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==== Season 64 - Shoktober 2 (October 2024) ==== |
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==== Season 64 - Shoktober 2 (October 2024) ==== |
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* Season with '''evoelectrodragon''' (in the pass), and the new champion '''goblinstein'''. |
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* Season with '''evoelectrodragon''' (in the pass), and the new champion '''goblinstein'''. |
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* Season end — Clashical: |
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* Slash Royale event. |
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:* Finished league 7. |
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* Clashical: |
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{| class="wikitable" |
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:* Season end (after wars chest): xxxk gold, xxx.xk ewc + x elite cards (incl. x tower troop). Book: x cmn, x rare, x epic. Joker: full except x epics, x champions, x shards. Not maxed: x champion (x cards missing), x legendary (x cards missing), x epic (x cards missing). 2 tower troops not maxed (x epic missing, x leg missing). |
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:* Finished league x, x elo. |
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!Clashical |
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* Minushcule: |
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!cmn !! rare !! epic !! leg !! champ !! elite !! evo !! gold |
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:* Season end (after wars chest): xxxk gold, xxx.xk ewc + x elite cards (incl. x tower troop). Book: x cmn, x rare, x epic. Joker: full except x epics, x champions, x shards. Not maxed: x champion (x cards missing), x legendary (x cards missing), x epic (x cards missing). 2 tower troops not maxed (x epic missing, x leg missing). |
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:* Finished league x. |
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|Gold / jokers |
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|13k5<br/>1 book |
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|1k7<br/>1 book |
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|356<br/>1 book |
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|31<br/>2 books |
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|25<br/> |
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|334k |
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|12 shards |
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|5M |
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|- |
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|Cards (# not maxed / # cards) |
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|maxed |
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|maxed |
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|maxed |
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|maxed |
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|1 (16) |
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|55 (4 towers) |
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|23 evo |
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* Season end — Minushcule: |
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:* Finished league 5. |
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{| class="wikitable" |
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!Minushcule |
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! cmn !! rare !! epic !! leg !! champ !! elite !! evo !! gold |
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|Gold / jokers |
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|14k4<br/>1 book |
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|1k7<br/>1 book |
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|370<br/>1 book |
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|16<br/> |
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|27<br/>1 BoB |
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|336k |
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|9 shards |
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|4M2 |
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|- |
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|Cards (# not maxed / # cards) |
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|maxed |
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|maxed |
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|maxed |
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|maxed |
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|1 (28) |
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|50 (3 towers) |
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|23 evo |
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{| class=wikitable width=100% |
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{| class=wikitable width=100% |
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[[File:cr-goblinstein.png|60px]] |
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[[File:cr-goblinstein.png|60px]] |
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[[File:cr-evopekka.png|60px]] |
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[[File:cr-evopekka.png|60px]] |
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[[File:cr-ramridder.png|60px]] |
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[[File:cr-ramrider.png|60px]] |
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[[File:cr-fisherman.png|60px]] |
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[[File:cr-fisherman.png|60px]] |
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[[File:cr-guards.png|60px]] |
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[[File:cr-guards.png|60px]] |
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[[File:cr-rage.png|60px]] |
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[[File:cr-rage.png|60px]] |
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[[File:cr-arrows.png|60px]] |
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[[File:cr-arrows.png|60px]] |
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<br/> |
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|- |
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! width=560px | Spooky Chess Challenge (2024-11-04,w4) |
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| rowspan=2 | |
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* Battlefield is a gigantic chess board, with towers on first row, and guards on second row. |
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* '''darkprince''' will spawn from the tower at the knight square, if tower is still up, giving considerable value. |
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* Deck recommended from SirTag. Best decks on royaleapi usually have '''firecracker''', but they have bad value since she dies to spells. |
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* When still up, the towers and guards have very strong defense. |
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:* In particular, when defending, try to defend CLOSE to '''motherwitch''', so that to spawn piggies that will slow down further the attack and give counter attack potential. |
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* Top priority is to destroy opponent knight towers by cycling spells. |
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:* Can almost IGNORE any attacks from opponent during that phase. |
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:* Aim as many targets as possible with the spell (three towers with '''zap''', '''giantsnowball''', same plus king tower with '''rage''', and same plus queen tower with '''tornado'''). |
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:* Adapt cycle to also use mirror on '''tornado''' during this phase to maximize damage on both king / queen towers. |
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:* When first knight tower is down, can cycle a flying machine / recruits (if relevant), and then start destroying immediately the second knight tower. |
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* Since there are 5 spells, we can always cycle a spell during the game. Can easily finish the game by cycling spells if a king / queen tower only has 500 hp. |
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* Keep an eye on the spell race! |
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* Same applies to kill small OPP troops like '''firecracker''', '''dartgoblin''', '''princess'''. Try however to make maximum value and include king / queen tower. |
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* Try to keep '''flyingmachine''' alive. |
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* Make sure to target queen tower in priority since it has fewer hp. |
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* In particular when plyaing '''suspiciousbush''', play one on king side, then mirror on queen side, so the stronger bush is on queen side. |
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:* '''rage''' the bush on arrival, and/or '''giantsnowball''' for more slow down / damage. |
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* Usually mirror is kept for spell at the beginning and then bushes, but some match up requires to mirror '''flyingmachine''' for air domination, or '''royalrecruits''' (but only defensively). |
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:* Note that recruits have lot of difficulty to break through king / queen defense because of spawning pigs. |
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|- |
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| align=right | |
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[[File:cr-royalrecruits.png|60px]] |
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[[File:cr-flyingmachine.png|60px]] |
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[[File:cr-suspiciousbush.png|60px]] |
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[[File:cr-tornado.png|60px]] |
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[[File:cr-zap.png|60px]] |
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[[File:cr-rage.png|60px]] |
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[[File:cr-giantsnowball.png|60px]] |
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[[File:cr-mirror.png|60px]] |
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<br/> |
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<br/> |
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| rowspan=2 | |
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* See previous season. |
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* See previous season. |
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* Bad season for lava. |
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| align=right | |
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| align=right | |
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[[File:cr-towerprincess.png|40px]] |
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[[File:cr-evovalkyrie.png|60px]] |
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[[File:cr-evobomber.png|60px]] |
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[[File:cr-lavahound.png|60px]] |
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[[File:cr-goblinstein.png|60px]] |
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[[File:cr-balloon.png|60px]] |
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[[File:cr-megaminion.png|60px]] |
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[[File:cr-fireball.png|60px]] |
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[[File:cr-arrows.png|60px]] |
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<br/> |
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| rowspan=2 | |
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| rowspan=2 | |
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* See previous season. |
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* See previous season. |
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* Bad season for mortar. |
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* Mortar with '''archers''' or '''evoarchers'''. |
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| align=right | |
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| align=right | |
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==== Season 65 - Muskets at Dawn (November 2024) ==== |
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* Season with '''evomusketeer''' (in the pass) and '''evocannon''' (in the shop). |
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* Season end — Clashical: |
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:* Finished league 7. |
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{| class="wikitable" |
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!Clashical |
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!cmn !! rare !! epic !! leg !! champ !! elite !! evo !! gold |
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|- |
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|Gold / jokers |
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|xxx<br/>x book |
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|xxx<br/>x book |
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|xxx<br/>x book |
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|xx<br/>x books |
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|xx<br/>x BoB |
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|xxxk |
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|xx shards |
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|5M |
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|- |
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|Cards (# not maxed / # cards) |
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|maxed |
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|maxed |
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|maxed |
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|maxed |
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|x (x) |
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|x (4 towers) |
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|x evo |
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|} |
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* Season end — Minushcule: |
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:* Finished league 5. |
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{| class="wikitable" |
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!Minushcule |
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! cmn !! rare !! epic !! leg !! champ !! elite !! evo !! gold |
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|- |
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|Gold / jokers |
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|xxx<br/>x book |
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|xxx<br/>x book |
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|xxx<br/>x book |
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|xx<br/>x books |
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|xx<br/>x BoB |
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|xxxk |
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|xx shards |
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|5M |
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|- |
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|Cards (# not maxed / # cards) |
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|maxed |
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|maxed |
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|maxed |
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|maxed |
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|x (x) |
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|x (4 towers) |
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|x evo |
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{| class=wikitable width=100% |
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|- |
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! width=560px | XXX Challenge (2024-xx-xx,wx) |
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| rowspan=2 | |
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* TBC. |
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| align=right | |
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[[File:cr-towerprincess.png|40px]] |
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[[File:cr-suspiciousbush.png|60px]] |
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[[File:cr-skeletonbarrel.png|60px]] |
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[[File:cr-archerqueen.png|60px]] |
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[[File:cr-cannoncart.png|60px]] |
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[[File:cr-motherwitch.png|60px]] |
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[[File:cr-royalrecruits.png|60px]] |
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[[File:cr-goblingang.png|60px]] |
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[[File:cr-arrows.png|60px]] |
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<br/> |
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|- |
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! width=560px | Decks played on Clashical / Minushcule |
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| rowspan=2 | |
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* See previous season. |
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|- |
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| align=right | |
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<br/> |
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|- |
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! width=560px | Decks played on Myshterious |
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| rowspan=2 | |
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* See previous season. |
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|- |
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| align=right | |
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<br/> |
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Links
- Official
- Wiki, general
- Social network, Discord, blog
- Statistics, analysis, deck builders
- Best to find good decks, and find active clans (look at war history and accumulated medals/# participants/participation rate there, and also weekly donation).
- Player's stats
- Tips
- Tutorials
- Channel
- Clans
- Best Belgian clans
- Bring the W — First clan I joined (ignoring the very first one ^^). Was quite active in clan wars, and donation. Leader Slick_Nick (8GRRPCL0). Players Skully (#PJ8VQ2P2), RNG_Childsplays (#P2YU9UYPU), Agent gg (#82P98GG0G), Natan (#YVV009CL).
- Team Belgique (1300 trophees, >50k medals) — my current clan. 55750 medals in last war, and on our way to beat that! Mandatory to use the chat before any trade, which is strict, but gives a very active clan.
- Found through royaleapi.com, looking for top #1000 Belgian clan, starting from last one and up. It always scored lot of medals (>40k), and had >8k donation at the end of the week. Joined on 2021-11-13.
- Les pros — Belgian clan lead by brandon. He always greets every new player and discusses a lot. Nice small clan I joined in the beginning of my 3rd account.
- La Presspinpinte — The clan family from Kapoow, that I joined with my 3rd account (clan Red devils).
- Events
Todo
- Read all Fandom wiki pages on troops / building / spells, and summarizes tips.
- Lava deck: Watch EA Rakan (love) Lava videos, and analyze the game play.
- 2.6 deck: Watch video on that deck, learn gameplay.
- Creator code:
morten
, ouah
: December 2022
boss
, royaleapi
: January 2023
morten
, ouah
: February 2023
Tips
General
- Tap the screen immediately after starting a game to skip animation. This helps playing as soon as possible the first card.
- Request card every day (eg. card from deck), and give also card every day (to gain gold and fame that increases king level). Below king level 10 however, it is better to focus on upgrading a few cards only (the ones of main deck), and avoid getting xp from other operations. Doing so will allow getting max level card while keeping the king level as low as possible.
- Clash Royale | How to Pull/Lure/Aggro Units - Advanced Tech
- On aggro: how troop are choosing which unit to target.
- Exclamation mark indicates which ennemy troops you aggro.
- xbow 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.
- Don't play the Royal Tournament on the first days. Better wait for all big players to get higher in wins, to have better chance to meet standard players.
- Pass royale
- Best value for money, but wait king level 7.
- Don't open season chests in early arena's. It's insanely bad value.
- Pass royale can be COMPLETED fast by using Party / 1v1 showdown battle and under-leveled deck but one MAXED card.
- stack trade token: make dummy request in the clan to go below 10, then collect the new tokens, and cancel the trades.
- To get money from trade: request a maxed card (or a card lvl 13 but enough cards to go max), and give away a non-maxed card [1].
- Likewise, to get experience / star points, give cards.
- See conversion table further down.
- Best value for gems: 500 gems for royal tournament (if reaching at least 10 wins, to get the most valuable chest).
Strategy
General strategy
- This means spot opponent's mistakes and punish them with hog.
- If we are not trying to outplay the opponent we are not playing this deck right.
- Usually play defensively rather than offensively.
- Learn the cards from the opponents, what cards are hard counters (air, area, high dps...), and what weakness he has (no counter to some of our cards, e.g. splash against barbarians).
- Keep track of the hard counters, and maximize value of our cards for which he has no counter.
- If cannot defend, go for tower trade, especially if favorable.
- Some decks are better at tower trade than other (e.g. beatdown), and other are weaker (eg. graveyard without freeze, goblinbarrel decks).
- Don't over-spend on defense, try to make elixir trade on defense.
Tips
- Learn and know the hand of the opponent.
- What card does he have, what card is out-of cycle?
- When does he have his win condition back? And prepare how to best respond to it.
- When does he have his counter card out of cycle (eg. air counter, to play naked balloon at the bridge).
- In 5000-6600 trophee range:
- Always foresee the worse that could happen, do not take any damage.
- In the first 60 to 90 seconds, learn the deck from the opponent.
- When knowing the hand of the opponent, we can start to play and build pushes.
- Defend for positive elixir trade!
- Make sure to spend less elixir, and ideally all defending units must survive to build a counter push (even better if we can drop a tank in front after successful defense)!
- Don't put one unit at time, build defense or attacks. One unit at a time only make elixir inbalance worse!
- Count elixir, at elixir delta's.
- Like when opp plays valkyrie, and we play minion, we are 1 up elixir. Then we play say bomber, we are 1 down, etc. Try also to take into account overflow, like if we are behind, but our elixir reaches 10 again, then we are back ex-aequo.
- Learn to play blank.
- Don't be too low on elixir, like play fast card after card.
- Having some spare elixir allows for reacting quickier, for better elixir trade thanks to better placement (force ennemy to make long distance).
- Cycle card when no defense in hand.
- Learn card placement, so that to escape:
- Area damage spell that would kill / freeze all troops and/or tower.
- Think of freeze, fireball, Marcher, executioner, firecracker/hunter.
- Learn card placement for better defense:
- Put distraction troop far of MELEE attacker (eg. knight, valkyrie).
- Put attacker troop on RANGE attacker (eg. musketeer...). megaknight a bit special, aim mid-range to avoid jump damage.
- 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 fireball with value, like against an enemy tower + enemy troop.
- Don't play the goblinhut 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 megaminion on babydragon).
- Against prince:
- play knight at the last sec to prevent opponent to play a spell (like fireball or arrows).
- or play knight before the prince is charging.
- 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.
- Can play arrows, fireball, barbarianbarrel, skeletonarmy, babydragon.
- Defend against giantskeleton:
- 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.
- Eg. against wizard close to a tower, that we attack with a lavahound + 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 lavahound, our Mega-minion still alive can deal a lot of damage to the tower.
- thelog / elitebarbarians / arrows / zap to remove all skeletons. If played correctly elitebarbarians can also make 2 hits to tower.
- Using tornado, bring opp troop close to K tower so that they connect.
- Against firecracker, put a building/troop close to K tower so that bullet touches K tower (location: leave 2 squares between troop and tower/K tower).
* * = cannoncart
*
XXX
XXX
XXX XXXX
XXXX
XXXX
XXXX
- Against electro-spirit, play skeleton between K tower and tower so that electro arc touches the K tower.
- witch pulverizes megaminion.
- Play graveyard when opp is down on elixir.
- megaknight super utility card when opp is over-committing (note: megaknight does damage on drop).
- Against player with darkprince / prince / hogrider, just keep cycling cheap card so that to have the goblin's hut in hand.
- Play according to starting hand. Eg. if play pekka at bridge, make sure you have arrows/zap in 1st 5 cards to counter skel army, etc.
- Opp should not attack on the same lane as where I played lavahound bottom of the map. Because if I can counter, and keep defense troop alive, then this build up a powerfull counter push.
- So, if playing against lavahound, better attack on the opposite lane. Also make sure to defend against lavahound.
- When playing Lava-balloon, and lavahound+balloon kills first tower, put guards top middle to take spot from P tower, to protect balloon.
- E-Barbs:
- Play them middle, right in front of K tower -> handy when darkprince + prince on both lanes.
- giant, battleram... can also be used to counter ennemy tanks.
- Put them at bridge, behind ennemy to pull them back from tower, back to where they came from.
- When to play in the pocket:
- When opp tower is down, it can be good move to play a tank unit, or offensive unit in the pocket. When doing so, that unit will immediately distract the 2nd P tower, and possible also K tower.
- It is good move if the push on the first tower contains many small troops, ideally behind some tank troop. Eg. a balloon followed by Lava's puppies, or a valkyrie, followed by witchs skeleton. In that case, playing in the pocket allows these extra units to survive since K tower will target the main tank and 2nd P tower will target the unit in the pocket, and hence these secondary units will make deadly damage to K tower. If there is no main tank, playing in the pocket may distract both tower, but it requires a very strong tank (like lava or such).
- When having support troops, and opp adds a troop that would "escape" those troops, often good play to add a troop that would block the course of that new ennemy, so that support troop can help defeating him, with minor HP loss on our own new troop (positive trade).
- Bait techniques: force a move from opponent, to then get a better advantage afterwards.
- Eg. We need to play skeletondragons on a lane to defend, but opp has fireball. We play barbarians on the other lane to force the fireball.
- To target K tower when one tower down: play troop 2-sq from the pocket!
- In 1x elixir time, 2 elixir difference is huge. Use that advantage to build big push.
- When one tower is down, the King tower can be directly attacked if playing a range troop at 2-sq distance from the pocket (3-1 placement). If place too close to the pocket, the unit will instead attack the other princess tower.
- However, when both P towers are down, it is best to put the unit at the pocket (3-3 placement, two possible positions), so that even melee units go in STRAIGHT line to the king tower (instead of making a wide detour).
- Note that in general, it is NOT RECOMMENDED to attack the K tower directly. Attacking the 2nd P tower is usually safer (less HP, range units not under cross fire).
- 1/ Have win conditions, 2/ Keep track of rotations, 3/ Take damage, 4/ Adapt your playstyle, 5/ Use more troops, 6/ Time is your friend, 7/ Stop leaking elixir, 8/ Have quick fingers, 9/ Eliminate distractions, 10/ Pros are not special
- 2/ At least keep track of opponent win conditions, and then spells.
- 3/ If playing lava on one lane, and opponent counter attacks other lane, support your push and don't overcommit on defense.
- 4/ If opponent is very aggressive, play counter attack; if no spell, stack troops!
- 5/ Favor troop over spell when possible to get more control and value.
- 6/ Use first 1 or 2 minutes to learn opponent deck.
- Make sure to get as much value as possible from every card.
- Usually this means play cards later, and in winning combo.
- Better play 2 cards at once, than one after each other.
- This also means to play chill, so that to have enough elixir to face any situation.
- We play barbarians to counter a hogrider, opponent plays wizard on his side. Best response for us is to fireball the wizard, but PUSHING him to our barbarians, so that he's killed by our barbarians.
- Remember OPP BIG SPELLS. If OPP doesn't have fireball, we can stack flyingmachine, skeletondragons in the back. Note for barbarians, better keep them in defense (! megaknight').
- 7x challenge
- If OPP only has lightning, we can STACK troops. Eg. if we have air avantage, we can stack phoenix, electrodragon and especially skeletondragon to build bigger and bigger pushes.
- 2023-11-18
- When having a big elixir advantage is a good time to build a push. If OPP defends, we can then spend equivalent amount to strengthen the push.
Clan Wars 2
- Matchmaking is based on some secret ELO system (see https://royaleapi.com/blog/visualize-cw2-progress).
- Player on Discord CR FR said matchmaking is based on winrate indeed, and that players in top clan do LOSE on purpose during TRAINING days to lower their winrate.
- To get a better match up during battle days, one can force lose during TRAINING days. Apparently one has to play normally and lose for it to count (called lissage in french).
- A clan medals can be increased by playing with 56 members, making sure that members are leaving and joining on the same day.
- To get better river race, the clan can be emptied monday morning, before the race selection. Apparently this helps going with weaker clans.
- There is also another technique called win trading. Not sure how that works.
- Force remove a boat defense: kick the player with the defense, and have her/him join back. When she/he does, the defense will be removed.
- Deck selection
- Look for hard counter cards, and play corresponding deck if that card is out.
- E.g. if playing the WoToP deck, and OPP played fireball in first deck, select it as 2nd deck.
- Don't play these deck first, but play a versatile deck that can face many MUs.
How to start
What to do if other player doesn't play:
- They refer to "investment card". But what are they?
- miner on tower.
- lavahound is usually risky. Because reduce possibility of defense.
Quick push counter:
- Opp plays lumberjack+balloon at bridge (first lumberjack, then balloon).
- Usual defense is infernodragon, well on the course of the balloon, but don't aggro the lumberjack (usually this is hard).
- Game: played instead elitebarbarians behind lumberjack, then babydragon on the course of the balloon. Opp plays Horde at tower, I play fireball on tower + horde, babydragon kills the remaining horde and takes the tower. 1 tower for one tower, and hit K tower twice. Same elixir, slightly more damage.
Deck advises
- Keep deck speed < 4.
- Keep two spells in deck (like arrow and fireball).
Things I learned
- Don't activate K tower (with arrows, fireball). Note that opponent may play cards to trigger his K tower (eg. tornado, fisherman that brings our troop close to K tower and start attacking it).
- Against furnace + tesla:
- Opp was playing furnace + tesla on one side, couldn't go through with lavahound. On second push, played lavahound 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, and vice-versa.
- Counterpush: Opponent attack with hogrider, and then goblinbarrel. I put Skel Army on rider, and minions on goblin. Then on push back, I add minipekka in the middle of army for protection (note: this could be arrows / fireball bait). This takes the tower and K tower (against low level 7)!
- Playing against a lavahound+balloon + FB/Log + electrodragon/valkyrie/minions/electrowizard deck. Things started badly, but went better when playing elitebarbarians on the other lane, defending them a bit with zap. Morale: when you cannot do your normal push, go the other one.
Card synergy
- electrowizard + magicarcher: electrowizard in front of tower, magicarcher middle (even other side) that does horizontal shot.
- witch (in the back), then balloon at bridge. witchs skels protect the balloon (they take the shot).
- icegolem + hogrider at bridge, at same time!
- (seen on tv royale) zappies in the back, then at bridge at royalrecruits so that both zappies and recruits are in a same group (so 2 groups).
- Good counter is first icespirit in the back, then executioner left of tower but close to it (square W2 or E2), so that its axe is well in group axe.
- (tv royale) balloon at bridge (A14), then 2s later, Skel drag (C14). This kills opp's minions.
- Reaction was Barbarian on other bridge, then 4s later, balloon. When balloon killed tower, send asap a miner on K tower (N3) to take the spot. But Opp. replied with zap on balloon.
- miner + zap (+lavahound): miner on tower, then zap tower to re-target tower on the miner. zap can also be used eg. against witch, put miner on witch, zap, this kills the skeletons, miner then target the witch, and witch retarget on lavahound.
- lavahound + miner: Play miner in the back of the tower, so that when pups appear, miner tanks the damage from the tower, but then when King's tower activates, miner is still tanking the damage as well.
- lavahound: Always play with a Skeleton Dragon behind, or babydragon behind, or balloon. Get more value for the tank!
- icespirit + goblinbarrel: lot of damage apparently...
- rascals + wallbreakers: they push the big rascal to the tower faster!
Card advices
(w)
means fandom wiki data included.
Troops - 1 elixir
Troop
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How to play
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How to counter
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Electro Spirit (w)
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- Attack up to 9 targets in 4 tiles range.
- ES can force easily retargeting (play close to frontmost unit).
- With help from P tower, Effective against most swarm (play middle river), except minionhorde.
- Add zap or giantsnowball to one-shot all swarms (except barbarians).
- ES + fireball may one-shot musketeer and wizard.
- DO NOT PLAY naked, or risk of activation.
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- Make sure that spirit will connect (undamaged, same level as towers)
- Play a single troop at 11-0 or at 8-1, when electrospirit shadow's fully on 3rd row.
- If tombstone behind the P tower, troop at 11-1 can also chain to the K tower.
- If ES is tanked, thelog or barbarianbarrel to one-shot it.
- Because of this, don't play ES behind the push, unless this is a way to bait those spells, and play goblinbarrel later.
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Fire Spirit
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- firespirit (or any spirit) at 6-1 to kill spirit before it jumps, while keeping our spirit [2].
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Ice Spirit
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- Synergy with dartgoblin, against Minion (DG can then one-shot them).
- electrowizard: 3+5 when wiz is on the bridge.
- Against skeletonarmy: at 0-2 when lead skeleton is entering 3rd row. Or 0-1, when last skeleton on bridge [3]
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Skeletons
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- Against babydragon: skeletons at 6-3. They'll split and attract baby on the other side, to be shot by both towers.
- furnace: Cancel two waves at 13+5 when a spirit spawns from the furnace at 4-2 plant [4].
- CENTER giantskeleton: 5-5.
- electrowizard: at 3+2, when wizard on 1st row [5].
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Heal Spirit
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Troops - 2 elixir
Troop
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How to play
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How to counter
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Bats
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Bomber
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Goblins
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- goblins (x4) are better than guards if the meta has lot of arrows.
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Spear Goblins
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- Against prince: Play 4-4 (both towers will shoot).
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Ice Golem
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- Distract musketeer in the back: 14-3 when musketeer entering 4th row from back [6].
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Wall Breakers
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- minions asap at 6-3 against split wallbreakers.
- skeletongs at 5+2 asap.
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Troops - 3 elixir
Troop
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How to play
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How to counter
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Archers
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Firecracker
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- Against centre building, can play CENTER evofirecracker, to target the princess tower on the other lane.
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- goblincage: 4-2
- tombstone: 4-2
- (if CENTERED) troop (eg. megaminion) 6-2 when entering bridge.
- troop 7-1 or 7-2.
- Center firecracker: guards (or skeletons) at 5-5 [7].
- With duchess: 6-1 when firecracker is mid-bridge.
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Goblin Gang
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- Against giantskeleton, 5-4 when giant enters 2nd row.
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Knight
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Minions
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- Cheaper alternative to skeletondragons, with higher DPS.
- When used with guards, don't stack to avoid arrows value.
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Skeleton Barrel
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- icespirit (+2): play 10+2 when barrel shadow is touching 7th row [8].
- firespirit : at 10+2 when barrel shadow on 6th row [9]
- skeletondragons 7+4, flawless defense [10]
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Dart Goblin
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- Play it at bridge, inner corner, to target centered buildings (eg. 4-1) without being targeted by OPP tower.
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- cannon, 6-0 placement.
- icespirit (a bit before bridge), 6-3 (asap), then icegolem, 6-3.
- skeletons (a bit before bridge), 7+5 (asap), then cannon.
- icespirit 6-0 asap, then icegolem 5-2.
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Elixir Golem
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- In general, wait double time before playing. Before that, chill and try forcing opponent to expend max elixir [11].
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- tesla: 3-4 for CENTER golem.
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Mega Minion
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Guards
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- Against megaminion: 0-6! to kite it
- goblins (x4) are better than guards if the meta has lot of arrows.
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Skeleton Army
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- +2 trade: icespirit at 0-2 when lead skeleton is entering 3rd row. Or 0-1, when last skeleton on bridge [12]
- +1 trade: zap, thelog (if close enough).
- even trade: arrows.
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Bandit
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- megaknight (+4): at 4-3 placement when MK is on the 2nd row [13]
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- skeletons: 2-5, perfect; or 7-2, also perfect.
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Fisherman
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- See [14].
- NOTE: the FIRST fisherman takes the AGGRO!
- Against royalgiant: 0-5 placement, can still attract RG and move it to other tower.
- hogrider: ACTIVATION, play 9-4, when hog enters our side.
- Then 6-4 next hog plus a troop to fully counter it.
- electrogiant: ACTIVATION, play 9-4!
- ramrider: ACTIVATION, play 9-4!
- magicarcher: ACTIVATION, play 5-1 when magicarcher's foot is going to touch 1st row (OPP's side) [15]
- megaknight: ACTIVATION, play 9-4, when megaknight is entering 3rd row. [16]
- ACTIVATION bowler: fisherman at 5-1 or 6-1 when CENTER bowler walking on the bridge. [17]
- golem (CENTER): force lane change at 3-5 when golem body is entering our area [18]
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- zap: To reset fisherman, and prevent grabbing our defensive troop.
- goblins: 6+2 when fisherman stops and does one turn with his hook [19]
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Ice Wizard
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Miner
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- minipekka: 5-3 perfect.
- SAFEST positions with one P tower down:
- P-tower: 6+4, but also 7+5 and 8+5 (because of extra shovel distance) !
- K-tower: 13-1, 14-1, 14-2, but also 11-0, 12-0, 13-0.
- miner placement for tanking damage is very important:
- Play one or two square away from tower to allow for attacking opp. defender if any (e.g Play 4-1 or 5-1 if opp. play defensive range mid-map, or 1 square behind tower if he plays often backward).
- Play in the back of tower, or e4 / 9-0 to quickly switch from P to K tower and tank damage.
- Play more on -- or +- column to tank damage from center or outside, in order to defend minions.
- Summary: if taking P tower, think where to put miner to tank damage during P->K transition. Or if miner to tank damage, think where defender will shoot from, and possibly don't connect miner to tower, but give some room and opportunity to target a defender instead.
- Miner may DISTRACT BOTH P towers (if played inner). May be useful to protect e.g. a low health musketeer or a dartgoblin to take down the other tower.
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Princess
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- Oftentimes, BEST play is in OPPOSITE lane from the push, eg. 6-4 or 7-4 placement. This will allow the princess to survive to any opponent troop.
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- +1 trade: thelog or barbarianbarrel.
- -2 trade, but value: ramrider.
- -1 trade: poison or infernodragon ok, but with value.
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Royal Ghost
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- To KITE opp lane: valkyrie at 3-4!
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Troops - 4 elixir
Troop
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How to play
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How to counter
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Skeleton Dragons
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Battle Healer
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Battle Ram
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- Note: Ram in the pocket doesn't connect, except if tanked by another troop.
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Flying Machine
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- Note: FM not ok as 2nd air troop, but ok as 3rd one Carl.
