Clash royale: Difference between revisions

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;Tutorials
;Tutorials
* [https://www.youtube.com/channel/UCw_wSEW6TziFIFlW2ctOBKw Bailey OP - Clash Royale Strategy]
* [https://www.youtube.com/channel/UCw_wSEW6TziFIFlW2ctOBKw Bailey OP - Clash Royale Strategy]
* [https://www.youtube.com/channel/UCTsFqvFocRsP6YmdzPdHwCw CHASHwithSHANE Clash Royale] ([https://www.youtube.com/watch?v=oln0EnnefWA Lava + eBarbs])
* [https://www.youtube.com/channel/UCTsFqvFocRsP6YmdzPdHwCw CLASHwithSHANE Clash Royale] ([https://www.youtube.com/watch?v=oln0EnnefWA Lava + '''elitebarbarians'''])
* [https://www.youtube.com/channel/UC2zNcBVIYVHiMXgBDmP5_ig Rich Slaton]
* [https://www.youtube.com/channel/UC2zNcBVIYVHiMXgBDmP5_ig Rich Slaton]
* [https://www.youtube.com/channel/UCTqoYXL5p_aOdsgDWzxRBzQ Clash with Ash] (creator code <code>CWA</code>)
* [https://www.youtube.com/channel/UCTqoYXL5p_aOdsgDWzxRBzQ Clash with Ash] (creator code <code>CWA</code>)
:* [https://www.youtube.com/watch?v=5YGeqsUD1VI Nobody can beat the world's BEST X-BOW player!] &mdash; General tips on X-bow. '''watch again'''.
:* [https://www.youtube.com/watch?v=5YGeqsUD1VI Nobody can beat the world's BEST '''xbow''' player!] &mdash; General tips on '''xbow'''. '''watch again'''.
* [https://www.youtube.com/c/skviResponsible/videos sk] (x-bow player)
* [https://www.youtube.com/c/skviResponsible/videos sk] ('''xbow''' player)
* [https://www.youtube.com/channel/UCppxRVV8ZTLeGBeWjeMECWQ Master Diddy San - Clash Royale] &mdash; this guy explains a bit more what he is doing...
* [https://www.youtube.com/channel/UCppxRVV8ZTLeGBeWjeMECWQ Master Diddy San - Clash Royale] &mdash; this guy explains a bit more what he is doing...
* [https://www.youtube.com/c/OuahLeouff Ouah Leouff]
* [https://www.youtube.com/c/OuahLeouff Ouah Leouff]
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:* On '''aggro''': how troop are choosing which unit to target.
:* On '''aggro''': how troop are choosing which unit to target.
:* Exclamation mark indicates which ennemy troops you aggro.
:* Exclamation mark indicates which ennemy troops you aggro.
:* X-Bow aggro can be reset with zap.
:* '''xbow''' aggro can be reset with '''zap'''.
:* Use pull to increase distance an ennemy unit has to do before reaching tower.
:* Use pull to increase distance an ennemy unit has to do before reaching tower.
:* Pull: standard pull, chained pull, u-turn.
:* Pull: standard pull, chained pull, u-turn.
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:* Don't put one unit at time, build defense or attacks. One unit at a time only make elixir inbalance worse!
:* 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'''.
* '''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.
:* 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.
* Learn to play blank.
* Don't be too low on elixir, like play fast card after card.
* Don't be too low on elixir, like play fast card after card.
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* Cycle card when no defense in hand.
* Cycle card when no defense in hand.
* Learn card placement, so that to escape:
* Learn card placement, so that to escape:
:* Area damage spell that would kill / freeze all troops and/or tower.
:* Area damage spell that would kill / '''freeze''' all troops and/or tower.
:* Think of Freeze, Fireball, Marcher, Executioner, Firecracker/Hunter.
:* Think of '''freeze''', '''fireball''', Marcher, '''executioner''', '''firecracker'''/'''hunter'''.
* Learn card placement for better defense:
* Learn card placement for better defense:
:* Put distraction troop '''far''' of ''MELEE'' attacker (eg. Knight, Valkyrie).
:* Put distraction troop '''far''' of ''MELEE'' attacker (eg. '''knight''', '''valkyrie''').
:* Put attacker troop '''on''' ''RANGE'' attacker (eg. Musketeer...). Mega-Knight a bit special, aim mid-range to avoid jump damage.
:* Put attacker troop '''on''' ''RANGE'' attacker (eg. '''musketeer'''...). '''megaknight''' a bit special, aim mid-range to avoid jump damage.
* Play rather defensively than aggressively.
* Play rather defensively than aggressively.
:* Find the right time to build a counter push.
:* Find the right time to build a counter push.
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:* 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.
:* 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:
* Play card at the right spot, like:
:* musketeer on the side of towers so that they can shoot but are not shot at.
:* '''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).
:* Use '''giant''' to protect weak but powerful troops (like '''bomber''' or '''musketeer''').
* Always play fireball with value, like against an enemy tower + enemy troop.
* Always play '''fireball''' 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.
* 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 baby dragon).
* When defending, play card at the right spot to aim at the correct enemy troop (like play '''megaminion''' on '''babydragon''').
* Against Prince:
* Against '''prince''':
:* play Knight at the last sec to prevent opponent to play a spell (like fireball or arrows).
:* 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.
:* or play '''knight''' before the '''prince''' is charging.
* Typical counter-push:
* 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.
:* 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:
* Against '''goblinbarrel''':
:* Can play arrows, fireball, barbarian barrel, skeleton army, baby dragon.
:* Can play '''arrows''', '''fireball''', barbarianbarrel, '''skeletonarmy''', '''babydragon'''.
* Defend against '''Giant skeleton''':
* 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: 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:
* '''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.
:* 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.
* Against witch:
* Against '''witch''':
:* The Log / eBarb / arrows / zap to remove all skeletons. If played correctly eBarb can also make 2 hits to tower.
:* '''thelog''' / '''elitebarbarians''' / '''arrows''' / '''zap''' to remove all '''skeletons'''. If played correctly '''elitebarbarians''' can also make 2 hits to tower.
* Activate our castle:
* Activate our K tower:
:* Using tornado, bring opp troop close to castle so that they connect.
:* Using '''tornado''', bring opp troop close to K tower so that they connect.
:* Against firecracker, put a building/troop close to castle so that bullet touches castle (location: leave 2 squares between troop and tower/castle).
:* 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).
* * = cannon cart
* * = '''cannoncart'''
*
*
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:* Against electro-spirit, play skeleton between castle and tower so that electro arc touches the castle.
:* Against electro-spirit, play skeleton between K tower and tower so that electro arc touches the K tower.
* [https://www.youtube.com/watch?v=gpNGLHwiNqs SirTag graveyard + witch deck] Opp has to use Poison on both graveyard and Witch, which is not possible.
* [https://www.youtube.com/watch?v=gpNGLHwiNqs SirTag '''graveyard''' + '''witch''' deck] Opp has to use '''poison''' on both '''graveyard''' and '''witch''', which is not possible.
:* Witch pulverizes Mega minion.
:* '''witch''' pulverizes '''megaminion'''.
:* Play Graveyard when opp is down on elixir.
:* Play '''graveyard''' when opp is down on elixir.
:* Mega-knight super utility card when opp is over-committing (note: MK does damage on drop).
:* '''megaknight''' super utility card when opp is over-committing (note: '''megaknight''' does damage on drop).
:* Against player with dark knight / prince / hog rider, just keep cycling cheap card so that to have the goblin's hut in hand.
:* Against player with '''darkprince''' / '''prince''' / '''hogrider''', just keep cycling cheap card so that to have the goblin's hut in hand.
* Starting hand play:
* Starting hand play:
:* 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.
:* 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 Lava Hound bottom of the map. Because if I can counter, and keep defense troop alive, then this build up a powerfull counter push.
* 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 LH, better attack on the opposite lane. Also make sure to defend against LH.
:* So, if playing against '''lavahound''', better attack on the opposite lane. Also make sure to defend against '''lavahound'''.
* When playing Lava-Loon, and Lava + loon kills first tower, put Guards top middle to take spot from princess tower, to protect Balloon.
* 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:
* E-Barbs:
:* Play them middle, right in front of castle -> handy when Dark Knight + Prince on both lanes.
:* 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.
* '''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.
:* 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 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.
:* 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 witch's 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).
:* 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 '''witch'''s 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).
* 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.
* '''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.
:* 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!
* 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.
* In 1x elixir time, 2 elixir difference is huge. Use that advantage to build big push.
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What to do if other player doesn't play:
What to do if other player doesn't play:
* They refer to "investment card". But what are they?
* They refer to "investment card". But what are they?
* Miner on tower.
* '''miner''' on tower.
* Lava hound is usually risky. Because reduce possibility of defense.
* '''lavahound''' is usually risky. Because reduce possibility of defense.


Quick push counter:
Quick push counter:
* Opp plays lumberloon at bridge (first lumber, then loon).
* Opp plays '''lumberjack'''+'''balloon''' at bridge (first '''lumberjack''', then '''balloon''').
:* Usual defense is '''Idrag''', well on the course of the balloon, but don't aggro the lumber (usually this is hard).
:* Usual defense is '''infernodragon''', well on the course of the '''balloon''', but don't aggro the '''lumberjack''' (usually this is hard).
:* Game: played instead '''EBarbs''' behind lumber, then '''BabyD''' on the course of the balloon. Opp plays Horde at tower, I play '''Fireball''' on tower + horde, BabyD kills the remaining horde and takes the tower. 1 tower for one tower, and hit K tower twice. Same elixir, slightly more damage.
:* 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 ===
=== Deck advises ===
* Keep deck speed &lt; 4.
* Keep deck speed &lt; 4.
* Keep two spells in deck (like arrow and fireball).
* Keep two spells in deck (like arrow and '''fireball''').


=== Things I learned ===
=== 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).
* 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:
* 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.
:* 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.
* 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.
* '''witch''' + '''balloon''' is deadly. The skeleton distracts the tower, and '''balloon''' makes lot of damage.
* Counterpush: Opponent attack with Hog rider, and then Goblin barrel. I put Skel Army on rider, and Minions on goblin. Then on push back, I add Mini PEKKA in the middle of army for protection (note: this could be arrows / fireball bait). This takes the tower and castle (against low level 7)!
* 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 Lavaloon + FB/Log + Edrag/Valkyrie/Minions/EWiz deck. Things started badly, but went better when playing Ebarbs on the other lane, defending them a bit with Zap. Morale: when you cannot do your normal push, go the other one.
* 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 ===
=== Card synergy ===
* EWiz + Magic Archer: Ewiz in front of tower, Magic Archer middle (even other side) that does horizontal shot.
* '''electrowizard''' + '''magicarcher''': '''electrowizard''' in front of tower, '''magicarcher''' middle (even other side) that does horizontal shot.
* Witch (in the back), then balloon at bridge. Witch's skels protect the balloon (they take the shot).
* '''witch''' (in the back), then '''balloon''' at bridge. '''witch'''s skels protect the '''balloon''' (they take the shot).
* Ice golem + Hog rider at bridge, at same time!
* '''icegolem''' + '''hogrider''' at bridge, at same time!
* (seen on tv royale) Zappies in the back, then at bridge at Royal recruits so that both zappies and recruits are in a same group (so 2 groups).
* (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 ice spirit 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.
:* 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.
* (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 castle (N3) to take the spot. But Opp. replied with Zap on Balloon.
:* 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 (+Lava Hound): 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 LH.
* '''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'''.
* Lava Hound + 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''' + '''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'''.
* Lava Hound: Always play with a Skeleton Dragon behind, or Baby dragon behind, or Balloon. Get more value for the tank!
* '''lavahound''': Always play with a Skeleton Dragon behind, or '''babydragon''' behind, or '''balloon'''. Get more value for the tank!
* Ice spirit + Goblin Barrel: lot of damage apparently...
* '''icespirit''' + '''goblinbarrel''': lot of damage apparently...
* '''Rascals''' + '''Wall Breakers''': they push the big rascal to the tower faster!
* '''rascals''' + '''wallbreakers''': they push the big rascal to the tower faster!


