Clash royale: Difference between revisions
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=== Battle decks === |
=== Battle decks === |
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! Ladder deck (current decck since 2021-09-14) |
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[[File:Clash_royale-deck-ladder-20210914.png]] |
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: '''Barbarians (5) - Lava hound (7) - Miner (3) - Inferno dragon (4) - FLying machine (4) - Skeleton dragons (4) - Tombstone (3) - Arrows (3)''' |
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* Very offensive deck (4.1 avg). |
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* Tombstone against Prince. |
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:* Q?: Can we put tombstone close to castle so that to force activation of castle (eg. if opponent uses fireball or executioner?). |
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* Miner: Use Miner before LH split in puppies, to get spot from tower, and tank damage for puppies. Miner can be used in a lot of mini-counter push to tank damage before defending troop gets to towers. Can also be used to defend in emergencies. |
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* Arrows: Ideally to destroy distracting troop in a push / counter push. Better not use it against arrow baits (like Goblin barrel). For these, use dragons or barbarians. |
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* Skeleton dragon: lot of damage, but very weak. DO NOT USE Skel D AGAINST WIZARD OR EXECUTIONER AND ALIKE. |
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! Ladder deck (played until 2021-09-12) |
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[[File:Clash_royale-deck-ladder-20210913.png]] |
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: '''Minions (3) - Balloon (5) - Barbarians (5) - Lava Hound (7) - Mega Minion (3) - Tombstone (3) - Fireball (4) - Zap (2)''' |
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* Zap against Inferno D or T. However requires another offensive aerial troop (like minion). |
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* Was a bit hard to play. |
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* Goal is to build a push. Lava hound must be at front, tanking the damage. Behind, a Balloon to deal damage to tower, and/or other troops to defend against Wizard, etc. |
* Goal is to build a push. Lava hound must be at front, tanking the damage. Behind, a Balloon to deal damage to tower, and/or other troops to defend against Wizard, etc. |
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* Be able to take damage on our tower to build a counter push (eg. wait the Lava hound to reach our tower before putting a defensive troop, like Mega minion, to defend our tower). The idea is that our defensive troop must stay alive, behind the Lava hound. |
* Be able to take damage on our tower to build a counter push (eg. wait the Lava hound to reach our tower before putting a defensive troop, like Mega minion, to defend our tower). The idea is that our defensive troop must stay alive, behind the Lava hound. |
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* Push / counter-push |
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:* Main push: lava hound and balloon behind. |
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:* Bomber + mega-minion or Bomber + valkyrie may also do lot of damage. |
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:* Lava hound + minions also deadly. Minions could be used to defend then catch up LH for counter-push. |
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Revision as of 20:32, 19 September 2021
Links
- https://statsroyale.com/ — Get statistics for any player.
- https://clashroyale.fandom.com/wiki/Clash_Royale_Wiki
- https://www.deckshop.pro/
- https://royaleapi.com/decks
Advises
- Play rather defensively than aggressively.
- Find the right time to build a counter push.
- Try to estimate the elixir of the opponent (did he play lot of cards, etc).
- Try to estimate the hand of the opponent (what cards does he play, what did he play, etc).
- Don't waste elixir, like putting a single troop at the bridge that will be killed by tower.
- Make sure that when defending, troops are still alive after defending.
- Wait to reach 10 elixir before playing a troop at the bottom of the map.
- Play cards fast, and together, so that they can all attack at the same time.
- Typically, do not play one card, then wait for elixir, then play a second card. Better wait for elixir to play both at the same time.
- Play card at the right spot, like:
- musketeer on the side of towers so that they can shoot but are not shot at.
- Use giant to protect weak but powerful troops (like bomber or musketeer).
- Always play meteor with value, like against an enemy tower + enemy troop.
- Don't play the goblin hut too close to river, but close enough to our tower so that tower can shoot.
- When defending, play card at the right spot to aim at the correct enemy troop (like play gargoyle on baby dragon).
- Against Prince:
- play Knight at the last sec to prevent opponent to play a spell (like meteor or arrows).
- or pl:ay Knight before the Prince is charging.
- Typical counter-push:
- Play a Giant in front, then musketeer / bomber behind. If musketeer is alive after a defense, add the Giant at the front for the counter push.
- Against Goblin Barrel:
- Can play arrows, fireball, barbarian barrel, skeleton army, baby dragon.
- Defend against Giant skeleton:
- Eg: A Valkyrie at bridge junction (square right below the bridge) when Skeleton Giant passed that line, and a bomber at 5th square from river, and 5 to 6 square away from Valkyrie.