- Very good against (goblins, goblingang...) in log bait, to snipe from other lane while still support lavahound push.
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Hog Rider
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- Against tesla: icegolem 0+2 or 0+1 (or coming from center), then asap hogrider 0+4.
- Synergy with royalgiant: play hogrider at the river THEN royalgiant in the pocket (when hog is about to cross, to tank for the hog).
Don't play both in the pocket, nor the hog at the pocket [20].
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- +1 trade: skeletonarmy.
- +1 trade (but 600-800 damage): minions.
- +1 trade: skeletons at 3+3 asap (if rider from 0+4) (one hit).
- 0 trade: minipekka at 4+2.
- -1 trade: skeletons at 3+3 asap (if rider from 0+4) and zap on tower when rider mid-way (perfect).
- -2 trade: hunter + thelog.
- cannon: must be at 3-2 or 4-2. 3-3 or 2-3 will NOT aggro! Other locations?
- If 3-3, icegolem (or skeletons) at 2+3 to boost hogrider into the cannon.
- earthquake-SAFE: icegolem (or skeletons) at 0+3 ASAP, then cannon 0-4!
- tombstone: 3-3, 2-3 is ok, and best so that both tower shoot! Other locations? 4-3 no!
- goblincage: 2+3 or similar (on the lane, so that goblin can hit)
- barbarian: 4+2 when hogrider is played. Perfect.
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Mini P.E.K.K.A.
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- -2 trade (but w/ some value): If minipekka at tower, battleram then zap to reset minipekka.
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Musketeer
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- Can snipe building at 3 squares from river.
- Against giantskeleton (NOT pekka): play 3-4.
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- +2 trade: thelog, or icegolem, or bats (see Rich Slaton).
- Log 2 tile in front tower, when musketeer reaches 2nd half of bridge. icegolem 7-0 placement (front-inside corner), also when musketeer reaches 2nd half of bridge. bats, wait musketeer cross the bridge, and drop there.
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Valkyrie
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- icespirit at 2-4 when valkyrie on 1st lane, then skeleton 5-5 when spirit jumps [21]
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Zappies
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Baby Dragon
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Dark Prince
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Hunter
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- +1 trade: thelog + icespirit middle, close to river to distract + Tower
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Electro Wizard
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Inferno Dragon
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- Against valkyrie (bridge): 5+3!
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- even trade: electrowizard, that reset always infernodragon, and also force to retarget (so this can save a tower).
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Lumberjack
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Magic Archer
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- When defending tower, always put defensive troop sideways, so that Marcher cannot hit the the tower!
- ACTIVATION: with magicarcher at 8-2 on an OPP INNER magicarcher. If our archer stays around 7-2,7-1, there is an activation.
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Mother Witch
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Night Witch
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Phoenix
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- minionhorde: zap them, phoenix death bomb will take care of the horde.
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- electrodragon: good counter, especially against phoenix+mirror.
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Golden Knight
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- Can dash through low pv units and rush to low pv tower.
- When dashing, it resets infernodragon and infernotower.
- Synergy with tornado to increase number of units GK is dashing into [22].
- Synergy with golem and electrogiant to push them faster when he is DASHING (can use that to e.g. escape beam of infernodragon).
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- KT activation: put a unit between P and K tower when he dashes (visible when he's flying), for instance guards at 11-0.
- skeletons: play skeletons BEHIND the goldenknight when he dashes, he'll kill only ONE skeletons.
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Skeleton King
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- Good combo with tombstone. Try to play tombstone first, then the skeletonking.
- Defense troop, try to play it as a cheap barbarians, with +2 to bring more defense. In offense, make sure to have the gauge filled.
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- valkyrie: play in FRONT of the king, so that no skeletons goes to the tower. Perfect defense.
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Troops - 5 elixir
Troop
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How to play
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How to counter
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Barbarians (w)
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- Strong defense against: prince, musketeer, hogrider, ramrider.
- Drop on them, then tank in front or glass-cannon behind for counter-push.
- -1 trade: Against barbarianbarrel, if placed early enough.
- Single push: Can take tower but only if opp. low on elixir.
- Synergy: rage.
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- +2 trade: skeletonarmy.
- +1 trade: fireball, charging darkprince, valkyrie.
- -1 trade: rocket.
- Weak against: jumping megaknight, poison
- Best defense: distant wizard or bomber.
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Minion Horde
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- archers: 5-3, when horde on bridge [23].
- phoenix / zap: if horde against phoenix, zap them, death bomb will take care of the horde.
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Rascals
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Giant
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Royal Hogs
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When played on one tower:
- +2 trade: skeletonarmy.
- even trade: Spear goblins (tower north edge), and thelog timed right so that still being hit by goblins.
- -1 trade: babydragon (6-1 placement, but why not P tower corner?), then zap when Hogs in baby's range.
- From Inside the Play #7, LaPoKaTi vs Egor:
- Hogs + healspirit (6) <=> fireball + thelog (6).
- Hogs (5) <=> fireball + icespirit (5).
- Hogs + healspirit (6) <=> fireball + icespirit (earlier) + Skeleton at river (6)
- Hogs (5) <=> fireball + Skeleton (5)
- Hogs (5) <=> thelog + Skeleton (3) - taking 700 damage.
- Hogs (5) <=> fireball (4) - taking 200.
When played 2-2 (mid-river):
- +1 trade: cannon (6-2 placement).
- 1 trade: fireball 3+2 asap (when they are all on the bridge).
When played 1-3 (offseted mid-river):
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Wizard
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- zap / giantsnowball, drill (!)
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Balloon
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- Note: explosion damage makes also significant damage. If playing FB, make sure to push opp troop to that bomb.
- Against hunter: if we zap the hunter, balloon can always score a hit. CWA
- With icegolem: golem at 0+3, then very short after balloon at 0+4.
- If OPP uses fireball, we can still get a hit on tower with zap! [24]
- Ultimate Balloon Guide
- When building at 4-2: balloon at 1+5!
- When building at 3-2 OR 4-1 [25]: balloon at 1+5, then when it starts moving, skeletondragons at 0+3, which will push the balloon to the side!
- When building at 0-2: megaminion at 2+5 (ideally right when the back of lavahound shadows leaves the 4th row), and instantly (1/2 sec) the balloon at 1+5.
- When building at 0-2: balloon at 1+5, then instantly (roughly when balloon timer is between 1/2 and 3/4) minions at 0+4.
- When building at 3-2: lavahound in bottom corner, then when bottom of lavahound shadow no longer touches the 5th row, balloon at 1+5.
- This is ANTI-TORNADO SPOT: Also works against tornado, this prevents opponent to activate the king tower.
- Note: these tricks may work when building at other places!
- When building at 4-1: balloon at 1+5, then 1s later skeletondragons at
- Against tombstone at 3-2 played on naked balloon: play the balloon at 2+5 (instead of 1+5), this allows to get a hit from the balloon!
- Against bats: play naked balloon at 0+2, then prepare spell, and instantly zap the bats. When quick enough, bats do not do a single damage to the balloon!
- Against hunter but opponent is low (zero) on elixir: naked balloon at 0+2 is ok, and will allow a hit on the tower.
- Against wizard, electrowizard, musketeer, if wizard is targetting the balloon, then fireball the wizard/musketeer towards the balloon death bomb (time the fireball so that it hits the wizard before the time bomb explodes, eg. fire it when wizard is taking is before last shot).
- Against archerqueen on lavahound + balloon push: if queen is using her ability, this will kill the balloon. Think of using zap to re-focus the queen on the lava!
- From Carl's gameplay
- Synergy lavahound, early play: When lavahound shadow is centered around 8+4 square, can play balloon 10+2.
- More
- Synergy fireball: push things away to help balloon to reach the tower.
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- -2 trade: megaminion at 3+3 (on balloon path).
- if balloon + RAGE, then 4+3 instead (only one hit).
- -1 trade: infernodragon, but put it on the balloon path, middle.
- fireball, but must aim correctly to move balloon further from tower. If done perfectly, soon not take any shot.
- Easiest, balloon in front, aim 6+2 when balloon shadow is fully within 2-sq distance from FB blast circle, roughly same as when balloon touches the blast circle [26].
- Or, aim 4+2, and release finger when top of balloon shadow is half-cell distance from river border (see 13:36)
- When balloon come sideways, 3+3 placement, release when balloon shadow touches the fireball zone border [27].
- wizard and electrowizard work well.
- ramrider very good apparently... May need some extra to avoid any damage though (arrows or archers).
- Cage: when B at 1+4 (between 1+4 and 1+3, was played at 0+4), Cage at 0-2 still attracts the balloon!
- Building
- tombstone: If balloon 1+5, play 3-2. If balloon 0+4, play 4-2 instead. If balloon in the middle, play 7-3 (ie. on K tower, opposite lane). If tombstone already at 4-3, kite the balloon to the tombstone with a lateral fireball, no more defense needed (if both towers shoot).
- when one tower down (and no building or electrowizard in OPP's hand), better play balloon at 3+1 (4-sq from pocket) to hit K tower (even if OPP plays executioner).
- poison: can slow down a naked balloon at the bridge (only death bomb dmg).
- If tombstone 3-3 (because 3-2 for the other lane), and balloon 0+4, then megaminion 0+4 to boost the balloon into the tombstone.
- skeletondragons 2+5, if balloon 0+4 (only death bomb).
- fireball on princess tower, when balloon shadow is touching tower [28] (only death bomb).
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Bowler
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- against barbarians: miner can force retarget on him. [29]
- ACTIVATION: tombstone 4-3, then littleprince 7-2.
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Cannon Cart
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- When one tower down, playing in the POCKET usually gives lot of damage because it connects very fast.
- Can be combined with infernotower next to it to defend.
- darkprince can push the cannoncart very fast. Useful for counterpush (play one or the other last near the bridge), and get a connection by surprise.
- Against electrogiant, can both attack then DISTRACT the giant if played within range.
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Electro Dragon
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- With elixirgolem, synergy to allow golem to pass through ennemy troops. [30]
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- ACTIVATION: any troop at 11-0, or 8-1.
- if dragon more in the middle, ACTIVATION with eg. musketeer at 6-3 and icespirit at 8-3 (one sq. hop to K tower)
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Executioner
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Prince
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- +2 trade: tombstone, or skeletonarmy (but beware zap / Log).
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Witch
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Ram Rider
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- electrowizard destroys her very well.
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Archer Queen
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- fireball: 3+2 when she's entering our 1st row.
- giantsnowball': 2+2 when she's entering our 1st row, then electrospirit (or icespirit) at 0-0 (or close to her) when she's bounced away. [31]
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Troops - 6 elixir
Troop
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How to play
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How to counter
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Elite Barbarians (w)
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- Strong defense against: musketeer.
- May counter megaknight perfectly if dropped on it so that they split.
- Synergy:
- valkyrie in front, pushed by barbarians, eliminating swarm.
- Fire spirit, place behind, to remove all swarm units, or deal great damage to crown tower.
- Single push: deadly if opp. is low on elixir. Prepare spell to react to defense!
- Against tombstone: prepare zap, hover 1 tile below tombstone, and trigger when tombstone destroyed.
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- +3 trade: guards play at 3-4, takes one hit [32].
- +3 trade: skeletonarmy (but beware of zap, Log, arrows).
- +3 trade: tombstone, but beware of zap on destruction!
- +1 trade: barbarians. Time correctly to drop on 5-| so that they surround the one elitebarbarians that was weakened already a lot!
- +1 trade: icegolem + minions
- Splash valkyrie / darkprince, bomber in combination with distracting unit like Skeleton and/or icespirit, or icegolem.
- Same with glass cannon minipekka or lumberjack.
- even trade: rocket (or lightning, to cripple barbarians + 1 supporting troop).
- -1 trade: pekka, megaknight
- Even trade: E. barbs
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Royal Giant
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- Synergy with lightning (against building / range units)
- furnace (to remove swarms)
- thelog or zap (against swarms, infernotower).
- electrowizard (against infernotower)
- Always add SUPPORT troop to RG push!
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- OJ Gaming [33]
- Counters: (building or tank killer) + (icewizard or tornado and/or icewizard).
- Beware of RG SUPPORT troops or SPELLS:
- Don't stack all defense at once.
- Using swarms: SPACE THEM OUT (space / time), to reduce spell value.
- Buildings:
- goblinhut 4-2 + skeletons: perfect.
- mortar / bombtower 4-3 or 3-3: tank 4 hits.
- infernotower 4-2: perfect (! zap).
- Buildings PUSH BACK (! watch for EXCLAMATION mark to confirm CORRECT placement)
- bridge: wait for RG connection, then 1+3 to push him back (spawning troop will be closer as well). Best for tombstone, goblincage.
- pocket: 3-2 (also for tesla). Very effective with tombstone.
- KT: 4-3 for tesla.
- skeletonarmy: 0+2.
- minipekka + icespirit: 0+2.
- skeletons + electrowizard 4-2.
- minipekka: 0+2 (1 hit if predict).
- lumberjack: 0+3.
- pekka: 0+2.
- hunter: 1+2.
- barbarins: 0+2 (! fireball).
- goblingang: 0+2 (! support troop).
- skeletons + icewizard.
- prince: 0+2.
- nightwitch: 0+2 (! careful support troops).
- sparky: 4+2 (! zap, electrowizard).
- zappies: 9-0 immediately.
- executioner 3+2 + tornado: but also eliminate SUPPORT troops!
- cannoncart: 4+1. Put a TANK at bridge too for nice counterpush! (+ eg icespirit to deal for RG support unit).
- icewizard: alone, 5 hits only instead of 10 hits!
- icewizard+furnace: perfect.
- tornado: 2+2 other side with RG on our 1st row to pull it back max.
- tornado + prince 6+1 when RG entering bridge: 1 hit
- tank KILLER + icespirit or thelog
- Tank KILLER + BUILDING.
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Giant Skeleton
|
|
- skeletons (+support like bats): play at 0-3 when giant enters 3rd row.
- minipekka 0+2 when giantskeleton is entering 4th row (perfect).
- barbarianbarrel (+support like babydragon) 3+2 or 4+2 when giantskeleton is entering 2th row.
- goblingang 5-4 when giant enters 2nd row.
|
Goblin Giant
|
|
- SPAWNER on CENTER / MIDDLE GG: 2-4!
|
Sparky
|
|
- +2 trade: electrowizard if timed correctly and dropped on the sparky (doesn't take any damage because reset)
- Any air unit, in particular electrodragon that resets the sparky.
- tesla, if targetting the sparky.
- zap can reset it. This can prevent damage on the tower. For instance, zap at the same time as infernodragon attacks sparky is enough to kill it w/o damage.
- +1 trade: miner, then zap right before it's shooting.
- cannon, 5-0 can take one hit.
- fisherman + TANK (skeletongiant), to grab the sparky on our side (sparky shots once)
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Troops - 7 elixir
Troop
|
How to play
|
How to counter
|
Royal Recruits
|
|
|
Electro Giant (w)
|
- Better play on Elixir x2.
- Can be used to pressure the other lane.
- Synergy with motherwitch, by turning defender into hogs, that in turn will attack the tower.
- Synergy with fisherman, that bring defender in EG stun range.
|
- outer giant: musketeer at 5+5, then thelog 2+3, then icespirit 4+2 when egiant leaving 2nd row, then cannon 1-1 when egiant leaving 4th row [34].
- outer giant: musketeer at 5+5, then cannon 1-3 when egiant on 2nd row.
- freeze + swarm ok since freeze disable dmg reflection.
- infernodragon or infernotower. infernodragon must be played as far as possible on the side, such that to never come close to EG. infernotower at 4-3 placement from defending tower.
- But Opp can use spell (giantsnowball, FB...) to bring infernodragon closer, in stun range.
- If Opp uses tornado to bring defense close to EG, play defense close to K tower, to increase chance that tornado activates the K tower.
- barbarianhut in the middle.
- Better defend with troop with high DPS but low attack speed (eg. pekka, minipekka or hunter). So rage is not recommended.
- TV royale: Play fisherman in 6-2 (but other lane) when EG is 2 square distance from river, it will attract EG to K tower and activate it.
- A tesla is enough?!?
- cannoncart if within range, may damage the giant, then distract it as well when it turns into a cannon.
- mortar also very good because giant will never get hit back damage.
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P.E.K.K.A.
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|
|
Lava Hound
|
☒
|
TODO: Watch again
- Strategy from Noc7urne (see also deck below):
- Drop place for lavahound: 13+5, 13+4 or 13-1 (against tornado), 7+5 (xbow/tesla) and 14-2 (exec).
- lavahound first play is good move with this deck.
- Against tornado: drop lavahound at 13+4 or 13+3, so that lavahound can tank for the flank when you drop the support unit closer to the side of the arena.
- Against executioner: drop 14-2
- Against xbow or graveyard: play lavahound at 7+5 or 6+5, higher to time it correctly. When tesla comes, balloon behind lavahound, and miner on tesla (+also zap?). This will allow balloon to connect to tower.
- Against tornado: play lavahound at 13+4 (instead of 13+5). This allows to put unit more on the side, so that lavahound can tank for them.
- In opposite tower: drop behind King, lavahound will make a turn (good for not splitting troops too much and for building pushes). Typ. against giant decks in 1:1 opp. tower scenario.
- Don't over extend on defense. Use tower pv as resource to build elixir advantage.
|
- Lava, balloon, tomb
- Some strategy against xbow:
- Try to go for a tower trade (ie. play other lane?)
- Split Barbs in middle to defend xbow, so they can tank for a long period.
- Do not play lava first (random win).
- Against golem:
- If golem 1st play in the back, normal time, balloon + minion at bridge is good. Then can defend the push with tombstone (4-3 placement) and megaminion on (support troop 1st).
- If no balloon or minion in hand, either lavahound same lane or tombstone, then try to cycle.
- When to play support troop first behind K tower, then by Lava at the bridge?
- When we know we gonna need to defend (eg. against giant).
- Can use Barbs to defend megaminion (against infernodragon).
- Against Lava, zap the puppies, to let the minions survive.
- Then play megaminion. If he fireball that, play balloon. Otherwise, just wait and play Lava again in the back.
- When to play lavahound+balloon: against deck like giant + double princes, but not against deck like tornado and buildings.
- Against hogrider / executioner:
- Don't give Ex lot of value. Play strong defense, and strip damage from lavahound and good fireball placement.
- On Ex at tower, fireball him + tower so that to bring him inside the pups.
- Play lavahound high (7+5) if feels opp is going to play hogrider, so that to protect minions.
- Play balloon at bridge to bait the rocket. Do not lavahound+balloon, or give to much value to rocket.
- Play tombstone to defend the other lane, and must protect it.
- zapin hand is good start, then tombstone. Look for fireball value.
- If one tower down, better build push on other lane (to get defense from our tower).
- If opp tower low PV, don't kill it to quick, but attack other tower so that K tower is still inactive.
- fireball: Wait to get good value.
- balloon: Watch opp anti-aerial troop are out of cycle, then play it. Or lure them on the Lava, and play balloon right behind (very close).
- Synergies
- With balloon obviously ;-)
- miner: ideally send him before the lava pops, so that he can tank for the puppies.
- skeletonking: synergy with lava pups. If opp overcommits on defense, skeletonking at the bridge opposite lane takes down the tower.
|
- +1 trade: musketeer almost at bridge and bats. lavahound made 0 damage to tower.
Against Lava Pups:
- 3 elixir: royaldelivery.
- 4 elixir: tornado + icespirit.
|
Mega Knight
|
- Do NOT use a BUILDING in megaknight deck. Otherwise we lose the ability to counter push.
|
- bandit (+4): at 4-3 placement when MK is on the 2nd row [35]
- +2 trade: barbarians are effective counter if jump negated. 3 will survive, for a +2 elixir trade-off megaknight.
- tombstone can lure megaknight to activate King's Tower [36].
- Put tombstone at I05 / H05 (7-2 placement), or more expensive, at I07 / H07 (5-2 placement), then troop (one that is one-shot by megaknight) next to King's tower after it's destruction.
- tombstone at I06 / H06 (6-2 placement) can have megaknight killed by both towers.
- skeletons: surround him so that the skullies surround him!
- skeletonarmy: 5-4 when MK on 2nd row, both towers shoot [37]
- icespirit: will freeze MK even if it jumps [38].
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Troops - 8 elixir
Troop
|
How to play
|
How to counter
|
Golem
|
|
- If opp plays golem + lightning, very hard to go same lane because because giving lightning value. Instead [39], drop a knight (only, if 1x elixir time) opposite lane. If opp doesn't respond to it, it will do lot of damage. Then focus on defense (icewizard in the back, tombstone...).
- Building at 4-3 will make golemites to split (at least true for bombtower).
|
Troops - 9 elixir
Troop
|
How to play
|
How to counter
|
Three Musketeers
|
|
- arrows + lavahound: try to shoot them all with arrows, then distract with lavahound close to our tower (ideally with support troop like valkyrie).
- threemusketeers behind king: instant fireball + zap on the tower (need fast reaction) [40]
|
Spell
Troop
|
How to play
|
How to counter
|
1 elixir
|
Mirror
|
|
|
2 elixir
|
Giant Snowball
|
- Good to push some enemy.
- If air unit, put at 3-square distance (so 4th square away) from shadow (ie shadow outside of circle).
- Combo with graveyard or skeletonarmy, to freeze a bit the tower and help skeletons to accumulate.
- Against infernodragon: to push it away from balloon or other troop, to change its agro.
- Synergy with miner: to clean an area around tower to make sure miner agro the tower.
|
|
Zap
|
|
Barbarian Barrel
|
- When one OPP tower down, play in the POCKET to take aggro from 2nd tower, when swarm attacks the king tower.
- With babydragon: launch barrel when baby's shadow is 2 square away from river.
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|
Rage
|
|
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The Log
|
|
|
3 elixir
|
Arrows
|
|
|
Royal Delivery
|
|
|
Earthquake
|
- Play at 4-0, for maximum coverage, while hitting the tower.
|
|
Clone
|
|
|
Goblin Barrel
|
- (Guess placement)
- SAFE PLAY: play barrel on outer corner (7+3), which is tornado safe placement.
- Basic synergy: barrel + tank (knight...).
- Must aim so that barrel lands as soon as TANK is being FOCUSED.
- If opp doesn't have good counter, focus on defense and chip with the barrel!
- Against arrows: Use skeletonarmy to bait the arrows, or punish with skeletonarmy.
- NEVER barrel into a darkprince.
- Tricky barrel: first identify opp's counters to know which trick to play. Also, always TANK (eg. icegolem) the tricky barrel since it is dealing less damage otherwise. Tricky barrel is a MIND game.
- DEEP barrel at
11+2 (hard to spot).
- DEEPER barrel at
12+2 (easy to spot).
- OUTER barrel at
8+5 or 10+5 (easy to spot).
- INNER barrel at
8+1 (so INSIDE tower), usually much better than OUTER, and NOT in RANGE of 2nd tower. Beware of icespirit!
- ANTI-knight barrel at
9+1 , good against knight/valkyrie/guards.
- ANTI-SWARM barrel at
7+2 , good against gang in the back.
- PUMP barrel at
13+5 , good against elixircollector if opp doesn't have log in rotation.
- Against lonely king: play INSIDE FRONT of king (eg.
10-3 ), reaches faster and usually opp's play counter in the back!
- Against fireball, play 5+2. Sometimes players miss their fireball! [41]
- Excellent SYNERGY with giantsnowball, in particular against skeletonarmy. Time the snowball so that to land when the army appears (usually 1 or 2s after). It also slow down a bit the tower.
|
- Tower hit order for centered barrel: first INNER, then OUTER, then REAR goblin. So put the TANK at
8+4 .
- thelog, barbarianbarrel (+1): ! tricky barrel.
- giantsnowball (+1): when shadow at
3+1 !
- goblins: play at
10+2 (play fast!)
- arrows (0).
- skeletonarmy (0): play at
10+2 .
- tornado (0): play at
7-2 .
- goblingang (0): play at
10+2 .
- archer + skeletons (0): play archers at
6+2 and skullies at 10+2 .
- skeletons + zap (0): play skeletons at
9+4 then zap.
- FRONT barrel: skeletons at 6+2 will force re-target onto the skeletons.
- guards (0, one hit): play FAST at
9+4 (or 8+4 seems ok too?).
- valkyrie (-1, perfect if timed correctly):
10+2 perfect (Drop valkyrie as soon as barrel is casted [42]). Otherwise, easiest 6+2 , or 9+4 , before shadow crosses river.
- hunter (-1): best
10+2 .
- electrowizard (-1, one hit): best
10+2 , when shadow on 1st, 2nd or 3rd row. But Opp may counter with barrel one square up. Alternative, 8+4 when shadow is on 1st row [43]
- bowler (-2): play at
10+2 .
- megaknight (-4): play at
10+2 when shadow touches the river.
- electrospirit, firespirit: ??? (!zap prediction)
- icespirit: 8+4.
- skeletondragons: play at
8+4 .
- icegolem: 8+4, can also RESET the OUTER goblin by pushing him.
- musketeer 8+4, useful when thelog is out-of-cycle (eg. against logbait decks).
- zappies: 9+4, to tank 2 goblins.
- Bait deck (eg. barrel + princess): do NOT log the princess!
- Bait deck with skeletonbarrel: cannon 4+1 on skeletonbarrel, then on goblinbarrel, skeletons at 10+4 asap (shadow on 3rd opp side), and icegolem at 7+4 (shadow 5th row our side).
- Prediction
|
Tornado
|
- Play on defense for easy ACTIVATION, but also in offense in synergy with golem, royalgiant... to pull away an enemy defender (minipekka, etc) and have the defender distracted by one of our support troop.
- babydragon: activation 6-4 when BD shadow is going to touch 4th row (BD coming from center).
- hogrider: activation 7-3 when HR shadow is going to touch 5th row (HR coming from outer).
- OJ video TODO: watch again
- balloon: ACTIVATION 9-2 when balloon on tower.
- elixirgolem: ACTIVATION 8-3 when golem splits.
- electrowizard: ACTIVATION 5-2 when wiz foot is touching 1st row.
- fisherman: ACTIVATION 8-3 when fisherman is mid-course after grapping the tower.
- goblinbarrel (OUTER): ACTIVATION 9-1 when barrel shadow is over 3rd and 4th rows.
- goblinbarrel (CENTER): PERFECT defense 7-2 when barrel shadow is over 3rd and 4th rows.
- goblinbarrel (CENTER): ACTIVATION 11-1 when barrel shadow is over 2nd and 3rd row.
- goblinbarrel (CENTER): ACTIVATION 11-1 when barrel shadow is over 2nd and 3rd row.
- goblinbarrel (OUTER 8+4): ACTIVATION 12+1 when barrel shadow is over 4th row.
- goblin: ACTIVATION 9-2 when gang over 3rd and 4th row.
- guards: ACTIVATION 8-2 when guards are entering 5th row.
- hogrider (centered): ACTIVATION 7-3 when hogrider is over 3rd and 4th row (perfect).
- hogrider (0+4): ACTIVATION 9-2 when hogrider shadow is over 5th and 6th row. Next push, play 6-3 when hog's shadow is touching 6th row.
- ALTERNATIVE: ACTIVATION 8-2 when hogrider shadow is over 3rd and 4th row. Or even 2nd and 3rd row [44]
- lumberjack: ACTIVATION 8-2 when jack is entering 4th row.
- megaknight: ACTIVATION 8-2 when MK is jumping.
- miner (6+3, 6+2): ACTIVATION 9-2.
- miner (8+4): ACTIVATION 11+0.
- minipekka: ACTIVATION 8-2 when minipekka entering 4th row.
- minions: ACTIVATION 9-2 when shadow is over 4th row (note: 1st minion dead).
- nightwitch: ACTIVATION ...
- ramrider: ACTIVATION ...
- royalghost: ACTIVATION ...
- royalhogs ACTIVATION ...
- skeletonbarrel: ACTIVATION 7-3 when shadow centered on 4th row (middle barrel) [45]
- wallbreakers: ACTIVATION ...
- minipekka (CENTRE): ACTIVATION 6-4 when minipekka is middle 4th row.
- more
- bandit: ACTIVATION 9-2 when hearing the dash sound, to take only the dash hit.
- electrogiant: ACTIVATION 9-4 when giant on 4th row.
- babydragon: ACTIVATION 6-4?
|
|
4 elixir
|
Fireball
|
- Aim 5-0: faster travel time, can hit both building and outer unit if timed correctly.
- when building at 3-3, still possible to hit both building + tower by aiming 6-1.
|
|
Freeze
|
|
|
Poison
|
- balloon: can slow down a naked balloon at the bridge (only death bomb dmg).
|
|
5 elixir
|
Graveyard
|
- Normally, play 8+4, ie outmost possible.
- Against valkyrie, play rather 8+3, so that more skeletons surround the tower.
- In 1x elixir, only DEFEND. Except if OPP is giving counter push value.
|
- +2 trade: skeletonarmy.
- +2 trade: Spear goblins (any damage ?).
- If Opp sends a tank, block the tank at bridge.
- barbarians: better to play them behind the princess tower so that the knight (or tank) goes to the tombstone (3-3 like placement). Take a bit of damage in the front, but usually better.
|
6 elixir
|
Rocket
|
|
|
Lightning
|
- To HIT TOWER, make sure to aim area WITHOUT any troop.
|
|
Building
Troop
|
How to play
|
How to counter
|
3 elixir
|
Cannon
|
From YersonCz gameplay:
- hogrider: 3-2 or 4-2. 3-3 or 2-3 will NOT aggro!
- If cannon already 3-3, play skeletons or icegolem at 2+3 to boost it towards the cannon.
- earthquake-SAFE: 0-4 ASAP (0-3 is NOT SAFE), but first icegolem (or skeletons) at 0+3 ASAP to boost.
- hogrider in the pocket: 7-2.
- royalgiant: 4-3 (from anywhere). Perfect with skeletons + musketeer.
- dartgoblin: 4-3, sniped by goblin but at least tower shoots it down.
- graveyard: 6-0, to defend. As a result, against giant, play 3-2 instead (to leave room for 2nd cannon).
- electrogiant: from CENTER, 3-4 (best), 4-3 or 2-4 (4-4 DOES NOT WORK).
