Clash Royale meta decks: Difference between revisions

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! width=520px | Meta deck - 2.6 hog cycle deck
! width=520px | Meta deck - 2.6 hog cycle deck
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* Most stable archetype in the whole game.
* A well-known meta deck. Started playing with this deck during 2nd Clan War season. Very difficult to play but would help better understand / master the game.
* Started playing with this deck during 2nd Clan War season. Very difficult to play but would help better understand / master the game.
* Guides:
* Guides:
:* '''{{red|new}}''' [https://statsroyale.com/guides/5ccf4ebc22c92d1fe5295176 2.6 Hog Cycles! (Kick Ash - statsroyale.com)]
:* '''{{red|new}}''' [https://www.reddit.com/r/ClashRoyale/comments/5wdea4/strategy_26_hog_cycle_most_informative_and/ 2.6 Hog Cycle - Most Informative and In-Depth Guide to the Most Popular Hog Cycle Deck (Electro Wizard 2016 - reddit.com)]
:* '''{{red|new}}''' [https://www.reddit.com/r/ClashRoyale/comments/5wdea4/strategy_26_hog_cycle_most_informative_and/ 2.6 Hog Cycle - Most Informative and In-Depth Guide to the Most Popular Hog Cycle Deck (Electro Wizard 2016 - reddit.com)]
:* '''{{red|new}}''' [https://www.gamestroops.com/clash-royale-2-6-hog-log-deck-2-6-hog-cycle-deck/ Clash Royale-2.6 Hog log Deck In-Depth Guide to the Most Popular Hog Cycle Deck (Kpid 2017 - gamestroops.com)]
:* '''{{red|new}}''' [https://www.gamestroops.com/clash-royale-2-6-hog-log-deck-2-6-hog-cycle-deck/ Clash Royale-2.6 Hog log Deck In-Depth Guide to the Most Popular Hog Cycle Deck (Kpid 2017 - gamestroops.com)]
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* Youtube:
* Youtube:
:* [https://www.youtube.com/channel/UCPKaY_SMlcT2cTyscSgpofA YersonCz YouTube channel]
:* [https://www.youtube.com/channel/UCPKaY_SMlcT2cTyscSgpofA YersonCz YouTube channel]
:* [https://www.youtube.com/watch?v=sRusdOL_LjM 2.6 HOG CYCLE GOD vs WORLD'S TOP PROS! (Strategy Guide, Clash With Ash - youtube.com) ], gameplay from '''YersonCz'''
:* [https://www.youtube.com/watch?v=BhuU4UzVYSM BEST 2.6 HOG CYCLE GAMEPLAY EVER! 7,100+ TROPHIES (Clash With Ash 2019 - youtube.com)], gameplay from '''LucasXGamer''', more [https://statsroyale.com/guides/5ccf4ebc22c92d1fe5295176 explanations here].
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=== Base strategy ===
=== Base strategy ===


* General goals:
* 2.6 elixir tips [https://www.youtube.com/watch?v=Bv83Bnm3hvM]
:* '''distract all units''',
:* Tip 1: Push smarter but not harder.
:* '''avoid taking any damage on the towers''', and
:* Tip 2: Cycle with purpose.
:* '''space out key defensive units''' (to avoid giving spell value).
:* Tip 3: Protect your musketeer.
* General goal is to '''distract all units''' and '''avoid taking any damage on the towers''', and '''never be too low in elixir''' (to defend rapidly with many units at once).
:* '''never be too low in elixir''' (to defend rapidly with many units at once).
:* '''cycle with purpose''' (eg. if playing defense, play '''musketeer''' BEFORE '''hogrider''', so that to get back to musketeer first to get better defense).
* Unit role:
* General tips [https://www.youtube.com/watch?v=Bv83Bnm3hvM]
:* '''hogrider''' can push the '''icegolem'''. Do this when cycling fast, to still keep value of golem.
:* Tip 1: Push smarter but not harder (''eg. hog + golem'')
:* '''ice spirit''': to slow down balloon or hog rider, avoid them to have a hit against tower or cannon. '''Reset''' attacks (but not sparky), so '''icespirit + icegolem''' are very interesting to re-aggro an attacking opponent. ALWAYS play spirit first! (to freeze opponent and reduce damage)
:* Tip 2: Cycle with purpose (''eg. cycle for chiping with spells, or cycle to prepare push...'')
:* '''log''': also defensively, to push forward units, to protect eg. musk against pekka/prince or cannon against hog. '''Reset''' attacks (charge).
:* '''icegolem''': will also kill some units (skeletons) and slow them down on death.
:* Tip 3: Protect your musketeer (''use skeletons, ice spirit, cannon'').
* Learn to get most value from 1-elixir units (skeletons, icespirit).
* Placement:
* Know spell cycle magic number:
:* '''6 cards''' needed to play 3 spells ('''fireball (4)-log (2)-icegolem (2)-icespirit (1)-skeletons (1)-fireball (4)''') and score '''663 (lvl 14) / 501 (lvl 11)''' damage on tower.