=== Card advices ===
=== Card advices ===
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* Attack up to '''9 targets''' in '''4 tiles''' range.
* Attack up to '''9 targets''' in '''4 tiles''' range.
* ES can force easily retargeting (play close to frontmost unit).
* ES can force easily retargeting (play close to frontmost unit).
* With help from P tower, Effective against most swarm (play middle river), except '''Minion Horde'''.
* With help from P tower, Effective against most swarm (play middle river), except '''minionhorde'''.
:* Add '''Zap''' or '''Snowball''' to one-shot all swarms (except '''Barbarians''').
:* Add '''zap''' or '''giantsnowball''' to one-shot all swarms (except '''barbarians''').
* ES + '''Fireball''' may one-shot '''Musketeer''' and '''Wizard'''.
* ES + '''fireball''' may one-shot '''musketeer''' and '''wizard'''.
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* If crossing bridge w/o dmg, put a unit between P and K tower to trigger '''K Tower activation''', very useful against e.g. '''Graveyard'''.
* If crossing bridge w/o dmg, put a unit between P and K tower to trigger '''K Tower activation''', very useful against e.g. '''graveyard'''.
:* Because of this, do not play ES unless opp is low on elixir, or has defending troops.
:* Because of this, do not play ES unless opp is low on elixir, or has defending troops.
* If ES is tanked, '''Log''' or '''Barbarrel''' to one-shot it.
* 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 '''Gobbarrel''' later.
:* 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
! Fire Spirit
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! Ice Spirit
! Ice Spirit
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* Synergy with '''Dart Goblin''', against '''Minion''' (DG can then one-shot them).
* Synergy with '''dartgoblin''', against '''Minion''' (DG can then one-shot them).
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* tbc
* tbc
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! Skeletons
! Skeletons
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* Against '''BabyD''': skeletons at 6-3. They'll split and attract baby on the other side, to be shot by both towers.
* Against '''babydragon''': '''skeletons''' at 6-3. They'll split and attract baby on the other side, to be shot by both towers.
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* tbc
* tbc
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* +2 trade: '''icespirit''' at 0-2 when lead skeleton is entering 3rd row.
* +2 trade: '''icespirit''' at 0-2 when lead skeleton is entering 3rd row.
* +1 trade: '''Zap''', '''The Log''' (if close enough).
* +1 trade: '''zap''', '''thelog''' (if close enough).
* even trade: '''Arrows'''.
* even trade: '''arrows'''.
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! Bandit
! Bandit
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! Fisherman
! Fisherman
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* Against '''Royal Giant''': 0-5 placement, can still attract RG and move it to other tower.
* Against '''royalgiant''': 0-5 placement, can still attract RG and move it to other tower.
* '''hogrider''': activation, play 9-4!
* '''hogrider''': activation, play 9-4!
* '''egiant''': activation, play 9-4!
* '''electrogiant''': activation, play 9-4!
* '''ramrider''': activation, play 9-4!
* '''ramrider''': activation, play 9-4!
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! Miner
! Miner
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* Miner placement for tanking damage is very important:
* '''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 '''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 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.
:* 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.
:* 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.
|
|
* tbc
* tbc
Line 397: Line 397:
* tbc
* tbc
|
|
* +1 trade: '''The Log''' or '''Barbarrel'''.
* +1 trade: '''thelog''' or '''barbarianbarrel'''.
* -2 trade, but value: '''Ram rider'''.
* -2 trade, but value: '''ramrider'''.
* -1 trade: '''Poison''' or '''Idrag''' ok, but with value.
* -1 trade: '''poison''' or '''infernodragon''' ok, but with value.
|-
|-
! Royal Ghost
! Royal Ghost
Line 444: Line 444:
* tbc
* tbc
|
|
* +1 trade: '''Skarmy'''.
* +1 trade: '''skeletonarmy'''.
* +1 trade (but 600-800 damage): '''Minions'''.
* +1 trade (but 600-800 damage): '''minions'''.
* 0 trade: '''minipekka''' at 4+2.
* 0 trade: '''minipekka''' at 4+2.
* -1 trade: '''skeletons''' at 3+3 asap (if rider from 0+4) and '''fireball''' on tower when rider mid-way (perfect).
* -1 trade: '''skeletons''' at 3+3 asap (if rider from 0+4) and '''fireball''' on tower when rider mid-way (perfect).
* -2 trade: '''Hunter''' + '''The Log'''.
* -2 trade: '''hunter''' + '''thelog'''.
* '''cannon''': must be at '''3-2 or 4-2'''. '''{{red|3-3 or 2-3}}''' will NOT aggro! Other locations?
* '''cannon''': must be at '''3-2 or 4-2'''. '''{{red|3-3 or 2-3}}''' will NOT aggro! Other locations?
* '''tombstone''': '''3-3, 2-3''' is ok, and best so that both tower shoot! Other locations? 4-3 no!
* '''tombstone''': '''3-3, 2-3''' is ok, and best so that both tower shoot! Other locations? 4-3 no!
Line 456: Line 456:
* tbc
* tbc
|
|
* '''Zap''' to force retarget.
* '''zap''' to force retarget.
:* -2 trade (but w/ some value): If Mini PEKKA at tower, '''Battle Ram''' then '''Zap''' to reset Mini PEKKA.
:* -2 trade (but w/ some value): If '''minipekka''' at tower, '''battleram''' then '''zap''' to reset '''minipekka'''.
|-
|-
! Musketeer
! Musketeer
Line 463: Line 463:
* Can '''snipe''' building at '''3 squares''' from river.
* Can '''snipe''' building at '''3 squares''' from river.
|
|
* +2 trade: '''The Log''', or '''Ice Golem''', or '''Bats''' (see [https://www.youtube.com/watch?v=O7t-13OXsDA Rich Slaton]).
* +2 trade: '''thelog''', or '''icegolem''', or '''bats''' (see [https://www.youtube.com/watch?v=O7t-13OXsDA Rich Slaton]).
: Log 2 tile in front tower, when Musk reaches 2nd half of bridge. Ice Golem 7-0 placement (front-inside corner), also when Musk reaches 2nd half of bridge. Bats, wait Musk cross the bridge, and drop there.
: 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.
|-
|-
! Valkyrie
! Valkyrie
Line 494: Line 494:
* tbc
* tbc
|
|
* +1 trade: '''The Log''' + '''Ice spirit''' middle, close to river to distract + Tower
* +1 trade: '''thelog''' + '''icespirit''' middle, close to river to distract + Tower
|-
|-
! Electro Wizard
! Electro Wizard
Line 506: Line 506:
* Against '''valkyrie''' (bridge): 5+3!
* Against '''valkyrie''' (bridge): 5+3!
|
|
* even trade: '''Ewiz''', that reset always Idrag, and also force to retarget (so this can save a tower).
* even trade: '''electrowizard''', that reset always '''infernodragon''', and also force to retarget (so this can save a tower).
|-
|-
! Lumberjack
! Lumberjack
Line 542: Line 542:
* tbc
* tbc
|
|
* '''valkyrie''': play in FRONT of the king, so that no skeletons goes to the tower. Perfect defense.
* '''valkyrie''': play in FRONT of the king, so that no '''skeletons''' goes to the tower. Perfect defense.
|}
|}