- golem: OUTER golem, cannon 0-3 then push golem with thelog 0+4 [46]
|
|
Tombstone
|
- Pro seems to play frequently at (4-2).
- Play at 4-2 or 4-3.
- 3-4: Against troop that targets building, if opp plays them on the middle. Eg. Ideal against electrogiant.
- 5-2: Against dartgoblin (because dartgoblin can snipe at 4-2 or 4-3 from bridge...).
- ONE TOWER DOWN: 0-2 against hogrider, royalhogs, balloon to attract them to 2nd tower [47].
- Best tips (Carl the Legend)
- hogrider: 3-3 placement when expecting hogrider. When not, play 2+4 (is 2+3 / 2+2 ok ? At least TS must be IN THE WAY).
- electrospirit: 10+1 placement, when tower shoots first arrow (spirit at 3rd square). Only early in game, if tower still has lot hp.
- GY: 10+3 placement, on tower with much less hp (don't play if they are even because opp would choose other tower).
- electrogiant: wait EG (eg. lavahound in back opp lane), then play 4-4 when EG at bridge if EG from the middle, or 4-3 if EG from the outside.
- If lane is tanked (eg. by lavahound), play tombstone 5-2, so that skeletons stack on the electrogiant.
- goblinbarrel: 10+3 placement (to also avoid opp cycling his Log).
- balloon: If balloon 1+5, play 3-2. If balloon 0+4, play 4-2 instead. If balloon in the middle, play 7-3 (ie. on K tower, opposite lane).
- If tombstone already at 4-3, kite the balloon to the tombstone with a lateral fireball, no more defense needed (if both towers shoot).
- If balloon after lava, put tombstone, then fireball balloon when it comes back (eg. aim 4+1, ie. blast circle at level of balloons cell shadow and touching that cell shadow, this should also touch the lava), then zap. Alternatively, can we push the balloon to the other lane with fireball?
- ramrider: Usually don't play in the middle, because rider will charge and destroy in one hit. If played at the bridge, 1+3 will prevent charge.
- 4-4 (!) when coming from center (naked rider, no other troops), 4-3 if from front / outer.
- skeletonarmy: Play 6-2. Predict this move when eg. playing Lava in the back.
- elitebarbarians: Play 5-2.
- More (from Carl videos)
- earthquake: Play 0-3.
- Against giant+skeletonarmy in the pocket: play at 6-0, then fireball [48].
- megaknight / fisherman: tombstone 6-2.
- royalghost: tombstone 6-2 or 7-2.
- RG in the pocket: tombstone 3-2! This pushes the RG.
- golem: Play 4-3 early (even if from corner), then lava same lane (to tank while we defend the golem) (see golem tip video).
- golem: some vid said play same lane, 5-2, such that skeleton piles up. In which video this was? It seems Carl does this when lavahound is tanking, so that skeletons do indeed pile up.
- pekka: also must play so that skeletons go to the pekka. But where?
- lumberjack+elitebarbarians bridge: skeletondragons 7+4 (outer), and tombstone 3-3 (for elitebarbarians kite, also out of arrows range).
- valkyrie: deep tombstone 5-2 flawless.
- giant: 4-3 attracts the giant.
- darkprince: 5-2 is flawless defense.
- elitebarbarians: 5-2.
- mightyminer: 3-3
- balloon at 0+2: tombstone at 4-3.
- elixirgolem: 5-2 (if early, to have skeletons to accumulate on golem), 4-3 (to kite and split golemites) or 4-4 (max kite for center golem).
- mortar: deep tombstone opposite lane (like 4-3).
- giantskeleton: 4-3 (and ideally another troop, but in the back of giant to avoid death bomb)
- mightyminer: With one tower down, 10+2, so that flow of skeletons counter the miner ability.
- bandit: 6-2 tombstone survives [49].
- fisherman: 4-2, fisherman locks on tombstone, but w/o doing any damage to it [50]
- valkyrie: 6-2 tombstone surives.
- More (from me)
- royalgiant: 4-3 still attract RG, but 2 shots kill it.
- royalgiant: 3-3.
- To kill backup troops, or in prediction of backup troops (eg. megaknight in front of a sparky), better play defense troop on the outer edge (eg. 1+5), with a center tombstone.
- Reset / pushback
- royalgiant: 1+3 pushes back the giant.
- prince: 4+3 pushes back the prince.
|
4 elixir
|
Mortar
|
|
- tombstone: play at 6-3 (opp. lane, usually opp will fireball)
- icespirit: play at 6-4
|
Tesla
|
- CENTER golem / giant: 3-4.
|
|
Bomb Tower
|
|
|
Furnace
|
|
- skeletons: Cancel two waves at 13+5 when a spirit spawns from a furnace at 4-2 plant [51]
|
Goblin Cage
|
- giant (middle): 4-4!
- hogrider (bypass): 2+4! [52]
|
|
Goblin Drill
|
- Play IN FRONT of the tower, so that goblins spawn immediately on tower.
- Play with a TANK behind the tower, so that it takes focus, and protects the spawning goblins.
|
- guards, excellent defense.
- valkyrie, darkprince.
- cannon, 4+2 placement. In front of tower to defend against troops coming from bridge.
|
5 elixir
|
Goblin Hut
|
|
|
Inferno Tower
|
|
|
6 elixir
|
Elixir Collector
|
- NEVER elixircollector 1 minute before the end. Waste of elixir.
|
- Usually fireball is not a good play because OPP will likely have a better card to play (eg. three musketeers.
- Best response is to punish the OPP for the loss of 6 elixir.
|
X-Bow
|
- Against golem/electrogiant, if opp plays 4-elixir card, play xbow opposite lane [53].
- Typ. placement is 1+5 (side), or 1+3 (front tower). ie leave one square from river, to allow defense by troop or another building.
|
- infernodragon if xbow is high.
|
7 elixir
|
Barbarian Hut
|
|
|
King's activation
- when firecracker at N14, and babydragon at K07/K08 when shooting.
- When firecracker going to dash, tornado at 9-2.
Unit/building placement
Full coordinate for the whole map: y-x placement for the whole map:
========###^^^^^###============= river =============###^^^^^###======== ========###^^^^^###============= river =============###^^^^^###========
B14 C14 D14 E14 F14 G14 H14 I14|J14 K14 L14 M14 N14 O14 P14 Q14 0+4 0+3 0+2 0+1 0-0 0-1 0-2 0-3|0-3 0-2 0-1 0-0 0+1 0+2 0+3 0+4
A13 B13 C13 D13 E13 F13 G13 H13 I13|J13 K13 L13 M13 N13 O13 P13 Q13 R13 1+5 1+4 1+3 1+2 1+1 1-0 1-1 1-2 1-3|1-3 1-2 1-1 1-0 1+1 1+2 1+3 1+4 1+5
A12 B12 C12 D12 E12 F12 G12 H12 I12|J12 K12 L12 M12 N12 O12 P12 Q12 R12 2+5 2+4 2+3 2+2 2+1 2-0 2-1 2-2 2-3|2-3 2-2 2-1 2-0 2+1 2+2 2+3 2+4 2+5
A11 B11 C11 D11 E11 F11 G11 H11 I11|J11 K11 L11 M11 N11 O11 P11 Q11 R11 3+5 3+4 3+3 3+2 3+1 3-0 3-1 3-2 3-3|3-3 3-2 3-1 3-0 3+1 3+2 3+3 3+4 3+5
A10 B10 C10 D10 E10 F10 G10 H10 I10|J10 K10 L10 M10 N10 O10 P10 Q10 R10 4+5 4+4 4+3 4+2 4+1 4-0 4-1 4-2 4-3|4-3 4-2 4-1 4-0 4+1 4+2 4+3 4+4 4+5
A09 B09 C09 D09 E09 F09 G09 H09 I09|J09 K09 L09 M09 N09 O09 P09 Q09 R09 5+5 5+4 5+3 5+2 5+1 5-0 5-1 5-2 5-3|5-3 5-2 5-1 5-0 5+1 5+2 5+3 5+4 5+5
A08 B08 C08 D08 E08 F08 G08 H08 I08|J08 K08 L08 M08 N08 O08 P08 Q08 R08 6+5 6+4 6+3 6+2 6+1 6-0 6-1 6-2 6-3|6-3 6-2 6-1 6-0 6+1 6+2 6+3 6+4 6+5
A07 B07 ... ... ... F07 G07 H07 I07|J07 K07 L07 M07 ... ... ... Q07 R07 7+5 7+4 ... ... ... 7-0 7-1 7-2 7-3|7-3 7-2 7-1 7-0 ... ... ... 7+4 7+5
A06 B06 ... ... ... F06 G06 H06 I06|J06 K06 L06 M06 ... ... ... Q06 R06 8+5 8+4 ... ... ... 8-0 8-1 8-2 8-3|8-3 8-2 8-1 8-0 ... ... ... 8+4 8+5
A05 B05 ... ... ... F05 G05 H05 I05|J05 K05 L05 M05 ... ... ... Q05 R05 9+5 9+4 ... ... ... 9-0 9-1 9-2 9-3|9-3 9-2 9-1 9-0 ... ... ... 9+4 9+5
A04 B04 C04 D04 E04 F04 G04 ... ...|... ... L04 M04 N04 O04 P04 Q04 R04 10+5 y+0 y++ y-+ y-- y-0 y-1 ... ...|... ... y-1 y-0 y-- y-+ y++ y+0 y+1
A03 B03 C03 D03 E03 F03 G03 ... ...|... ... L03 M03 N03 O03 P03 Q03 R03 11+5 y+0 y++ y-+ y-- y-0 y-1 ... ...|... ... y-1 y-0 y-- y-+ y++ y+0 y+1
A02 B02 C02 D02 E02 F02 G02 ... ...|... ... L02 M02 N02 O02 P02 Q02 R02 12+5 y+0 y++ y-+ y-- y-0 y-1 ... ...|... ... y-1 y-0 y-- y-+ y++ y+0 y+1
A01 B01 C01 D01 E01 F01 G01 ... ...|... ... L01 M01 N01 O01 P01 Q01 R01 13+5 y+0 y++ y-+ y-- y-0 y-1 ... ...|... ... y-1 y-0 y-- y-+ y++ y+0 y+1
G00 H00 I00|J00 K00 L00 14-1 y-2 y-3|y-3 y-2 y-1
n1 n2 n3 n4 n5 N1 N2 N3 N4 N5 N6
Around w2 e2 Around W2 E2
P tower: w3 e3 K tower: W3 E3
w4 e4 W4 E4
s1 s2 s3 s4 s5 W5 E5
S1 S2 S3 S4 S5 S6
- Fandom "y-x placement"
- Used on Fandom wiki.
- Principle is
(distance from River)-(distance from P tower)
.
- So
7-2
for tombstone would mean I05 or H05, 5-2
would mean I07 or H07.
7-0
for a troop would mean next to tower, right behind north edge.
- In case of building, we take the distance between the building edge, not the bottom left corner.
- When building is in front of P tower, we still use the same edge as reference. Eg 2+4 placement for tombstone would mean putting it on 2+4 to 4+2 square. Alternatively we can say 2-(-4).
- Extended "y-x placement"
- An extension I'm using for more precision.
y-x
has same meaning as above, but for inside placement, ie. zone between both P towers.
y+x
works the same, but for outside placement, and above P towers.
- Full coordinate system
- Something I made up.
- For buildings, we use bottom left tile as reference.
- Corners have several equiv coordinates (eg.
n1
same as w1
).
- Terminology
- Some naming I hear here and there.
- Front inside corner: w2 or e2 (ie. 7-0).
- In the pocket: in the corner in opp's field, when one tower is down.
Tech - Building aggro
- Own test
Inactive building
|
Active building
|
tombstone, goblincage
|
cannon, infernotower
|
tesla
|
S : hogrider start position
(v) taken: 5-0, 5-1, 4-2, 3-3, 2-3, 1-3, 0-3.
(-) not taken: 4-3, 0-4, 5-2, 6-1, 6-0.
S . . . . . . .|. . . . . . . .
===================================
v v v v v v v v|- - - - . . . .
v v v v v v v v v|- - - - . . . . .
v v v v v v v v v|- - - - . . . . .
v v v v v v v v v|- - - - . . . . .
v v v v v v v v -|- - - - . . . . .
v v v v v v v - -|- - - - . . . . .
. . v v v - - - -|- - - - . . . . .
. . O O O . . . .|. . . . O O O . .
. . O O O . . . .|. . . . O O O . .
. . O O O . . . .|. . . . O O O . .
. . . . . . . O O O O . . . . . . .
. . . . . . . O O O O . . . . . . .
. . . . . . . O O O O . . . . . . .
. . . . . . . O O O O . . . . . . .
. . . . . .
|
S : hogrider start position
(v) taken: 5-0, 5-1, 4-2, 3-2, 2-2, 1-2, 0-2.
(-) not taken: 4-3, 3-3, 0-3.
- boost: 3-3, more? To boost: play troop at 2+3.
S . . . . . . .|. . . . . . . .
===================================
v v v v v v v -|- - - - . . . .
v v v v v v v v -|- - - - . . . . .
v v v v v v v v -|- - - - . . . . .
v v v v v v v v -|- - - - . . . . .
v v v v v v v v -|- - - - . . . . .
v v v v v v v - -|- - - - . . . . .
. . v v v - - - -|- - - - . . . . .
. . O O O . . . .|. . . . O O O . .
. . O O O . . . .|. . . . O O O . .
. . O O O . . . .|. . . . O O O . .
. . . . . . . O O O O . . . . . . .
. . . . . . . O O O O . . . . . . .
. . . . . . . O O O O . . . . . . .
. . . . . . . O O O O . . . . . . .
. . . . . .
|
S : hogrider start position
(v) taken: 6-0, 5-1, 4-2, 3-2, 2-3, 1-3, 0-3.
(+) taken if raised: 5-2, 4-3, 3-3.
(-) not taken: 6-1, 1-4, 0-4.
S . . . . . . .|. . . . . . . .
===================================
v v v v v v v v|- - - - . . . .
v v v v v v v v v|- - - - . . . . .
v v v v v v v v v|- - - - . . . . .
v v v v v v v v +|- - - - . . . . .
v v v v v v v v +|- - - - . . . . .
v v v v v v v + -|- - - - . . . . .
v v v v v v - - -|- - - - . . . . .
. . O O O . . . .|. . . . O O O . .
. . O O O . . . .|. . . . O O O . .
. . O O O . . . .|. . . . O O O . .
. . . . . . . O O O O . . . . . . .
. . . . . . . O O O O . . . . . . .
. . . . . . . O O O O . . . . . . .
. . . . . . . O O O O . . . . . . .
. . . . . .
|
- Videos
- Pull power depends on the hit box radius:
- Passive buildings (barbarianhut, goblinhut, furnace, tombstone, elixircollector) have a 1.0 hit box radius.
- Active buildings (cannon, bombtower, infernotower, mortar, xbow) have a 0.6 hit box radius.
- tesla has a 0.5 hit box radius.
- golem has slightly shortest sight than giant.
placement
|
pulls
|
pulls NOT
|
comment
|
4-2
|
- golem
- icegolem
- giant
- musketeer
|
|
- infernotower will TANK both giant + musketeer
- dartgoblin can shot PASSIVE building across river, but only from bridge for ACTIVE building (however still out-of-range from P tower). Better use 5-2.
|
4-3
|
|
- musketeer
- ramrider
- hogrider in bypass positions.
|
|
4-4
|
- PASSIVE: CENTRE giant
- PASSIVE: CENTRE electrogiant
|
|
|
5-2
|
- icegolem
- giant
- PASSIVE: CENTRE musketeer
|
|
- Best to have spawners to stack up units on tanks.
- Safe from dartgoblin, but will not pull anything from other lane.
|
4+2
|
active
|
|
- Best against lavahound + royalgiant with swarm (RG will not distract P tower).
|
3-3 (ACTIVE anti-FB position)
|
- PASSIVE: ramrider
- PASSIVE: hogrider
|
- ACTIVE: ramrider
- ACTIVE: hogrider
|
- ACTIVE: BF Cannot target both tower + building.
- PASSIVE: fireball + zap at 6+1 to hit both building + P tower (FB/ZAP: 2.5 radius)
|
2-3 (anti-FB position)
|
|
|
- BF Cannot target both tower + building (both ACTIVE and PASSIVE)
|
1-2 (anti-FB position)
|
|
|
- BF Cannot target both tower + building (both ACTIVE and PASSIVE)
|
1-3 (anti-freeze position)
|
|
|
- PASSIVE: freeze at 5+1 clips both building + tower.
|
0-3 (anti-lightning / anti-EQ position)
|
|
|
- PASSIVE + ACTIVE safe to lightning, poison + earthquake.
|
2-4 (anti-lightning position)
|
|
- OUTER / MIDDLE giant
- golem
|
- ACTIVE safe to lightning, poison + earthquake.
|
Speed vs elixir
speed
|
elixir rate (x1)
|
elixir rate (x2)
|
elixir rate (x3)
|
SLOW (lavahound)
|
|
|
|
MEDIUM (phoenix)
|
|
|
|
FAST (skeletondragons)
|
- ~3 elixir / 12 squares.
- ~2.5 elixir / 10 squares.
- ~1 elixir / 4 squares.
|
|
- (x1) When lavahound' bottom corner, collected almost 5 elixir (~4.8) by the time lavahound reaches the balloon pushback spot (ie. lavahound shadow fully on 3rd-4th row).
- So almost always possible to play ideal balloon when playing lavahound in the corner.
- (x1) When full elixir, play lavahound on 7TH ROW (ie 6+5) to have enough elixir to play a perfect balloon.
- (x1) When playing phoenix bottom corner, need at least 7 ELIXIR in order to play lavahound in front of the phoenix at the river.
Champion 3-card cycle
Source: https://royaleapi.com/blog/champions-deck-cycles-v2
LIMBO | DRAW PILE | HAND | ARENA
------|-------------|---------|-----------------
| H G Q (E) | D C B A |
| C H G (Q) | D E B A | C
| B C H (G) | D E Q A | C B
Q | B C (H) | D E G A | C B Q
Q | A B (C) | D E G H | C B Q A
Q | A B (C) 2 | D E G H | C B _ A
Q | D A (B) 1 | C E G H | C B _ A D
(Q) | G D A 0 | C E B H | C B _ A D G
| E G D (A) | C Q B H | C B _ A D G E
- Champion will return in the hand just before the last used card.
- Player must play 3 cards before getting champion back in the hand.
Alternative display:
LIMBO | DRAW PILE | HAND | ARENA
------|------------|---------|-----------------
| H G Q (E) | D C B A |
| A H G (Q) | D C B E | A
| B A H (G) | D C Q E | A B
Q | B A (H) | D C G E | A B Q
Q | C B (A) | D H G E | A B Q C
| C Q B (A) | D H G E | A B _ C
| D C Q (B) | A H G E | A B _ C D
| A D C (Q) | B H G E | A B _ C D A
| B A D (C) | Q H G E | A B _ C D A B
- To benefit from the 3-card cycle, player must at least play two-cards before the champion dies. The last card played will have a normal 4-card cycle though.
LIMBO | DRAW PILE | HAND | ARENA
------|------------|---------|-----------------
| H G Q (E) | D C B A |
| A H G (Q) | D C B E | A
| B A H (G) | D C Q E | A B
Q | B A (H) | D C G E | A B Q
Q | C B (A) | D H G E | A B Q C
Q | D C (B) | A H G E | A B Q C D
| D Q C (B) | A H G E | A B _ C D
| A D Q (C) | B H G E | A B _ C D A
| B A D (Q) | C H G E | A B _ C D A B
| C B A (D) | Q H G E | A B _ C D A B C C has 3-card cycle
- Against DIOS (lvl 8, challenge)
- Opponent play first card badly, 7 elixir, next to K tower. Should play it really bottom of the map, and behind the K tower.
- 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 goblinbarrel, 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 musketeer 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.
- Commented game - Against Aldobaglio (lvl 10)
- Was playing with witch, balloon, electrowizard, ramrider, bats, goblingang, giantsnowball, tesla.
- witch + balloon ok, but must play balloon as close as possible to bridge (or Opp has more time to react).
- giantsnowball against megaknight was useless. Lose 2 elixir, and megaknight only loses 1 hit.
- Use electrowizard damage when it spawns.
- ramrider against princess very good.
TV Royale
- Miscellaneous
- bomber: Play in front on K tower, in particular when other building in the middle. Very effective to defend.
- tornado: to break apart some defensive troop (eg. disconnect a infernodragon), or to concentrate troop when there is bomber that can attack.
- xbow:
- how to counter? a icegolem to distract then a barbarianbarrel. hunter can also attack. thelog + earthquake + eg. bomber.
- threemusketeer: countered by a tesla in the middle, shot by P tower and 3 skeletons on them to distract.
- P tower finish cycle: royalhogs, earthquake, log, skel, hogs, earthquake, bomber, log,
- Against mortar: miner in middle our tower, start moving, and mortar always miss it.
- Against cannon cart: guards are good counter (2 stay alive).
- Push with lavahound: Play miner against tower before lavahound explodes, so that tower spots the miner and puppies are free to attack.
- Can be played with lavahound: flyingmachine, babydragon.
- Nice to attract troop.
- Add defense, like goblingang close to it, so they can attack troops coming from both side. princess is also a nice one.
- Usually a bait for miner. miner can be countered with skeletonarmy, or goblingang. Be ready to play either one as soon as miner is launched.
- Spam unit very good to distract (eg. Skel army).
- hogrider at bridge (in fact, one square outside the lane, so that HR jumps).
- Response is tombstone next to tower, on HR path. HR put one hit, then killed by Skel.
- Push with Lava + I Dragon.
- Counter by fireball so that to kill lavahound + almost infernodragon. Add a wizard (middle, but so that he moves to other lane) to distract infernodragon.
- When pups are being killed, add balloon + minions behind. This killed the tower.
- Against princess, cannon at I14 or J14 (or H14, K14).
- Against goblinbarrel, thelog.
- Keep troops well separated, to avoid FB bait.
- Against valkyrie, icespirit when she's shot by tower. Skel also good distract but not on her, she must not kill them in one shot.
- Cycle the hogrider, use FB to kill defender (prepare for it, this will eat tower too!).
- If infernotower, foresee a icespirit, so that hogrider can kill it (this also allows cycling HR faster then).
- If infernotower too close of river, use skel to distract her, then hogrider.
- (Maybe infernotower can be FB too?)
- Change HR push: sometimes with icegolem, sometimes with Skel. Sometimes add musketeer as support.
- icespirit at bridge may hit tower.
- Against infernodragon, icegolem on n1-n5 tower side good to distract.
- skully - playing with goblinbarrel, tesla, princess, goblingang, icespirit, valkyrie, thelog, rocket
- Play goblinbarrel regularly (eg. as first card) to take damage.
- Against megaknight: play tesla in middle, then valkyrie at bridge, behind megaknight to slow it down (it is killed by tower, tesla and valkyrie).
- Against minipekka: goblingang close to tesla to attract minipekka.
- rocket against tower, witch and elixirgolem (hitting all three of them).
- iosama - playing fireball, zappies, flyingmachine, cage, hogs, e-spirit, B barrel, recruits.
- Always play zappies between tower (so they split), or behind K tower.
- To defend, drop when ennemy on bridge.
- Play recruits in the back.
- FB against motherwitch.
- Cage against hogs. Add zappies if needed, close to K tower.
- Note that Goblin bowler hits very hard! (279 @ level 9)
- Play hogs in middle, close to river.
- e-spirit to distract (eg. against megaknight).
- saed - playing with lavahound/miner/inferno D, barbarian, skel D, zap, arrows.
- Direct push balloon then lavahound.
- Push Inferno D in the back, then add barbarian at bridge.
- Skel D to defend.
Draft tips
Draft
- Remember what you gave your OPP, and exploits their weaknesses / what they have in their hand.
- Always pick daggerduchess as tower troop.
- Can ignore musketer (one shot), wizard (one shot).
- Evolutions: evowizard / evoskeletons / evoknight.
- Spirits: healspirit bad, cannot get reliable good results.
- Universally good cards:
- sparky
- golem: good, wait for OPP to overcommit, spam things behind to usually get good transactions.
- Better: goblins > skeletonarmy.
- Win conditions:
- graveyard, bad if no proper support cards.
- skeletonbarrel, bad against daggerduchess
- goblindrill, because it immediately locks on the tower (must be defended with valkyrie or darkprince)
Triple Draft
- Avoid xbow or elixirgolem, unless you know how to play these cards, and have already a few cards to support them.
- Keep an eye on the cards of your opponent, and be prepared (eg. could he have freeze, tornado, etc), and what card he cannot have.
- Build deck around the win condition. wallbreakers too fragile. Avoid megaknight, because if opp defends well, you cannot win.
- earthquake is hard to pick without knowing opposite deck.
- Try to pick a tank.
- Deck from Ouahleouff twitch
- witch, lumberloon, valkyrie, freeze, rage, archers, snowball, graveyard
- giantsnowball, cannoncart, goblincage, rascals, fireball, infernodragon, goblindrill, dartgoblin.
- poison, flyingmachin, rascals, goblincage, goblindrill, barbarianbarrel, wizard, cannoncart.
- hogrider, earthquake, electrowizard, bomber, thelog, tesla, goblins, megaminion.
- Here play hog + earthquake.
- giantsnowball, rascals, goblinbarrel, cannoncart, dartgoblin, infernobarrel, witch, rocket.
- Took goblinbarrel instead of electrogiant...
- thelog, sparky, elixirgolem, lightning, megaminion, electrowizard, firespirit, barbarians.
- fireball, thelog, graveyard, nightwitch, megaminion, firespirit, infernodragon, darkprince.
- giant, fireball, zap, goblincage, dartgoblin, darkprince, musketeer, cannoncart.
- Took giant over electrogiant.
- The BEST Triple Draft Challenge Strategy (15-0) | Clash Royale — JuicyJ Gaming
- musketeer of course, firecracker can be annoying (for him, given counter), rascals super useful, pigs, recruits for splitting synergy (with pigs), fireball.
- bandit, infernodragon, flyingmachine, elitebarbarians, thelog, poison, royalghost, wallbreakers.
- thelog', ramrider (against balloon if he takes), bandit for ramrider synergy (?), skeletonarmy, fireball, megaminion, infernotower, magicarcher.
- fireball, bandit, megaminion, megaknight, magicarcher, skeletonbarrel, thelog, darkprince.
Best Triple Draft Tournament Tips and Tricks! Easy Wins!
- sparky, zap, giant (makes more sense, need to pay attention against graveyard, but he doesn't take any though !?!), megaminion, fireball, infernodragon, prince, minipekka.
- bats, giantsnowball, bomber, royalgiant, fisherman (synergy with RG), wizard (because lot of splash value in 3-draft), skeletons, lightning.
- teslta (because pekka would be countered by infernotower), xbow (because balloon could be countered by ramrider), fireball, firespirit, thelog, zappies, megaminion (against flyingmachine), bomber.
Tips:
- Remember opponent selection for WIN CONDITIONS, then pick SPELLS based on that if possible.
TRIPLE DRAFT TOURNAMENT DRAFTING TIPS & TRICKS! - CLASH ROYALE - BossCR
- Pick good win conditions. If picking several (like miner), make sure to pick only if good synergy (eg. mortar + miner ok, but royalhogs + miner doesn't make sense).
- Remeber what SPELLS the opponent MAY have, or may NOT have. Same for important cards like megaknight.
- Good win conditions: miner, hogrider.
- Good spell: fireball, arrows.
- Good cards: firecracker, recruits (fit a variety of decks), cannoncart (fit a variety of decks), pekka, magicarcher, valkyrie
- Good building: tombstone.
- Pick cards for which we know OPP doesn't have good counter (eg. we take or could take fireball, so we pick flyingmachine).
- Things I learned
- freeze is the most OP choice. Keep it as a surprise ideally when win condition is on the tower, or as last ressort defense, ideally in synergy with other splash damage.
- balloon gets easily distracted. Hard to play.
Standard draft
- royalrecruits very good. Always pick.
- witch over nightwitch.
- elixirgolem never.
- archerqueen over goldenknight.
- electrogiant very good, in particular with tornado.
- musketeer, over electrowizard or hunter.
- Good cards: zappies,...
- winconditions:
- GOOD: royalhogs
- BAD: xbow (need good deck), wallbreakers (too weak)
- GOOD: fireball, earthquake (depending on wincondition)
- If we have fireball, take fireball bait cards: flyingmachine, zappies, barbarians.
- tornado with area damage cards (icewizard, babydragon, electrogiant, executioner)
- DO NOT take icewizard without tornado.
Mega draft
- From Orange Juice Gaming
- IDENTIFY a win condition, and pick a card that COUNTERS it best. Then if opponent didn't pick that win condition, take it (like at 3rd or 4th card).
- Best to pick the champion LAST, if necessary.
- Pick counters to OPP selection or cards that synergize well (skeletonbarrel and miner).
- Avoid lavahound, golem, or any win condition that must be supported.
- Good winning conditions seem to be: skeletonbarrel, goblinbarrel, goblindrill.
- From Ryley CR [54], [55]
- Pick a big spell first if there are good ones (poison, fireball)
- Try to pick winning condition at the end, and build a deck that works with any win condition.
- Picked monk because only few good counters (infernodragon, electrodragon, other cards dies).
- Picked fireball to counter archers because only good big damage spell against them.
- Synergy: wallbreakers with miner (first).
- From Λιzєη
- Check what are the big spells, and if there are not many, pick your big spell first.
- From Ouah Leouff
- Pick spells first.
- Look all the cards and try to come up quickly with an overall plan.
- Pick the win condition late.
- If OPP picks the win condition early, try to adapt to it.
- Find nice combos:
- electrogiant + tornado (pick it first). Nice addition is goldenknight and lightning.
- Clash Royale FR
- En général j'essaie de regarder en premier les sorts
- Et d'isoler mentalement les cartes qui sont dures à contrer car y a pas de sort pour ou alors qu'un seul
- Je jette un coup d'oeil aux wc
- J'essaie de choisir la wc le plus tard possible aussi
- Pour m'adapter au deck en face et celui que j'ai construit
- Et le premier choix essayer de prendre un truc passe partout
- Genre mg, gobelins, bdn ou bûche en fonction des possibilités de cartes
- Viiper [56]
- Pick polyvalent cards (like icespirit).