Early stage gameplan (<2 min):
* Wait a 5 or 10 seconds to watch for opp aggressive move. If none, play '''icespirit''' or '''hogrider''' at the bridge.
* DO NOT play '''musketeer''' or '''cannon''' until you know ennemy's deck.
* Against golem beat down, apply lot of early pressure

Late stage gameplan:
* Focus on defense if opp has one tower down.
* Otherwise, if difficult to go through, start cycling spells, while pressuring with hog when possible (eg. by kiting opp troops).

=== Card guide ===
How to use them:
* '''hogrider''' main win condition. Play it when opp plays his own win condition to apply pressure.
:* Can push the '''icegolem'''. Do this when cycling fast, to still keep value of golem.
:* '''kite''' away attacking troops, very useful to '''split / separate''' an attack.
:* In end game, use '''prediction spell''' to get more value.
* '''ice spirit''': to slow down balloon or hog rider, avoid them to have a hit against tower or cannon. '''Reset''' attacks (but not sparky), so '''icespirit + icegolem''' are very interesting to re-aggro an attacking opponent. ALWAYS play spirit first! (to freeze opponent and reduce damage)
* '''log''': also defensively, to push forward units, to protect eg. musk against pekka/prince or cannon against hog. '''Reset''' attacks (charge).
* '''icegolem''': will also kill some units (skeletons) and slow them down on death.

Where to place them:
:* '''skeletons''':
:* '''skeletons''':
::* '''1-3''' (eg. very effective against '''ebarbs''').
::* '''1-3''' (eg. very effective against '''ebarbs''').
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:* '''musketeer''':
:* '''musketeer''':
::* '''7-3''', then '''icespirit''' at 3-3 to attract troops from bridge (and get defense from both towers).
::* '''7-3''', then '''icespirit''' at 3-3 to attract troops from bridge (and get defense from both towers).

* Learn spell cycle magic numbers:
=== Tower activation methods ===
:* '''6 cards''' needed to play 3 spells ('''fireball (4)-log (2)-icegolem (2)-icespirit (1)-skeletons (1)-fireball (4)''') and score '''663 (lvl 14) / 501 (lvl 11)''' damage on tower.
* Against MK, activation:
* Against MK, activation:
:* '''hogrider''' at 2-4 when MK crosses the bridge, then after MK jumps '''icespirit''' at 8-3 [https://www.youtube.com/watch?v=Cwkfd1b_RyQ]
:* '''hogrider''' at 2-4 when MK crosses the bridge, then after MK jumps '''icespirit''' at 8-3 [https://www.youtube.com/watch?v=Cwkfd1b_RyQ]
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:* Against musketeer, '''cannon''' at 5-2, so that it is not sniped by musk. Try to protect cannon with skel, ice or golem.
:* Against musketeer, '''cannon''' at 5-2, so that it is not sniped by musk. Try to protect cannon with skel, ice or golem.
:* Log the icegolem.
:* Log the icegolem.

{{Todo|1=Watch [https://www.youtube.com/watch?v=sRusdOL_LjM CWA video] on this deck (gameplay from YersonCZ)
=== Match-up guide ===

* against lavaloon:
* against lavaloon:
:* On lava: '''hog''' opposite lane always (if needed, cycle aggressively, like with spirit or golem at bridge).
:* On lava: '''hog''' opposite lane always (if needed, cycle aggressively, like with spirit or golem at bridge).
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:* '''icegolem''' behind K tower, then when it reaches P tower upper edge, '''musketeer''' at corner. then Cannoon at 0-3 to distract golem. Then '''fireball''' when all troop together (on golem, electrodrag...). Then '''log''' to push night witch, and finally '''icegolem''' again opposite lane to kite witch away, and finally '''hogrider''' to pull ennemy further back.
:* '''icegolem''' behind K tower, then when it reaches P tower upper edge, '''musketeer''' at corner. then Cannoon at 0-3 to distract golem. Then '''fireball''' when all troop together (on golem, electrodrag...). Then '''log''' to push night witch, and finally '''icegolem''' again opposite lane to kite witch away, and finally '''hogrider''' to pull ennemy further back.
:* '''icespirit''' at bridge regularly to chip more damage.
:* '''icespirit''' at bridge regularly to chip more damage.