Line 555: Line 555:
! Barbarians (w)
! Barbarians (w)
|
|
* Strong defense against: '''Prince''', '''Musketeer''', '''Hog Rider''', '''Ram Rider'''.
* Strong defense against: '''prince''', '''musketeer''', '''hogrider''', '''ramrider'''.
:* Drop on them, then tank in front or glass-canon behind for counter-push.
:* Drop on them, then tank in front or glass-'''cannon''' behind for counter-push.
* -1 trade: Against '''Barbarrel''', if placed early enough.
* -1 trade: Against '''barbarianbarrel''', if placed early enough.
* Single push: Can take tower but ''only if opp. low on elixir''.
* Single push: Can take tower but ''only if opp. low on elixir''.
* Synergy: '''Rage'''.
* Synergy: '''rage'''.
|
|
* +2 trade: '''Skarmy'''.
* +2 trade: '''skeletonarmy'''.
* +1 trade: '''Fireball''', charging '''Dark Prince''', '''Valkyrie'''.
* +1 trade: '''fireball''', charging '''darkprince''', '''valkyrie'''.
* -1 trade: '''Rocket'''.
* -1 trade: '''rocket'''.
* Weak against: jumping '''Mega-Knight''', '''Poison'''
* Weak against: jumping '''megaknight''', '''poison'''
* Best defense: distant '''Wizard''' or '''Bomber'''.
* Best defense: distant '''wizard''' or '''bomber'''.
|-
|-
! Minion Horde
! Minion Horde
Line 590: Line 590:
|
|
When played on one tower:
When played on one tower:
* +2 trade: '''Skarmy'''.
* +2 trade: '''skeletonarmy'''.
* even trade: '''Spear Goblins''' (tower north edge), and '''The Log''' timed right so that still being hit by Goblins.
* even trade: '''Spear '''goblins''' (tower north edge), and '''thelog''' timed right so that still being hit by '''goblins'''.
* -1 trade: '''Baby dragon''' (6-1 placement, but why not princess tower corner?), then '''Zap''' when Hogs in baby's range.
* -1 trade: '''babydragon''' (6-1 placement, but why not P tower corner?), then '''zap''' when Hogs in baby's range.
* From [https://www.youtube.com/watch?v=O7t-13OXsDA Inside the Play #7, LaPoKaTi vs Egor]:
* From [https://www.youtube.com/watch?v=O7t-13OXsDA Inside the Play #7, LaPoKaTi vs Egor]:
:* '''Hogs''' + '''Heal Spirit''' (6) <=> '''Fireball''' + '''Log''' (6).
:* '''Hogs''' + '''healspirit''' (6) <=> '''fireball''' + '''thelog''' (6).
:* '''Hogs''' (5) <=> '''Fireball''' + '''Ice Spirit''' (5).
:* '''Hogs''' (5) <=> '''fireball''' + '''icespirit''' (5).
:* '''Hogs''' + '''Heal Spirit''' (6) <=> '''Fireball''' + '''Ice Spirit''' (earlier) + '''Skeleton''' at river (6)
:* '''Hogs''' + '''healspirit''' (6) <=> '''fireball''' + '''icespirit''' (earlier) + '''Skeleton''' at river (6)
:* '''Hogs''' (5) <=> '''Fireball''' + '''Skeleton''' (5)
:* '''Hogs''' (5) <=> '''fireball''' + '''Skeleton''' (5)
:* '''Hogs''' (5) <=> '''The Log''' + '''Skeleton''' (3) - taking 700 damage.
:* '''Hogs''' (5) <=> '''thelog''' + '''Skeleton''' (3) - taking 700 damage.
:* '''Hogs''' (5) <=> '''Fireball''' (4) - taking 200.
:* '''Hogs''' (5) <=> '''fireball''' (4) - taking 200.
When played 2-2 (mid-river):
When played 2-2 (mid-river):
* +1 trade: '''Cannon''' (6-2 placement).
* +1 trade: '''cannon''' (6-2 placement).
When played 1-3 (offseted mid-river):
When played 1-3 (offseted mid-river):
* tbc
* tbc
Line 614: Line 614:
|
|
* Note: explosion damage makes also significant damage. If playing FB, make sure to push opp troop to that bomb.
* 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. [https://www.youtube.com/watch?v=c7SuU-WpbD8 CWA]
* Against '''hunter''': if we '''zap''' the '''hunter''', '''balloon''' can always score a hit. [https://www.youtube.com/watch?v=c7SuU-WpbD8 CWA]
* With '''icegolem''': golem at 0+3, then very short after balloon at 0+4.
* With '''icegolem''': '''golem''' at 0+3, then very short after '''balloon''' at 0+4.
* When building at 4-2, play the '''balloon''' at 1+5!
* When building at 4-2, play the '''balloon''' at 1+5!
|
|
* -2 trade: '''Mega Minion''' seems to do the business (put also on path).
* -2 trade: '''megaminion''' seems to do the business (put also on path).
* -1 trade: '''IDrag''', but put it on the balloon path, middle.
* -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.
* '''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 [https://youtu.be/OduQCy3Bi5k?t=11].
: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 [https://youtu.be/OduQCy3Bi5k?t=11].
:Or, aim 4+2, and release finger when top of balloon shadow is half-cell distance from river border (see [https://www.youtube.com/watch?v=98Q3tKWMEIo 13:36])
:Or, aim 4+2, and release finger when top of '''balloon''' shadow is half-cell distance from river border (see [https://www.youtube.com/watch?v=98Q3tKWMEIo 13:36])
:When balloon come sideways, 3+3 placement, release when balloon shadow touches the fireball zone border [https://www.youtube.com/watch?v=YBCEjaz_Wpo&t=1645s].
:When '''balloon''' come sideways, 3+3 placement, release when '''balloon''' shadow touches the '''fireball''' zone border [https://www.youtube.com/watch?v=YBCEjaz_Wpo&t=1645s].
* '''Wizard''' and '''ewiz''' work well.
* '''wizard''' and '''electrowizard''' work well.
* '''Ram Rider''' very good apparently... May need some extra to avoid any damage though ('''Arrows''' or '''Archers''').
* '''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!
* '''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:
;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).
* '''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).
|-
|-
! Bowler
! Bowler
Line 659: Line 659:
* tbc
* tbc
|
|
* +2 trade: Tombstone, or Skarmy (but beware Zap / Log).
* +2 trade: '''tombstone''', or '''skeletonarmy''' (but beware '''zap''' / Log).
|-
|-
! Witch
! Witch
Line 665: Line 665:
* tbc
* tbc
|
|
* -1 trade: Fireball + Zap.
* -1 trade: '''fireball''' + '''zap'''.
* Never put one single unit in front of her.
* Never put one single unit in front of her.
* Let her come, and kill her the other side. Spawn skeletons must be dealt with.
* Let her come, and kill her the other side. Spawn '''skeletons''' must be dealt with.
* '''Bomber''': Play 2-7, and spotted, witch makes 2 hit and bomber dies. Play 3-7, not spotted, witch makes 3 hit but bomber survives.
* '''bomber''': Play 2-7, and spotted, '''witch''' makes 2 hit and '''bomber''' dies. Play 3-7, not spotted, '''witch''' makes 3 hit but '''bomber''' survives.
* [https://www.youtube.com/watch?v=cF7SnlMpXbw&list=LL&index=4 HOW TO COUNTER WITCH // Strategy to Overcoming Ladder's MOST Annoying Card // Clash Royale]
* [https://www.youtube.com/watch?v=cF7SnlMpXbw&list=LL&index=4 HOW TO COUNTER '''witch''' // Strategy to Overcoming Ladder's MOST Annoying Card // Clash Royale]
|-
|-
! Ram Rider
! Ram Rider
Line 675: Line 675:
* tbc
* tbc
|
|
* '''Ewiz''' destroys her very well.
* '''electrowizard''' destroys her very well.
|-
|-
! Archer Queen
! Archer Queen
Line 694: Line 694:
! Elite Barbarians (w)
! Elite Barbarians (w)
|
|
* Strong defense against: '''Musketeer'''.
* Strong defense against: '''musketeer'''.
* May counter '''Mega Knight''' perfectly if dropped on it so that they '''split'''.
* May counter '''megaknight''' perfectly if dropped on it so that they '''split'''.
* Synergy:
* Synergy:
:* '''Valkyrie''' in front, pushed by Barbarians, eliminating swarm.
:* '''valkyrie''' in front, pushed by '''barbarians''', eliminating swarm.
:* '''Fire spirit''', place behind, to remove all swarm units, or deal great damage to crown tower.
:* '''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!
* 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.
* Against '''tombstone''': prepare '''zap''', hover 1 tile below '''tombstone''', and trigger when '''tombstone''' destroyed.
|
|
* +3 trade: '''guards''' play at 3-4, takes one hit [https://youtu.be/YBCEjaz_Wpo?t=2065].
* +3 trade: '''guards''' play at 3-4, takes one hit [https://youtu.be/YBCEjaz_Wpo?t=2065].
* +3 trade: '''Skarmy''' (but beware of Zap, Log, Arrows).
* +3 trade: '''skeletonarmy''' (but beware of '''zap''', Log, '''arrows''').
* +3 trade: '''Tombstone''', but beware of Zap on destruction!
* +3 trade: '''tombstone''', but beware of '''zap''' on destruction!
* +1 trade: '''Barbarians'''. ''Time correctly to drop on 5-| so that they surround the one EBarb that was weakened already a lot''!
* +1 trade: '''barbarians'''. ''Time correctly to drop on 5-| so that they surround the one '''elitebarbarians''' that was weakened already a lot''!
* +1 trade: '''Ice golem''' + '''Minions'''
* +1 trade: '''icegolem''' + '''minions'''
* Splash '''Valkyrie''' / '''Dark Prince''', '''Bomber''' in combination with distracting unit like '''Skeleton''' and/or '''Ice Spirit''', or '''Ice Golem'''.
* Splash '''valkyrie''' / '''darkprince''', '''bomber''' in combination with distracting unit like '''Skeleton''' and/or '''icespirit''', or '''icegolem'''.
:* Same with glass cannon '''Mini PEKKA''' or '''Lumberjack'''.
:* Same with glass '''cannon''' '''minipekka''' or '''lumberjack'''.
* even trade: '''Rocket''' (or '''Lightning''', to cripple barbarians + 1 supporting troop).
* even trade: '''rocket''' (or '''lightning''', to cripple '''barbarians''' + 1 supporting troop).
* -1 trade: '''PEKKA''', '''Mega Knight'''
* -1 trade: '''pekka''', '''megaknight'''
* Even trade: '''E. barbs'''
* Even trade: '''E. barbs'''
|-
|-
Line 723: Line 723:
* tbc
* tbc
|
|
* '''skeletons''' (+support like '''bats'''): play at 0-3 when Giant entering 3rd row.
* '''skeletons''' (+support like '''bats'''): play at 0-3 when '''giant''' entering 3rd row.
|-
|-
! Goblin Giant
! Goblin Giant
Line 735: Line 735:
* tbc
* tbc
|
|
* +2 trade: '''EWiz''' if timed correctly and dropped on the Sparky (doesn't take any damage because reset)
* +2 trade: '''electrowizard''' if timed correctly and dropped on the '''sparky''' (doesn't take any damage because reset)
* Any '''air unit''', in particular '''Edrag''' that resets the Sparky.
* Any '''air unit''', in particular '''electrodragon''' that resets the '''sparky'''.
* '''Tesla''', if targetting 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 '''IDrag''' attacks Sparky is enough to kill it w/o damage.
* '''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.
:* +1 trade: '''miner''', then '''zap''' right before it's shooting.
|}
|}