- Try to predict the deck, and counter it.
- Don't take win condition too early (ideally last), while keeping as many options as possible.
Mirror tips
- From Ouah Leouff [57]
- Keep mirror for SUPPORT cards. Usually the decks don't have good spells, it's better to keep mirror for the defense rather than for the winning condition. We save cards in defense to then build a counter-push.
Heist draft tips
- Tips from Orange Juice [58] [59]
- Favor aerian units, and air control unit absolutely! Make sure air is kept under control at all time.
- Favor units that last on the map (ie. no spirit, no wallbreakers).
- Favor units that actually kill units (favor barbarianbarrel over giantsnowball).
- Best building targetters are royalgiant and electrogiant.
- Good: witches (they spawn infinite things :-) ), electrodragon (better than magicarcher), magicarcher, flyingmachine, princess (difficult to counter), miner (better than princess and arrows).
- Bad: earthquake, giant
- giantsnowball > lightning, arrows > fireball, royaldelivery > rocket (because a troop), goblinhut > furnace (because speargoblins last on the map).
- Usually flying units are better, splash is better as well.
- Combo: graveyard + poison.
Decks
Clashical's decks
Ladder deck 4.1 (Season 48-49, June-July 2023)
|
- Back to classic lavaloon with barbarians and evobarbarians.
- This card is a pillar in defense, and can't counter alone many pushes!
- Played in the first half of season 48 to get faster the 3 crows and slash royale rewards.
- Continued till season end because deck is stronger than lavaminer, and got even stronger with evobarbarians
- Season 48: first time Ultimate Champion with this deck, winrate 57%, ELO 1656!
|
(1st weeks)
(last week)
|
Ladder deck 4.1 (Season 44-47, February-May 2023)
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- A stronger variant proposed by Innvader. This deck is definitely easier to play than the variant below with skeletonking.
- The barbarians are really good to defend any push (megaknight, royalgiant, electrogiant, hogrider, elitebarbarians...). Keep them for defense.
- Reached arena 20 (season 44, 7500 trophies) with this deck!!!
- Win rate on the last games: 15 wins, 7 losses.
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Ladder deck 3.9 (Season 40-44, Oct-2022 to February 2023)
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- One of the Top 3 Lava Hound Phoenix Decks 🔥 from Carl, but with skeletonking instead of the monk.
- Works great, even with end of season nerf of the phoenix.
- Before phoenix nerf, playing mirror instead of skeletondragons worked great (combo was phoenix + mirror), however this variant is better.
- This decks works also great in 2v2.
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Mastery deck (Season 41, November 2022)
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- A deck to farm the graveyard mastery, and to learn play graveyard + giant.
- The meta variant is with the archerqueen instead of the witch.
- Best player is EL PATRON, see video from Ouah Leouff for some example gameplay.
- Main focus is on defense! So we SHOULD NOT start with giant in the back, but instead with either witch or darkprince.
- Use giant at the bridge in front of surviving troops to build a counter push.
- Nice combos are:
- giant, then graveyard. This works also great in the pocket. Play graveyard first, then giant last second to grab both tower focus.
- giant and minions.
- giant and witch.
- graveyard (or skeletonarmy) and giantsnowball (to freeze a bit the tower and help skeletons to accumulate).
- Alternatively, darkprince can also be used as mini-tank instead of the giant.
- Against motherwitch, use arrows + giantsnowball.
- Against logbait and infernotower, naked graveyard works ok-ish, can also send minions to grab focus.
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Ladder deck 3.9 (Season 38-41, August 2022)
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- A variant of CAL Miro (love) DOoOM deck, but with valkyrie iso skeletonking
- See also Boss_CR, variant with infernodradon instead of megaminion.
- Seems very effective in midladder, offers lot of offense / defense, and counterplay (eg. with miner to increase power of a counterpush).
- Season 38 (aug 2022): Got 6184 trophees !
- Exp n/a, Cards: 21 level 14 (5 leg), 5 level 13 (1 leg), 6 level 12 (2 leg) , 5 level 11 (2 leg, excl champions).
- Season 39 (Sep 2022): Got 6313 trophees !
- Said to be a lavahound miner control deck. So the idea is to counter push. We can use the miner to bait an attack from the opponent, then defend ideally (e.g. megaminion on valkyrie) and play lavahound in front to counterpush.
- Against threemusketeers+elixircollector, try to hit them all with arrows, then distract with lavahound close to our tower, and/or valkyrie.
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Ladder deck 3.8 (Season 37, July 2022)
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- Playing with mirror because it is cancer, and arrows to deal with all cheap counters. arrows + mirror also kills multiple wizards, musketeers on a large area for only 7 elixir.
- Ended with 5971 trophees.
- Was quite fun to play, and mirror offers lot of counterplay, but the gameplay was quite different from Carl's deck (no zap).
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Ladder deck (2021-12-06 onwards, arena 15)
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- Played a bit in arena 14 (2021-09-13), Was a bit easier to play than Boris' deck below, but difficult to manage the skeletondragons, who are very fragile.
- (2021-11-10) Played by CMG Asuna.
- (2021-11-21) Played by Carl The Legend (see 2021-11 twich royal tournament)
- hogrider: play tombstone in lane.
- play lava opp. lane.
- play mega to defend lava.
- after fb on lava, balloon + guards opp lane.
- on executioner in the back: balloon spam opp lane. If electrowizard / tornado: guards. On Ex, megaminion.
- Against lumberjack+balloon spam: skeletondragons 5+3
- On ex middle, fireball sideways (on him + tower) to push him further.
- Mostly play tombstone at 4-2 or 4-3.
- against megaknight, tombstone at 7-2
- Against CENTRE elixirgolem, tombstone 4-4 still attracts it!
- Against witch: balloon on opp lane. Then on witch, megaminion on her.
- Against spawners: seems best to go opp lane first, for tower trade. Possibly slow down spawn with tombstone (best if deep one?). Then we to get 2nd tower, go with skullies / valkyrie as support.
- Tips:
- balloon + guard bridge spam.
- Against mortar: tombstone at 6-2 (will fireball, hence we can play skullies).
- Against princess + bats + rocket: always fireball the princess. Never balloon same lane as lava. Wait princess and bats to be out of cycle, then balloon opposite lane to force +1 elixir trade.
- Hard-counters: What can we do against
- xbow, tesla, rocket, thelog, archerqueen, valkyrie, electrospirit, tornado
- electrospirit + rocket annihilates balloon (it seems)
- lavahound+balloon: if undefended, 3-crown the opponent in 45s after lava first play in the corner (at least against lvl 12 opp). So indep. of opp play in other lane, this is guaranteed win if we can defend long enough.
- Hard-counters (when playing valkyrie + arrows):
- skeletonarmy, zap, icegolem, princess, hogrider, infernotower, minionhorde, rocket
- (golem blocks our support troop, tower / horde tear down our lava / balloon)
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main:
mid-ladder variant:
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Ladder deck 4.3 (2021-11-01 onwards, arena 15)
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- Variant from Rakan love Lava, where fireball replaces arrows.
- Played the whole Nov 21 season with this deck, reached 5634 trophees.
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Ladder deck 4.1 (2021-10-01 onwards, arena 14 and arena 15)
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- Deck from CLASHwithSHANE, used to reach Legendary arena (arena 15).
- fireball to one-shot some defenders, zap to reset infernodragon / infernotower, or to reset targetting some troops (like minipekka, etc) or finish some troop quickly, or also zap + fireball to one-shot lots of troop. zap+fb is expensive, so do it with value (aim several troops, or cover tower). Better zap first, then FB, but sometimes FB can be used to bring closer some troop, then zap them.
- elitebarbarians for defense mainly, but also as quick punishment at bridge if opponent over commit (he is at 0 elixir).
- lavahound as main tank. Use it to build a push, or as a shield to protect P tower. Make sure enemy troop is stopped after the bridge so that they are shot by our tower (this requires timing). Make sure to add a second troop to get more value (like baby or infernodragon), or before lavahound pops, send miner to tank the damage and get value from puppies.
- miner to snipe some defending troop, or as a tank for puppies. Also effective against megaknight, combined with infernodragon.
- skeletonarmy effective against electrowizard, pekka and minipekka, knight, hogrider, royalhogs, goblinbarrel... NOT EFFECTIVE against darkprince, princess if far, wizard, witch.
Don't:
- If opp has cannon, don't play elitebarbarians, at least if both towers are up. They'll be attracted, and most likely killed for no gain.
Some Counters:
- xbow: best counter is infernodragon. If with tesla, fireball and/or babydragon.
- Played the whole Oct 21 season, reached ~5400 trophees.
- Challenge: Won 4 times.
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Ladder deck (since 2021-09-14)
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- Very offensive deck (4.1 avg).
- tombstone against prince.
- Q?: Can we put tombstone close to K tower so that to force activation of K tower (eg. if opponent uses fireball or executioner?).
- miner: Use miner before lavahound 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 goblinbarrel). 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.
- infernodragon: can be used as first card. Ideal if opp put a big troop on same side. If possible then a lavahound on front to distract all units that could attack infernodragon.
- WHAT THE FUCK CAN I DO AGAINST THE witch?
- Answers: let it come to the bridge, use lavahound as a shield to distract her. Skeleton will be shot by tower (if not too many), or foresee a small defense troop that will then follow lavahound as support.
- If using zap, miner on witch then zap is a 5-5 elixir trade-off.
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Ladder deck (played until 2021-09-12)
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- zap against infernodragon or infernotower. However requires another offensive aerial troop (like minions).
- Was a bit hard to play.
- Played by CHN | Boris (8PQRQG90C, reached #37 in TV).
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Ladder deck (played since 2021-09-01)
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- My first lavahound deck, made by my coach ;-). Was very effective and fun to play.
- Goal is to build a push. lavahound 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 lavahound to reach our tower before putting a defensive troop, like megaminion, to defend our tower). The idea is that our defensive troop must stay alive, behind the lavahound.
- Push / counter-push
- Main push: lavahound and balloon behind.
- bomber + mega-minion or bomber + valkyrie may also do lot of damage.
- lavahound + minions also deadly. minions could be used to defend then catch up lavahound for counter-push.
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Ladder deck (played since 2021-08-21)
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- Play mainly defensively.
- Goal is to distract ennemy, making sure ennemy towers are aiming at eg. giantskeleton, then throw goblinbarrel on same tower (who will then do lot of damage until giant is killed).
- Watch what kind of defense any has against goblinbarrel.
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Ladder deck (last played 2021-08-19)
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- 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 barbarianbarrel: bomber, arrows, minions, skeletonarmy.
- skeletonarmy ideal against knight. But it opponent plays knight a mass area defender (eg. valkyrie or babydragon), play first minions to get the spot, then the army on the knight.
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Ladder deck (last played 2021-08-13)
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Clashical's war decks
Minushcule ;-)'s decks
Ladder deck (2023-06-01)
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- Best (cycle) deck of the (previous) season.
- Much better match up than 2.6.
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Ladder deck (2020-02-18)
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- Trying Ryley's deck, mirror variant he's playing right now.
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Ladder deck (2020-02-10)
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- Trying Ryley's deck, which new op archers as he suggesed in one video
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Ladder deck (2020-01-29)
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Ladder deck (2020-01-01)
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- Trying classical logbait deck
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Ladder deck (2022-06-01)
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- Roughly around june 2022, using electrospirit, to counter skeletonarmy.
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Ladder deck (2021-12-21, played from arena 10 to 14)
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- hogrider 2.6 cycle, well-known meta deck
- (mid-jan 2022) Played whole arena 10, and reached 11 with hogrider 9, musketeer 10, golem 9, spirit 9, skel 9, cannon 10, fb 10, log 10 (king 8). Was very though.
- (mid-jan 2022) Reached arena 12 with same level. Best with level above in arena 12 was around 4050 trophies.
- (beg-feb 2022) Reached arena 13 and 14 with hogrider 11, musketeer 11, golem 10, spirit 10, skel 10, cannon 12, fb 12, log 12 (king 9). Was quite easy with that card level.
- Currently: hogrider 11, musketeer 12, golem 10, icespirit 10, skeletons 11, cannon 12, fireball 12, thelog 12 (king 9). Spent the whole season 32 with that level (Feb 2022), and reached 5357 trophees.
- (2022-06-10) Deck MAX'ED!!!
- Season 38 (aug 2022): Got 5751 trophees ! (level 13)
- Exp 46105, Cards: 15 level 14, 8 level 13, 7 level 12, 2 level 11.
- Season 39 (Sep 2022): Got 5843 trophees ! (level 13)
- Season 40 (Oct 7th, 2022): level 14 ! spent 220k gold to up low level card to get the missing XP.
- Exp n/a, Cards: 19 level 14 (2 leg), 7 level 13 (1 leg), 7 level 12 (4 leg), 2 level 11 (one champ).
- Max trophy as level 14 was same as lvl 13: 5843, before ladder update.
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Ladder deck (2021-12-14, played in arena 5, 6, 7, 8 and 9)
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- Best deck for arena 5, but needs the prince (12 wins, 4 lose from 1380 trophees to 1613 trophees).
- Reached arena 6 with king level 6 or 7, and cards overall level 6 to 7.
- Also worked ok in arena 6, up to 1865 trophees easily, then much harder to reach arena 7. Very important to manage elixir. 75% win rate on the last 17 matches.
- Reach arena 7 with king level 7, skeletonarmy 7, prince 8, witch 8, minipekka 7, valkyrie 7, babydragon 9, zap 6, fireball 8. Most opp were level 8 with 1/2 lvl higher card average.
- Also worked ok in arena 7 (same level as above).
- Also ok in arena 8 and 9.
- But had some difficulty because I upgraded king level 8, so had to upgrade some cards to match opponents.
- Did 11 victories in a row in arena 8, the whole arena with king level 8, skeletonarmy 8, prince 9, witch 9, minipekka 8, valkyrie 8, babydragon 9, zap 6, fireball 9.
- More tough in arena 10, switch to hogrider 2.6 cycle deck.
- Synergies
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- Push with valkyrie + prince, like add prince when valkyrie at the bridge.
- Or push with valkyrie + minipekka, or babydragon instead of valkyrie (better put baby a bit behind).
- If prince alone, prepare zap. Usually this doesn't work as well as with valkyrie. What may help is double lane push, add minipekka at bridge on second lane.
- Start
- valkyrie or witch behind the K tower. Beware if opp cycles his FB, then put in front of K tower.
- Usually not good to start with prince or minipekka.
- Better wait for opp first move. Typically if barrel on tower, best is skeletonarmy or valkyrie in the bottom corner (this kills two goblins instant). Otherwise zap is good also, for 1 elixir less).
- First play: witch in the back always good, because she spawns skeletons.
- valkyrie also ok.
- Think however how to defend hogrider, goblinbarrel, breakers... (keep a good hand).
- General
- minipekka to remove mini tank, or to insta kill support troop (like wizard), before defending with skeletonarmy.
- Count the elixir difference. DO NOT BE TOO LOW.
- Against infernotower: witch seems to work best.
- If cannot push, use something different. Wait for skeletonarmy or swarm unit out of cycle, and spam prince or minipekka. If area killer out of cycle, spam skeletonarmy at bridge. This can also be used to bait a response.
- Against princess, usually good to fireball her asap, but *on the tower* to get value. Otherwise get rid of her at the bridge, and/or tank the damage with valkyrie or prince.
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Ladder deck (2021-12-16, played in arena 6)
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- Played in arena 6, deck from Orange Juice Gaming.
- Honestly, it sucks. Super though to play, have to count elixir very tightly to make a successful push.
- Replacing giant with hogrider doesn't work much better...
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Ladder deck (2021-12-14, played in arena 5)
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- Some other decks I trided in arena 5, but not as good as deck above.
- First deck is the one I used with Clashical. Was quite ok, but it seems to be less effective than other decks used in lower arenas.
- 2nd deck is best arena 4 deck from Orange Juice Gaming (see starter deck tips).
- 3rd deck is some counter deck I met in the ladder.
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Ladder deck (2021-12-10, played in arena 3 and 4)
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- A deck that somebody beaten me hard with.
- Played in arena 3 and arena 4 (until arena 5), seems to work quite good (5 victories in a row, 6 cards lvl 7, 6 lvl 2).
- Think synergy: put valkyrie along with prince, so that valkyrie get rid of swarm.
- Defend the musketeer, eg if opp plays baby, play musketeer, then Baby on his baby to distract.
- Punish with minipekka if opp over commits (I guess in particular in x1).
- Against goblinbarrel, better defend with valkyrie or army (keep arrows to counter opp defense).
- Always send a ground troop with support against aerial.
- Time defense correctly. Eg. If opp plays prince and Baby, wait for Baby to connect to tower, before playing skeletonarmy out of baby attack zone but still to aggro the prince.
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Ladder deck (2021-12-10, played from arena 3)
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- Changed minions against babydragon, for a bit more swarm counter.
- Played from arena 3.
- fireball not so strong in lower arena (arena 3 or 4). It usually costs too much, area is too small, and cannot get rid of bigger troops anyway.
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Ladder deck (2021-12-10, played in arena 1 and 2)
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- Deck used early, when got the prince.
- Maybe a bit missing swarm counter. Also spear goblins and minions are both vulnerable to arrows.
- Played until arena 3.
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Some decks that was hard match up (potentially good decks):
Minushcule ;-)'s war decks
Deck 1
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Deck 2
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Deck 3
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Deck 4
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Comments
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since (W23/23):
since (W20/23):
First:
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since (W27/23):
since (W10/23):
since (W01/23):
since (W51/22):
First:
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since (W10/23):
First:
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First:
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- 2nd deck: Clashical's best deck.
- 3rd deck: Best RG deck from Super_Cube.
- 4th deck: Best deck with remaining card from royaleapi, DP Bandit Cart Log Bait (see [63], [64])
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- 4th deck: try to bait arrows with skeletonarmy, then play goblinbarrel.
- Use 2 legendaries in 2nd deck to boost level.
W52/21: .... ...v ...- ...v ...v ...v ...- 0/0/0/4
w01/22: ...v ...-|..v- ..-v ..vv ..-v ..v- 0/0/3/8
w02/22: ..v- ..vv ..-v ..-- ..-v ..vv ..v- 0/0/7/12
w03/22: ..v- ..vv ..--|.vvv .-vv .--v .-v- 0/1/12/16
W04/22: .-v- .-vv .--- .--- .-vv .vvv .--- 0/2/16/19
W05/22: .vvv .vv- .vvv .vvv .v-- .v-- .vvv 0/9/21/23
W06/22: .--v .--v .v-v .--v .vv- .vv- .--- 0/12/23/27
W07/22: .v-v .--- .-v- .v-- .v-v .vv- .-v- 0/16/26/29
W08/22: .v-v .--v .--v .v-- .--v .v-v .-v- 0/19/27/34
W09/22: .vvv .-vv .v-v .v-v .vvv .--- .v-v 0/24/30/40
W10/22: .... .--v .--- .v-v .--- .--v .v-v 0/26/30/44
W11/22: .v-v .v-v .--v|.... .... .... ....
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- Use 2 legendaries in 3rd deck to boost level.
W52/21: ...., .v.., .v.., .-.., .-.., .v.., .v..
w01/22: .v.., .v..| .-.., .-.., .-.., .v.., .v..
w02/22: .-.., .-.., .v.., .-.., .-.., .v.., .v..
w03/22: .-.., .-.., .-..|
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- Deck 1 as hogrider 2.6.
- Deck 4 moved to pos 2.
- Using double princes for deck 4
W52/21: ...., ..v., ..-., ..-., ..v., ..-., ..-.
w01/22: ..-., ..-.|
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W50/21: ---v, vvvv
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- Played from 2021-12-12 (level 6, arena 4).
- Only 3 decks.
- 1st deck is main deck.
- 2nd deck is good deck with remaining cards.
- 3rd deck was improved on second iteration, when getting more cards.
- Won twice the duel with these two decks (while in arena 3 and 4, king level 6).
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✧m¥shterious✧'s decks
Ladder deck (2023-03-01, played in arena 12 and 13)
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- Meta mortar deck. Using poison + miner combo because miner is very strong in the meta, and alternative tornado+rocket doesn't look that good.
- Reached arena 13 (season 44): king 21 (=minimum for arena 12), tower 8, mortar 10, miner 10, knight 9, goblins 9, archers 9, icespirit 8, poison 11, thelog 10.
- Reached arena 14 (season 44): king 24 (=minimum for arena 13), tower 9, mortar 11, miner 11, knight 10, goblins 9, archers 10, icespirit 9, poison 12, thelog 11.
- Reached arena 15 (season 45): king 28 (=minimum+1 for arena 14), tower 10, mortar 14, miner 12, knight 11, goblins 10, archers 12, icespirit 10, poison 13, thelog 11.
- Reached arena 16 (season 45): king 30 (=minimum for arena 15), tower 11, mortar 14, miner 12, knight 12, goblins 11, archers 12, icespirit 11, poison 14, thelog 12.
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Ladder deck (2023-02-20, played in arena 9, 10 and 11)
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- Reached arena 10 and 11 (season 44): king 18, tower 8, mortar 9, knight 8, archers 9, goblins 8, electrospirit 8, cannon 8, fireball 9, barbarianbarrel 8.
- Could have done arena 10 with king 17 (tower 7) I guess, but I up the archers by mistake...
- Reached arena 12 (season 44): king 18, tower 8, mortar 9, knight 9, archers 9, goblins 9, electrospirit 8, cannon 8, fireball 9, barbarianbarrel 9.
- ... but TOO LOW to actually enter arena 12 (king 21 required).
- barbarianbarrel mandatory to counter any goblinbarrels, otherwise they make too much value. goblins can help too if played early enough on princess tower.
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Ladder deck (2023-02-14, played in arena 7, 8 and 9)
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- Reached arena 8 (season 44): king 14, tower 7, mortar 8, knight 7, archers 7, skeletons 8, electrospirit 7, cannon 7, fireball 8, zap 7.
- Faced lot of tower 8.
- Quite easy to play, but must focus defense against pekka, witch, and hard against goblinbarrel.
- Reached arena 9 (season 44): king 15, tower 7, mortar 8, knight 7, archers 8, skeletons 8, electrospirit 7, cannon 7, fireball 9, zap 7.
- Quite easy, no many losses. In particular could frequently one-shot wizard, musketeer. People don't defend the mortar very well.
- Could do easily half of the arena 9 but hard to progress further because of goblinbarrel.
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Ladder deck (2023-02-06, played in arena 6)
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- Using logbait as basis.
- Not playable in arena 6 because too many swarm.
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Ladder deck (2023-02-02 to 2023-02-14, played in arena 4, 5, 6 and 7)
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- A good deck that allowed me to go through arena 4, which was difficult with previous decks.
- Push: giant, then goblinhut in the back.
- Keep minipekka for OPP tank. Be super defensive. Play skeletondragons on ground troop.
- Reached arena 5 (season 43): king 5, tower 4, giant 5, valkyrie 5, musketeer 5, minipekka 5, skeletondragons 5, goblinhut 5, fireball 5, arrows 5
- Reached arena 6 (season 43): king 7, tower 5, giant 6, valkyrie 6, musketeer 6, minipekka 6, skeletondragons 5, goblinhut 6, fireball 6, arrows 6
- Faced many tower 6, 7 and even 8 (king 18!)!
- Reached arena 7 (season 44): king 12, tower 6, giant 6, valkyrie 7, musketeer 7, minipekka 7, skeletondragons 6, goblinhut 7, fireball 7, arrows 7
- Faced many tower 8 and 9 (bots) and even one 10, 7 and even 8 (king 18!)!
- Counter decks are usually based on dual wincon goblinbarrel + hogrider (e.g. minipekka, witch, megaminion, musketeer, guards)
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Ladder deck (2023-01-22, played in arena 1)
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- Initial deck - did whole arena 1 with it. Lost once.
- Arena 1: giant 3, knight 2, musketeer 3, minipekka 3, archers 2, minions 2, fireball 3, arrows 2✧m¥shterious✧
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✧m¥shterious✧'s war decks
Lavahound decks
Notes:
- Variants with guards are better against hogrider, pekka...
- Variants with valkyrie are better against witch, skeletonking...
- Variants with minions instead of skeletondragons (more DPS, but weaker against arrows).
- fireball works well in combination with tombstone. Otherwise use arrows [65].
Ladder - Carl - Ladder deck - 20220427 / 2022-11-03
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Ladder - Carl - Top 3 Lava Hound Phoenix Decks 🔥 - 20221030
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- See Top 3 Lava Hound Phoenix Decks 🔥
- In second and third deck, monk can be changed to guards or skeletonking.
- In third deck, zap instead of giantsnowball is also ok.
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Ladder - Carl - My *NEW* Main Deck in Clash Royale 🔥 - 20221022
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- See My *NEW* Main Deck in Clash Royale 🔥
- Lavaloon harder to play because of the new logbait meta.
- Alternative to skeletonking: guards, barbarians, valkyrie
- Here, infernodragon better than megaminion
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Ladder - Carl - Top 3 Lava Hound Decks AFTER Balance Changes 🏆 - 20221008
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Ladder - Carl - My *FAVORITE* Deck in Clash Royale 😍 - 20221006
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Ladder - Carl - My *FAVORITE* Deck in Clash Royale 😍 - 20221006
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Ladder - Carl - This Lava Hound Deck Came Out of NOWHERE - 20220913
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Ladder - Carl - TOP 3 Lava Hound Decks AFTER Balance Chnages - 20220608
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Ladder - Carl - Grand Challenge / Royal tournament deck - 20220517
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Ladder - Carl - Ladder deck - 20220503
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- See - THIS LAVA HOUND DECK GOT #1 IN THE WORLD - 20220503.
- Deck from CAL Miro (love) DOoOM
- Probably not working in midladder because lot of splash cards.
- Play skeletondragons and flyingmachine in synergy to bait fireball.
- Charge skeletonking with tombstone, and possibly puppies. Use ability only if charged up (always aim for positive elixir trade and/or tower damage).
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Tournament - Carl - Best Ramp Up Tournament deck - 20220422
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- See Best Ramp Up Tournament Deck - 20220422.
- Play carefully during 1st minute because deck is very expensive.
- lightning because we will have lot of elixir.
- babydragon because doesn't die to fireball.
- mightyminer also very handful to enable faster cycle.
- Alternative: arrows instead of zap, or even stronger poison instead of zap.
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Ladder - Carl - Ladder deck - 20220417
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Ladder - Carl - Classic Challenge - 20220416
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Ladder - Carl - Top 3 lava hound decks after balnace changes - 20220413
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Ladder - Carl - Best royal tournament deck - 20220411
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Ladder - Carl - Best Lavaloon deck - 20220307
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Ladder - Carl - New OP lavaloon deck - 20220321
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Ladder - Carl - New meta lavaloon deck - 20220222
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Ladder - Carl - Best lavahound deck - 20220113
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Ladder - Carl - Best F2P Lavahound deck - 20221211
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- This is the deck Carl's using to push his level-12 account.
- Some player commented that fireball + arrows is better here (against electrodragon, elixirgolem, lumberjack + balloon, and random decks). zap better when playing with skeletondragons.
- In this comment, Carl also explained that one must use either minions + infernodragon or megaminion + skeletondragons, saying it is about the combo (and DPS).
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Ladder - Carl's Classic lavahound deck
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- See Meta deck page.
- Playing this deck on Clashical since 2022-10 roughly.
- Variant with valkyrie more recent (in RT, and ladder), and very strong against skeletonking, witch...
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Ladder - Classic lavahound with poison
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- A variant of Carl's classic deck, but where I want to use poison to counter the wizard, firecracker, and witch.
- Also, as alternative to poison, we could try lightning.
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Fun deck for classic or special challenge
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- See The Most TOXIC Lava Hound Deck in Clash Royale.
- Don't max this deck for ladder, it is not working. However it is a good deck to have fun in challenge, or in 2x or 3x elixir challenge.
- Wait 2x before really doing speedy balloon (skeletonbarrel at 2+2, then balloon at 0+2).
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Ladder - Top 3 best lavahound decks - Carl - 20211209
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Ladder - Lava - Rakan deck
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- Royal Tournament: 7 wins.
- Classic Challenge: 4 wins.
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Ladder (around 2021-09-04, arena 14)
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- Tip 1: Get on Offense Fast. You wanna play offense because there is no much defense in the deck, no high damage spell, no building, but 3 winning conditions, so you wanna play offense the entire game. If you spend your time being more passive, cycling your cards, you have less time to deal damage. Usually play Lava is the right move, except if your opponent play very aggressive too first, then you may want to play Inferno first, or if they play hogrider, you play guards, minions (or if you don't have those, infernodragon).
- Tip 2: Use lavahound as a defensive Shield. Beat down deck they try to overwhelm you, and overwhelm your infernodragon, and kill your infernodragon before it kills their tank. So you need lavahound to block their support units, then Lava Pups can help killing their units. Same or opposite lane? Usually same lane, eg. when opp plays golem, to have infernodragon kill the golem, and Lava shield damage from witches, etc. Other deck, like 2.6 they always go opposite lane. Against xbow, best is to go for tower trade, because it's easier to kill the xbow by dropping a unit on it.
- Tip 3: Track air counter cycle. In particular to when and how to play balloon.
- Tip 4: miner is a tool first, win-con second. Use miner as a precision strike. Use spell to kill swarmy unit. And second use it to serve as tank, so that lava pups, minions or balloons get good value.
- Tip 5: Identify matchup as soon as possible. Eg. because you don't want to play infernodragon high to kill a giant, then they pull out a electrowizard.
- guards may do a lot of damage if they reach the tower, even more if tanked by lavahound.
- Mostly use miner on P tower, almost never in defense or as a snip (could happen on say magicarcher or defend graveyard).
- Against golem: if all air troops are out-of-cycle, play lavahound in the back to force opp to play ground unit, then play infernodragon to kill them.
- Against graveyard: play lavahound a bit higher so that it can tank for the infernodragon, which in turn is responsible to kill all mini-tank of the opp that he needs to get value from graveyard.
- Against hunter: balloon can always score a hit if we zap the hunter.
- Against hogs: Keep guards in hand to defend!
- Against xbow (+tesla): Play lavahound 7+5, then balloon behind at the bridge. Then on tesla, zap and miner.