}}

{{Todo|1=Watch [https://www.youtube.com/watch?v=BhuU4UzVYSM CWA video] on this deck (gameplay from LucasXGamer CR)
* General advice: NEVER play '''cannon''' or '''musketeer''' first because opponent may react. Only play these cards in reaction to opponent's play.
* General advice: NEVER play '''cannon''' or '''musketeer''' first because opponent may react. Only play these cards in reaction to opponent's play.
* Against golem:
* Against golem:
:* Play aggressive first 2 minutes (go with icegolem, pushed by hog, covered by musketeer). This takes tower if undefended.
:* Play aggressive first 2 minutes (go with icegolem, pushed by hog, covered by musketeer). This takes tower if undefended.
:* Then defend when one tower down.
:* Then defend when one tower down.
:* '''cannon''' at 3-3 as defense.
:* '''cannon''' at 3-3 as defense.
* Against hog: '''cannon''' at 1-2, no damage taken; at 3-2, no damage taken either. at 2-2, also good.
* Against hog: '''cannon''' at 1-2, no damage taken; at 3-2, no damage taken either. at 2-2, also good.
* Against miner: '''cannon''' at 5-0 or even 6-0, to deal with the miner. Alternatively, '''icespirit''' on the miner, then '''icegolem''' or even (better?) '''skeletons''' to aggro the miner!
* Against miner: '''cannon''' at 5-0 or even 6-0, to deal with the miner. Alternatively, '''icespirit''' on the miner, then '''icegolem''' or even (better?) '''skeletons''' to aggro the miner!

}}
=== reddit guide notes (to be merged) ===
;Deck overview
* hogrider: best win condition.
* musketeer: only defense card. card of placement. save it for defense only, but can be turned into offense in counterpush. Can '''snipe''' at building 3 tiles from river!
* icegolem: tank, distract, kite units.
* skeletons: 1st cycle card. high DPS, kite, distract, pull enemy units.
* ice spirit: 2nd cycle card. offense / defense. '''don't let your spirit die!'''
* cannon: main defense against tanks.
* fireball: instant damage, offense and defense, allow prediction.
* log: small swarm units.

;Strengthes / Weaknesses
* fireball + log to remove some hog counter (barbarians, cannon, tombstone, skeleton army).
* '''pig push''' to bypass buildings at 4-3 placement
* Weak against bowler / infernotower.
* Weak against deck with 2 hard counters for the hog.
* Weak to beatdown decks with big push, to graveyard decks, to lavahound decks.

;General gameplan
* Play frequent hog pushes, and use chep cycling cards to out cycle opp's defense.
* Best start is '''hogrider + icegolem''' (golem can kill nearby skeletons on death). '''hogrider + icespirit''' or '''hogrider + skeletons''' also good. If hog not in cycle nor next, play '''musketeer''' to bank your elixir (useful if eg. hog is last).
* Before 2x elixir: cycle '''hogrider + X''' pushes (the three above), and use '''musketeer''' and '''cannon''' to defend. Use fast cycle card to out cycle opponent, and keep in mind opp's hog counters (eg. if skarmy, have log in rotation before hog push).
* 2x elixir: can be more aggressive. Here really try to outcycle opponent with cheap cards. If cannot push, then cycle spells instead.

;Basic Offense
* The three pushes: '''hogrider + icegolem''' (most effective in general), '''hogrider + icespirit''' and '''hogrider + skeletons'''.
* In counterpush, '''musketeer''' comboed with '''hogrider''' (''I guess idea is to send rider early so that to tank for musk'').

MORE...

Revision as of 00:44, 4 January 2022

This page describes the strategies, hints and tips of meta decks in Clash Royale.

Meta decks are those decks played by many top 200 players, and that show consistent win rates against several deck archetypes.

Royal Recruits Hogs Fireball bait

Meta deck - royal recruits hogs fireball bait

Cr-electrospirit.png Cr-royalrecruits.png Cr-royalhogs.png Cr-flyingmachine.png Cr-zappies.png Cr-goblincage.png Cr-fireball.png Cr-barbarianbarrel.png
Cr-goldenknight.png Cr-royalrecruits.png Cr-royalhogs.png Cr-flyingmachine.png Cr-zappies.png Cr-goblincage.png Cr-fireball.png Cr-barbarianbarrel.png
Cr-motherwitch.png Cr-royalrecruits.png Cr-royalhogs.png Cr-flyingmachine.png Cr-zappies.png Cr-goblincage.png Cr-fireball.png Cr-barbarianbarrel.png

Base strategy

  • Deck containing many fireball bait cards. Always play them to AVOID giving opp fireball value.
  • Play machine in the middle (so that P tower can't be hit).
  • Split hogs.
  • Usually play hogs after recruits, so that they tank for the hogs.
  • All fireball bait. Goal is to never give any value to opp fireball, like always play flyingmachine in the middle (to avoid damage on towers). Then also always split troops on both lanes (eg. when recruits are tanking for the hogs).