Line 766: Line 766:
{{Todo|1=Watch again
{{Todo|1=Watch again
* Strategy from [https://www.youtube.com/watch?v=c7SuU-WpbD8 Noc7urne] (see also deck below):
* Strategy from [https://www.youtube.com/watch?v=c7SuU-WpbD8 Noc7urne] (see also deck below):
:* Drop place for LH: 13+5, 13+4 or 13-1 (against nado), 7+5 (xbow/tesla) and 14-2 (exec).
:* Drop place for '''lavahound''': 13+5, 13+4 or 13-1 (against '''tornado'''), 7+5 ('''xbow'''/'''tesla''') and 14-2 (exec).
:* LH first play is good move with this deck.
:* '''lavahound''' first play is good move with this deck.
:* Against nado: drop LH at 13+4 or 13+3, so that LH can tank for the flank when you drop the support unit closer to the side of the arena.
:* 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 '''executioner''': drop 14-2
:* Against Xbow or graveyard: play LH at 7+5 or 6+5, higher to time it correctly. When Tesla comes, Balloon behind LH, and Miner on Tesla (+also Zap?). This will allow Balloon to connect to tower.
:* 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 LH at 13+4 (instead of 13+5). This allows to put unit more on the side, so that LH can tank for them.
:* 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, LH 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.
:* 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.
:* '''Don't over extend on defense'''. Use tower pv as resource to build elixir advantage.
}}
}}
* [https://www.youtube.com/watch?v=g3hYmpvL-SY Top 500 LH Miner gameplay (Da Juicy One)]
* [https://www.youtube.com/watch?v=g3hYmpvL-SY Top 500 '''lavahound''' '''miner''' gameplay (Da Juicy One)]
* [https://www.youtube.com/watch?v=0IZO1EgABMI Lavaloon Pro - Carl the legend (cwa)]
* [https://www.youtube.com/watch?v=0IZO1EgABMI '''lavahound'''+'''balloon''' Pro - Carl the legend (cwa)]
:* Lava, loon, tomb
:* Lava, '''balloon''', tomb
:* Some strategy against XBow:
:* Some strategy against '''xbow''':
::* Try to go for a tower trade (ie. play other lane?)
::* 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.
::* Split Barbs in middle to defend '''xbow''', so they can tank for a long period.
:* Do not play lava first (random win).
:* Do not play lava first (random win).
:* Against golem:
:* 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 '''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 loon or minion in hand, either '''lava''' same lane or '''tombstone''', then try to cycle.
::* 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 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).
:: When we know we gonna need to defend (eg. against '''giant''').
:* Can use '''Barbs''' to defend '''megaminion''' (against Idrag).
:* Can use '''Barbs''' to defend '''megaminion''' (against '''infernodragon''').
:* Against Lava, '''zap''' the puppies, to let the '''minions''' survive.
:* 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.
:* Then play '''megaminion'''. If he '''fireball''' that, play '''balloon'''. Otherwise, just wait and play Lava again in the back.
:* When to play lava + loon: against deck like giant + double princes, but not against deck like nado and buildings.
:* When to play '''lavahound'''+'''balloon''': against deck like '''giant''' + double princes, but not against deck like '''tornado''' and buildings.
* Against Hogrider / Executioner:
* Against '''hogrider''' / '''executioner''':
:* Don't give Ex lot of value. Play strong defense, and strip damage from '''Lava''' and good '''fireball''' placement.
:* 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.
:* On Ex at tower, '''fireball''' him + tower so that to bring him inside the pups.
:* Play '''lava''' high (7+5) if feels opp is going to play hog rider, so that to protect '''minions'''.
:* Play '''lavahound''' high (7+5) if feels opp is going to play '''hogrider''', so that to protect '''minions'''.
:* Play '''loon''' at bridge to bait the rocket. Do not lavaloon, or give to much value to rocket.
:* 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.
:* Play '''tombstone''' to defend the other lane, and must protect it.
* Start:
* Start:
:* '''Zap'''in hand is good start, then '''tombstone'''. Look for '''fireball''' value.
:* '''zap'''in hand is good start, then '''tombstone'''. Look for '''fireball''' value.
* On lane:
* On lane:
:* If one tower down, better build push on other lane (to get defense from our tower).
:* 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.
:* 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.
* '''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 loon right behind (very close).
* '''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
;Synergies
Line 809: Line 809:
* '''miner''': ideally send him before the lava pops, so that he can tank for the puppies.
* '''miner''': ideally send him before the lava pops, so that he can tank for the puppies.
|
|
* +1 trade: '''Musketeer''' almost at bridge and '''Bats'''. LH made 0 damage to tower.
* +1 trade: '''musketeer''' almost at bridge and '''bats'''. '''lavahound''' made 0 damage to tower.
Against '''Lava Pups''':
Against '''Lava Pups''':
* 3 elixir: '''Royal Delivery'''.
* 3 elixir: '''royaldelivery'''.
* 4 elixir: '''Tornado''' + '''Ice spirit'''.
* 4 elixir: '''tornado''' + '''icespirit'''.
|-
|-
! Mega Knight
! Mega Knight
Line 818: Line 818:
* tbc
* tbc
|
|
* +2 trade: '''Barbarians''' are effective counter ''if jump negated''. 3 will survive, for a +2 elixir trade-off [https://clashroyale.fandom.com/wiki/Mega_Knight].
* +2 trade: '''barbarians''' are effective counter ''if jump negated''. 3 will survive, for a +2 elixir trade-off [https://clashroyale.fandom.com/wiki/'''megaknight'''].
* '''Tombstone''' can lure MK to activate King's Tower [https://www.reddit.com/r/ClashRoyale/comments/gzw3ij/use_this_tombstone_placement_to_take_care_of_a/].
* '''tombstone''' can lure '''megaknight''' to activate King's Tower [https://www.reddit.com/r/ClashRoyale/comments/gzw3ij/use_this_tombstone_placement_to_take_care_of_a/].
:* 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 MK) next to King's tower after it's destruction.
:* 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 MK killed by both towers.
* '''tombstone''' at I06 / H06 (6-2 placement) can have '''megaknight''' killed by both towers.
* '''skeletons''': surround him so that the skullies surround him!
* '''skeletons''': surround him so that the skullies surround him!
|}
|}
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* Better play on Elixir x2.
* Better play on Elixir x2.
* Can be used to pressure the other lane.
* Can be used to pressure the other lane.
* Synergy with '''Mother Witch''', by turning defender into hogs, that in turn will attack the tower.
* 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.
* Synergy with '''fisherman''', that bring defender in EG stun range.
|
|
* '''Freeze''' + swarm ok since Freeze disable dmg reflection.
* '''freeze''' + swarm ok since '''freeze''' disable dmg reflection.
* '''Inferno dragon''' or '''Inferno Tower'''. IDrag must be played as far as possible on the side, such that to never come close to EG. ITower at 4-3 placement from defending tower.
* '''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 ('''Snowball''', FB...) to bring Idrag closer, in stun range.
:* 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 King tower, to increase chance that Tornado activates the K tower.
* 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.
* '''Barbarian hut''' in the middle.
* '''barbarianhut''' in the middle.
* Better defend with troop with high DPS but low attack speed (eg. '''PEKKA''', '''Mini PEKKA''' or '''Hunter'''). So Rage is '''not''' recommended.
* 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.
* 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?!?
* A '''tesla''' is enough?!?
|-
|-
! Golem
! Golem
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* [https://www.youtube.com/watch?v=A6NVATaKl_g How to Use & Counter Tricky Barrel - OrangeJuice]
* [https://www.youtube.com/watch?v=A6NVATaKl_g How to Use & Counter Tricky Barrel - OrangeJuice]
: ([https://youtu.be/A6NVATaKl_g?t=701 Guess placement])
: ([https://youtu.be/A6NVATaKl_g?t=701 Guess placement])
* Basic synergy: barrel + tank (knight...).
* Basic synergy: barrel + tank ('''knight'''...).
* If opp doesn't have good counter, focus on defense and '''chip with the barrel!'''
* If opp doesn't have good counter, focus on defense and '''chip with the barrel!'''
* Against '''arrows''': Use '''skarmy''' to bait the arrows, or punish with skarmy.
* Against '''arrows''': Use '''skeletonarmy''' to bait the '''arrows''', or punish with '''skeletonarmy'''.
* NEVER barrel into a '''darkprince'''.
* 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.
* 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 <code>11+2</code> (hard to spot).
:* DEEP barrel at <code>11+2</code> (hard to spot).
:* DEEPER barrel at <code>12+2</code> (easy to spot).
:* DEEPER barrel at <code>12+2</code> (easy to spot).
:* OUTER barrel at <code>8+5</code> or <code>10+5</code> (easy to spot).
:* OUTER barrel at <code>8+5</code> or <code>10+5</code> (easy to spot).
:* INNER barrel at <code>8+1</code> (so INSIDE tower), usually much better than OUTER, and NOT in RANGE of 2nd tower. Beware of icespirit!
:* INNER barrel at <code>8+1</code> (so INSIDE tower), usually much better than OUTER, and NOT in RANGE of 2nd tower. Beware of '''icespirit'''!
:* ANTI-KNIGHT barrel at <code>9+1</code>, good against knight/valkyrie/guards.
:* ANTI-'''knight''' barrel at <code>9+1</code>, good against '''knight'''/'''valkyrie'''/'''guards'''.
:* ANTI-SWARM barrel at <code>7+2</code>, good against gang in the back.
:* ANTI-SWARM barrel at <code>7+2</code>, good against gang in the back.
:* PUMP barrel at <code>13+5</code>, good against elixir collector if opp doesn't have log in rotation.
:* PUMP barrel at <code>13+5</code>, good against '''elixircollector''' if opp doesn't have log in rotation.
* Against lonely king: play INSIDE FRONT of king (eg. <code>10-3</code>), reaches faster and usually opp's play counter in the back!
* Against lonely king: play INSIDE FRONT of king (eg. <code>10-3</code>), reaches faster and usually opp's play counter in the back!
|
|
* Tower hit order for centered barrel: first INNER, then OUTER, then REAR goblin. So put the TANK at <code>8+4</code>.
* Tower hit order for centered barrel: first INNER, then OUTER, then REAR goblin. So put the TANK at <code>8+4</code>.
* '''log''', '''barbarianbarrel''' (+1): ! tricky barrel.
* '''thelog''', '''barbarianbarrel''' (+1): ! tricky barrel.
* '''snowball''' (+1): when shadow at <code>3+1</code>!
* '''giantsnowball''' (+1): when shadow at <code>3+1</code>!
* '''goblins''': play at <code>10+2</code> (play fast!)
* '''goblins''': play at <code>10+2</code> (play fast!)
* '''arrows''' (0).
* '''arrows''' (0).
* '''tornado''' (0): play at <code>7-2</code>.
* '''tornado''' (0): play at <code>7-2</code>.
* '''goblin gang''' (0): play at <code>10+2/code>.
* '''goblingang''' (0): play at <code>10+2/code>.
* '''archer + skeletons''' (0): play archers at <code>6+2</code> and skullies at <code>10+2</code>.
* '''archer + '''skeletons''' (0): play '''archers''' at <code>6+2</code> and skullies at <code>10+2</code>.
* '''skeleton + zap''' (0): play skullies at <code>9+4</code> then zap.
* '''skeleton + '''zap''' (0): play skullies at <code>9+4</code> then '''zap'''.
* '''guards''' (0, one hit): play FAST at <code>9+4</code> (or <code>8+4</code> seems ok too?).
* '''guards''' (0, one hit): play FAST at <code>9+4</code> (or <code>8+4</code> seems ok too?).
* '''Valkyrie''' (-1, perfect if timed correctly): <code>10+2</code> perfect (valk must land when shadow is crossing our river side). Otherwise, easiest <code>6+2</code>, or <code>9+4</code>, before shadow crosses river.
* '''valkyrie''' (-1, perfect if timed correctly): <code>10+2</code> perfect ('''valkyrie''' must land when shadow is crossing our river side). Otherwise, easiest <code>6+2</code>, or <code>9+4</code>, before shadow crosses river.
* '''hunter''' (-1): best <code>10+2</code>.
* '''hunter''' (-1): best <code>10+2</code>.
* '''ewiz''' (-1, one hit): best <code>10+2</code>, when shadow on 1st, 2nd or 3rd row. But Opp may counter with barrel one square up.
* '''electrowizard''' (-1, one hit): best <code>10+2</code>, when shadow on 1st, 2nd or 3rd row. But Opp may counter with barrel one square up.
* '''bowler''' (-2): play at <code>10+2</code>.
* '''bowler''' (-2): play at <code>10+2</code>.
* '''MK''' (-4): play at <code>10+2</code> when shadow touches the river.
* '''megaknight''' (-4): play at <code>10+2</code> when shadow touches the river.
* '''espirit''', '''fspirit''': ??? (!zap)
* '''electrospirit''', '''firespirit''': ??? (!'''zap''')
* Bait deck (eg. '''barrel + princess'''): do NOT log the princess!
* Bait deck (eg. '''barrel + '''princess'''): do NOT log the '''princess'''!


;Prediction
;Prediction
Line 1,018: Line 1,018:
* tbc
* tbc
|
|
* +2 trade: '''Skarmy'''.
* +2 trade: '''skeletonarmy'''.
* +2 trade: '''Spear goblins''' (any damage ?).
* +2 trade: '''Spear '''goblins''' (any damage ?).
|-
|-
! colspan=3 style="text-align: left; color: fuchsia;" | 6 elixir
! colspan=3 style="text-align: left; color: fuchsia;" | 6 elixir
Line 1,050: Line 1,050:
|
|
From YersonCz gameplay:
From YersonCz gameplay:
* '''hogrider''': 0-3 is earthquake safe distance. Otherwise 3-3.
* '''hogrider''': 0-3 is '''earthquake''' safe distance. Otherwise 3-3.
* '''Royal Giant''': 4-3 (from anywhere). Perfect with '''skeletons + musketeer'''.
* '''royalgiant''': 4-3 (from anywhere). Perfect with '''skeletons''' + '''musketeer'''.