- In general, keep ground unit for defense.
- Played a few times in Classic Challenges.
- Played the arrows/zap version in Wars, and currently 60 victories in a row.
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Ladder - Lava (video 2021-01-13)
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- An easy deck with consistent results with very few bad matchups Boss_CR (video 2021-01-13)
- Note: Carl the legend suggests the same deck, but with guards instead of the barbarians.
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- Best lavahound decks 5300-6000 and 6000-10000
- Below an inventory of lavahound decks, to know which card I should max first in the lavahound archetype.
- RoyaleAPI, ladder decks with given trophees, with lavahound. By rating and Win %.
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Description
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- LavaLoon SD Valk
- Trophees 5300-6000: Rating 58, Usage 3.5%, Wins 56.1%
- Trophees 6000-10000: Rating 50, Usage 7.4%, Wins 51.6%
- Carl The Legend's deck
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- LavaLoon SD
- Trophees 5300-6000: Rating 57, Usage 4.7%, Wins 55.3%
- Carl The Legend's deck
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- LavaLoon Double Dragon
- Trophees 5300-6000: Rating 50, Usage 0.6%, Wins 57.5%
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- LavaLoon ID Valk
- Trophees 5300-6000: Rating 47, Usage 1.0%, Wins 54.7%
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- LavaLoon SD
- Trophees 5300-6000: Rating 46, Usage 1.1%, Wins 54.0%
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- LavaLoon
- Trophees 5300-6000: Rating 36, Usage 0.8%, Wins 50.9%
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- LavaLoon ID
- Trophees 5300-6000: Rating 36, Usage 0.6%, Wins 51.7%
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- LavaLoon ID
- Trophees 5300-6000: Rating 44, Usage 0.8%, Wins 53.9%
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- LavaLoon ID valk
- Trophees 5300-6000: Rating 35, Usage 0.5%, Wins 52%
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- LavaLoon SD
- Trophees 5300-6000: Rating 29, Usage 0.5%, Wins 49.4%
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- LavaLoon SD
- Trophees 5300-6000: Rating 52, Usage 0.7%, Wins 57.7%
- lightning interesting to get rid of wizard, witch, and later archerqueen
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- LavaLoon
- Trophees 5300-6000: Rating 48, Usage 1.2%, Wins 54.7%
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- LavaLoon
- Trophees 5300-6000: Rating 43, Usage 1.0%, Wins 52.8%
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- LavaLoon Miner Double Dragon
- Trophees 5300-6000: Rating 60, Usage 4.2%, Wins 57%
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- LavaLoon ID
- Trophees 5300-6000: Rating 46, Usage 0.5%, Wins 56.4%
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- LavaLoon Miner ID
- Trophees 5300-6000: Rating 32, Usage 0.4%, Wins 51.2%
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- SK LH Miner SD
- Trophees 5300-6000: Rating 50, Usage 3.6%, Wins 53.1%
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- LH BBD FM Clone
- Trophees 5300-6000: Rating 46, Usage 5.8%, Wins 50.7%
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- LH Miner SD FM
- Trophees 5300-6000: Rating 45, Usage 0.6%, Wins 55.6%
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- LH BBD FM Clone
- Trophees 5300-6000: Rating 42, Usage 0.9%, Wins 52.7%
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- LH Miner Double Dragon FM
- Trophees 6000-10000: Rating 54, Usage 1.8%, Wins 55.1%
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- LH Miner SD FM
- Trophees 6000-10000: Rating 48, Usage 0.6%, Wins 55.6%
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Cycle decks
Meta decks
See Clash Royale meta decks.
Decks summary below.
Clan war decks to try
This may give a hint of what cards to max next.
Battle decks to try
Path of Legends decks
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- Decks since meta shift (littleprince, broken goblingiant)
- 2nd, deck played by DIEUX2018.
- 3rd meta goblingiant + sparky deck.
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Path of Legends decks
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- Some decks suggested on CR FR Discord
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Tournament deck - 42 victory, by Lil Mem - 2022-10-16
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- At least, he played this deck in the last part of the tournament
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Ladder deck - From Flav (Team belgique clan, lvl 10, 5600 trophees!) - 2021-12-19
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- Some deck he says he says he wins often (deck arena 4)
- (2022-04-22) 6065 trophees with king level 12!
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Ladder deck - From Sylanawiskon (Team belgique clan) - 2021-11-19
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- Some deck he says he loses rarely with.
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Ladder deck - From Skully (Bring the W clan) - 2021-09-01
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Ladder deck - Some opponent - 2021-09-01
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- Attack cycle: ideal to start like this: icespirit at bridge, then same time goblinbarrel on tower. This makes -1000. Then firecracker behind tower to defend, and goblingang in bridge corner if needed. Then recycle.
- rocket again elitebarbarians. infernotower against big boss. Earth quake to chip damage at tower.
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Ladder deck - From Skully (Bring the W) - 2021-09-01
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- Start with goblinbarrel.
- Against balloon or elitebarbarians, rocket.
- Against minionhorde, goblingang and/or icespirit. princess also very good.
- valkyrie very good to distract, eg. against megaknight.
- thelog to chip damage at tower.
- tesla in middle to attract megaknight. Placement 3-3.
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Ladder deck - Some opponent - 2021-09-01
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- Typical play: wizard in the back, then add minipekka in front at the bridge. Or when defending with skeletonarmy, add hogrider Ridger in the middle for protection.
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Deck - Played by Théo - 2021-11-28
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- Deck played by Theo, and tried by Isma
- Chip damage with WB and drill.
- Put drill on side external, or in front of bridge.
- bomber as defense behind valkyrie.
- fire spirit against swarm or to distract.
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War 2 deck - Unbreakable best MK deck (video 2021-01-13)
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- SirTag (found on royaleapi.com)
- Defense summary:
- megaknight to bounce everything back (opp cannot build a big push).
- electrowizard to stun all opp. units.
- giantsnowball to push them back.
- Cage to attract all winning conditions go into the center of the map.
- bandit, Hogs to make break trough, and healspirit to keep them alive longer.
- If can't break through, Marcher to finish off tower.
Opening:
- Hogs at river on one tower to see.
- healspirit on top of the bats, to heal hogs.
- electrowizard splash damage on small units (spear goblins).
Build pushes:
- megaknight in the back, to build big pushes against structures like tesla / mortar.
- On mortar, healspirit on the other lane to distract mortar.
- Use Marcher to lock on mortar and tower behind.
- Predict goblingang, so prepare giantsnowball
- Hogs behind megaknight.
Tactics:
- Play megaknight as tank to keep Marcher alive.
- Against icegolem in the back, send hogs in the other lane, wait for fireball, and play Marcher at bridge to lock on the golem and tower to get value.
- Against valkyrie with 50% life at tower, Marcher to lock on her and tower to score 4 hits at tower.
- Keep megaknight alive with the healspirit, this allows to have multiple megaknight on map, with more jump possibilities.
- Defaut cage placement is 4-2.
- If too much defense on one side, hogs on the other side.
- If megaknight tank from both tower, we can hogs on any tower.
- Play bandit in the back always good (can leapfrog across river).
Counters:
- Against infernotower, requires hogs + bandit.
- Against hogrider at bridge:
- cage at 2+2 placement. W/o spell, this prevents any hit.
- megaknight at 4+3 placement, rider only get one hit.
- electrowizard can also stun a bit the rider.
- Against fireball + thelog: very though, this counters perfectly hogs + healspirit. Don't play spirit when log is in cycle. Split the hogs at river to reduce fireball value.
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Deck - Opponent on Ladder, legendary arena, king level 8 !
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- Played by Toni Crocs, #J8LRLQRQR, in legendary arena, king level 8, 5151 trophy!
- megaknight 11, log 11, fb 10, dragon 10, army 10, barrel 10, musketeer 9, valkyrie 9
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Log bait, #1 ladder 2022
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- Played by Ryley, who did #1 February 2022
- See video from Boss_CR
- Played also some variants (cannon iso tower).
- Variant with firespirit / skeletons played as last game in GT season 36, #1.
- Variant with mightyminger / cannon played mostly the whole HT season 36 (before reaching #1)
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Best RG deck #1 w/o champion
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Best RG deck #2 w/o champion
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- Played by SuperCube
- In this deck, focus on defense. Rarely play the royalgiant, only play it in counterpush.
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Easiest F2P deck
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- See Ouahleouff
- Push giant behind tower, then witch behind. Add minipekka at bridge, and rage everything.
- Against lavahound, push giant at bridge + minipekka, then rage.
- Against megaknight, kite with giant at 3-4.
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Mini-challenge decks
Sudden death
- Schtroumpf, sudden death challenge
- balloon, lumberjack, elitebarbarians, freeze, darkprince, goblincage, skeletonking, icewizard.
Sudden death (2021-10-01)
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- Shared by Natan (Bring the W). Goal: play lumberjack at bridge, then balloon. Hopefully opponent will play a big troop killing lumberjack, balloon will then rush to tower, and we use freeze on tower + any defensive air troop.
- Played a bit Clan Wards sudden challenge.
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Sudden death (2021-12-03)
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- Recommended by Boss_CR
- Cycle cards (in the back): often royalghost, or goldenknight.
- Try to use GK dash ability to connect to tower.
- Think counter to balloon, and think freeze.
- Eg if lumberjack+balloon, ramrider 7-0, but electrowizard or infernodragon at 1+5!
- barbarianbarrel to distract, or against building, or against goblinbarrel.
- Try to get value from fireball.
- History
- 2021-12-04 4 wins (3 losses) in sudden death challenge.
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Sudden death (2021-12-03)
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- History
- 2021-12-03: 2 wins - 2 losses in sudden death royal tournament (played first with another deck).
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Sudden death (2021-12-03)
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- Recommended by Morten SK
- ... seems like hard to play.
- History
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Sudden Death deck (around 2021-09-20)
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- Deck recommended by Skully (Bring the W).
- Goal: lumberjack at bridge, then 1s later, balloon. When balloon on tower, freeze on tower + defending troop.
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Double elixir
Triple elixir
Triple-elixir (2021-11-17)
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- Another deck that beated me.
- Idea it seems is to have always sparky behind a tower, and push back any attacks with megaknight, while chiping damage with rocket...
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Triple-elixir (2021-11-17)
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- Some deck that beated me even harder
- Start with elixirgolem, electrodragon, then add healer and exec. On attack, use tornado. See variant below for more.
- Not tried yet. Maybe lumberjack adds good value, but infernodragon doesn't have synergy with tornado.
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Triple-elixir (2022-03-06)
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- Variant from above, because don't have lumberjack. Also using babydragon for better synergy with tornado.
- See below for gameplay.
- Played 2022-03-06: Did 6-1.
- Played 2022-03-06: Did 6-5. Lost against lavaclone deck, variant deck below with fireball, deck with rocket and elitebarbarians.
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Triple-elixir (2022-03-06)
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- A variant that beaten me.
- Played 2022-03-06: Did 6-3.
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Triple-elixir (2020-05-24)
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- Deck from Orange Juice Gaming (May 2020)
- Also good for double elixir.
- Start with battlehealer in the back. Then electrodragon in the corner and nightwitch when battlehealer reaches P tower. Add an elixirgolemn at the bridge, and a babydragon, and stack a second battlehealer behind. Then rage the whole when on tower. Can also use tornado to increase babydragon value.
- The deck above seems a bit better. Not sure what is the use of healspirit except maybe cycling.
- Played 2022-03-06: Did 6-6.
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Triple-elixir (2021-11-17)
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- Some deck that beated me hard
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Triple-elixir (2021-10-23)
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- Deck selected by Isma for this mode.
- Usual play is build push from the bottom, with either pekka, ramrider or bandit.
- Played with this deck during challenge 2021-11-17.
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Triple-elixir (2021-11-25)
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- Decks used by #1 during Royal Tournament Season 33.
- Lavahound deck more played in first win.
- 2nd deck, one that beaten the lavahound deck around 20 wins.
- 3rd deck, and alternative 4th deck more used in higher wins.
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Triple-elixir (2021-10-27)
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- fireball + arrows to counter the archerqueen.
- When no lavahound in the hand: play preemptive balloon at 6+5, then almost immediately lavahound 0+4.
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Other challenges
Touchdown (2022-12-16)
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- A deck I made myself. Maybe lack a building.
- Alternatives (from RoyaleAPI):
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Touchdown draft
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- battleram, royalghost, royalrecruits, elixirgolem, ramrider (esp. with mirror, better than hogrider thanks to snare), royalhogs (>motherwitch), balloon + lightning/fireball (to destroy buildings), skeletonking + ultimate.
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No
deck
here
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Triple-Draft Mini-challenge (2021-08-21)
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- 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 skeletonarmy.
- Usually start with a sparky at the bottom of the map, and protect it with a megaknight 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 infernotower.
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Mega-touchdown - deck 1 (2021-09-17)
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- Pick fast troop, like prince, darkprince.
- Spam unit also interesting: skeletonarmy, minionhorde.
- motherwitch insta-win.
- barbarianbarrel very interesting, esp. if can be played high.
- witch good to spam as well.
- skeletonbarrel because fast, and not distracted. Drop Skeleton.
- Play on both sides.
- Tanks like electrogiant very good to kill small troop and must be stopped.
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2nd deck
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1st deck
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Skeleton King tournament (2021-10-30)
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- Deck from CLASHwithSHANE [68]
- Strategy: build push with giant and/or skeletonking front, and sparky behind, then rage the whole thing on tower.
- Usually, we can build a push with skeletonking + goblingiant.
- rage can also be used to defend.
- minipekka against hogrider.
- defense:
- electrowizard centre front k, to defend but be out of attack, or drop on small units. But centre usually very effective to slow down units.
- minions against tank.
- minipekka or minions against hogrider.
- giant middle to pull pekka the other side.
- sparky behind k tower. at bridge add giant, then rage.
- or complete with champ and/or minions.
- champion ability: when no spam killer. Can also be used to tank for the sparky behind.
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Skeleton King tournament (2021-10-30)
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- Deck from CLASHwithSHANE [69], with double spawner.
- Not played with.
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Skeleton King tournament (2021-10-30)
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- Deck played by Isma, after someone beated him up with ;-)
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Archer Queen tournament (2021-11-03)
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- Deck played by Shane, but also reported as best deck in top 100 (https://royaleapi.com/card/archer-queen, played by SK Morten, 8540 trophee )
- lightning because this kills the archerqueen (and we know we'll face her).
- Push build: royalghost in the back, or archerqueen in the back (but beware of lightning, if so play rather middle).
- Against hogrider:
- bandit at 5-3, then immediately after electrospirit in front of tower, and barbarianbarrel on tower. This means, one hogrider shot, and barbarianbarrel is in front, tanking for bandit for a small push.
- Otherwise megaknight.
- Against barbarianbarrel: royalghost.
- Use of electrospirit: to force retarget on another troop, to avoid tower damage.
- If opp plays too much card next to tower (or eg building), lightning.
- AG Bait: Sometimes shane play royalghost or ramrider at bridge when building is there, is that to force opp to play another card, then lightning it
- Play megaknight on outside then bandit centre.
- Or archerqueen (invisible).
- Can also play ramrider to distract and tank a bit (and slow down).
- Also barbarianbarrel more distraction.
- Play barbarianbarrel: as mini Log, but also as mini-tank (eg for bandit).
- Against golem:
- bandit + megaknight + royalghost.
- Push opposite lane ramrider + bandit (slightly behind).
- Usually finish in three-crown race (golem makes slow damage).
- When small push, ramrider map border at bridge.
- Against archerqueen:
- bandit in the back, and megaknight on the queen.
- electrospirit on outer corner, and bandit other side inside corner.
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Golden Knight tournament (2021-11-10)
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- ClashWithSHANE: Play defensively, build value throughout the battle, then punish opponent during double elixir.
- Start: zappies in the back, or cage middle.
- Powerful deck. Try to match elixir expense on opponent (ie. keep recruits for megaknight or pekka...). When countering a push with elixir gain, maybe add a unit to build a bigger counter push.
- GK: not used often his ability. Maybe handy to connect tower rapidly, or against many low health units (eg. goblins). Not clear how to use it so far...
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Rage challenge (2021-12-18)
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- Win by playing tombstone behind the P tower, and lava in same lane. Opp tower will lock on lava, and be swarmed by skeletons.
- If cycling fast enough, can play two or even three tombstones. Try to put them in corner to limit fireball value.
- Use skullies and megaminion to attack troop that are swarmed by skeletons (especially splashy ones like valkyrie). skeletons are very distractive, so even getting rid of distracted air unit will be easy.
- balloon less useful (because units go to fast to put lavahound+balloon), but could be send along with skullies, or with skeleton swarm.
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Mega-deck challenge (2021-12-27)
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- Deck from OJ (dec 2021)
- Started badly (1-3), then won 7-1 in retry.
- Note we are x2. Start push as usual (valkyrie, electrogiant...). Try to anticipate use of each card in deck (eg. motherwitch, wait for swarm to be there).
- This deck sucks badly.
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Mega-deck challenge (2021-12-27)
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- Deck from random bloke that just exploded me like many others.
- Make sure to play toxically. lumberjack+balloon at bridge in the first sec, megaknight and freeze as usual...
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Infinite elixir (2020-05-24)
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- Deck from Orange Juice Gaming (May 2020)
- Goal is to stack the battlehealer with mirror (up to 5) so that they survive giantskeleton explosion.
- Stacking firecracker also good if opp has no counter. Make sure to get rid of opp's firecracker with arrows though.
- Not tried yet.
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Rage ramrider (2022-01-06)
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- Deck Isma proposed to me.
- Goal: build a push with 1st rider behind K tower, then mirrored at bridge asap (at 10 elixir, only need 1 elix more).
- If undefended, or even defended too lightly (because raged riders would tear through light defenses), this will 3-crown very fast.
- Wait for a push, and defend it with electrowizard / megaknight / giantsnowball as main counters against rider, and use other card to cycle. Then usually our megaknight survive, and ideal scenario is when opp overcommits (like 5 elix or more) against megaknight (usually do because megaknight is threatening to jump). Then go for the mirrored push in the other lane.
- Use earthquake against building.
- In 2x, push can be built when at 9 elix, or even less. If one tower down, usually start the push at the top. Change when needed, eg. use megaknight as tank to build the push.
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Ram rider 2v2 Rush (2022-02-03)
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- Synergy: freeze + bombtower, or freeze in offense.
- If not bowler / electrodragon, use valkyrie + zappies.
- Cheaper is bomber.
- Probably not the best deck...
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Legendary's Infinity elixir challenge (2022-03-21)
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Season 31 special challenges (January 2021)
Arena challenge (2022-01-11)
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- Decks from Ouah Leouff (YT, twitch), and Carl The Legend(twitch)
- Build push with giant. Cage to cancel the giant. minipekka to cancel the musketeer.
- Played Carl's. Did 3-0 and 3-0.
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Arena 1 (Ouah):
Arena 1 (Carl):
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Arena 2 (Ouah):
Arena 2 (Carl):
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- (Ouaf) Same base (giant, minipekka, spells). tombstone a bit better than cage. Baby to counter small swarm troop. Skel to cycle. Baby + giant, will force opp to delay skeletonarmy!
- (Carl) A bit tough when opp plays tombstone (but may I should keep arrow for that, and delay giant). Did 3-0 and 3-2.
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Arena 3 (Ouah):
Arena 3 (Carl):
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- (Ouah) Did 3-1. Make sure to use cage to defend first. Then counter-push.
- (Carl) or use goblincage iso babydragon. A bit difficult to play, did 3-2.
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Arena 4 (Ouah):
Arena 4 (Carl):
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- (Ouah) or alternative (youtube): skeletonarmy + minions + goblinbarrel iso valkyrie + megaminion + skeletons.
- (Carl) Bait with barrel and miner, one at a time, unless opp is low. Use tower against pekka. Defend with deep wizard, and valkyrie on multi troops. Counter push with miner/barrel. Cycle with fire spirit at bridge. Aim elixir trade (skeletons on miner or skeletonarmy...). Did 3-0 and 3-2!
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Arena 5 (Ouah):
Arena 5 (twitch):
Arena 5 (Carl):
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- (ouah) log bait (but with modification: fb iso rocket, firespirit iso icespirit, barrel iso thelog, skeletonarmy iso gang).
- But likely difficult to play.
- (ouah twitch) breakers + miner. Did 3-0 and 3-1.
- (carl) replaced skeletons with cannon (to counter hogrider). First deck was goblinbarrel-wizard-valkyrie-miner-skeletons-infernotower-arrows-zap (but lost)
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Arena 6 (Ouah):
Arena 6 (twitch):
Arena 6 (Carl):
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- (ouah) Deck balloon cycle. Maybe zap iso barbarianbarrel to counter bats, but barbarianbarrel may counter goblinbarrel..
- (twitch) Or use cannon iso infernotower, but seems harder against balloon and musketeer. Put xbow at 1-sq from river, usually more on the side than in front.
- Lost 0-2. Got countered by infernotower on xbow, or rocketed, or ...
- (carl) played arrows iso thelog and princess iso musketeer, but lost. Play miner and breakers as win condition, grind with miner, find best time with breakers. Tank miner with valkyrie, or cycle do send breakers (if necessary on other lane). Make sure to make positive trade on defense, and grind with miner or breakers, tanking as possible. Can also grind with log and fireball.
- Did 3-0 (although was actually 3-2 because lost twice with the other deck), and 3-2 (although 2nd would win had I not rushed on the end ^^). Excellent deck, lot of control.
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Arena 7 (Ouah):
Arena 7 (Carl):
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- (ouah) known deck (megaknight-miner-breakers). miner, then push prince, bats, breakers. prince very good to defend against mk, and also bats to kite. Combo: miner + bats.
- Did 3-1 and 3-4 (probably because over-commit).
- (carl) Tank balloon with miner... looks difficult to play.
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Arena 8 (Ouah):
Arena 8 (twitch):
Arena 8 (Carl):
Arena 8 (Carl2):
Arena 8 (Carl2):
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- (ouah) giant, double prince but with the witch (note: better deck is with electrowizard instead of witch, to counter hogrider). Apparently good counter against 2.6: basic strategy is to always defend with either prince behind K tower, on lane that already took damage, then giant at bridge. Then when it tanks, miner on musketeer or on the tower.
- I don't know how to play this. Did 3-6.
- (ouah twitch) Build push with icegolem+balloon, or miner+balloon, can also add bats for extra damage or protection. Against megaknight, skeletons + bats, or infernotower (use skeletons to protect the tower).
- (carl) played against infernotower,xbow,golem,archers,skeletons,icespirit,thelog,fireball, very though. Carl lost twice with 1st deck, and three times with 2nd deck was not much better, though counters. 3rd deck seems better.
- ... Did 3-0 with hogrider cycle 2.6 ;-)
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Arena 9 (Ouah):
Arena 9 (Carl):
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- (ouah + twitch) hogrider cycle 2.6.
- Did 3-1 with hogrider cycle 2.6.
- (carl) tank balloon with golem. Against infernotower, deep mk, then balloon when mk at bridge, then zap when mk jumps. witch behind mk may be good combo also.
- Did 3-6 :-(
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Arena 10 (Ouah):
Arena 10 (Carl):
Arena 10 (Carl2):
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- (ouah) lavahound+balloon with barbarbians. May bait fireball with barbarians.
- Did 3-1, lost against same deck but with minions. And again 3-1, lost against a deck with furnace, bats, megaminion, zap, log, valkyrie, elitebarbarians, skeletonarmy.
- (carl) lavahound+balloon with valkyrie, but he lost 1-3!!! so he played a variant of previous arena deck.
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Arena 11 (Ouah):
Arena 11 (Carl):
Arena 11 (Carl2):
Arena 11 (Carl3):
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- (ouah) Deck played by Azilys. Play like a log bait (playing all small troops), then surprise with megaknight. If royalgiant, keeps megaknight to defend against barbarians or alike. A bit weak against aerial though. Combo: megaknight + barrel + bats. bats can distract infernotower.
- Did 3-0, and 3-1 (lost against goblinbarrel gang, log, tesla, zap... did not play the royalgiant, prob I should have). Play log bait first, like dartgoblin / princess, and add megaknight at bridge, or defend with prince. When tower spot, add goblinbarrel if value. Use the royalgiant at last moment, as a surprise when opp is low elixir.
- (carl) 1st deck, lost twice; 2nd deck 1-1, 3rd deck 2-1...
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Arena 12 (Ouah):
Arena 12 (Twitch):
Arena 12 (Carl):
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- (ouah) Lost against log-bait. Start with royalghost behind K tower, then infernodragon corner. Then possibly ramrider bridge, etc. Use spirit against swarm.
- (ouah twitch) start with witch K tower, then giant bridge, then graveyard. Against royalrecruits, arrows then fireball is ok. fireball on witch. Push also witch, then darkknight at bridge. Against furnace, giant, and when spot, graveyard. Against wizard, with which on our side, don't add giant. Instead either let wizard kill witch and we kill on our side, or fireball the wizard + tower, and let the witch kill wizard.
- Did 3-2.
- (carl) Against another lavahound+balloon, when opp sends lava, bait other lane with balloon. Against infernodragon then witch, lavahound+balloon ok, then fireball both infernodragon+witch, and zap witch. Against infernodragon, play lava same lane as tombstone. Against prince, either guards 7+4, or tombstone, 5-2. Against megaknight, infernodragon. If electrowizard, shield drag with minions. Against infernodragon, can fireball to move it closer to river, then minions. Against ramrider, if balloon locked, shield it with guards (between balloon and ramrider) to distract.
- Did 3-3.
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Arena 13 (Ouah):
Arena 13 (Carl):
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- (ouah) Deck from WoToP. Keep barrel and electrospirit for defense (esp. goblinbarrel), fireball princess, recruits in front of zappies (split them behind K tower). Against princess, split recruits, 4 on other lane. goblincage to defend, aim princess lane. Machine to shoot infernotower. Against megaknight, 4 recruits ok. Against 2.6, cage very high, ideally with zappies, so that goblin can hit the hogrider several times.
- Did 3-0.
- (carl) Against royalgiant + horde, play tombstone first, that will defend horde. Send lava + infernodragon. Against royalgiant (other lane), defend only with guards (killed by arrows). We tower trade, keep fireball against minions or horde. Then send balloon on K tower (leave two square from mid to make sure balloon goes to K tower). Then, when one tower down, tombstone 6-2. Then balloon on k tower (4-sq from mid separation), immediately minions, then zap horde.
- Did 3-2.
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Arena 14 (Ouah):
Arena 14 (Carl):
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- (ouah) pekka-bridge-spam, version poison/marcher (alternative fireball/minions). usually spam battleram at bridge, along with pekka. Start, royaleghost bridge (if pekka in hand?), or bottom corner, or bottom k tower, or marcher also ok. To defend, pekka (better sideway to avoid marcher), then electrowizard in support. Continuously protect electrowizard with other troop if needed. Against hogrider, electrowizard 2+5. Against hogs + recruits, don't play pekka. Defend with electrowizard center, royale royalghost close to toewr to counter hogs, etc.
- Did 3-3
- (carl) Start, zap tower, then minions bridge. fireball naked dartgoblin. guards behind bowler. electrodragon on lava, fireball it.
- Did 3-1.
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Arena 15 (Ouah):
Arena 15 (Twitch):
Arena 15 (Carl):
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- (ouah) Weak against log bait. tornado to activate tower (eg. balloon, bandit, hogrider), or to support graveyard. Start with bowler, then baby drag, before bowler comes (6-sq from river), graveyard, then tornado (6+3) when bowler is at 2-sq river, and finally freeze same spot.
- (ouah twitch) Install with tombstone, then icewizard k tower. Then baby corner. poison (on tower) against firecracker. tornado to protect babydragon. Cycle with barrel at bridge. Usually push with baby + icewiz. Use valkyrie + barrel as support troop. Ideally when spot graveyard, otherwise also graveyard to distract. poison to kill princess/firecracker... Against mortar, baby + barrel. Otherwise, start push with valkyrie, then ice + baby. Against rascal, poison on tower, then graveyard when big dude is alone, and our valkyrie is spotted.
- Did 3-10... great deck ^^
- (carl) Against miner, minions, then agiaint drill, balloon. Against lavahound+balloon, tombstone at 3-2! Then infernodragon at 3+3 on lava, then fireball 2+4 when balloon on +0 column (to push it to the center, and be shot by both towers). 1st play tombstone, or minions.
- Did 3-2.
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Ram rider 2v2 Rush (2022-02-03)
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- Synergy: freeze + bombtower, or freeze in offense.
- If not bowler / electrodragon, use valkyrie + zappies.
- Cheaper is bomber.
- Probably not the best deck...
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Season 32 special challenges (February 2022)
Super Lava Hound Mini-challenge (2022-02-08)
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- executioner + tornado to defend, or for king activation.
- skeletons useful to cycle rapidly, eg. to have two lava hounds.
- lumberjack, time correctly, so that when the 2 medium lava pop, it's going really fast.
- Always defend superlavahound from behind (because it spawns fireball in front of him on death).
- Use cycle card to cycle rapidly to super lava, and abuse the super lava (always play asap).
- Put electrodragon right behind lava, so that to reset infernodragon or infernotower, or to kill little troop.
- executioner to sustain lava from the back, or to defend pushes. Against super lava, always play defense BEHIND or on the SIDE of the super lava, to avoid super death bomb.
- Keep also electrospirit to reset ennemy, or against infernodragon/infernotower.
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(Ouah)
(Carl)
(Ced)
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Love Conquers All challenge (2022-02-16)
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- Deck from Ouahleouff
- Add thelog and fireball to handle the princess and the marcher.
- TIP: Better play princess on the other lane of our push. This usually forces the OPP to deal with her, usually with more elixir than she costs.
- Try to keep princess alive (use log, skeletons to defend).
- Log: against goblinbarrel barrel, electrowizard, elitebarbarians (with skeletons).
- bats: against megaknight, pekka...
- Make sure to handle the princess and marcher asap, or they can be deadly.
- magicarcher: Play at 7+5 (defense), or 6-3 (eg. against lumberjack+balloon, with lumberjack centered or infernodragon), deep corner (invest).
- princess: Play at 8-3 or 7-3 (defense), behind K tower (invest), or 4+5 to defend bridge spam (but from other lane).