2.6 hog cycle deck

Meta deck - 2.6 hog cycle deck
  • Most stable archetype in the whole game.
  • Started playing with this deck during 2nd Clan War season. Very difficult to play but would help better understand / master the game.
  • Guides:
  • Youtube:

Cr-hogrider.png Cr-musketeer.png Cr-icegolem.png Cr-icespirit.png Cr-skeletons.png Cr-cannon.png Cr-fireball.png Cr-thelog.png

Base strategy

  • General goals:
  • distract all units,
  • avoid taking any damage on the towers, and
  • space out key defensive units (to avoid giving spell value).
  • never be too low in elixir (to defend rapidly with many units at once).
  • cycle with purpose (eg. if playing defense, play musketeer BEFORE hogrider, so that to get back to musketeer first to get better defense).
  • General tips [1]
  • Tip 1: Push smarter but not harder (eg. hog + golem)
  • Tip 2: Cycle with purpose (eg. cycle for chiping with spells, or cycle to prepare push...)
  • Tip 3: Protect your musketeer (use skeletons, ice spirit, cannon).
  • Learn to get most value from 1-elixir units (skeletons, icespirit).
  • Know spell cycle magic number:
  • 6 cards needed to play 3 spells (fireball (4)-log (2)-icegolem (2)-icespirit (1)-skeletons (1)-fireball (4)) and score 663 (lvl 14) / 501 (lvl 11) damage on tower.

Early stage gameplan (<2 min):

  • Wait a 5 or 10 seconds to watch for opp aggressive move. If none, play icespirit or hogrider at the bridge.
  • DO NOT play musketeer or cannon until you know ennemy's deck.
  • Against golem beat down, apply lot of early pressure

Late stage gameplan:

  • Focus on defense if opp has one tower down.
  • Otherwise, if difficult to go through, start cycling spells, while pressuring with hog when possible (eg. by kiting opp troops).

Card guide

How to use them:

  • hogrider main win condition. Play it when opp plays his own win condition to apply pressure.
  • Can push the icegolem. Do this when cycling fast, to still keep value of golem.
  • kite away attacking troops, very useful to split / separate an attack.
  • In end game, use prediction spell to get more value.
  • ice spirit: to slow down balloon or hog rider, avoid them to have a hit against tower or cannon. Reset attacks (but not sparky), so icespirit + icegolem are very interesting to re-aggro an attacking opponent. ALWAYS play spirit first! (to freeze opponent and reduce damage)
  • log: also defensively, to push forward units, to protect eg. musk against pekka/prince or cannon against hog. Reset attacks (charge).
  • icegolem: will also kill some units (skeletons) and slow them down on death.

Where to place them:

  • skeletons:
  • 1-3 (eg. very effective against ebarbs).
  • cannon:
  • 3-3 or 3-2 (Ouahleouff [2]) for cannon.
  • 4-3 against golem
  • 4-2 or 3-2 against hogrider (3-3 or even 2-3 will NOT aggro!).
  • musketeer:
  • 7-3, then icespirit at 3-3 to attract troops from bridge (and get defense from both towers).

Tower activation methods

  • Against MK, activation:
  • hogrider at 2-4 when MK crosses the bridge, then after MK jumps icespirit at 8-3 [3]
  • skeletons at 4-3 (when MK is at 1+-), then when MK jumps icespirit at 8-4 [4]
  • skeletons at 4-4 (when MK is at 1+-), then when MK jumps icespirit at 7-4 [5] (here MK was coming from middle).
  • cannon at 4-2, then icespirit at 9-4 [6]
  • Cannon at 4-3, and icegolem at 1-4 (other lane), then skeletons at 9-4 when cannon is down [7].
  • More activation by YersonCz here.
  • Against 2.6:
  • On hog rider alone, cannon at 4-2.
  • Against musketeer, cannon at 5-2, so that it is not sniped by musk. Try to protect cannon with skel, ice or golem.
  • Log the icegolem.