|
|
Line 1,060: Line 1,060:
* Pro seems to play frequently at (4-2).
* Pro seems to play frequently at (4-2).
* Play at 4-2 (or symm. 4-3)
* Play at 4-2 (or symm. 4-3)
* 3-4: Against troop that targets building, if opp plays them on the middle. Eg. Ideal against '''EGiant'''.
* 3-4: Against troop that targets building, if opp plays them on the middle. Eg. Ideal against '''electrogiant'''.
* 5-2: Against '''Dart Goblin''' (because dartgob can snipe at 4-2 or 4-3 from bridge...).
* 5-2: Against '''dartgoblin''' (because '''dartgoblin''' can snipe at 4-2 or 4-3 from bridge...).
;[https://www.youtube.com/watch?v=eDifrfcA8h4 Best tips (Carl the Legend)]
;[https://www.youtube.com/watch?v=eDifrfcA8h4 Best tips (Carl the Legend)]
* '''Hog''': 3-3 placement when expecting hog. When not, play 2+4 (is 2+3 / 2+2 ok ? At least TS must be IN THE WAY).
* '''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).
* '''ESpirit''': 10+1 placement, when tower shoots first arrow (spirit at 3rd square). Only early in game, if tower still has lot hp.
* '''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).
* '''GY''': 10+3 placement, on tower with much less hp (don't play if they are even because opp would choose other tower).
* '''EGiant''': wait EG (eg. LH 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.
* '''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.
* '''Gobbarrel''': 10+3 placement (to also avoid opp cycling his Log).
* '''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).
* '''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 '''tombstone''' already at 4-3, kite the '''balloon''' to the '''tombstone''' with a lateral '''fireball''', no more defense needed (if both towers shoot).
:If loon after lava, put tombstone, then '''fireball''' balloon when it comes back (eg. aim 4+1, ie. blast circle at level of balloon's 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?
:If '''balloon''' after lava, put '''tombstone''', then '''fireball''' '''balloon''' when it comes back (eg. aim 4+1, ie. blast circle at level of '''balloon'''s 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''': Don't play in the middle, because rider will charge and destroy in one hit. Play instead 3+4 (skellies will spawn).
* '''ramrider''': Don't play in the middle, because rider will charge and destroy in one hit. Play instead 3+4 (skellies will spawn).
* '''Skarmy''': Play 6-2. Predict this move when eg. playing Lava in the back.
* '''skeletonarmy''': Play 6-2. Predict this move when eg. playing Lava in the back.
* '''EBarbs''': Play 5-2.
* '''elitebarbarians''': Play 5-2.
;More (from Carl videos)
;More (from Carl videos)
* '''Earthquake''': Play 0-3.
* '''earthquake''': Play 0-3.
* Against '''Giant+skarmy''' in the pocket: play at 6-0, then '''fireball''' [https://www.youtube.com/watch?v=YBCEjaz_Wpo&t=1985s].
* Against '''giant'''+'''skeletonarmy''' in the pocket: play at 6-0, then '''fireball''' [https://www.youtube.com/watch?v=YBCEjaz_Wpo&t=1985s].
* '''MK''' / '''fisherman''': tombstone 6-2.
* '''megaknight''' / '''fisherman''': '''tombstone''' 6-2.
* '''royalghost''': tombstone 6-2 or 7-2.
* '''royalghost''': '''tombstone''' 6-2 or 7-2.
* '''RG''' in the pocket: tombstone 3-2! This pushes the RG.
* '''RG''' in the pocket: '''tombstone''' 3-2! This pushes the RG.
* '''Golem''': Play 4-3 early, then lava same lane (to tank while we defend the golem) (see golem tip video).
* '''golem''': Play 4-3 early, then lava same lane (to tank while we defend the '''golem''') (see '''golem''' tip video).
:* '''Golem''': play same lane, such that skeleton piles up. In which video this was?
:* '''golem''': play same lane, such that skeleton piles up. In which video this was?
:* '''PEKKA''': also must play so that skeletons go to the PEKKA. But where?
:* '''pekka''': also must play so that '''skeletons''' go to the '''pekka'''. But where?
* '''lumber+ebarbs''' bridge: '''skeletondragons''' 7+4 (outer), and '''tombstone''' 3-3 (for ebarbs kite, also out of arrows range).
* '''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.
* '''valkyrie''': deep '''tombstone''' 5-2 flawless.
;More (from me):
;More (from me):
* '''RG''': 4-3 still attract RG, but 2 shots kill it.
* '''RG''': 4-3 still attract RG, but 2 shots kill it.
* '''Ramrider''': 4-4 (!) when coming from center, 4-3 if from front / outer.
* '''ramrider''': 4-4 (!) when coming from center, 4-3 if from front / outer.
|-
|-
! colspan=3 style="text-align: left; color: fuchsia;" | 4 elixir
! colspan=3 style="text-align: left; color: fuchsia;" | 4 elixir
Line 1,095: Line 1,095:
* tbc
* tbc
|
|
* '''tombstone''': play at 6-2 (usually opp will fireball)
* '''tombstone''': play at 6-2 (usually opp will '''fireball''')
|-
|-
! Tesla
! Tesla
Line 1,117: Line 1,117:
! Goblin Cage
! Goblin Cage
|
|
* '''Giant''' (middle): 4-4!
* '''giant''' (middle): 4-4!
|
|
* tbc
* tbc
Line 1,151: Line 1,151:
! X-Bow
! X-Bow
|
|
* Against golem/egiant, if opp plays 4-elixir card, play '''X-bow''' opposite lane [https://www.youtube.com/watch?v=uc2u-HMVajI&t=900s].
* Against '''golem'''/'''electrogiant''', if opp plays 4-elixir card, play '''xbow''' opposite lane [https://www.youtube.com/watch?v=uc2u-HMVajI&t=900s].
* 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.
* 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.
|
|
* '''IDrag''' if Xbow is high.
* '''infernodragon''' if '''xbow''' is high.
|-
|-
! colspan=3 style="text-align: left; color: fuchsia;" | 7 elixir
! colspan=3 style="text-align: left; color: fuchsia;" | 7 elixir
Line 1,166: Line 1,166:


=== King's activation ===
=== King's activation ===
* Against Firecracker: when Fc at N14, and Baby Dragon at K07/K08 when shooting.
* Against '''firecracker''': when Fc at N14, and '''babydragon''' at K07/K08 when shooting.


=== Unit/building placement ===
=== Unit/building placement ===
Line 1,191: Line 1,191:
; Fandom "y-x placement"
; Fandom "y-x placement"
* Used on Fandom wiki.
* Used on Fandom wiki.
* Principle is <code>(distance from River)-(distance from Princess tower)</code>.
* Principle is <code>(distance from River)-(distance from P tower)</code>.
:* So <code>7-2</code> for Tombstone would mean I05 or H05, <code>5-2</code> would mean I07 or H07.
:* So <code>7-2</code> for '''tombstone''' would mean I05 or H05, <code>5-2</code> would mean I07 or H07.
:* <code>7-0</code> for a troop would mean next to tower, right behind north edge.
:* <code>7-0</code> 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.
* In case of building, we take the distance between the building edge, not the bottom left corner.
:* When building is in front of princess 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)'''.
:* 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"
; Extended "y-x placement"
Line 1,214: Line 1,214:
== Commented game ==
== Commented game ==
; Against DIOS (lvl 8, challenge)
; 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.
* 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).
* 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.
* 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 have lot of elixir still alive, when opponent has nothing.
* We play a fire archer, to protect against aerial stuff if any.
* We play a fire archer, to protect against aerial stuff if any.


;Commented game - Against Dinho (lvl 5, arena 4, battle)
;Commented game - Against Dinho (lvl 5, arena 4, battle)
* I play Musketeer as first card, ok.
* 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?)
* 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 Musketer continue. Now we spent lot of elixir, and are weak against counter push.
* 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.
* Opp. play '''pekka''' behind '''giant''', and '''knight'''.
* We play Minions, but too far. Should have waited for ennemy to come closer to tower.
* We play '''minions''', but too far. Should have waited for ennemy to come closer to tower.


;Commented game - Against Aldobaglio (lvl 10)
;Commented game - Against Aldobaglio (lvl 10)
* Was playing with witch, loon, ewiz, ram rider, bats, goblin gang, snowball, tesla.
* Was playing with '''witch''', '''balloon''', '''electrowizard''', '''ramrider''', '''bats''', '''goblingang''', '''giantsnowball''', '''tesla'''.
* Witch + loon ok, but must play loon as close as possible to bridge (or Opp has more time to react).
* '''witch''' + '''balloon''' ok, but must play '''balloon''' as close as possible to bridge (or Opp has more time to react).
* Snowball against MegaK was useless. Lose 2 elixir, and MK only loses 1 hit.
* '''giantsnowball''' against '''megaknight''' was useless. Lose 2 elixir, and '''megaknight''' only loses 1 hit.
* Use Ewiz damage when it spawns.
* Use '''electrowizard''' damage when it spawns.
* Ram Rider against Princess very good.
* '''ramrider''' against '''princess''' very good.


== TV Royale ==
== TV Royale ==
;Miscellaneous
;Miscellaneous
* Bomber: Play in front on king castle, in particular when other building in the middle. Very effective to defend.
* '''bomber''': Play in front on K tower, 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.
* '''tornado''': to break apart some defensive troop (eg. disconnect a '''infernodragon'''), or to concentrate troop when there is '''bomber''' that can attack.
* X-Arc:
* X-Arc:
:* how to counter? a ice golem to distract then a barbarian barrel. Hunter can also attack. The Log + Earthquake + eg. bomber.
:* how to counter? a '''icegolem''' to distract then a barbarianbarrel. '''hunter''' can also attack. '''thelog''' + '''earthquake''' + eg. '''bomber'''.
* 3 musketeer: countered by a tesla in the middle, shot by P tower and 3 skeletons on them to distract.
* 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,
* 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 '''mortar''': '''miner''' in middle our tower, start moving, and '''mortar''' always miss it.
* Against Canon cart: Guards are good counter (2 stay alive).
* Against '''cannon''' cart: '''guards''' are good counter (2 stay alive).
* Push with Lava hound: Play miner against tower before hound explodes, so that tower spots the miner and puppies are free to attack.
* 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 LH: Flying machine, Baby dragon.
:* Can be played with '''lavahound''': '''flyingmachine''', '''babydragon'''.
* Defend with tesla:
* Defend with '''tesla''':
:* Nice to attract troop.
:* Nice to attract troop.
:* Add defense, like goblin gang close to it, so they can attack troops coming from both side. Princess is also a nice one.
:* Add defense, like '''goblingang''' close to it, so they can attack troops coming from both side. '''princess''' is also a nice one.
* '''princess''':
* Princess:
:* Usually a bait for Miner. Miner can be countered with skeleton army, or goblin gang. Be ready to play either one as soon as miner is launched.
:* 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.
* Against Inferno Dragon:
* Against '''infernodragon''':
:* Spam unit very good to distract (eg. Skel army).
:* Spam unit very good to distract (eg. Skel army).
* Hog rider at bridge (in fact, one square outside the lane, so that HR jumps).
* '''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.
:* Response is '''tombstone''' next to tower, on HR path. HR put one hit, then killed by Skel.
* Push with Lava + I Dragon.
* Push with Lava + I Dragon.
:* Counter by Fireball so that to kill LH + almost idrag. Add a Wizard (middle, but so that he moves to other lane) to distract idrag.
:* 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.
:* When pups are being killed, add '''balloon''' + '''minions''' behind. This killed the tower.
* With 2.6 deck:
* With 2.6 deck:
:* Against Princess, Cannon at I14 or J14 (or H14, K14).
:* Against '''princess''', '''cannon''' at I14 or J14 (or H14, K14).
:* Against G Barrel, The Log.
:* Against '''goblinbarrel''', '''thelog'''.
:* Keep troops well separated, to avoid FB bait.
:* Keep troops well separated, to avoid FB bait.
:* Against Valkyrie, Ice spirit when she's shot by tower. Skel also good distract but not on her, she must not kill them in one shot.
:* 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 Hog Rider, use FB to kill defender (prepare for it, this will eat tower too!).
:* Cycle the '''hogrider''', use FB to kill defender (prepare for it, this will eat tower too!).
::* If I tower, foresee a ice spirit, so that Hog can kill it (this also allows cycling HR faster then).
::* If '''infernotower''', foresee a '''icespirit''', so that '''hogrider''' can kill it (this also allows cycling HR faster then).
::* If I tower too close of river, use skel to distract her, then Hog Rider.
::* If '''infernotower''' too close of river, use skel to distract her, then '''hogrider'''.
::* (Maybe I tower can be FB too?)
::* (Maybe '''infernotower''' can be FB too?)
::* Change HR push: sometimes with Ice Golem, sometimes with Skel. Sometimes add Musketeer as support.
::* Change HR push: sometimes with '''icegolem''', sometimes with Skel. Sometimes add '''musketeer''' as support.
:* Ice Spirit at bridge may hit tower.
:* '''icespirit''' at bridge may hit tower.
:* Against I drag, Ice golem on n1-n5 tower side good to distract.
:* Against '''infernodragon''', '''icegolem''' on n1-n5 tower side good to distract.




;skully - playing with goblin barrel, tesla, princess, goblin gang, ice spirit, valkyrie, the log, rocket
;skully - playing with '''goblinbarrel''', '''tesla''', '''princess''', '''goblingang''', '''icespirit''', '''valkyrie''', '''thelog''', '''rocket'''
* Play goblin barrel regularly (eg. as first card) to take damage.
* Play '''goblinbarrel''' regularly (eg. as first card) to take damage.
* Against mega knight: play tesla in middle, then Valkyrie at bridge, behing MK to slow it down (it is killed by tower, tesla and valkyrie).
* Against '''megaknight''': play '''tesla''' in middle, then '''valkyrie''' at bridge, behind '''megaknight''' to slow it down (it is killed by tower, '''tesla''' and '''valkyrie''').
* Against mini PEKKA: goblin gang close to tesla to attract mini pekka.
* Against '''minipekka''': '''goblingang''' close to '''tesla''' to attract '''minipekka'''.
* Rocket against tower, witch and elixir golem (hitting all three of them).
* '''rocket''' against tower, '''witch''' and '''elixirgolem''' (hitting all three of them).