- hogrider: combine with bats at bridge.
- minipekka: against elitebarbarians, play at 4-2. Our main tank to defend.
- Against lavahound+balloon: bats at 4+2, skeletons at 1-3.
- Against arrows: always play princess in the other lane!
- Against RG: minipekka + thelog.
- VERY DIFFICULT TO PLAY.
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(Ouah)
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Dragon hunt challenge (2022-02-23)
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- Deck from Ouahleouff
- Classical hogrider cycle 2.6 deck
- Don't overcommit on the egg. Typically place the cannon at 3 square from river so that it targets the egg but can also defend too.
- ... did 5-6, then 2-one_million. I tried several things, including lava, etc.
- Finally ended up with the deck from some opponent that crushed me again, with minipekka, bats, dartgoblin. Use the minipekka on the egg mainly, bats on pekka, etc.
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(Ouah)
(OppX)
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Season 33 special challenges (March 2022)
Acceleration challenge (2022-03-10)
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- lumberjack at 6-1, then barbarianbarrel at 6+1.
- nightwitch at 5-3, then barbarianbarrel at 4-1.
- In 1st minute, play carefully.
- 2nd minute, golem behind K tower, then nightwitch behind, babydragon at bridge (middle map), electrodragon at bridge, then clone everything. When many defenders, tornado for value from babydragon.
- Variant: when golem at 2-sq from bridge, lumberjack at 9-3, nightwitch at 1+5.
- Typical push: golem, lumberjack, nightwitch. Boost with clone. Re-boost with tornado.
- Typical push: golem, lumberjack, electrodragon. Snipe with barbarianbarrel.
- Do not clone if no value (splash damage).
- Against royalhogs, lumberjack ok.
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(Ouah)
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Legendary's Infinity elixir challenge (2022-03-21)
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- Best winrate deck on royaleapi.
- Make sure to spread the firecracker on the board.
- When giantskeleton is going to die, tornado on him to get value from death bomb.
- When things go crazy, tornado then freeze. In general, keep that combo available, ie. only use freeze after using tornado.
- Deck much easier than deck with elixirgolem, battlehealer, etc. Here the key card is freeze / tornado / graveyard.
- 2nd deck, a variant from royaleapi, but with firecracker instead of electrodragon, because she's super annoying and most players cannot counter her.
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(Ouah)
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Mighty Miner Launch Party (2022-03-30)
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- Quite nice, and easier to play.
- Build a good defense with goblincage. Use electrowizard to counter/reset the mightyminer (play it middle so that it is still in focus if mightyminer uses its ability), and also to defend goblinbarrel. barbarianbarrel is to counter goblinbarrel. cannoncart to defend against big tank, make sure to put it far. poison against wizard, musketeer, archers, princess, skeletonarmy...
- Use mightyminer as a tank, ideally in front of cannoncart.
- Play only graveyard with value, ie. when OPP tower is focused on e.g. mightyminer.
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(Carl)
(Ouah)
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Season 34 - Mighty Miner (April 2022)
Season 35 - Which Witch (May 2022)
Sudden Death Challenge (2022-05-08)
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- Deck from Ouahleouff
- skeletons to cycle fast.
- Standard push with giantskeleton at the front, then graveyard + freeze.
- fisherman to defend + various KT activation.
- 2022-05-12: 6-3 (from 0-3) and 6-2 (from 5-0).
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(Ouah)
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Super Witch Challenge (2022-05-15)
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- Deck from Ouahleouff
- Build push with superwitch in support, and electrogiant at front.
- Use executioner as defense. royalegiant can also be used on defense.
- Rather use tornado on offense, to bring troop on electrogiant.
- Use rage when good push on tower.
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(Ouah)
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The Floor is Healing (2022-05-25)
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- 1st deck from someone that ravages me in the first games. Works very well, almost 100% winrate on both accounts.
- 2nd Deck from Ouahleouff (not tried)
- Both decks very strong against elixirgolem
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(Ouah)
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Sudden Death tournament (2022-05-31)
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- Deck from Carl, from his Twitch stream (not the same as the one he suggested on YT).
- poison for graveyard, also interesting for value against wizard, electrowizard, musketeer, or any swarm.
- Build a push with lavahound, babydragon and flyingmmachine each close to each other.
- flyingmachine also ready to snipe OPP defense played in middle.
- lavahound first play usually ok, or infernodragon.
- (2022-05-31) 9 wins and 9 wins. (9-5 and 9-5).
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Double-elixir (2022-06-02)
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- Deck from Ouah Leouff
- Constantly harrass the opponent, typ. with double barrels.
- Use infernotower for big tank, but can also defend with princess, dartgoblin if far enough, and tank with valkyrie and firespirit.
- ... not so successful as Ouah: 3-6 with 1st account (after 3-3 with LH deck).
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Season 36 - Bone Pit (June 2022)
Giant Skeleton Rage Challenge (2022-05-08)
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- Deck from Ouahleouff
- Did 10-6 and 10-3.
- Cycle with bats and skeletons to get a good hand.
- Try to keep mirror to play it over giantskeleton, and clone when giant connects.
- If opponent has hard counter, like witch or infernotower, try to make value, and out cycle the opponent. Playing the archerqueen is necessary to cycle faster, and to get rid of the witch.
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Goblins and Skeletons Event (2022-06-15)
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- Deck from Ouahleouff
- Don't rush, take our time. Install defensive tombstone.
- Use correct combo, like tombstone then skeletonking, or put dartgoblin behind the skeletongiant in support, etc.
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Skeleton Dragon's Reign of Fire (2022-06-22)
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- Deck proposed by ĞÏĢĀ §ŰŞ (clan Team Belgique).
- Seems to work very well. Use furnace in the back mainly, to defeat the skeletondragons.
- Using the motherwitch on dragon works quite ok. Even better with giantskeleton tanking for the pigs.
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Season 37 - Mini P.E.K.K.A dream (July 2022)
Season 38 - Clash from the past (August 2022)
Season 39 - Clash fest (September 2022)
Season 40 - Clash-O-Ween (October 2022)
Season 41 - Silent Sanctuary (November 2022)
Season 42 - Clash-Mas (December 2022)
Season 43 - Frost Festival (January 2023)
Season 44 - Love & Magic (February 2023)
Super Magic Archer Challenge (2023-02-19)
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- Best deck from RoyaleAPI, also played by Orange Juice Deck from Ouah
- Main strategy is to play royalghost at the bridge to bait an opponent card, and then play supermagicarcher to aim opponent tower, so that to have king tower to kill the princess tower.
- Alternatively, against range troop, aiming that troop only will have that troop to aim the opponent tower immediately. For melee troop, tower conversion looks better though.
- So early king tower activation is always good to achieve this result faster (e.g. with poison).
- Big advantage of the royalghost is that it cannot be aimed by the supermagicarcher, and that it will necessarily target the princess tower, unless a troop is played, which can then be converted by our supermagicarcher.
- Use cycle cards to defend, get max value out of them. Make sure to have supermagicarcher in the hand when playing the royalghost.
- supermagicarcher is also very good to defend. Eg. against elitebarbarians', try to aim only one of them, they'll kill each other.
- Put spirit in between when they are converted, to tank the magicarcher who can convert them again.
- ALWAYS keep poison for supermagicarcher. Kill him as soon as possible. If needed, use thelog so that he doesn't touch our tower.
- 10-1 on Clashical, 10-4 on Minushcule (but 8-0), and 10-0 on Myshterious!!!
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Super Magic Archer Challenge (2023-02-19)
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- Another deck, suggested by Ouah, also on RoyaleAPI
- Carefull with bombtower, play it 1-2 or 1-3 (so that it cannot hit our towers), or 5-2 so that supermagicarcher cannot convert it.
- Try to cycle rapidly, and make lot of value with miner and wallbreaker. Make sure the wallbreaker connects (e.g tank with skeletons or so).
- Keep lightning for supermagicarcher, play it asap (unless some other value can be taken).
- More difficult to play.
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Mirror, Mirror (2023-02-23)
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- See tips in dedicated section.
- Minush: 10-3.
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Capture the Sparky Challenge (2023-02-19)
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- Best deck according to royaleapi.
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Season 45 - Goblin Party (March 2023)
Season for the 7th anniversary.
Goblin Outbreak! (2023-03-12)
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- Decks from Ouah, taken from royaleapi he said.
- 1st deck:
- miner and poison quite good.
- Think defense, and grind damage with poison and miner.
- Can force 4 elixir response (building) with wallbreakers, or even connect if OPP has no response (or eg. miner is connected).
- Can start with goblingang behind the tower.
- Avoid giving value by playing swarm troops on range / area attacking troop.
- Think about maximizing troop value!
- If no response, goblingiant can counter several aerian troop (skeletondragons).
- Double prince combo is usually deadly. Think also about combo with zap.
- Keep the thelog for opp barrel, unless loads of value. Then keep goblins for barrel.
- Try to grind damage with dartgoblin. Against tank, pair with the cage and goblin out of reach from a log.
- Combo goblindrill + speargoblins at bridge works nice for additional damage.
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(1st)
(2nd)
(3rd)
(4th)
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Goblin Party Hut (2023-03-19)
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- Decks from Ouah, inspired from x-bow deck. (winrate: 8/2)
- Played as a xbow deck, except that partyhut must be right in front of the OPP tower. Play tesla to defend.
- Against OPP partyhut, fireball, then thelog to kill all goblins.
- Deck from RoyaleApi (winrate: 8/2 and 8/0)
- monk excellent against the partyhut or against tank.
- Use earthquake and thelog.
- Can mirror the hut.
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(Ouah)
(Rapi)
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Heist Draft (2023-03-24)
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- See tips from Orange Juice.
- Did 8-5, 8-0 and 8-2.
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Season 46 - Boot Camp (April 2023)
Season with season pass 2.0, mega draft ladder.
Super Archers Challenge (2023-04-10)
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- Did 7-3, 9-3, then 12-2. Then 7-3 → 12-3 (paid 100 gems), and 9-3 → 12-5 (paid 100 gems).
- 5th best deck according to royaleapi, but at least the video was very clear on how to play the deck.
- Other decks are best according to rapi (78% win!), and a deck frequently recommended but I find hard to play.
- Start with split archers in the back (usually opponent plays the same). Then play goblindrill on one of the tower. Goal is that our archers will tank for the goblins when the drill pops.
- Use the spirits to distract the opponent superarchers when they come in our arena. In particular when there is a duel between archers, to protect our archers.
- If opponent has poison, better split the archers.
- Don't drop anything in front of archers in a archers vs archers duel. Because that troop will expose the archers behind to the pierce-through damage of the OPP archers.
- monkis bad in the challenge because doesn't reflect the damage, and allows the archers to shoot sooner and hit the troops behind.
- Use fireball to push back opp troop when goblins spawn when drill dies.
- In particular, quite valuable to play fireball on both superarchers if opponent uses them to defend (will bring both archers close to death, in particular if we have an archer shooting at tower already).
- If OPP has big DPS troop in hand (like pekka, minipekka, elitebarbarians), make sure it cannot play them in our BACK, or the superarchers will push them towards our towers! If so, make sure to have some troop in the back to defend.
- Against goldenknight, play skeletons behind him so that he only dashes on ONE skeleton. Also works with skeletons at 0-3 or spirit at 0+4.
- Make SURE there is NO dash chain to your tower. If needed, let our archers go to the bridge. Usually archer will survive the dash and win the duel.
- skeletons or spirits to tank, then barbarianbarrel on the xbow. superarchers (tanked with skeletons) also very good against xbow.
- Play skeletons' / spirits AFTER the goblindrill appears, or they'll die to spawn damage. Use barbarianbarrel or superarchers to finish it.
- Think also tower ACTIVATION against goblindrill, miner. This requires playing the superarchers so that to push towards king tower.
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(Tag)
(Rapi)
(GK)
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Super Cards Draft (2023-04-13)
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- Like triple draft, but we have choice between: superarchers, supermagicarcher, superminipekka, santahogrider, supericegolem, superlavahound.
- Super cards are classed above in other of priority, pick first one available.
- Always pick a spell to counter other super card, either lightning (best against supermagicarcher), or poison (best against superarchers).
- Also pick some swarm to counter the superminipekka, since no spell really counter it (except maybe rocket).
- Best strategy is to pick the cheapest card, to cycle around the super card. However make some safe choices to counter the opponent super card.
- freeze combines well with superminipekka.
- Good spells: poison + giantsnowball, thelog, lightning.
- Good WC: goblindrill (not pushed back), royalhogs (many, not all dead at once by superminipekka), do NOT choose big WC that are one-shot by superminipekka.
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Super Archers vs Golem (2023-04-22)
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- Best deck from Ouah, but with arrows instead of the icespirit (ie. best deck on rapi). Did 12-2, 12-1, and 12-2.
- Start with superarchers split behind king, then poison the OPP superarchers WITHOUT the golem. Because the other superarcher behind the golem will be killed by ours first (she will always shoot first thanks to golem).
- Make sure to always have superarchers behind the king to stop the golem. If opponenent uses poison early, or use superarcher + mirror, make sure to mirror our superarcher as well. It usually a better move to start with superarcher + mirror, then poison on OPP superarcher.
- Can use skeleton on golemn for fast DPS.
- Can use electrospirit to finish level 12 superarcher that didn't die to poison, but this can be tricky.
- Must not allow OPP golem to connect to tower in the beginning, or at least go for tower trade.
- If we don't have poison in hand in the beginning, but mirror, play superarchers + mirror.
- firecracker is OP if she can live a long time. Nice combo with one superarcher, so less value for poison.
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Capture the Queen (2023-04-30)
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- Very difficult and annoying challenge. Mostly it is up to the first one to get the queen that wins.
- So make sure to drop a first card asap when the game starts, and distracts as much as necessary. However if you miss the queen and over spent, you are dead.
- First deck is some more control deck, second deck is supposedly best deck that came afterwards, and third deck is some second best that come even more later.
- Tried them all, did 12-6, 12-6 and 12-8. Spend 3*200 gems on the f*cking thing.
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Season 47 - Books of Clash (May 2023)
Season with season pass 2.0, mega draft ladder.
Super Champion Battle Challenge (2023-05-07)
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- Best deck on royaleapi. Also played by Ouah
- Other deck I tried was variant of 2.6 (also covered by SirTag), but deck above is much stronger.
- Start with terry push in bypass position. Use ability to kill small troops (ideally wait a bit before triggering to wait for those troops). Ability can be triggered from a distance to still get to the building. Also can time the ability to dodge a hit from pekka or minipekka.
- Against a building, can also zap the building and ability, this will leave enough health to let terry to hit several times the tower.
- Against fisherman, can zap the fisherman to allow two hits. Do not trigger the ability.
- Against opponent terry, fisherman at 9-4, when terry is roughly on 2nd or 3rd row (not too early), except if terry not on bypass (then can play almost asap). Afterwards good placement is 6-4 + a defensive troop to cancel terry.
- Abuse prince + bats push.
- Role of each card:
- bats do not dies to terry ability, and deal a lot of dps. prince is immune to ability as well. bowler to push back terry as well and other offensive troop. zap to reset fisherman, or to kill bats, etc. fisherman as best counter against terry.
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Mega Monk Challenge (2023-05-22)
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- Did 8-3, 10-3, and 12-8.
- Other deck I tried was much more difficult to play.
- For instance deck from SirTag, which I find difficult against infernodragon. However note the nice tip from SirTag: You just distract the inferno dragon with tombstone skeletons / goblins on your side. When you have the monk spamming at your opponent you go goblins or ebarbs with it and click ability and take tower. This is a very defensive deck that can stop anything in this mode, while you find the moment you want to guaranteed take tower with the OP push
- Ideal start is nightwitch behind the monk.
- Try to always build a push behind the monk, and defend (but not too much) in the other lane.
- Abuse ability against casters. Make sure to have all troops in vicinity to protect them.
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Boost Fields Challenge (2023-05-30)
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- Did 10-3, 8-3 and 12-1.
- Try to invest a lot in the back, e.g. royalrecruits.
- Keep bowler to counter OPP hog. ramrider can also counter very well OPP win condition.
- Ideally play goblinhut behind princess towers, except in emergency case.
- royalrecruits + ramrider combo is usually deadly. Better play ramrider on the side so it's not distracted by building.
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Raged Ramrider challenge (2023-06-03)
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- Did 11-3, 6-3 and 12-2.
- Best deck on rapi, also proposed by Ouah
- Many options to stop OPP ramrider:
- Try to play bombtower high to avoid charge (must be quick though).
- bombtower + icespirit
- To cycle, usually thelog is safest.
- Avoid cycling fisherman in the back (can backfire).
- Cycling megaknight in the back is ok if OPP plays another tank.
- Try to keep these in the hand at any time: bombtower + icespirit (perfect counter), fisherman + icespirit (to activate), goblins + icespirit to counter. i.e. always keep good answers to OPP ramrider.
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Season 48 - Get Ready For Evolution (June 2023)
Season with Slash Royale, level 15 et evolution launch.
- Minushcule: received ~6500 ewc from season pass chests.
Rock Barbarians(2023-06-10)
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- Try to exploit the rage effect.
- Play healspirit early enough (eg. along with elitebarbarians)
- Build push with battleheader, electrodragon, elixirgolem.
- Usually games are violent.
- Alternative safer deck is Wotop deck (royalhogs, royalrecruits, flyingmachine, goblincage, zappies, fireball, arrows, barbarianbarrel)
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Barbarians Evolution Challenge(2023-06-21)
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- Did 12-2, 12-4 and 12-2.
- Play as usual lavahound + balloon.
- barbarians first play is usually ok because it allows to get the evolution for defense rapidly.
- Play evolution in defense, or in offense in the pocket.
- Make sure to always keep an answer to OPP evolution.
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Firecracker Evolution Challenge(2023-06-24)
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- Testing with either thelog or arrows, bombtower or cannon, skeletons or goblins.
- This deck has the best stats.
- Idea is not lose elixir with spending mightyminer in the back.
- Usually best is to start cycling hogrider soon, and invest firecracker behind the tower.
- Cycling firecracker helps in getting the evolution rapidly.
- If opponent hasn't big cards, better keep a lightweight cycle, otherwise invest mightyminer in the back.
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Royal Giant Evolution Challenge(2023-06-24)
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- This deck has the best stats.
- Starting with royalgiant in the back seems good.
- Counter royalgiant with fisherman middle, and goblins or mightyminer
- Can cycle rapidly to new royalgiant.
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Skeletons Evolution Challenge(2023-07-03)
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- This deck has the best stats from royaleapi
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Season 49 - Evolution Origins (July 2023)
- Season with evomortar.
- Season pass chests:
- Clashical: received ~4k EWC.
- Minushcule: received ~2k5 EWC, 150k gold.
Season 50 - Clash-A-Rama (August 2023)
- Season with evoknight.
- Season pass chests:
- Clashical: received EWC.
- Minushcule: received EWC, 150k gold.
Clash->Season->diamond 18659->23622->45200 ewc 749444->903313->1321586 gold
Chest arena 21: 4k-4k5 gold, 77 common, 16 rare, 1 epic.
Minush->Season->diamond 14583->18841->32766 ewc 707038->854654->1317475 gold.
Season 51 - King's Gambit (September 2023)
- Season with evoroyalrecruits.
- Clashical, diamond pass: received 586k gold, 22.8k ewc.
- Minushcule, diamond pass: received 596k gold 16.6k ewc.
Season 52 - Clash-O-Ween (October 2023)
- Season with evobats.
- Clashical, diamond pass: received 600k gold, 22.1k ewc.
- Season end (after wars chest): 2360k gold, 40.3k ewc, alll joker full but 2 champions. 9 elite cards. Not maxed: 6 legendary (188 cards missing), 7 epic (791 cards missing), 5 rare (1582 cards missing).
- Minushcule, diamond pass: received 600k gold 19.5k ewc.
- Season end: 900k gold, 26.0k ewc, all joker full but 10 champions. 7 elite cards. Not maxed: 1 champion (26 cards missing), 9 legendary (235 cards missing), 11 epic (2293 cards missing), 11 rare (9109 cards missing).
Disturbed Graves (2023-10-10, w2)
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- Must keep track of building.
- guards spawning roughly every 16 seconds.
- tombstone spawning every 30 seconds.
- When it falls, a royalghost is spawning.
- When the central grave falls, a skeletonking is spawning.
- bowler and electrodragon are important defense guard, especially in combination with tornado.
- Make sure to use balloon when no building is going to spawn.
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Trick or treat (2023-10-22, w3)
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- Best deck presented by Ouah.
- Beware of opponent treat activation through miner, barbarianbarrel or even rage!
- Usually not good idea to trigger the present, unless result is known (opp tried it). bats are good.
- Later in the game, when one tower up for instance, more sacrifice might be interesting to get even more advantage.
- Play bait and counter-attack. skeletonbarrel, or miner or goblingang, and defend appropriately. Do not overcommit.
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Welcome to Ghoulsville (2023-11-05, w5)
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- Best deck from royale api, a bit inspired from OrangeJuice Gaming
- Keep arrows for skeletonbarrel, because it is deadly. Unless barrel is defended early with other cards.
- Skeletons have shields! They did VERY slowly and make a maximum of damage. They basically one-shot almost any traditional troop, but also the motherwitch.
- sorceress and executioner reset the target troop. Use this to force them focus another card (eg. skeletons).
- Did 2x 12-1.
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Season 53 - Litlle Prince, Big Trouble (November 2023)
- Season with evoarchers.
- Clashical, diamond pass: received 627k gold, 22.0k ewc.
- Season end (after wars chest): 1650k gold, 24.5k ewc, 1 rare book. Joker: full except 3.5k common, 3 champions. 12 elite cards. Not maxed: 1 champion (22 cards missing), 5 legendary (123 cards missing), 5 epic (510 cards missing), 1 rare (97 cards missing).
- Minushcule, diamond pass: received 607k gold 16.3k ewc.
- Season end (after wars chest): 875k gold, 39.0k ewc. Joker: full except 3.4k common, 911 rares, 7 champions. 9 elite cards. Not maxed: 2 champion (45 cards missing), 8 legendary (198 cards missing), 10 epic (2059 cards missing), 8 rare (4107 cards missing).
Barrels o' Fun (2023-11-10, w2)
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- 1st deck is one of royaleapi best deck and also recommended by Ouah Leouff. However I found the other better.
- 2nd deck is a deck taken from opponent and turns out to be much better imo, since usually any win condition have little chance to connect to tower, while the chance to collect elixir bonus is pure random.
- Goal here is to focus on collecting the elixir bonus, and focusing on defense while playing defensive elixircollector.
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(rapi)
(best)
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Tavern Brawl aka Rage (2023-12-03, w4)
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- Best deck on royale api, quite easy to play.
- Other annoying deck: spawners deck.
- Difficult mu: any deck with lightning.
- Aim is to go with a push with golem back, and electrodragon behind, and tornado in the hand to bring everybody on the tower + golem.
- If opponent feeds more troop, add more troop (like lumberjack) to keep tanking the electrodragon.
- Try to aim for king activation early. However, if no good defense, go for elixircollector.
- Deck also works with the normal barbarians.
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(rapi)
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Season 54 - Naughty or Nice (December 2023)
- Season with evoicespirit.
- Clashical:
- Did 9k ladder, and uc 1696, 62% win rate (~ 309 belgian chart).
- Diamond pass: received 622k gold, 21.3k ewc.
- Season end (after wars chest): 1936k gold (+286k), 130.8k ewc (+106.3k), 1 rare book. Joker: full except 5 champions. 13 elite cards (+1). Not maxed: 1 champion (20 cards missing), 4 legendary (87 cards missing), 2 epic (244 cards missing), 1 tower troop (not found).
- Did uc 1736, 67% win rate (~ 244 belgian chart).
- Bought: books: 3 common, 2 rare, 2 epic, 1 legendary
- Diamond pass: received 603k gold, 23.5k ewc.
- Season end (after wars chest): 682k gold (-193k), 55.5k ewc (+16.5k). 3 common books. Joker: full except 10 champions. 12 elite cards (+3). Not maxed: 2 champion (43 cards missing), 6 legendary (132 cards missing), 8 epic (1190 cards missing), 5 rare (1327 cards missing).
Season 55 - Valhalla (January 2024)
- Season with evovalkyrie.
- Clashical:
- Season end (after wars chest): 2M33 gold, 271.3k ewc, 1 rare book. Joker: full except 7 champions. 14 elite cards. Not maxed: 1 champion (20 cards missing), 4 legendary (76 cards missing).
- Season end (after wars chest): 94k gold, 104.4k ewc. 3 cmn books, 1 rare book. Joker: full except 12 champions. 15 elite cards. Not maxed: 2 champion (40 cards missing), 6 legendary (116 cards missing), 6 epic (708 cards missing).
Cannoneer launch (2023-01-07, w1)
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- First deck from SirTag. Looked nice in his stream, in particular with the evoskeletons but not that easy. Principle is to cycle skeletons as much as possible, and usually go for split royalhogs / skeletons push. Did 12-6.
- Second deck is typically splashyard deck, one of the best according to royaleapi, but with motherwitch as suggested by Ouah. Did 12-4 and 12-4.
- Don't feed value to opponent (like tombstone or graveyard when there is a skeletonking). Watch for swarm, and choose best response (usually good to keep motherwitch for graveyard, but poison is ok too - always have one in the hand).
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(sirtag)
(ouah)
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Dark elixir (2023-02-04, w5)
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- Same mechanism as in Season 49.
- First deck is same deck, best according to royaleapi.
- Second deck is variation with ```motherwitch```, slightly better at the end of the event according to rapi.
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Season 56 - Explosive Valentine (February 2024)
- Season with evobomber, and evowallbreakers, and with double evolutions in the deck for king level 54.
- Clashical:
- Season end (after wars chest): 3M gold (+670k), 386.1k ewc and 15 elite cards (+165k ewc). 1 rare book. Joker: full except 9 champions. Not maxed: 1 champion (20 cards missing), 4 legendary (65 cards missing).
- Reached UC at 1680 elo.
- Season end (after wars chest): 315k gold (+221k), 228.8k ewc and 16 elite cards (+174k ewc). 1 cmn book, 1 rare book. Joker: full except 149 epic, 14 champions. Not maxed: 2 champion (39 cards missing), 6 legendary (104 cards missing), 4 epic (405 cards missing).
- Reached UC at 1736 elo, top 303 BE.
Bomber evolution launch (2023-02-11, w1)
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- 1st: deck suggested by Ouah. In principle, can face any swarm deck, and go lavaloon push. In practice, hard-countered by egiant-tornado decks, not so easy to play.
- 2nd: best deck according to royaleapi. A bit easier to play, and lot of counterplay / punish. Did 12-2 on Myshterious.
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Power of Love (2023-02-18, w2)
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- One of the best deck in royaleapi, and also suggested by Ouah.
- Usually prince or giantskeleton on a heart first play.
- Use the icegolem to kite a troop with a heart.
- Usually it's best to take the heart AFTER opponent, so that our heart takes effect and cancel opponent's one.
- Against sparky, giantskeleton + clone + tornado to oneshot the sparky.
- clone very important to boost the giantskeleton on opponent tower.
- Did 12-2, 12-3 and 12-6.
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Love Sparks (2023-32-03, w4)
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- One of the deck suggested by SirTag, and also best deck on rapi.
- Other best deck:
- evomortar based one, suggested by SirTag also, more difficult.
- goblingiant based one, unplayable.
- Can play either trying to take the sparky or not.
- Apply pressure with goblinbarrel, eg. tanked by infernodragon. Or send skeletonbarrel then goblinbarrel.
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Decks played on Clashical / Minushcule
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- 1st: Deck suggest by Mad King. Used for UC on Clash + Minush.
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(1st)
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Decks played on Myshterious
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- 1st: 2.9 mortar cycle as played last season and suggested by Remember me.
- 2nd: Alternative with littleprince, played a bit until league 6.
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(1st)
(1st)
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Season 57 - Electro Birthday (March 2024)
- Season with evotesla, and evozap.
- Clashical:
- Season end (after wars chest): 3M6 gold, 357.5k ewc + 19 elite cards (incl. 1 tower troop) (+171k ewc / season). Book: 1 cmn, 1 rare. Joker: full except 11 champions, 109 epic, 8 shards. Not maxed: 1 champion (20 cards missing), 3 legendary (41 cards missing). 1 tower troop not maxed (41 leg missing).
- Finished league 10, 1752 elo.
- Season end (after wars chest): 402k gold, 353.9k ewc + 17 elite cards (+175k ewc / season). Book: 1 cmn, 1 rare, 2 epic. Joker: full except 183 epics, 16 champions, 6 shards. Not maxed: 2 champion (37 cards missing), 6 legendary (97 cards missing), 2 epic (150 cards missing). 2 tower troops not maxed (97 epic missing, 41 leg missing).
- Finished league 9.
Tesla Evolution Draft (2023-03-10, w1)
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Goblin Party Rocket
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- Best deck presented by Ouah.
- partyrocket costs 5 elixir.
- it turns into goblins any troop in its (big) range, ours and theirs.
- Troops with shield or transformation are NOT converted, but lose their shield (or are transformed) instantly.
- Goal is to cycle evoroyalrecruits / skeletonbarrel.
- evoroyalrecruits first play is ok, or skeletonbarrel.
- Usually keep mortar in defense, e.g. for easy tower activatio against firecracker.
- Usually rocket any troop w/o shield that is > 5 elixir (eg. megaknight), or big stacked troops.
- Our evoroyalrecruits / darkprince are not changed into goblins.
- Can do nice combo with skeletonbarrel. When the barrel pops, time the partyrocket so that the skeletons are changed into goblins, also converting any defense troop.
- If OPP plays dirty combo, keep the partyrocket to inverse the combo.
- Against goblindrill: keep motherwitch, darkprince or at least thelog in hand.
- motherwitch behind troop is very strong.
- Against hogrider: usually partyrocket early in the game. If possible go for tower activation (if has firecracker). Otherwise defend with mortar.
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(Ouah)
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Power Surge (wk 3)
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- All Troops are regularly hit by lightning, but not building. Make sure to look at the cycle to avoid playing troops at that time!
- Goal is to play offensive mortar and xbow as much as possible.
- But also give as little value as possible to opponent counter, such as earthquake and tesla.