Match-up guide

  • against lavaloon:
  • On lava: hog opposite lane always (if needed, cycle aggressively, like with spirit or golem at bridge).
  • Against 1st balloon: cannoon at 4-1, then cycle (log on tower, golem 7+0 to be under lava when he pops, spirit under loon to slow it down a bit) and then 2nd cannon at 7-3 to activate king tower.
  • Against balloon at 0-0: cannon'' at 0-2, then fireball to push back balloon, trying to hit puppies as well.
  • Against ground troops: skeletons at 0-4.
  • against lavaminer:
  • Against minipekka: icegolem at 4-3, or skeletons at 0-4!!!
  • Against miner: cannon at 4+1!!!, and icespirit.
  • Against babydragon: cannon to distract, then icespirit.
  • On lavahound: icegolem at 0++, then hogrider at 0++ also, then skeletonsat 0+- opposite lane (skeletons are for minipekka distraction)
  • On single tower: when opp tower is around 600, time to cycle fireball and/or musketeer.
  • Against hog-earthquake:
  • when minipekka is out of hand: hogrider at bridge.
  • we can force minipekka play when our musketeer is full health, we protect her with icegolem. This will allow later to play hogrider.
  • King activation against Marcher:
  • icespirit at 7-2 when Marcher is finishing crossing bridge, then immediately log at 1+0 to push Marcher a bit [8].
  • Against mortar-hog:
  • K tower activation on mortar: when mortar at 0-2, play skeletons at 9-3 (right in front, against k tower edge).
  • Against mortar: icespirit 5-4 (ie. opposite lane), then icegolem 5-4 again.
  • Against mortar at border: musketeer at 3-x can shoot mortar.
  • Against naked horde: only icegolem or kite with hogrider. icespirit also good to weaken them.
  • Against sparky:
  • Cannon played middle to defend the tank, then icespirit, skeletons and log to distract the sparky, and also defend the musketeer.
  • On sparky play, match with icegolem same lane.
  • Against elixirgolem-healer-nightwitch:
  • icegolem behind K tower, then when it reaches P tower upper edge, musketeer at corner. then Cannoon at 0-3 to distract golem. Then fireball when all troop together (on golem, electrodrag...). Then log to push night witch, and finally icegolem again opposite lane to kite witch away, and finally hogrider to pull ennemy further back.
  • icespirit at bridge regularly to chip more damage.


  • General advice: NEVER play cannon or musketeer first because opponent may react. Only play these cards in reaction to opponent's play.
  • Against golem:
  • Play aggressive first 2 minutes (go with icegolem, pushed by hog, covered by musketeer). This takes tower if undefended.
  • Then defend when one tower down.
  • cannon at 3-3 as defense.
  • Against hog: cannon at 1-2, no damage taken; at 3-2, no damage taken either. at 2-2, also good.
  • Against miner: cannon at 5-0 or even 6-0, to deal with the miner. Alternatively, icespirit on the miner, then icegolem or even (better?) skeletons to aggro the miner!

reddit guide notes (to be merged)

Deck overview
  • hogrider: best win condition.
  • musketeer: only defense card. card of placement. save it for defense only, but can be turned into offense in counterpush. Can snipe at building 3 tiles from river!
  • icegolem: tank, distract, kite units.
  • skeletons: 1st cycle card. high DPS, kite, distract, pull enemy units.
  • ice spirit: 2nd cycle card. offense / defense. don't let your spirit die!
  • cannon: main defense against tanks.
  • fireball: instant damage, offense and defense, allow prediction.
  • log: small swarm units.
Strengthes / Weaknesses
  • fireball + log to remove some hog counter (barbarians, cannon, tombstone, skeleton army).
  • pig push to bypass buildings at 4-3 placement
  • Weak against bowler / infernotower.
  • Weak against deck with 2 hard counters for the hog.
  • Weak to beatdown decks with big push, to graveyard decks, to lavahound decks.
General gameplan
  • Play frequent hog pushes, and use chep cycling cards to out cycle opp's defense.
  • Best start is hogrider + icegolem (golem can kill nearby skeletons on death). hogrider + icespirit or hogrider + skeletons also good. If hog not in cycle nor next, play musketeer to bank your elixir (useful if eg. hog is last).
  • Before 2x elixir: cycle hogrider + X pushes (the three above), and use musketeer and cannon to defend. Use fast cycle card to out cycle opponent, and keep in mind opp's hog counters (eg. if skarmy, have log in rotation before hog push).
  • 2x elixir: can be more aggressive. Here really try to outcycle opponent with cheap cards. If cannot push, then cycle spells instead.
Basic Offense
  • The three pushes: hogrider + icegolem (most effective in general), hogrider + icespirit and hogrider + skeletons.
  • In counterpush, musketeer comboed with hogrider (I guess idea is to send rider early so that to tank for musk).

MORE...