;iosama - playing fireball, zappies, flying machine, cage, hogs, e-spirit, B barrel, recruits.
;iosama - playing '''fireball''', '''zappies''', '''flyingmachine''', cage, hogs, e-spirit, B barrel, recruits.
* Always play zappies between tower (so they split), or behind castle.
* Always play '''zappies''' between tower (so they split), or behind K tower.
:* To defend, drop when ennemy on bridge.
:* To defend, drop when ennemy on bridge.
* Play recruits in the back.
* Play recruits in the back.
* FB against mother witch.
* FB against '''motherwitch'''.
* Cage against hogs. Add zappies if needed, close to castle.
* Cage against hogs. Add '''zappies''' if needed, close to K tower.
:* Note that Goblin Browler hits very hard! (279 @ level 9)
:* Note that Goblin '''bowler''' hits very hard! (279 @ level 9)
* Play hogs in middle, close to river.
* Play hogs in middle, close to river.
* e-spirit to distract (eg. against mega-knight).
* e-spirit to distract (eg. against '''megaknight''').


;saed - playing with hound/miner/inferno D, barbarian, skel D, zap, arrows.
;saed - playing with '''lavahound'''/'''miner'''/inferno D, barbarian, skel D, '''zap''', '''arrows'''.
* Direct push balloon then hound.
* Direct push '''balloon''' then '''lavahound'''.
* Push Inferno D in the back, then add barbarian at bridge.
* Push Inferno D in the back, then add barbarian at bridge.
* Skel D to defend.
* Skel D to defend.
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! width=520px | Ladder deck (2021-12-06 onwards, arena 15)
! width=520px | Ladder deck (2021-12-06 onwards, arena 15)
| rowspan=2 |
| rowspan=2 |
* Played a bit in arena 14 (2021-09-13), Was a bit easier to play than Boris' deck below, but difficult to manage the SkullyDrags, who are very fragile.
* 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 [https://royaleapi.com/player/YY2RJ20P/battles CMG Asuna].
* (2021-11-10) Played by [https://royaleapi.com/player/YY2RJ20P/battles CMG Asuna].
* (2021-11-21) Played by Carl The Legend (see [https://www.twitch.tv/videos/1210755076 2021-11 twich royal tournament])
* (2021-11-21) Played by Carl The Legend (see [https://www.twitch.tv/videos/1210755076 2021-11 twich royal tournament])