- tesla is very effective against xbow and mortar.
- Against xbow, either tesla, or earthquake + thelog or barbarianbarrel.
- Against goblindrill (and possibly mirror), play thelog (or barbarianbarrel), but wait a little bit to make sure it also kills the spawning goblins.
- Usually better to start with a mortar alone to see opponent's cycle. Then xbow + tesla, unless it would give too much value to opponent.
- Can also defend a building with skeletons + icespirit.
- Use good placement for mortar and xbow (1 square from river, as outer as possible), and tesla close to the river.
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(Ouah)
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Electro Buff Challenge (wk 4)
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- Variant of the best deck played on rapi. MUST Use cannoneer!
- Variant uses earthquake instead of thelog, to counter tesla that is played very frequently.
- Did 12-1 with this deck. Otherwise 12-6, 12-4 with the first variant.
- Play is to cycle goblindrill as much as possible, which thinking of defending either electrogiant or goblindrill pushes.
- Be careful at starts to see if opponent plays with swarm that could be a problem with cannoneer.
- electrogiant is easily countered with tesla as 4-3.
- zappies are also very good.
- goblindrill is also best counterd with tesla played ON the drill, ideally before it spawns.
- Usually keep fireball for zappies, and earthquake to get rid of tesla, but ONLY if it is blocking future pushes.
- An OUTER electrodragon will not be defended by a CENTER tesla. So playing in the corner is usually a good elixir investment.
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(Ouah)
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Decks played on Clashical / Minushcule
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Decks played on Myshterious
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Season 58 - Dagger Duchess (April 2024)
- Season with daggerduchess, and evoramridder.
- Clashical:
- Season end (after wars chest): 4M1 gold, 302.9k ewc + 25 elite cards (incl. 3 tower troop). Book: 1 cmn, 1 rare. Joker: full except 16 champions, 12 legendary, 3 shards. Not maxed: 1 champion (19 cards missing), 3 legendary (33 cards missing).
- Finished league 10 (1w 1/2 before season end, 73% winrate), 1917 elo!
- Season end (after wars chest): 245k gold, 193k ewc + 25 elite cards (incl. 2 tower troop). Book: 1 cmn, 1 rare, 2 epic. Joker: full except 4 legendaries, 4 champions, 1 shards. Not maxed: 1 champion (20 cards missing), 5 legendary (69 cards missing).
- Finished league 10 (1w 1/2 before season end, 72% winrate), 1815 elo!
Dagger Duchess Launch (2023-04-07, w1)
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- Deck suggested by Ouah.
- Against lavahound, battleram then royalghost at bridge on opposite lane.
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Boost Fields (2023-04-21, w3)
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- Deck suggested by SirTag, much better than best rapi deck (and SirTag deck's became the best).
- abuse royalrecruits.
- Play elixircollector, witch or nightwitch as fireball bait.
- If fb elixircollector, can go royalrecruits, and either witch / nightwitch central.
- elixircollector good if difficult to get elixir advantage. Don't play it 1 minute before the end.
- Always play witch, nightwitch in the center (in particular witch), to max her value (spawn / shoot at distance).
- Play nightwitch against ground troop like bowler.
- Try to steal the bonusses, eg. with giantskeleton.
- electrospirit very good against skeletonbarrel or any CLONED troops;
- May need to play giantskeleton on the side to give him a chance to connect to tower.
- Score: 12-1, 12-2, 12-0.
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Bombs Away / Capture the Mortar (2023-05-05, w5)
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- Look at the mortar orientation to know which tower it's targeting.
- Deck from SirTag. Much better than RoyaleApi's at the time.
- Use evofirecracker if available.
- Optionally use giantsnowball instead of thelog to push back the infernodragon, or win the race against infernotower.
- mortar is the best win condition in the challenge. It's essential to win the mortar battle.
- Play infernotower AS SOON AS POSSIBLE to win the mortar.
- infernotower always win over the infernodragon, no need to zap, unless opponent does.
- zap opponent's tower when it's around 2000-1500 (! the lag).
- When playing the infernotower, use cycle card (skeletons, icespirit, thelog) to cycle rapidly to a new infernotower + zap.
- Use thelog to push back minipekka or other troops targetting the mortar.
- Use firecracker to get the mortar while destroying the troops behind it.
- If enough elixir, or to cycle back, play goblindrill on the targeted tower. Very effective, even against duchess.
- Thegoblindrill can also distract an opponent infernotower if not too far away (or in combination with zap)
- Difficult matchup: against evobarbarians, hard to win the mortar because high dps.
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Decks played on Clashical / Minushcule
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- Used deck from previous season, then switched around league 6 to evovalkyrie / evozap, which was played by Dominic and Carl The Legend.
- Switched to evobomber / evozap variant after reaching UC because was best lava deck.
- Make sure to have EVOLUTIONS ready to support the push. If necessary, in x2 / x3, cycle cards rapidly to recover an EVOLUTION.
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Decks played on Myshterious
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- Alternating between archers and littleprince version until league 7 (champion), to reach level 15.
- At level 15, use evoarchers version to reach last bonus in league 9 (royal champion)!
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Season 59 - Magic Mayhem (May 2024)
- Season with evowizard, and the new spell thevoid.
- Clashical:
- Finished league 10, 1842 elo.
- Finished league 10, 1807 elo.
Void Unleashed (2024-05-12,w1)
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- Use daggerduchess as always.
- Best deck suggested by SirTag, but using phoenix instead of snowball, this variant is frequently played.
- Beware fisherman, try to predict if possible.
- Idea: spam giant
- Did 12-4, 12-5, 11-6.
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Wizard evolution draft (2024-05-19,w2)
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- Use daggerduchess as always.
- Always pick evowizard, void.
- Did 12-1, 12-4, 12-2 and 12-1.
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Spell Cauldron Challenge (2024-05-27,w3)
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- Cauldron on the river. When captured, released at random: freeze, rage, heal, lightning or clone.
- Freeze, rage and heal targets even troops that are played AFTER they are released.
- Use daggerduchess as always.
- 1st deck: Deck suggested by SirTag, but not very good. He even lost with it 4 times during stream. Did 12-4.
- Strategy is to launch hogrider pushes right when we get the cauldron bonus. barbarians are best DPS to get the cauldron. However we get often overwhelmed by swarm decks.
- 2nd deck: Best deck according to royaleapi after some time (1st deck was long a logbait deck). Even works without evofirecracker, or evobarbarian.
- Use barbarians or infernodragon to unlock the cauldron. Use void to kill big annoying troops. Push bowler and elixirgolem (in particular if best defense is barbarians). Did 12-2.
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(tag)
(rapi)
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Magical Trio Challenge (2024-06-03,w4)
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- wizardtrio costs 7.
- Best deck according to royaleapi (SirTag's deck was not that good / easy).
- Always make sure to have a response against wizardtrio (either monk, poison, or our trio).
- Use bats on opponent monk.
- Can also use wizardtrio, but they must target the monk as soon as they spawn (so that only wizard is countered).
- Use goblindrill as win condition, or as defense building.
- Make sure to enable monk capability as soon as he crosses the river (against daggerduchess), to revert all daggers and grind damages.
- Use skeletons to distract / cycle.
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(rapi)
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Decks played on Clashical / Minushcule
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- One of the best lava deck using void that fully counter evowizard.
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Decks played on Myshterious
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- Played the littleprince + bats variant, no much luck. Switched to logbait last week.
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Season 60 - Goblin's Gambit (June 2024)
- Season with evogoblinbarrel, and the new XXX.
- Clashical:
- Season end (after wars chest): 4M950 gold, 391k ewc + 31 elite cards (incl. 3 tower troop). Book: 1 cmn, 1 rare, 1 BoB. Joker: 2182 cmn, 390 rare, 251 epic, 33 leg, 30 champ, 7 shards. Not maxed: 1 champion (19 cards missing), 3 legendary (55 cards missing), 1 epic (426 cards missing).
- Finished league 9.
- Season end (after wars chest): 1M3 gold, 372k ewc + 29 elite cards (incl. 2 tower troop). Book: 1 cmn, 1 epic, 1 BoB. Joker: 1302 cmn, 426 rare, 183 epic, 25 leg, 21 champ, 3 shards. Not maxed: 1 champion (18 cards missing), 6 legendary (91 cards missing), 1 epic (288 cards missing).
- Finished league 9.
Goblin Barrel Evo Challenge Draft (2024-06-09,w1)
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- Use daggerduchess as always.
- Don't pick evogoblinbarrel, almost any other evolutions are better.
- Pick cards that are always good: bowler, golem, witch
- Did 12-3, 12-2, 12-2 and 8-6.
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Goblin Power Challenge (2024-06-16,w2)
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- Use daggerduchess as always.
- Best deck by far on royaleapi. Deck from sirtag (with freeze was much harder to play).
- Goblins have special abilities: speargoblins do zap, dartgoblins do poison, goblincage spawns 2 brawlergoblin, goblingiant is raged.
- Likely showcasing new evolutions (poison)
- Goal is to do waves of goblinbarrel and giantgoblin.
- For goblinbarrel, watch opponent spells. If he has two perfect counter, still value to play the barrel to prevent opponent playing his spell in offense.
- Use dartgoblin to snipe the goblincage. However avoid this in x1, or make sure to defend the two brawlergoblin that will spawn.
- To defend the goblingiant, goblincage is not enough. Usually best to play the cage at 4-2, and speargoblins at 7-1 or 8-1, so that to have the zap effect to slow down the raged giant. Alternatively can use the goblingang but this gives lot of value to arrows (hence best to play the gang AFTER opponent played his arrows). Make sure to play so that brawlergoblin are in front in the counterpush.
- DENY any goblinhut or isolated speargoblins (unless tanked) that are fully countered by the daggerduchess. Obviously don't play into the hut to avoid giving it value.
- Usually keep arrows against goblingang.
- Did 12-3,12-3, 9-6 and 12-2.
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Goblin's Hut Challenge (2024-07-02,w4)
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- Use daggerduchess as always.
- Best deck from Sir Tag! Really the best.
- Strategy is very simple, ALWAYS wait to get mirror in hand, and play goblinhut, and mirror it, usually opposite lane. Usually wait to recover elixir, this also gives time to first hut to clean up the field so that 2nd connects faster on towers.
- NEVER play goblinhut WITHOUT mirror, and NEVER mirror anything else than the goblinhut.
- goblinhut is by far the most valuable card in the deck. Even if it doesn't connect it gives a full goblingang and brawlergoblin for insane value. So the goal is always to play the goblinhut as much as possible, and win elixir trade this way.
- Keep bowler to defend an opponent's hut. Avoid playing goblinhut against opponent's, because playing second means we're losing the battle, whereas playing the bowler later is fine. We can however play a deep goblinhut in 2nd defense for instance.
- If we don't have the bowler in hand, cycle the 1-elixir card to tank the opponent's hut, and play bowler.
- RESPECT the cycle. Always play the goblinhut, then wait and mirror, then cycle back asap with the 1 elixir card. This gives another hut.
- In the 1-elixir card cycle, we can insert an earthquake or bowler or thelog.
- If opponent's hut connects, electrospirit to reset.
- earthquake useful if opponent's play a deep goblinhut, and we want to clean the field before playing ours.
- Always seek moves that favor playing a hut instead of e.g. cleaning with thelog. Also, we can use our 1-elixir card after playing the mirror to eg. defend our hut, or distract some opponent hut, etc.
- Don't force breakthru, e.g. against opponent bowler. Simply play opposite lane.
- Did 12-0,12-0, 12-1 and 12-2.
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Classic Deck Challenge (2024-06-23)
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- Worse deck: miner poison
- recruits arrows bait: play aggressively by sending frequent small pushes (goblins, or goblingang, or skeletonbarrel, or wallbreakers). Defend with royalrecruits, and punish if opponent used his spell at the wrong moment.
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Decks played on Clashical / Minushcule
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Decks played on Myshterious
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Season 61 - Goblin Revolution (July 2024)
- Season with evogiantgoblin (in the pass), and evogoblindrill (in the shop), and suspiciousbush
- Clashical:
- Season end (after wars chest): 4M7 gold, 325k ewc + 36 elite cards (incl. 3 tower troop). Book: 3 cmn. Joker: full except 292 rare, 137 epics, 19 legs, 33 champions, 8 shards. Not maxed: 1 legendary (16 cards missing).
- Finished league 8.
- Season end (after wars chest): 1M57 gold, 386k ewc + 32 elite cards (incl. 2 tower troop). Book: 2 cmn, 1 epic, 1 BoB. Joker: 4k cmn, 121 rare, 210 epics, 28 leg, 21 champions, 4 shards. Not maxed: 1 champion (18 cards missing), 5 legendary (56 cards missing).
- Finished league 9.
Rocket Rumble Challenge (2024-07-07,w1)
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- Use daggerduchess as always (or cannoneer also good).
- Deck must be played very accurately to make sure to win the elixir race.
- Goal is to launch THREE rocket on opponent KT, and finish with any spell.
- Starting hand always has rocket, and it should be the first played card.
- However it's better to wait to reach 10 elixir before playing to give a chance to react to any other crazy move from opponent.
- Play rocket, play the 4 1-elixir cards, play rocket again, play the 4-1 elixir cards, and play a last rocket and tornado (cheaper spell).
- The first two cycles may be tempo'ed a bit (ie. wait up to 10 elixir), but the last tornado must be played ASAP, and the spelL.
- Also, the LAST rocket must be played at the bridge for faster hit.
- If opponent plays freeze, they'll LOSE THE RACE. Just make sure to play the tornado as soon as possible.
- Things to pay attention:
- Make sure to counter icespirit / electrospirit from opponent by playing the 1-elixir card at the right side to avoid they'll stun the rocket.
- Make sure to play the tornado asap (lost a few times because tempo'ed too much).
- We can deviate from best elixir race, but pay attention to never spend more than the opponent.
- tornado must be played as fast as possible, however DO NOT PLAY IT TOO FAST because monk MUST STILL BE CUONTERED. So, the best time is to play it when the rocket LAUNCHES. At that moment, it is TOO LATE for opponent to play the monk and activate capability.
- How best counter the monk:
- When playing rocket, prepare tornado, and play it at 13+1 on the GOOD size (prepare both thumbs).
- Make sure to play the GOOD side, and play the tornado as soon as monk appears. If well focused, impossible to miss, so play fast but don't rush.
- Alternatively, play freeze, however it will fail if opponent play monk too soon
- Howe best counter egolem:
- Usually play executioner at 10+2, to avoid being tornado'ed into opponent's troop.
- Other decks frequently played:
- Beat down deck with egolem, or same deck but with monk instead of freeze.
- Beat down deck can be countered with executioner.
- monk is usually bad because it can be countered easily with freeze or tornado (better). Playing monk is bad because it is very expensive (5+1) and means we lose the elixir race.
- wizard is bad because it dies to lightning.
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Challenge Draft (2024-07-09,w1)
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- Use daggerduchess as always.
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Decks played on Clashical / Minushcule
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Decks played on Myshterious
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Season 62 - Goblin Bonanza (August 2024)
- Season with evogoblincage (in the pass).
- Free evolution event to choose among latest evolutions (but not evobomber)
- Slash Royale event.
- Season end (after wars chest): 5M gold, 385k ewc + 40 elite cards (incl. 4 tower troop). Book: 3 cmn, 1 epic. Joker: 5646 / 989 / 206 / 20 / 34. 9 shards. All cards maxed.
- Finished league 5.
- Season end (after wars chest): 1M951 gold, 373k ewc + 34 elite cards (incl. 3 tower troop). Book: 2 cmn, 1 epic. Joker: 6272 / 966 / 215 / 10 / 24. 6 shards. Not maxed: 1 legendary (19 cards missing).
- Finished league 6.
Cage Match Challenge - Draft (2024-08-12,w1)
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What's in the Bush Challenge (2024-08-12,w2)
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- Use princess tower.
- In this mode, suspiciousbush are spread over the map and can be captured by a troop.
- The bushes in the center may reveal sparky! Make sure to capture them first, or the game is almost over.
- Must make sure to capture the central bush asap. The best play is wallbreakers played ASAP if in the hand.
- Otherwise unlock the side bush with two spirits asap as well.
- Bushes appear again every 27-ish seconds. Make sure to preshot them (by playing spirits / wallbreakers / ...)
- Don't be overwelmed by bushes!
- witches may also help to capture the bushes thanks to the troops they spawned.
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Super Draft (2024-08-26,w3)
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- Use princesstower.
- Against super marcher, big tanks and high value cards are useless. Favor small cards.
- Pick win conditions that are guaranteed to doamage the tower, like graveyard, goblindrill or goblinbarrel.
- Pick lightning (for supermagicarcher or superarcher), rocket (for superwitch), poison (for superarcher), freeze (in combo with cannoneer against superminipekka). Usually lightning is the best overall choice.
- Best super cards: superarcher, superminipekka, supermagicarcher. superlavahound can be good too but situational. supergoblinhut ok-ish. Other super cards are crap.
- superlavahound may counter the superarcher if OPP doesn't have big DPS cards.
- megaknight may counter the supermagicarcher if dropped on him and MK hits again before being converted.
- Always pick cards to think about countering the superminipekka and supermagicarcher. Also, PLAY accordingly.
- Play cannoneer and pick cards accordingly (counter swarm).
- Better favor cycle cards to abuse super cards.
- Cards to pick in general: any spirit, speargoblins, hunter, electrowizard, firecracker (especially if choosing supermagicarcher since tower will be activated anyway), megaknight
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Evolution Bonanza Challenge (2024-09-01,w4)
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- Mode where we can play with 8 evolutions.
- Best deck according to royaleapi.
- Not so easy to play though. Maybe the strategy is to go double lane pushes.
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Decks played on Clashical / Minushcule
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Decks played on Myshterious
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Goblin ladder
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- Mode with the babygoblins tower, that throws goblin babies when 20 elixir are spent (on goblin cards).
- Best deck to reach the 4k.
- If not available, use the goblincage or evogoblincage instead of the sparky
- Don't start with goblingiant first play. Better start with a knight or goblindemolisher behind KT.
- Keep dartgoblin to snipe OPP goblincage (up to 4 square, if dart right in front).
- Make sure to make most value of dartgoblin if log is out of cycle (by playing / having a tank in front).
- Bridge spam also works well (take a few shots)
- Against babies, goblindemolisher or dartgoblin in front of KT. Otherwise knight center or goblincage.
- Preshot babies on our side, and try to have them tanked when triggering them.
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Season 63 - Fight Night (September 2024)
- Season with evopekka (in the pass), and evomegaknight (in the shop)
- Event to unlock evomegaknight freely (55 crowns / day).
- Slash Royale event.
- Clashical: level 64, 257k / 375k
- Season end (after wars chest): 5M gold, 315k ewc + 48 elite cards (incl. 4 tower troop). Book: 3 cmn, 1 rare, 1 epic, 1 leg. Joker: 6k1 cmn, 1496 rare, 261 epic, 26 leg, 34 champ. All cards maxed.
- Finished league x, x elo.
- Minushcule: level 63 291k/350k
- Season end (after wars chest): 2M970 gold, 350k ewc + 43 elite cards (incl. 3 tower troop). Book: 3 cmn, 1 rare, 1 epic. Joker: 6k5 cmn, 1329 rare, 275 epic, 24 leg, 27 champ. 7 shards. Not maxed: 1 legendary (17 cards missing).
- Finished league x.
PEKKA Evo launch Challenge (2024-08-12,w1)
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Berserker Clash Challenge (2024-09-16,w2)
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- Troop becomes raged when their health reach 50%.
- Deck suggested by SirTag.
- The way to play recruits is to defend with troops so that to later build a counterpush.
- Don't go simply hogs at the bridge, unless up in elixir.
- royalrecruits first play in the back very good, or in front of counterpush.
- goblindemolisher, almost guaranteed to hit tower because raged.
- royalhogs, hit fast when 50% (even against cannoneer, one shot makes them 50%).
- cannoncart, hit fast twice, high dps.
- royalrecruits
- giantgoblin, make sure it's not targetting the tower.
- balloon (keep motherwitch, but beware of freeze so play it far), or lavaloon (not seen one).
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Clash Melee Challenge (2024-09-23,w3)
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- evopekka and evomegaknight appears behind Princess Tower when melee troops are played.
- Same principle as the goblin mode, player must play melee troops to fill a buffer of 15 elixir.
- When the buffer is full, playing another melee troop trigger apparition of either evopekka or evomegaknight behind a princess tower.
- Melee troops have green smoke around them when played.
- The tower seems to be picked randomly.
- Best deck from royaleapi, quite effective, did 12-1, 12-1, 12-1, and 12-2 (from 11-0 ^^).
- Original best deck had zap instead of rage, but this version came later and is much more effective.
- Worst counter is deck with motherwitch + hard counter like infernodragon.
- Not sure how to counter motherwitch, but dies to arrows + zap.
- Deck only contains melee troops and two spells.
- Start playing melee troops, rascals, bats, guards to accumulate 15 elixir.
- Ideally don't overspend, and play the cheapest melee troop to trigger (ie bats').
- Keep the fisherman for opponent evopekka / evomegaknight. Played centrally between towers is very effective to take them down.
- rage on pekka / mk is very effective, especially if killing other swarm.
- Against infernodragon, bats + rage also works (except against motherwitch).
- Nominal push is pekka / mk + nightwitch.
- Don't forget phoenix death bomb that is very effective against swarm! Don't over defend, typically keep bats behind pekka / mk.
- Note: during all games, I played the cycle faster than opponent, meaning that often the pekka / mk was fighting OPP pekka / mk. An option (not tried) would be to wait for opp to trigger first, and use the fisherman to get rid of pekka / mk and counterpush.
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4 Card Showdown Challenge (2024-09-30,w4)
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- principle: the same 4 cards are available, only with a 2s cooldown between successive play.
- Best deck on rapi, and also played by SirTag.
- Goal: abuse hogrider, and make value with firecracker.
- Even against arrows, firecracker can make value because she has time to shoot.
- Don't force push into opponent troop, don't hesitate to switch lane (eg. if opponent defend with a pekka, let the pekka enters our side, but send another hogrider on the other lane).
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Super Welterweight Challenge (2024-10-07,w5)
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- superknight: while moving, units in the range only takes 1hp dmg. This protection is lost when superknight attacks.
- Win is mostly guaranteed by playing the superknight correctly. That means playing it in the back, behind units so that protect them.
- To counter the superknight:
- Try to play our superknight after opponent does, so that his knight is already well advanced.
- Spam skeletonarmy on the knight when it is within reach.
- tornado the knight to troops nearby.
- Use variant with miner (instead of skeletons), played on the knight.
- goblincurse is also good, especially in combination with tornado, or if troops are protected by our knight.
- Usual cycle is to start with witch in the back, then play superknight way behind (to tank witch at the limit, but she likely stops anyway), and either skeletonarmy on opponent knight or tornado him. Then add goblincurse, etc.
- There is also a variant with rage (instead of witch or electrospirit), and a very fast cycle deck with only spirits, army and curse.
|
|
Decks played on Clashical / Minushcule
|
- Not so good, but did champion / grand champion starting with 1x multiplicator though.
|
|
Decks played on Myshterious
|
- 1st: Deck from Remember me, played to get to champion, one step from grang champion. megaminion does very good job against evopekka.
- 2nd: the best deck on the season, mortar spam.
|
|
Season 64 - Shoktober 2 (October 2024)
- Season with evoelectrodragon (in the pass), and the new champion goblinstein.
- Season end — Clashical:
Clashical
|
cmn |
rare |
epic |
leg |
champ |
elite |
evo |
gold
|
Gold / jokers
|
13k5 1 book
|
1k7 1 book
|
356 1 book
|
31 2 books
|
25
|
334k
|
12 shards
|
5M
|
Cards (# not maxed / # cards)
|
maxed
|
maxed
|
maxed
|
maxed
|
1 (16)
|
55 (4 towers)
|
23 evo
|
|
Minushcule
|
cmn |
rare |
epic |
leg |
champ |
elite |
evo |
gold
|
Gold / jokers
|
14k4 1 book
|
1k7 1 book
|
370 1 book
|
16
|
27 1 BoB
|
336k
|
9 shards
|
4M2
|
Cards (# not maxed / # cards)
|
maxed
|
maxed
|
maxed
|
maxed
|
1 (28)
|
50 (3 towers)
|
23 evo
|
|
Blackout Clash Challenge (2024-10-21,w2)
|
- Map goes black at game start, then sometimes is visible again. More blackout at the end of the game. Opponent troops are visible through their level square. Our troops become visible only when damaged.
- Deck suggested by SirTag, a bit better than the best deck on rapi (using firecracker and mightyminer instead of archerqueen and cannoncart).
- cannoncart very good in the dark, often times it connects to tower more easily.
|
|
Doctor Goblinstein Clash Challenge (2024-10-28,w3)
|
- Best deck on royaleapi.
- Try to play goblinstein bottom map as invest move, especially if OPP plays it also.
- If OPP has counter to ramrider, use our goblinstein as decoy (especially against OPP's doctor, who targets only one unit).
- Abuse rage, especially if there is guaranteed connection.
- goblinstein ability is also very strong. Did 8-3, 10-2 (with 7 wins in a row)
|
|
Spooky Chess Challenge (2024-11-04,w4)
|
- Battlefield is a gigantic chess board, with towers on first row, and guards on second row.
- darkprince will spawn from the tower at the knight square, if tower is still up, giving considerable value.
- Deck recommended from SirTag. Best decks on royaleapi usually have firecracker, but they have bad value since she dies to spells.
- When still up, the towers and guards have very strong defense.
- In particular, when defending, try to defend CLOSE to motherwitch, so that to spawn piggies that will slow down further the attack and give counter attack potential.
- Top priority is to destroy opponent knight towers by cycling spells.
- Can almost IGNORE any attacks from opponent during that phase.
- Aim as many targets as possible with the spell (three towers with zap, giantsnowball, same plus king tower with rage, and same plus queen tower with tornado).
- Adapt cycle to also use mirror on tornado during this phase to maximize damage on both king / queen towers.
- When first knight tower is down, can cycle a flying machine / recruits (if relevant), and then start destroying immediately the second knight tower.
- Since there are 5 spells, we can always cycle a spell during the game. Can easily finish the game by cycling spells if a king / queen tower only has 500 hp.
- Keep an eye on the spell race!
- Same applies to kill small OPP troops like firecracker, dartgoblin, princess. Try however to make maximum value and include king / queen tower.
- Try to keep flyingmachine alive.
- Make sure to target queen tower in priority since it has fewer hp.
- In particular when plyaing suspiciousbush, play one on king side, then mirror on queen side, so the stronger bush is on queen side.
- rage the bush on arrival, and/or giantsnowball for more slow down / damage.
- Usually mirror is kept for spell at the beginning and then bushes, but some match up requires to mirror flyingmachine for air domination, or royalrecruits (but only defensively).
- Note that recruits have lot of difficulty to break through king / queen defense because of spawning pigs.
|
|
Decks played on Clashical / Minushcule
|
- See previous season.
- Bad season for lava.
|
|
Decks played on Myshterious
|
- See previous season.
- Bad season for mortar.
- Mortar with archers or evoarchers.
|
|
Season 65 - Muskets at Dawn (November 2024)
- Season with evomusketeer (in the pass) and evocannon (in the shop).
- Season end — Clashical:
Clashical
|
cmn |
rare |
epic |
leg |
champ |
elite |
evo |
gold
|
Gold / jokers
|
xxx x book
|
xxx x book
|
xxx x book
|
xx x books
|
xx x BoB
|
xxxk
|
xx shards
|
5M
|
Cards (# not maxed / # cards)
|
maxed
|
maxed
|
maxed
|
maxed
|
x (x)
|
x (4 towers)
|
x evo
|
|
Minushcule
|
cmn |
rare |
epic |
leg |
champ |
elite |
evo |
gold
|
Gold / jokers
|
xxx x book
|
xxx x book
|
xxx x book
|
xx x books
|
xx x BoB
|
xxxk
|
xx shards
|
5M
|
Cards (# not maxed / # cards)
|
maxed
|
maxed
|
maxed
|
maxed
|
x (x)
|
x (4 towers)
|
x evo
|
|
2v2 Decks
1v1 showdown farm decks
These decks are useful to farm the Season Pass & Pass Royale at the start of the season. It doesn't work anymore with the latest matchmaker
Best combo:
- megaknight level 14.
- mirror level 14!
Deck per arena
Tutorials
- Arena 1 - Orange Juice Gaming
- Arena 1 deck: knight, speargoblins, archers, arrows, goblins, giant, musketeer, minipekka.
- Arena 2 - Orange Juice Gaming
- No fireball value, use only arrows (everything dies to arrow except musketeer).
- Baby drag better than valkyrie.
- Put slow cheap units in the back.
- Arena 2 deck (before babydragon): valkyrie, bomber, archers, arrows, skeletonarmy, giant, musketeer, minipekka.
- minipekka to take down any tank, or giant; skeletonarmy against any single hit tank. But bomber is weak to arrows.
- Arena 2 deck (w/ babydragon): babydragon, speargoblins, archers, arrows, skeletonarmy, giant, musketeer, minipekka.
- minipekka to take down any tank, or giant; skeletonarmy against any single hit tank.
- Arena 2 deck: babydragon, speargoblins, archers, arrows, skeletons, giant, musketeer, minipekka.
- Faster deck, but rely on minipekka to take out tanks now.
- skeletons have a lot of value (although more difficult to play).
- Arena 3 - Orange Juice Gaming
- Arena 3 deck: battleram, goblinbarrel, arrows, fireball, babydragon, megaminion, skeletonarmy, speargoblins
- 2 winning condition. battleram by itself is not good winning condition, need a secondary one (like goblinbarrel or giant).
- Bait deck are hard to play.
- Better arena 3 deck: battleram, goblinbarrel, arrows, fireball, babydragon, knight, skeletonarmy, speargoblins
- Rush: battleram at bridge, then goblinbarrel when connects.
- babydragon, then goblinbarrel timely so that babydragon is spotted first (launch when babydragon is 2 square away from river).
- knight has a lot of value.
- Arena 3 deck with barbarianbarrel: battleram, goblinbarrel, barbarianbarrel, fireball, babydragon, valkyrie, skeletonarmy, speargoblins.
