / 4K / +200
Epic - - - - - - 2 / 400 / +25 4 / 2K / ? 10 / 4K / +200
Legendary - - - - - - - - - 2 / 5K / +250 4 / 20K / 600 10 / 50K / +800 20 / 100K / ?

Clan Wars

Battle medal rewards
Battle Victory medals Defeat medals
PvP battle 250 100
Duels (each battle) 250 100
Boat battle 125 75

Duels include special events (regular, double elixir, triple elixir...).

Battle gold reward
  • Gold rewards depend on current Clan League (Bronze I, II or III...).