* hog: play tombstone in lane.
* '''hogrider''': play '''tombstone''' in lane.
:* play lava opp. lane.
:* play lava opp. lane.
:* play mega to defend lava.
:* play mega to defend lava.
:* after fb on lava, balloon + guards opp lane.
:* after fb on lava, '''balloon''' + '''guards''' opp lane.
* on exec in the back: balloon spam opp lane. If ewiz / tornado: guards. On Ex, '''megaminion'''.
* on exec in the back: '''balloon''' spam opp lane. If '''electrowizard''' / '''tornado''': '''guards'''. On Ex, '''megaminion'''.
:* Against lumberloon spam: skeldrag 5+3
:* Against '''lumberjack'''+'''balloon''' spam: '''skeletondragons''' 5+3
:* On ex middle, '''fireball''' sideways (on him + tower) to push him further.
:* On ex middle, '''fireball''' sideways (on him + tower) to push him further.
* Mostly play tombstone at 4-2 or 4-3.
* Mostly play '''tombstone''' at 4-2 or 4-3.
:* against MK, tombstone at 7-2
:* against '''megaknight''', '''tombstone''' at 7-2
:* Against elixir golem, tombstone 4-4 still attracts it!
:* Against '''elixirgolem''', '''tombstone''' 4-4 still attracts it!
* Against Witch: balloon on opp lane. Then on Witch, Megaminion on her.
* 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.
* 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:
* Tips:
:* Balloon + guard bridge spam.
:* '''balloon''' + guard bridge spam.
:* Against mortar: '''tombstone''' at 6-2 (will fireball, hence we can play skullies).
:* 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.
:* 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
* Hard-counters: What can we do against
:* xbow, tesla, rocket, thelog, archerqueen, valkyrie, electrospirit, tornado
:* '''xbow''', '''tesla''', '''rocket''', '''thelog''', '''archerqueen''', '''valkyrie''', '''electrospirit''', '''tornado'''
:: electrospirit + rocket annihilates balloon (it seems)
:: '''electrospirit''' + '''rocket''' annihilates '''balloon''' (it seems)
* Some interactions:
* Some interactions:
:* '''Lava + loon''': 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.
:* '''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):
* Hard-counters (when playing '''valkyrie''' + '''arrows'''):
:* skarmy, zap, icegolem, princess, hogrider, infernotower, minionhorde, rocket
:* '''skeletonarmy''', '''zap''', '''icegolem''', '''princess''', '''hogrider''', '''infernotower''', '''minionhorde''', '''rocket'''
:: (golem blocks our support troop, tower / horde tear down our lava / balloon)
:: ('''golem''' blocks our support troop, tower / horde tear down our lava / '''balloon''')
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! Ladder deck 4.3 (2021-11-01 onwards, arena 15)
! Ladder deck 4.3 (2021-11-01 onwards, arena 15)
| rowspan=2 |
| rowspan=2 |
* Variant from ''Rakan love Lava'', where '''fireball''' replaces arrows.
* Variant from ''Rakan love Lava'', where '''fireball''' replaces '''arrows'''.
* Played the whole Nov 21 season with this deck, reached 5634 trophees.
* Played the whole Nov 21 season with this deck, reached 5634 trophees.
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* Deck from [https://www.youtube.com/watch?v=oln0EnnefWA CLASHwithSHANE], used to reach Legendary arena (arena 15).
* Deck from [https://www.youtube.com/watch?v=oln0EnnefWA CLASHwithSHANE], used to reach Legendary arena (arena 15).
* '''fireball''' to one-shot some defenders, '''zap''' to reset idrag / itower, or to ''reset targetting'' some troops (like mini PEKKA, 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.
* '''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.
* '''Ebarbs''' for '''defense mainly''', but also as quick punishment at bridge if opponent over commit (he is at 0 elixir).
* '''elitebarbarians''' for '''defense mainly''', but also as quick punishment at bridge if opponent over commit (he is at 0 elixir).
* '''Lava hound''' as main tank. Use it to ''build a push'', or as a ''shield'' to protect princess 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 idrag), or before LH pops, send '''Miner''' to tank the damage and get value from puppies.
* '''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 MK, combined with '''Idrag'''.
* '''miner''' to snipe some defending troop, or as a tank for puppies. Also effective against '''megaknight''', combined with '''infernodragon'''.
* '''Skarmy''' effective against Ewiz, PEKKA and Mini-PEKKA, Knight, Hog rider, Royal hogs, Gobarrel... '''NOT EFFECTIVE''' against Dark Knight, Princess if far, Wiz, Witch.
* '''skeletonarmy''' effective against '''electrowizard''', '''pekka''' and '''minipekka''', '''knight''', '''hogrider''', '''royalhogs''', '''goblinbarrel'''... '''NOT EFFECTIVE''' against '''darkprince''', '''princess''' if far, '''wizard''', '''witch'''.
Don't:
Don't:
* If opp has '''Cannon''', don't play '''ebarbs''', at least if both towers are up. They'll be attracted, and most likely killed for no gain.
* 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:
Some Counters:
* '''Xbox''': best counter is '''IDrag'''. If with Tesla, '''Fireball''' and/or '''Baby Dragon'''.
* '''Xbox''': best counter is '''infernodragon'''. If with '''tesla''', '''fireball''' and/or '''babydragon'''.
* Played the whole Oct 21 season, reached ~5400 trophees.
* Played the whole Oct 21 season, reached ~5400 trophees.
* Challenge: Won 4 times.
* Challenge: Won 4 times.
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* Very offensive deck (4.1 avg).
* Very offensive deck (4.1 avg).
* Tombstone against Prince.
* '''tombstone''' against '''prince'''.
:* Q?: Can we put tombstone close to castle so that to force activation of castle (eg. if opponent uses fireball or executioner?).
:* 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 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.
* '''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 Goblin barrel). For these, use dragons or barbarians.
* '''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.
* Skeleton dragon: lot of damage, but very weak. DO NOT USE Skel D AGAINST '''wizard''' OR '''executioner''' AND ALIKE.
* Inferno dragon: can be used as first card. Ideal if opp put a big troop on same side. If possible then a lava hound on front to distract all units that could attack Inferno D.
* '''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 Inferno D.
* '''WHAT THE FUCK CAN I DO AGAINST THE WITCH?'''
* '''WHAT THE FUCK CAN I DO AGAINST THE '''witch'''?'''
:* Answers: let it come to the bridge, use LH 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 LH as support.
:* 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.
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! Ladder deck (played until 2021-09-12)
! Ladder deck (played until 2021-09-12)
| rowspan=2 |
| rowspan=2 |
* '''Zap''' against Inferno D or T. However requires another offensive aerial troop (like Minion).
* '''zap''' against Inferno D or T. However requires another offensive aerial troop (like Minion).
* Was a bit hard to play.
* Was a bit hard to play.
* Played by CHN | Boris (8PQRQG90C, reached #37 in TV).
* Played by CHN | Boris (8PQRQG90C, reached #37 in TV).
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! Ladder deck (played since 2021-09-01)
! Ladder deck (played since 2021-09-01)
| rowspan=2 |
| rowspan=2 |
* My first LH deck, made by my coach ;-). Was very effective and fun to play.
* My first '''lavahound''' deck, made by my coach ;-). Was very effective and fun to play.
* 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. '''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 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 '''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
* Push / counter-push
:* Main push: lava hound and balloon behind.
:* Main push: '''lavahound''' and '''balloon''' behind.
:* Bomber + mega-minion or Bomber + valkyrie may also do lot of damage.
:* '''bomber''' + mega-minion or '''bomber''' + '''valkyrie''' may also do lot of damage.
:* Lava hound + minions also deadly. Minions could be used to defend then catch up LH for counter-push.
:* '''lavahound''' + '''minions''' also deadly. '''minions''' could be used to defend then catch up '''lavahound''' for counter-push.
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* Play mainly defensively.
* Play mainly defensively.
* Goal is to distract ennemy, making sure ennemy towers are aiming at eg. Giant Skeleton, then throw Goblin Barrel on same tower (who will then do lot of damage until giant is killed).
* 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 Goblin Barrel.
* Watch what kind of defense any has against '''goblinbarrel'''.
|-
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| [[File:Clash_royale-deck-battle-20210821.png]]
| [[File:Clash_royale-deck-battle-20210821.png]]
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* Play mainly defensively.
* 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.
* Put a '''giant''' at the bottom of the map. '''giant''' may slow down an ennemy attack by taking damage, and/or build a counter-push by putting behind a '''musketeer'''.
* Against Barbarian Barrel: Bomber, Arrows, Minions, Skeleton Army.
* Against barbarianbarrel: '''bomber''', '''arrows''', '''minions''', '''skeletonarmy'''.
* Skeleton Army ideal against Knight. But it opponent plays Knight a mass area defender (eg. Valkyrie or Baby dragon), play first Minions to get the spot, then the army on the Knight.
* '''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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| [[File:Clash_royale-deck-battle-20210819.png]]
| [[File:Clash_royale-deck-battle-20210819.png]]
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* Played from 2021-11-15, consistent 2 or 3 wins.
* Played from 2021-11-15, consistent 2 or 3 wins.
* 3rd deck: [https://royaleapi.com/content/sirtagcr?id=9WyXEhR4JzY] (from royaleapi.com)
* 3rd deck: [https://royaleapi.com/content/sirtagcr?id=9WyXEhR4JzY] (from royaleapi.com)
* Next: replace 3rd with elixir golem deck?
* Next: replace 3rd with '''elixirgolem''' deck?
W52/21: ...., v--v, vv-v, vv-v, v--v, v---, --vv
W52/21: ...., v--v, vv-v, vv-v, v--v, v---, --vv
W01/22: v--v, v--v, vv--, v-v-, vv-v, v-vv, vvv-
W01/22: v--v, v--v, vv--, v-v-, vv-v, v-vv, vvv-
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! width=520px | Ladder deck (2021-12-21, played from arena 10 to 14)
! width=520px | Ladder deck (2021-12-21, played from arena 10 to 14)
| rowspan=2 |
| rowspan=2 |
* Hog rider 2.6 cycle, well-known meta deck
* '''hogrider''' 2.6 cycle, well-known meta deck
* (mid-jan 2022) Played whole arena 10, and reached 11 with hog 9, musk 10, golem 9, spirit 9, skel 9, cannon 10, fb 10, log 10 (king 8). Was very though.
* (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.
* (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 hog 11, musk 11, golem 10, spirit 10, skel 10, cannon 12, fb 12, log 12 (king 9). Was quite easy with that card level.
* (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: hog 11, musk 12, golem 10, spirit 10, skel 11, cannon 12, fb 12, log 12 (king 9).
* Currently: '''hogrider''' 11, '''musketeer''' 12, '''golem''' 10, spirit 10, skel 11, '''cannon''' 12, fb 12, log 12 (king 9).
:* fb+log+fb: 552 hp (14 elix); log+fb+log: 420 hp (12 elix); hog: 318 hp (4 elix).
:* fb+log+fb: 552 hp (14 elix); log+fb+log: 420 hp (12 elix); '''hogrider''': 318 hp (4 elix).
|-
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! width=520px | Ladder deck (2021-12-14, played in arena 5, 6, 7, 8 and 9)
! width=520px | Ladder deck (2021-12-14, played in arena 5, 6, 7, 8 and 9)
| rowspan=2 |
| rowspan=2 |
* Best deck for arena 5, but needs the Prince (12 wins, 4 lose from 1380 trophees to 1613 trophees).
* 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.
:* 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.
* 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, skarmy 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.
:* 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 worked ok in arena 7 (same level as above).
* Also ok in arena 8 and 9.
* 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.
:* 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, skarmy 8, prince 9, witch 9, minipekka 8, valkyrie 8, babydragon 9, zap 6, fireball 9.
:* 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 hog rider 2.6 cycle deck.
* More tough in arena 10, switch to '''hogrider''' 2.6 cycle deck.
; Synergies:
; Synergies:
:* Push with valkyrie + Prince, like add Prince when valkyrie at the bridge.
:* Push with '''valkyrie''' + '''prince''', like add '''prince''' when '''valkyrie''' at the bridge.
:* Or push with valkyrie + minipekka, or baby dragon instead of valkyrie (better put baby a bit behind).
:* 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.
:* 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
;Start
* '''Valkyrie''' or '''Witch''' behind the K tower. Beware if opp cycles his FB, then put in front of K tower.
* '''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.
:* Usually not good to start with '''prince''' or '''minipekka'''.
* Better wait for opp first move. Typically if barrel on tower, best is skarmy or valkyrie in the bottom corner (this kills two goblins instant). Otherwise zap is good also, for 1 elixir less).
* 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.
* First play: '''witch''' in the back always good, because she spawns '''skeletons'''.
* Valkyrie also ok.
* '''valkyrie''' also ok.
* Think however how to defend hog rider, goblin barrel, breakers... (keep a good hand).
* Think however how to defend '''hogrider''', '''goblinbarrel''', breakers... (keep a good hand).
;General
;General
* Minipekka to remove mini tank, or to insta kill support troop (like wizard), before defending with skarmy.
* '''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.
* '''Count the elixir difference'''. DO NOT BE TOO LOW.
* Against infernotower: witch seems to work best.
* Against '''infernotower''': '''witch''' seems to work best.
* If cannot push, use something different. Wait for skarmy or swarm unit out of cycle, and spam prince or minipekka. If area killer out of cycle, spam skarmy at bridge. This can also be used to bait a response.
* 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.
* 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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* A deck that somebody beaten me hard with.
* 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).
* 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 '''Valk''' along with '''Prince''', so that Valk get rid of swarm.
* Think synergy: put '''valkyrie''' along with '''prince''', so that '''valkyrie''' get rid of swarm.
* Defend the Musketeer, eg if opp plays baby, play Musk, then Baby on his baby to distract.
* Defend the '''musketeer''', eg if opp plays baby, play '''musketeer''', then Baby on his baby to distract.
* Punish with mini PEKKA if opp over commits (I guess in particular in x1).
* Punish with '''minipekka''' if opp over commits (I guess in particular in x1).
* Against gobbarrel, better defend with valk or army (keep arrows to counter opp defense).
* Against '''goblinbarrel''', better defend with '''valkyrie''' or army (keep '''arrows''' to counter opp defense).
* Always send a ground troop with support against aerial.
* 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 skarmy out of baby attack zone but still to aggro the prince.
* 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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! width=520px | Ladder deck (2021-12-10, played from arena 3)
! width=520px | Ladder deck (2021-12-10, played from arena 3)
| rowspan=2 |
| rowspan=2 |
* Changed minions against Baby dragon, for a bit more swarm counter.
* Changed '''minions''' against '''babydragon''', for a bit more swarm counter.
* Played from arena 3.
* 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.
* '''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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! width=520px | Ladder deck (2021-12-10, played in arena 1 and 2)
! width=520px | Ladder deck (2021-12-10, played in arena 1 and 2)
| rowspan=2 |
| rowspan=2 |
* Deck used early, when got the Prince.
* Deck used early, when got the '''prince'''.
* Maybe a bit missing swarm counter. Also spear goblins and minions are both vulnerable to arrows.
* Maybe a bit missing swarm counter. Also spear '''goblins''' and '''minions''' are both vulnerable to '''arrows'''.
* Played until arena 3.
* Played until arena 3.