- Counter knight: speargoblins at 4-3.
- barbarianbarrel can tank for goblinbarrel.
- Arena 4 - Orange Juice Gaming
- Arena 4 deck: pekka, babydragon, firespirit, barbarianbarrel, wizard, skeletonarmy, goblinbarrel, fireball.
- skeletonarmy to counter infernotower (eg. put it on pekka, so that it protects).
- push with wizard behind.
- barbarianbarrel has tiny cheap tank when needed (eg. when giant dies, to protect wizard).
- variant: skeletongiant instead of pekka.
- Arena 5 - Orange Juice Gaming
- Arena 5 deck: witch, hogrider, bats, fireball, valkyrie, barbarianbarrel, goblinbarrel, skeletonarmy.
- Faster Arena 5 deck: witch, hogrider, skeletons, fireball, valkyrie, barbarianbarrel, goblinbarrel, skeletonarmy.
- To counter babydragon: skeletons at 6-3. They'll split and attract baby on the other side, to be shot by both towers.
- Against balloon: switch skeletons to megaminion.
- Arena 6 - Orange Juice Gaming
- Arena 6 deck: witch, balloon, megaminion, fireball, valkyrie, barbarianbarrel, goblinbarrel, skeletonarmy.
- Variant: mortar instead of balloon.
- Alternative arena 6 deck: witch, balloon, flyingmachine, fireball, speargoblins, barbarianbarrel, battleram, skeletons.
- Replace skeletonarmy with skeletons, to lower the cost; battleram instead of goblinbarrel for win condition; speargoblins instead of valkyrie, because valkyrie not so much needed here; flyingmachine instead of megaminion.
- Variants: giant instead of battleram, and valkyrie instead of skeletons.
- giant in the pocket very useful to tank for little troops.
- hogrider cycle deck: valkyrie, minions, skeletonarmy, arrows, knight, cannon, wizard, hogrider.
- Arena 7 - Orange Juice Gaming
- Arena 7 deck: royalhogs, royalrecruits, skeletondragons, bats, skeletons, goblincage, barbarianbarrel, fireball.
- Apparently, real deck would be to replace skeletondragons with zap.
- Counter to deck above: witch, babydragon, wizard, arrows, valkyrie, balloon, musketeer, skeletonarmy.
- ... played a bit, but doesn't seem to work really well.
- Arena 7, double prince deck: giant, prince, darkprince, megaminion, zap, fireball, musketeer, minipekka.
Arena 6
Arena 7
Identifying decks
Mastery farm decks
Clan wars
Clan Wars decks
- War deck against boat
- A deck I've seen that looked effective: witch - giant - electrodragon - 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.
Boat defense
Boat battle
Rewards
- Win 2-0:
- Win 2-1:
- Loss 1-2:
- Loss 0-2: leg II, 370 gold.
Statistics
Royal Tournament
Royal Tournament
|
Date: result
|
|
- 2023-11-14 (season 53): 12-5, 9-5.
- Among the best deck in the season, suggested by DIEUX2018. Careful of balloon (only few anti-air). goblingiant + rage is deadly.
|
|
- Deck played by Carl The Legend on his main account for Season 53, and seemed to be very successful ^^
- 2023-11-14 (season 53): 6-5.
|
|
- Among the best deck according to royaleapi for that season
- 2023-10-10 (season 52): 13-5, 12-5, 8-5.
|
|
- 2023-07-20 (season 49): 5-5 and 8-5.
|
|
- 2023-07-20 (season 49): 6-5.
|
|
- Deck suggested by Innvader, and that I also used to make the 7k5 previous season.
- 2023-04-12 (season 46): 6-5, 13-5 (from 10-0!), 9-5 (from 9-2).
- 2023-05-16 (season 47): 6-5, 11-5, 10-5.
|
|
- Deck played by Carl on all his accounts.
- 2023-03-01 (season 44): 7 wins, 9 wins, 9 wins.
|
|
- Community 2023 tournament
- Deck suggested by Carl the Legend and Innvader.
- Played with flyingmachine instead of megaminion as suggested also, because stronger against logbait, and Carl played that variant a lot on Twitch as well.
- Banned cards: skeletonking, archerqueen, phoenix, miner, cannon, lightning, tornado, thelog
- 2023-01-26 (season 43): 8 wins, and 13 wins! (did even 9-1!)
|
|
- 2023-01-12 (season 43): 10 wins, and 9 wins.
- Lost against (hard):
- (mortar, miner, archerqueen, valkyrie, icespirit, skeletons, poison, thelog)
- (golem,nightwitch,musketeer,electrowizard,minipekka,megaminion,fireball,zap)
- (royalgiant,skeletonking,fisherman,motherwitch,zappies,tombstone,fireball,thelog)
|
|
- 2022-12-14 (season 42): 9 wins, and 8 wins.
|
|
- 2022-11-17 (season 41): 5 wins, and 7 wins.
- Very hard. Plenty of elixirgolem. Don't know how to defend that. And spammy things.
|
|
- 2022-10-16 (season 40): 8 wins, and 9 wins.
- Played by Carl. flyingmachine against logbait, to both defend one lane, and counter push other lane
|
|
- minipekka to counter electrogiant (and mirror)
- 2022-06-15 (season 36): 7 wins, and 8 wins.
|
|
- 2022-04-21: 4 wins, and 6 wins.
- 2022-08-14: 5 and 7 wins.
- 2022-09-15: 7 and 8 wins.
|
|
- 2022-04-15: 10 wins, and 5 wins.
|
|
- 2022-03-15: 6 wins, and 6 wins.
- 2022-02-20: 5 wins, and 5 wins.
|
|
- 2022-02-02: 6 wins and 4 wins.
|
|
|
Royal Tournament - double evolution
Royal Tournament - Double evolution
|
Date: result
|
Tournament Double evo
|
- 2024-06-14 (season 60): 9 wins, 16 wins, 7 wins.
- Best deck according to rapi.
- Must play defensively! Grind with lavahound, or can do double push evovalkyrie.
|
|
Tournament Double evo
|
- 2023-06-14 (season 60): 11 wins.
|
|
Tournament Double evo
|
- 2024-05-13, S59: 14, 12 wins.
- Best deck according to royaleapi
|
|
Tournament Double evo
|
- 2024-05-13, S59: 11 wins.
- Deck played by Carl the Legend
|
|
Tournament Double evo
|
- 2024-01-08, S55: 12, 11 wins.
- Deck played by Carl The Legend
|
|
Tournament Double evo
|
- 2024-01-08, S55: 10 wins.
- Best deck according to royale api
- Many defense options.
- Many push options: lumberjack + balloon, or evoroyalrecruits+evoarchers (must cycle archers twice).
- Learn to place fisherman to defend the hogrider perfectly.
|
|
Tournament Double evo
|
- 2023-12-10, S54: 9 / 10 / 6 wins.
- Boss CR
- if OPP used thelog: evoarchers behind a fisherman at the bridge + rage lot of damage (assumed thelog was OPP best defense).
|
|
Royal Tournament - ramp-up
Royal tournament - Double elixir
Royal tournament - Triple elixir
Royal tournament - Rage
Royal tournament - draft
Royal tournament - triple draft
- 2023-03-30: 9 wins, 7 wins and 7 wins.
- 2022-11-02: 6 wins and 7 wins.
- 2022-07-28: 6 wins and 6 wins.
- 2022-03-06: 6 wins and 9 wins.
Royal tournament - mega draft
- 2022-02-15: 12 wins (minush, even did 10-1) and 4 wins (clash)
Classic Challenges
Deck
|
Date: result
|
|
|
Deck
|
Date: result
|
|
|
|
- 2022-10-06: 0 wins, 1, 2, 4.
|
|
|
|
- 2022-09-03: 4 (wins), 4, 4.
|
|
- 2022-02-18: 4 wins, then 6.
- 2022-02-19: 8 wins.
- 2022-07-06: 9 wins.
- 2022-10-06: 0 wins, then 3.
|
|
- 2021-11-22: 3 wins, 4 wins.
- 2021-11-23: 3 wins, 6 wins (and 5-0!).
- 2021-12-16: 4 wins.
|
|
|
|
- 2021-10-17: 2 wins
- 2022-01-06: 2 wins, then 2.
|
|
- 2021-10-17: 0, then 3 wins
- 2021-10-10: 4 wins
|
|
- 2021-10-17: 3 wins
- 2021-10-10: 4 wins
|
API
Official API
- Must create a dev account, and add an API key.
Download CSV for wars from royaleapi.com
- Login to royaleapi.com
- Download cookies.txt from th site (using for instance add-on Get cookies.txt).
- Only the following line is needed:
- !!! make sure the expiry timestamp is ok (get a new one with
date --date='next year' +'%s'
)
royaleapi.com FALSE / FALSE 1642283924 __royaleapi_session f0308add0cf845dc90cdf4b276faa333
# Using clan tag YYVQ099G
wget -qO- --load-cookies royaleapi.com_cookies.txt https://royaleapi.com/clan/YYVQ099G/war/race/csv
Download card PNG from official API
#! /bin/python
import clashroyale as cr
cr_client = cr.OfficialAPI(get_cr_token())
cards = cr_client.get_all_cards()
for card in cards:
print(f"wget {card.iconUrls.medium} -O '{name}.png'")
Download match replay from RoyaleAPI
RoyaleAPI offers a nice feature to show match replays of any player.
Let's try to download the data from their servers.
<button class="ui orange circular icon button button_popup replay_button" data-content="Replay" data-position="top right" data-replay="02P9YP0VQUY9" data-div="replay-1645912106" data-index="1645912106" data-team-tags="2L0VJG02" data-opponent-tags="89UCYQ0C0" data-draft="0" data-team-crowns="2" data-opponent-crowns="1">
<i class="history icon"></i>
</button>
- We will try to find occurences of
data-replay
. Go to Sources pane, then right click on top, then search in all files. Enter data-replay
. We see that it is used in a file battle_replay.min.js, so "battle replay minified", quite promising.
- Double click, then accept pretty-print. We see that clicking on this button likely runs the following function:
function initReplayButtons() {
$(".replay_button").click((function() {
let e = $(this).attr("data-replay")
, t = $(this).attr("data-team-tags")
, a = $(this).attr("data-opponent-tags")
, i = $(this).attr("data-team-crowns")
, n = $(this).attr("data-opponent-crowns")
, r = ($(this).attr("data-draft"),
$(this).attr("data-div"))
, l = {
tag: e,
team_tags: t,
opponent_tags: a,
team_crowns: i,
opponent_crowns: n
}
, s = `/data/replay?${$.param(l)}`;
s += `&referrer_path=${window.location.href}`,
$(`#${r}`).html(replay_loading_div),
$.getJSON(s, (function(t) {
t.success ? $(`#${r}`).html(t.html).promise().done((function() {
setTimeout((function() {
initArenaMap(e),
initSpeedMenu(e)
}
), 100)
}
)) : 404 === t.status ? $(`#${r}`).html(replay_not_found_div) : t.status >= 500 ? $(`#${r}`).html(supercell_server_unavailable_div) : $(`#${r}`).html(t.html)
}
)),
window.ga("send", "event", "Replay", window.location.href)
}
))
}
- So clicking on that button triggers the download at some URL /data/replay?:
https://royaleapi.com/data/replay?tag=02P9YP0VQUY9&team_tags=2L0VJG02&opponent_tags=89UCYQ0C0&team_crowns=2&opponent_crowns=1&referrer_path=https://royaleapi.com/decks/winner/gc
- Going to Network pane, we can locate this file. Right click on it, select Copy -> Copy response, and paste that in a file.
- The content is actually a JSON file containing some HTML code, which corresponds to the data being in the Battle Replay.
General information
Spell damage
Summary troop hp / building damage (level 14 and level 11)
hp / dmg 14 11
|
troop or spell
|
108 |
bats skeletons
|
152 / 46 |
freeze
|
176 |
speargoblins
|
224 (112x2) / 78 168 (84x2) / 58 |
tornado
|
254 / 77 192 / 58 |
zap giantsnowball rage
|
267 |
goblins
|
286 |
lavapups
|
305 |
minions
minionhorde
|
305 |
electrospirit
firespirit
icespirit
|
306 |
healspirit
|
318 |
guards (shield)
|
320 |
barbarbianbarrel
|
327 (109x3) / 213 (71x3) 246 (82x3) / 162 (54x3) |
earthquake
|
345 |
dartgoblin
princess
rascalgirl
|
384 / 77 290 / 58 |
thelog
|
hp or dmg 14 (11)
|
troop or spell
|
403 |
archers
firecracker
|
438 |
wallbeakers
|
440 |
bomber
|
478 / 155 360 / 116 |
tornado + zap/...
|
486 (162x3) / 144 366 (122x3) / 111 |
arrows
|
579 |
royaldelivery
|
534 (178x3) / 162 |
arrows (mirror 15)
|
702 |
zappies
(B) tombstone
|
704 |
magicarcher
motherwitch
|
705 |
skeletondragons
|
740 / 221 |
arrows + zap/...
|
814 |
flyingmachine
|
832 |
cursedhog
|
888 |
barbarians
|
910 |
icewizard
|
913 / 274 689 / 207 |
fireball
|
944 |
electrowizard
|
955 |
musketeer
wizard
|
960 / 288 |
poison
|
hp or dmg 14 (11)
|
troop or spell
|
983 |
(B) goblincage
|
1020 (340x3) / 306 |
arrows + mirror
|
1109 |
megaminion
royalhogs
|
1110 |
hunter
witch
|
1124 |
(B) furnace
(B) goblinhut
|
1126 |
fireball + 1 skeldrags
|
1143 (381x3) |
(B) earthquake
|
1152 |
fisherman
|
1167 / 351 881 / 265 |
fireball + zap/...
|
1182 |
cannoncart
|
1186 |
(B) cannon
|
1200 |
bandit
nightwitch
|
1208 |
battleram
|
1214 / 365 |
poison + zap/...
|
1259 |
electrodragon
|
1297 / 351 979 / 265 |
fireball + thelog
|
1330 |
archerqueen
|
1339 |
fireball + 2 skeldrags
|
hp or dmg 14 (11)
|
troop or spell
|
1392 |
phoenix
|
1399 / 418 1055 / 318 |
fireball + arrows
|
1399 / 420 |
lightning
|
1525 |
(B) tesla
|
1526 |
babydragon
|
1552 |
fireball + 3 skeldrags
|
1590 |
darkprince
|
1600 |
miner
royalghost
|
1696 |
executioner
lumberjack
|
1712 |
infernodragon
|
1765 |
fireball + 4 skeldrags
|
1776 |
elitebarbarians
|
1798 |
(B) bombtower
|
1804 (1361) |
(B) minipekka
|
1875 / 558 |
lightning + arrows
|
1917 / 576 1446 / 435 |
fireball + mirror
|
1920 |
sparky
|
1949 |
(B) goblindrill
(B) mortar
|
1967 / 591 |
rocket
|
2221 / 668 |
rocket + zap/...
|
2120 |
(B) x-bow
|
2226 |
balloon
|
2248 |
hogrider
|
2276 |
battlehealer
|
2318 |
(B) infernotower
|
2351 / 668 |
rocket + thelog
|
Damage vs troops (all level)
- How to read the table
- Eg. fireball, level 9, we have
(=) skeletondragons +2 (532)
. This means FB level 9 kills a skeletondragons level 11 (=9 +2), which has 532 health points. The equal says the elixir trade is balanced (4 elixir for 4 elixir, this assumes only one unit is hit).
- Units in bold are the one at level 14.
- TODO: Do a fireball+thelog (in particular, this kills the nightwitch).
- Spell damage by level
spell |
level 11 |
level 12 (mirror +1) |
level 13 (mirror +2) |
level 14 |
level 15 (mirror +1) |
level 16 (mirror +2)
|
arrows |
366 (122x3) / 111 |
402 (134x3) / 123 |
444 (148x3) / 135 |
486 (162x3) / 147 |
534 (178x3) / 162 |
588 (196x3) / 177
|
Card cost / upgrade cost
Upgrade to next level (# cards / cost / +exp)
|
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 |
Level 14
|
Common |
2 / 5 / +4 |
4 / 20 / +5 |
10 / 50 / +6 |
20 / 150 / +10 |
50 / 400 / +25 |
100 / 1K / +50 |
200 / 2K / +100 |
400 / 4K / +200 |
800 / 8K / +400 |
1K / 15K / +600 |
1.5K / 35K / +800 |
3K / 75K / +1.6K |
5K / 100K / +2K |
-
|
Rare |
- |
- |
2 / 50 / +6 |
4 / 150 / +10 |
10 / 400 / +25 |
20 / 1K / +50 |
50 / 2K / +100 |
100 / 4K / +200 |
200 / 8K / +400 |
400 / 15K / +600 |
500 / 35K / +800 |
750 / 75K / +1.6K |
1250 / 100K / +2K |
-
|
Epic |
- |
- |
- |
- |
- |
2 / 400 / +25 |
4 / 2K / +100 |
10 / 4K / +200 |
20 / 8K / +400 |
40 / 15K / +600 |
50 / 35K / +800 |
100 / 75K / +1.6K |
200 / 100K / +2K |
-
|
Legendary |
- |
- |
- |
- |
- |
- |
- |
- |
2 / 5K / +250 |
4 / 15K / +600 |
6 / 35K / +800 |
10 / 75K / +1.6K |
20 / 100K / +2K |
-
|
Champion |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
2 / 35K / +800 |
8 / 75K / +1.6K |
20 / 100K / +2K |
-
|
Cumulated cost to Level 14 (# cards / cost / +exp)
|
Type |
Level 3 |
Level 4 |
Level 5 |
Level 6 |
Level 7 |
Level 8 |
Level 9 |
Level 10 |
Level 11 |
Level 12 |
Level 13 |
Level 14
|
Common |
12080/ 240K6 / +5791 |
12070/ 240550 / +5785 |
12050/ 240K4 / +5775 |
12K / 240 / +5K75 |
11K9 / 239 / +5K7 |
11K7 / 237 / +5K6 |
11K3 / 233 / +5K4 |
10K5 / 225 / +5K |
9K5 / 210 / +4K4 |
8K / 175 / +3K6 |
5K / 100 / +2K |
-
|
Rare |
3286 / 240K6 / +5791 |
3284 / 240550 / +5785 |
3280 / 240K4 / +5775 |
3K27 / 240 / +5K75 |
3K25K/ 239 / +5K7 |
3K2 / 237 / +5K6 |
3K1 / 233 / +5K4 |
2K9 / 225 / +5K |
2K5 / 210 / +4K4 |
2K / 175 / +3K6 |
1250 / 100 / +2K |
-
|
Epic |
- |
- |
- |
426 /239K4 / +5K75 |
424 / 239 / +5K7 |
420 / 23K / +5K6 |
410 / 233 / +5K4 |
390 / 225 / +5K |
350 / 210 / +4K4 |
300 / 175 / +3K6 |
200 / 100 / +2K |
-
|
Legendary |
- |
- |
- |
- |
- |
- |
42 / 230 / +5K25 |
40 / 225 / +5K |
36 / 210 / +4K4 |
30 / 175 / +3K6 |
20 / 100 / +2K |
-
|
Champion |
- |
- |
- |
- |
- |
- |
- |
- |
30 / 210 / +4K4 |
28 / 175 / +3K6 |
20 / 100 / +2K |
-
|
- Star level 1: 5000
- Star level 2: 10000
- Star level 3: ???
Attribute |
Common |
Rare |
Epic |
Legendary |
Champion
|
Cost |
10 gold / card |
50 gold / card |
200 gold / card |
15k gold / card |
-
|
Cost (give NON-MAXED card) |
5 gold / card |
50 gold / card |
500 gold / card |
- |
-
|
Cost (give MAXED card) |
- |
25 gold / card |
?? gold / card |
- |
-
|
Cost (trading MAXED card) |
5 gold / card |
25 gold / card |
100 gold / card |
7k5 gold / card |
-
|
Request |
40 cards give 8 |
4 cards give 1 |
4 cards (sunday) give 1 |
- |
-
|
Trade (gold value if MAXED) |
250 cards (1250 gold) |
50 cards (1250 gold) |
10 cards (1000 gold) |
1 card (7k5 gold) |
-
|
XP |
1 xp / card |
10 xp / card |
10 xp / card |
?? |
??
|
Star |
1 star / card |
10 star / card |
10 star / card |
?? star / card |
?? star / card
|
EWC |
1 ewc / card |
5 ewc / card |
20 ewc / card |
1k5 ewc / card |
4k ewc / card
|
EWC cost |
10 gold / ewc |
10 gold / ewc |
10 gold / ewc |
10 gold / ewc |
-
|
Cost (season shop) |
5 tokens / card |
25 tokens / card |
100 tokens / card |
1k5 tokens / card |
35k tokens / card
|
Wild card (season shop) |
6/10/14 tokens / wild |
24/40/56 tokens / wild |
120/200/280 tokens / wild |
1k5 tokens / wild |
-
|
EWC cost (season shop) |
5 tokens / ewc |
5 tokens / ewc |
5 tokens / ewc |
1 token / ewc |
8.75 ewc / card
|
EWC cost (via wild, season shop) |
6/10/14 tokens / ewc |
4.8/8/11.2 tokens / ewc |
6/10/14 tokens / ewc |
1 token / ewc |
-
|
- Notes
- EWC cost is always 10 gold / ewc (in the shop), or 5 gold / ewc (when trading)
- XP / start points is collected when giving cards in clan request, or when receiving maxed cards.
- Gold is collected when giving cards, but it depends on the rarity.
- For common cards, we get respectively 50% / no gold when giving NON-MAXED / MAXED cards (ie. no gold for MAXED cards).
- For rare cards, we get resp. 100% / 50% gold when giving NON-MAXED / MAXED cards.
- We get or pay gold when trading MAXED cards, and the amount is always 50% of shop cost. There is no gold involved for NON-MAXED cards since either we collect the card or we cannot trade.
- OLD: Note: Using season shop conversion rate, 1 token = 5 / 2.5 / 1.67 gold.
- OLD: Note: Using season shop common cost, 1 common card = 10 gold = 5 token, so 1 token = 2 gold.
Season shop
Item |
Stack |
Level 1 |
ewc cost (tokens / ewc) |
Level 2 |
ewc cost (tokens / ewc) |
Level 3 |
ewc cost (tokens / ewc)
|
Common cards
|
5x
|
100 @ 500 100 ewc
|
5
|
100 @ 1k 100 ewc
|
10
|
-
|
-
|
Rare cards
|
5x
|
25 @ 500 125 ewc
|
4
|
25 @ 1k 125 ewc
|
8
|
-
|
-
|
Epic cards
|
5x
|
5 @ 500 100 ewc
|
5
|
5 @ 1k 100 ewc
|
10
|
-
|
-
|
Legendary card
|
3x
|
1 @ 1k5 1k5 ewc
|
1
|
-
|
-
|
-
|
-
|
Gold
|
10x
|
2k @ 400 200 ewc
|
2
|
2k @ 800 200 ewc
|
4
|
2k @ 1k2 200 ewc
|
6
|
Book
|
1x
|
1 @ 10k 5k ewc
|
2
|
-
|
-
|
-
|
-
|
Evo shard
|
1x
|
1 @ 5k 1k ewc or 1k25
|
5
|
1 @ 10k 1k ewc
|
10
|
1 @ 15k 1k ewc
|
15
|
Wild evo shard
|
1x
|
1 @ 6k 1k ewc
|
6
|
-
|
-
|
-
|
-
|
- Notes
- token = season token
- Assuming 10 gold / ewc (shop rate). Trade cost is divided by 2 (5 gold / ewc).
- Rare Evo shard: gives 250 rare cards.
King level
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 |
Level 14
|
exp |
- |
20 |
50 |
100 |
200 |
400 |
1000 |
2000 |
5K |
10K |
20K |
35K |
50K |
80K
|
exp (cum) |
- |
20 |
70 |
170 |
370 |
770 |
1770 |
3770 |
8770 |
18770 |
38770 |
73770 |
123770 |
203770
|
P tower HP |
1400 |
1512 |
1624 |
1750 |
1890 |
2030 |
2184 |
2352 |
2534 |
2786 |
3052 |
3346 |
3668 |
4032
|
K tower HP |
2400 |
2568 |
2736 |
2904 |
3096 |
3312 |
3528 |
3768 |
4008 |
4392 |
4824 |
5304 |
5832 |
6408
|
damage |
50 |
54 |
58 |
62 |
67 |
72 |
78 |
84 |
90 |
99 |
109 |
119 |
131 |
144
|
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...).
- Duel reward is the same whether we play in 2 or 3 games (eg. 2800 gold if duel is won, 280 if lost).
- Leg II:
- Duel win 2-0: 3700
- Duel win 2-1: 3700
- Duel loss 1-2:
- Duel loss 0-2: 370
- Match win: 1050
- Match loss: 105
Miscellaneous
- A player profile tag may only contain the following characters:
0289CGJLPQRUVY
.
Season Pass / Pass Royale
- Content of season pass chest, according to king level and arena:
king 50 arena 19
gold 1409 1292 1394
gems 3 2 4
common 75 75 76
rare 15 15 15
epic 1 1 0
king 50 arena 17
gold 1292 1319 1337 1330 1316
gems 3 2 3 3 2
common 72 73 73 73 73
rare 15 14 14 14 14
epic 1 0 1 1 1
king 20 arena 11
gold 1054 1047 967
gems 2 2 3
common 54 54 55
rare 11 11 11
epic 1 1 0
- Gold: 1000.
- Key: 2.
- Season chest: 33.
- Wild chest [70]: 1 (the one with jokers and guaranteed champion).
- Jokers (at arena 15): gold >= 9485, common 200, rare 55, epic 15, legendary 1.
- A magic book.
- Gold: 40000.
- Key: 2.
- Jokers: common 700, rare 140, epic 70, legendary 1.
- A book of books.
- A magic token.
- Trade token: common 1, rare 1, epic 1, legendary 1.
- A tower skin, an
- An emote
- Bonus bank (up to 25000).
- Season tokens: 29k event + 3*10.2k challenge + 2.5k free pass = 62.1k
- Season shop:
- 10x100 archers for 500, 10x5 prince for 500, 10x5 darkprince for 500.
- 10x2k gold for 400, 10x2k gold for 800, 10x2k gold for 1200.
- 3*100 common joker for 600, 3*100 common joker for 1000, 3*100 common joker for 1400.
- 3*25 rare joker for 600, 3*25 rare joker for 1000, 3*25 rare joker for 1400.
- 3*25 rare joker for 600, 3*25 rare joker for 1000, 3*25 rare joker for 1400.
- 3*5 epic joker for 600, 3*5 epic joker for 1000, 3*5 epic joker for 1400.
- 3*1 leg joker for 1500, 1x1 epic book for 15000, 1*1 archerqueen for 35k.
qty |
cost |
qty |
cost |
qty |
cost
|
10x |
500 |
10x |
500 |
10x |
500
|
100 archers
|
100 prince
|
100 darkprince
|
10x |
400 |
10x |
800 |
10x |
1200
|
2k gold
|
2k gold
|
2k gold
|
3x |
600 |
3x |
1000 |
3x |
1400
|
100 common
|
100 common
|
100 common
|
3x |
600 |
3x |
1000 |
3x |
1400
|
25 rare
|
25 rare
|
25 rare
|
3x |
600 |
3x |
1000 |
3x |
1400
|
5 epic
|
5 epic
|
5 epic
|
3x |
1500 |
1x |
15000 |
1x |
35000
|
1 legendary
|
1 epic book
|
1 archerqueen
|
Chest content
- arena 20: 12 rares, 35 common, 2k gold.
Elite Wild cards
Best strategy according to simulation to max EWC:
- Always request common cards first.
- Always trade between maxed cards.
- Don't spend wild card to max book value... (because otherwise we lose the corresponding ewc we get from maxed wild cards!)
- ... However this seems strange. If the book value is very low, it should be better strategy to pay in wild card instead. The trade-off should be the
- ewc-equivalent. So for commons, it should always be better to max with wild card, and get book only on the last level. And for rare, paying with less than
- 1000 wild card should be ok as well.
- Better pay with wild card for the last card to save book conversion (except if bad trade-off, ie. paying more than 1000 rare wild cards)
# See program ewc.py
# w card request strategy. 0, 1: request rare first, otherwise common first. 1, 3: don't max last card
# x trade strategy. 0: trade smallest for the highest. 1: trade smallest at last level. Otherwise only trade between maxed cards (ie. 2nd for the 1st)
# y book strategy. 0: don't spend wild card to max book value. 1: spend as much wild card as possible to max book value
# z last card strategy for book: 0: don't max with wild card. 1: only max if ewc-equiv cost < 5k. 2: always max if possible
# xxxx xxxx xxxx xxxx xxxx xxxx xxxx xxxxxx | xxxx xxxx xxxx xxxx xxxx xxxx xxxx xxxx xxxx xxxxxx | ewc:291461 (291k) gold:1935k wk:95 r:1630 c:2000 t:192 tg:192 strat:(3, 2, 0, 2)
# xxxx xxxx xxxx xxxx xxxx xxxx xxxx xxxxxx | xxxx xxxx xxxx xxxx xxxx xxxx xxxx xxxx xxxx xxxxxx | ewc:291461 (291k) gold:1935k wk:95 r:1630 c:2000 t:192 tg:192 strat:(3, 2, 0, 1)
# xxxx xxxx xxxx xxxx xxxx xxxx xxxx xxxxxx | xxxx xxxx xxxx xxxx xxxx xxxx xxxx xxxx xxxx xxxxxx | ewc:291461 (291k) gold:1935k wk:95 r:1630 c:2000 t:192 tg:192 strat:(2, 2, 0, 2)
# xxxx xxxx xxxx xxxx xxxx xxxx xxxx xxxxxx | xxxx xxxx xxxx xxxx xxxx xxxx xxxx xxxx xxxx xxxxxx | ewc:291461 (291k) gold:1935k wk:95 r:1630 c:2000 t:192 tg:192 strat:(2, 2, 0, 1)
#
- Level 15 upgrade: gives 50k XP!
french lexical
- tab — tour à bombe
- tde — tour de l'enfer
- dde — dragon de l'enfer
- bbe — barbares d'élite
- mobal — molosse ballon (lavaloon)
- df — double fûts