- aim correctly fireball:
- Eg. against Wizard close to a tower, that we attack with a Lava Hound + Mega-Minion: don't aim the Wizard but slightly above, so that when fireball explodes, the blow pushes the Wizard towards our Mega-minion, killing the Wizard (otherwise, the Wizard would have killed the Mega-minion likely). Because the tower spotted the Lava Hound, our Mega-minion still alive can deal a lot of damage to the tower.
General advises
- Request card every day (eg. card from deck), and give also every day (to gain gold).
Deck advises
- Keep deck speed < 4.
- Keep two spells in deck (like arrow and meteor).
Things I learned
- Don't activate King castle (with arrows, fireball). Note that opponent may play cards to trigger his castle (eg. tornado, fisherman that brings our troop close to castle and start attacking it).
- Against furnace + tesla:
- Opp was playing furnace + tesla on one side, couldn't go through with Lava Hound. On second push, played LH bottom left, then after he play furnace + tesla, played Inferno D bottom right, then Miner before P tower spotted the dragon. Opp played skel army, killing miner, but could counter with arrows, hence Inferno D could take the tower.
Commented game
- Against DIOS (lvl 8, challenge)
- Opponent play first card badly, 7 elixir, next to king castle. Should play it really bottom of the map, and behind the king castle.
- We play a Zappy, really bottom. They'll meet at bridge on our side. When ennemy at bridge, play dragon to freeze it (to protect Zappy, making sure it takes no damage).
- Opponent plays a sorcerer and some giant, we play a mega pekka like giant, still to protect Zappy. Then a Miner, to kill the sorcerer.
- We have lot of elixir still alive, when opponent has nothing.
- We play a fire archer, to protect against aerial stuff if any.
- Commented game - Against Dinho (lvl 5, arena 4, battle)
- I play Musketeer as first card, ok.
- Opponent play Goblin Barrel, we kill with Arrows, ok (but could we have let the Musketeer do the kill?)
- We play Giant at bridge, not good. Should have let Musketer continue. Now we spent lot of elixir, and are weak against counter push.
- Opp. play Pekka behind giant, and Knight.
- We play Minions, but too far. Should have waited for ennemy to come closer to tower.
TV Royale
- Miscellaneous
- Bomber: Play in front on king castle, in particular when other building in the middle. Very effective to defend.
- Tornada: to break apart some defensive troop (eg. disconnect a inferno dragon), or to concentrate troop when there is bomber that can attack.
- X-Arc:
- how to counter? a ice golem to distract then a barbarian barrel. Hunter can also attack. The Log + Earthquake + eg. bomber.
- 3 musketeer: countered by a tesla in the middle, shot by P tower and 3 skeletons on them to distract.
- P tower finish cycle: royal hogs, earthquake, log, skel, hogs, earthquake, bomber, log,
- saed - playing with hound/miner/inferno D, barbarian, skel D, zap, arrows.
- Direct push balloon then hound.
- Push Inferno D in the back, then add barbarian at bridge.
- Skel D to defend.
Decks
Battle decks
Ladder deck (current decck since 2021-09-14) |
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Ladder deck (played until 2021-09-12) |
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Ladder deck (played since 2021-09-01) |
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Ladder deck (played since 2021-08-21) |
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Ladder deck (last played 2021-08-19) |
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Ladder deck (last played 2021-08-13) |
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Mini-challenge deck (2021-08-21) |
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Clan Wars - War deck
Deck 1 | Deck 2 | Deck 3 | Deck 4 | Comments |
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Clan wars - boat defense
Used by Kaiser bier && skully. Resisted two attacks w/o losing a tower! | |
General information
Card upgrade cost
Card upgrade (# cards / cost / king level) | |||||||||||||
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Type | Level 1 | Level 2 | Level 3 | Level 4 | Level 5 | Level 6 | Level 7 | Level 8 | Level 9 | Level 10 | Level 11 | Level 12 | Level 13 |
Common | - | 2 / 5 / +4 | 4 / 20 / +5 | 10 / 50 / +6 | 20 / 150 / +10 | 50 / 400 / +25 | 100 / 1K / ? | 200 / 2K / ? | 400 / 4K / +200 | 800 / 8K / ? | |||
Rare | - | - | - | 2 / 50 / +6 | 4 / 150 / +10 | 10 / 400 / +25 | 20 / 1K / +50 | 50 / 2K / ? | 100 / 4K / +200 | ||||
Epic | - | - | - | - | - | - | 2 / 400 / +25 | 4 / 2K / ? | 10 / 4K / +200 | ||||
Legendary | - | - | - | - | - | - | - | - | - | 4 / 20K / 600 | 10 / 50K / +800 | 20 / 100K / ? |
Clan Wars
- Battle medal rewards
Battle | Victory medals | Defeat medals |
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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...).