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[[File:cr-babydragon.png|60px]]
[[File:cr-babydragon.png|60px]]
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*4th deck: try to bait arrows with skarmy, then play gobarrel.
*4th deck: try to bait '''arrows''' with '''skeletonarmy''', then play '''goblinbarrel'''.
* Use 2 legendaries in 2nd deck to boost level.
* Use 2 legendaries in 2nd deck to boost level.
W52/21: ...., v..v, -..-, -..v, -..v, v..v, -..-
W52/21: ...., v..v, -..-, -..v, -..v, v..v, -..-
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<!-- skip -->
<!-- skip -->
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* Deck 1 as hog 2.6.
* Deck 1 as '''hogrider''' 2.6.
* Deck 4 moved to pos 2.
* Deck 4 moved to pos 2.
* Using double princes for deck 4
* Using double princes for deck 4
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| rowspan=2 |
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* Best lava deck last season played by EA Rakan Lava (#9, L9P08G82U, [https://www.youtube.com/channel/UCLVoU4uacu0mzo2jiLYL55A/featured YouTube]). Played this season by FRANK ALICIA (#13, 8U00VQRLC), <c3>Kou<c4>bele (#106, YQJL8PPG)
* Best lava deck last season played by EA Rakan Lava (#9, L9P08G82U, [https://www.youtube.com/channel/UCLVoU4uacu0mzo2jiLYL55A/featured YouTube]). Played this season by FRANK ALICIA (#13, 8U00VQRLC), <c3>Kou<c4>bele (#106, YQJL8PPG)
* '''Balloon''': Played in front of Skdrag, it is pushed forward faster! Balloon can also be used as mini-tank, eg. to protect the puppies, or to protect minions / horde behind.
* '''balloon''': Played in front of Skdrag, it is pushed forward faster! '''balloon''' can also be used as mini-tank, eg. to protect the puppies, or to protect '''minions''' / horde behind.
* '''Miner''': When playing for tank, don't play on tower but '''play at 5-2''' inside placement (front of K) to tank damage of troop first (eg. if opp plays a defending troop low enough in front of K tower)
* '''miner''': When playing for tank, don't play on tower but '''play at 5-2''' inside placement (front of K) to tank damage of troop first (eg. if opp plays a defending troop low enough in front of K tower)
* Alternative: '''IDrag''' <-> '''Horde''', '''SkDrag''' <-> '''Minions'''.
* Alternative: '''infernodragon''' <-> '''Horde''', '''SkDrag''' <-> '''minions'''.
:* Deck with horde is super aggressive: usually go for trade.
:* Deck with horde is super aggressive: usually go for trade.
* Against Golem: Play Barbarian @ bridge, then Miner on tower (5-1 inside placement, not sure why) -> tower down.
* Against '''golem''': Play Barbarian @ bridge, then '''miner''' on tower (5-1 inside placement, not sure why) -> tower down.
* Replay [https://www.youtube.com/watch?v=-cG23ITlN-g]:
* Replay [https://www.youtube.com/watch?v=-cG23ITlN-g]:
* Replay [https://www.youtube.com/watch?v=4FiP2i8pW2s]:
* Replay [https://www.youtube.com/watch?v=4FiP2i8pW2s]:
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* Replay [https://www.youtube.com/watch?v=HyKkDImvNAw 8000 top8 (15min)]:
* Replay [https://www.youtube.com/watch?v=HyKkDImvNAw 8000 top8 (15min)]:
* Replay [https://www.youtube.com/watch?v=GPfqeCS8rdE 8000k top3 (7min)]:
* Replay [https://www.youtube.com/watch?v=GPfqeCS8rdE 8000k top3 (7min)]:
:* 1st game, opening with '''Lava''', ignore Miner, defend '''Knight''' with '''Barbarians'''. Use '''SkelDrag'''Against '''Dark Prince''' at 3-0 placement and if possible '''Miner''' at same spot to tank damage. Otherwise '''Miner''' to tank damage for Lava Pups. '''Arrows''' to weaken '''EWiz'''. Against tank (like Giant), '''IDrag''' bottom when Giant leaving tower behind, and if Giant defended by '''MegaMinion''', use '''Balloon''' at river to distract it.
:* 1st game, opening with '''lavahound''', ignore '''miner''', defend '''knight''' with '''barbarians'''. Use '''skeletondragons'''Against '''darkprince''' at 3-0 placement and if possible '''miner''' at same spot to tank damage. Otherwise '''miner''' to tank damage for Lava Pups. '''arrows''' to weaken '''electrowizard'''. Against tank (like '''giant'''), '''infernodragon''' bottom when '''giant''' leaving tower behind, and if '''giant''' defended by '''megaminion''', use '''balloon''' at river to distract it.
:* 2nd game, 2 spells, idrag/barbs in hand, so '''Zap''' on tower. Against '''EBarbs + spirit''', '''Barbarians''' dropped on them then ignore if surviver. On '''Giant + Sparky''', '''IDrag''' on Giant, then '''SkelDrag''' on Sparky, but was countered by '''EWiz + Tornado'''. Later '''Barbarians''' on Sparky to remove it. '''Miner''' on King's tower to tank damage for puppies and also protect Barbarians coming up. Later opp still very aggressive, Balloon on King's and Zap to reset the Sparky.
:* 2nd game, 2 spells, '''infernodragon'''/barbs in hand, so '''zap''' on tower. Against '''elitebarbarians''' + spirit''', '''barbarians''' dropped on them then ignore if surviver. On '''giant''' + '''sparky''', '''infernodragon''' on '''giant''', then '''skeletondragons''' on '''sparky''', but was countered by '''electrowizard''' + '''tornado'''. Later '''barbarians''' on '''sparky''' to remove it. '''miner''' on King's tower to tank damage for puppies and also protect '''barbarians''' coming up. Later opp still very aggressive, '''balloon''' on King's and '''zap''' to reset the '''sparky'''.
:* 3rd game: LH, Loon, Zap, Miner in hand, play '''Lava''' as 1st card. Opp with '''Sparky''' and '''GobGiant''', countered with '''SkelDrag''' bottom (when Giant on last tile before bridge), then '''Zap''' and '''Barbarians''' on Sparky to reset/kill it. Add a '''Balloon''' on group, and later '''Miner''' between K and P tower to tank damage. 2nd round of '''EBarbs + Heal Spirit''', defended with '''SkelDrag'''. Opp defend with '''EWiz + Rage''', Rakan plays '''Barbarians''' very high center, then '''Arrows''' to weaken EWiz.
:* 3rd game: '''lavahound''', '''balloon''', '''zap''', '''miner''' in hand, play '''lavahound''' as 1st card. Opp with '''sparky''' and '''goblingiant''', countered with '''skeletondragons''' bottom (when '''giant''' on last tile before bridge), then '''zap''' and '''barbarians''' on '''sparky''' to reset/kill it. Add a '''balloon''' on group, and later '''miner''' between K and P tower to tank damage. 2nd round of '''elitebarbarians''' + '''healspirit''', defended with '''skeletondragons'''. Opp defend with '''electrowizard''' + '''rage''', Rakan plays '''barbarians''' very high center, then '''arrows''' to weaken '''electrowizard'''.
* Replay with Horde [https://www.youtube.com/watch?v=IiOm9t6a7lc]:
* Replay with Horde [https://www.youtube.com/watch?v=IiOm9t6a7lc]:
* Replay with Horde [https://www.youtube.com/watch?v=3yRCu0EGnLQ]:
* Replay with Horde [https://www.youtube.com/watch?v=3yRCu0EGnLQ]:
* Replay with Horde [https://www.youtube.com/watch?v=b5KSmRSpjzQ top1 7896 (22min)]:
* Replay with Horde [https://www.youtube.com/watch?v=b5KSmRSpjzQ top1 7896 (22min)]:
:* 1st game (Horde): both spells, miner, minion in hand, play '''Zap''' on opp's '''Goblins'''. Now Barbs in hand. Wait. At 1'20, '''Miner''' on tower, countered with '''Valkyrie''', which is then defended with '''Minions''' at bridge. Opp. plays '''MArcher''' and '''Breakers''' and '''Miner''', Breakers killed with '''Arrows''' (I guess here the logic is to counter V with M for +1 trade, and -1 trade against Breakers to avoid too much damage). '''Lava''' opposite lane, while on other lane wait for Miner + (new) Goblins, Marcher killed by tower, to play '''Horde''' against a new '''Valkyrie'''. On lava lane, '''Balloon''' right behind at bridge, then '''Minions''' and '''Zap''' to kill '''Spear Goblins'''. Then '''Miner''' and '''Horde''' on same lane. Finally a 2nd '''Lava''', and '''Balloon''', because in fact opp cannot make deadly attack anyway.
:* 1st game (Horde): both spells, '''miner''', minion in hand, play '''zap''' on opp's '''goblins'''. Now Barbs in hand. Wait. At 1'20, '''miner''' on tower, countered with '''valkyrie''', which is then defended with '''minions''' at bridge. Opp. plays '''MArcher''' and '''Breakers''' and '''miner''', Breakers killed with '''arrows''' (I guess here the logic is to counter V with M for +1 trade, and -1 trade against Breakers to avoid too much damage). '''lavahound''' opposite lane, while on other lane wait for '''miner''' + (new) '''goblins''', Marcher killed by tower, to play '''Horde''' against a new '''valkyrie'''. On lava lane, '''balloon''' right behind at bridge, then '''minions''' and '''zap''' to kill '''Spear '''goblins'''. Then '''miner''' and '''Horde''' on same lane. Finally a 2nd '''lavahound''', and '''balloon''', because in fact opp cannot make deadly attack anyway.
:* 2nd game (Horde): Lava, Barbs, Minions, Arrows in hand, play '''Lava'''. Opp plays '''Miner''' and '''Guards''' opposite lane, countered at 5+2 with '''Barbs'''. Opp plays a '''DartGob''' center, weakened by Barbs, and finished with '''Zap'''. On Lava lane, send '''Horde''' at bridge, against '''Bats''' and '''Cannon Cart''', and a '''Miner''' in time to tank damage. Keep pushing '''Lava''' on the same lane, while defending with '''Minions''', '''Horde''', '''Miner''' on the other lane to avoid massive damage, and when possible send a '''Balloon''' on the opposite lane so that opp has no option to defend Lava, which takes tower.
:* 2nd game (Horde): Lava, Barbs, '''minions''', '''arrows''' in hand, play '''lavahound'''. Opp plays '''miner''' and '''guards''' opposite lane, countered at 5+2 with '''Barbs'''. Opp plays a '''dartgoblin''' center, weakened by Barbs, and finished with '''zap'''. On Lava lane, send '''Horde''' at bridge, against '''bats''' and '''cannoncart''', and a '''miner''' in time to tank damage. Keep pushing '''lavahound''' on the same lane, while defending with '''minions''', '''Horde''', '''miner''' on the other lane to avoid massive damage, and when possible send a '''balloon''' on the opposite lane so that opp has no option to defend Lava, which takes tower.
:* 3rd game (Horde): Arrows, Horde, Lava, Miner in hand, play '''Horde''' at tower against a '''Hog Rider'''. '''Lava''' played same lane, opp defend with '''Musketeer''' and '''Cannon'''. Play '''Miner''' against Musketeer, and '''Arrows''' to finish it. Then play '''Balloon''' to tank damage, opp. kills everything with '''Musketeer''' and '''Fireball''', now low on elixir. Wait for 2nd round of '''Hog Rider''', countered with '''Barbs''' (note, Musk was '''Zapped'''), then play '''Lava''' low. Note opp cycle is: Hog Rider, then Skeleton mid river, and Log on bridge. When Lava crosses, '''Minions''' and '''Balloon''' behind (not in hand), and '''Miner''' in the back of P tower. Opp defends with skel, cannon, ice golem, all nice, and manage to activate it's king tower. Opp sends '''Hog Rider''' and '''Ice golem''', defended with '''Barbs''', which are '''fireballed''', which is immediat ely countered with '''Minions'''. On last attempt, solitary '''Hog Rider''' countered with '''Miner''' at tower, and '''Arrows'''.
:* 3rd game (Horde): '''arrows''', Horde, Lava, '''miner''' in hand, play '''Horde''' at tower against a '''hogrider'''. '''lavahound''' played same lane, opp defend with '''musketeer''' and '''cannon'''. Play '''miner''' against '''musketeer''', and '''arrows''' to finish it. Then play '''balloon''' to tank damage, opp. kills everything with '''musketeer''' and '''fireball''', now low on elixir. Wait for 2nd round of '''hogrider''', countered with '''Barbs''' (note, '''musketeer''' was '''Zapped'''), then play '''lavahound''' low. Note opp cycle is: '''hogrider''', then Skeleton mid river, and Log on bridge. When Lava crosses, '''minions''' and '''balloon''' behind (not in hand), and '''miner''' in the back of P tower. Opp defends with skel, '''cannon''', '''icegolem''', all nice, and manage to activate it's K tower. Opp sends '''hogrider''' and '''Ice '''golem''', defended with '''Barbs''', which are '''fireballed''', which is immediat ely countered with '''minions'''. On last attempt, solitary '''hogrider''' countered with '''miner''' at tower, and '''arrows'''.
:* 4th game (Horde): Arrows, Lava, Balloon, Horde in hand, opp plays '''Bandit''', play '''Lava''' opposite lane. Bandit and then '''Breakers''' not countered, but '''Miner''' and '''Spear goblins''' on lava lane countered with '''Arrows'''. '''Bats''' on Lava, defended with '''Minions'''. Opp plays '''Musketeer''' and '''Zap''' in that lane. Play '''Horde''' at 4+5, and immediately '''Balloon''' at 1 +0 on opposite lane. In general, Bandit never defended unless troop available (I guess she dies too quickly after she connects). '''Lava''' played low, then '''Minions''' played very low when Lava shadow is touching 3rd row from river (I guess for opportunity of defense?), and a '''Balloon''' right behind '''Lava''' on river, then '''Miner''' and '''Arrows''' as support. Last push with '''Balloon''', had '''Zap''' in hand to defend against '''Bats'''.
:* 4th game (Horde): '''arrows''', Lava, '''balloon''', Horde in hand, opp plays '''bandit''', play '''lavahound''' opposite lane. '''bandit''' and then '''Breakers''' not countered, but '''miner''' and '''Spear '''goblins''' on lava lane countered with '''arrows'''. '''bats''' on Lava, defended with '''minions'''. Opp plays '''musketeer''' and '''zap''' in that lane. Play '''Horde''' at 4+5, and immediately '''balloon''' at 1 +0 on opposite lane. In general, '''bandit''' never defended unless troop available (I guess she dies too quickly after she connects). '''lavahound''' played low, then '''minions''' played very low when Lava shadow is touching 3rd row from river (I guess for opportunity of defense?), and a '''balloon''' right behind '''lavahound''' on river, then '''miner''' and '''arrows''' as support. Last push with '''balloon''', had '''zap''' in hand to defend against '''bats'''.
:* 5th game (Horde): Lava, Arrows, Balloon, Barbs in hand, play '''Lava''' low. Opp. plays '''Knigh''' opposite lane, then '''Firecracker''' low on Lava's lane, and finally '''Hog Rider''' on Knight's lane. Hog and Knight not defended, but '''Arrows''' on firecracker, and '''Balloon''' behind Lava. This trades tower. Opp plays '''Bomb Tower''', '''Snow Ball''' on Balloon, and '''Firecracker''' low. Play '''Miner''' on Firecracker, countered immediately by '''Knight''' (predicted, good play). Play '''Lava''' opposite lane, while Knight + Firecracker and a new '''Hog Rider''' countered by '''Barbs''', dropped on Knight. '''Firecracker''' countered with '''Arrows''', and '''Balloon''' center high right on '''Bombtower'''. Finish with '''Horde''' center high, and '''Miner''' on K tower, '''Zap''' and '''Arrows''' on new '''Firecracker'''.
:* 5th game (Horde): Lava, '''arrows''', '''balloon''', Barbs in hand, play '''lavahound''' low. Opp. plays '''knight''' opposite lane, then '''firecracker''' low on Lava's lane, and finally '''hogrider''' on '''knight'''s lane. '''hogrider''' and '''knight''' not defended, but '''arrows''' on '''firecracker''', and '''balloon''' behind Lava. This trades tower. Opp plays '''bombtower''', '''Snow Ball''' on '''balloon''', and '''firecracker''' low. Play '''miner''' on '''firecracker''', countered immediately by '''knight''' (predicted, good play). Play '''lavahound''' opposite lane, while '''knight''' + '''firecracker''' and a new '''hogrider''' countered by '''Barbs''', dropped on '''knight'''. '''firecracker''' countered with '''arrows''', and '''balloon''' center high right on '''bombtower'''. Finish with '''Horde''' center high, and '''miner''' on K tower, '''zap''' and '''arrows''' on new '''firecracker'''.
:* 6th game (Horde): Lava, Zap, Horde and Miner in hand. Opp plays '''Miner''', play '''Lava''' same lane (Miner ignored). Opp plays '''MArcher''' low, play '''Minion''' (but next to Lava, but why not more on the side? To avoid being distracted?), and '''Balloon''' then asap '''Miner'''. Opp plays '''Valkyrie''' and '''Breaker''', countered with '''Arrows'''. Opp plays '''Marcher''' then '''Miner''' to tank damage, countered by '''Barbs''' dropped on Marcher. Next '''Lava''' low on P tower lane, defending '''Marcher''' countered with '''Miner''', then '''Balloon''', '''Horde''' (in meantime, '''Breakers''' + '''Valkyrie''' had to be ignored opp lane). At each opp reaction, add a troop.
:* 6th game (Horde): Lava, '''zap''', Horde and '''miner''' in hand. Opp plays '''miner''', play '''lavahound''' same lane ('''miner''' ignored). Opp plays '''MArcher''' low, play '''Minion''' (but next to Lava, but why not more on the side? To avoid being distracted?), and '''balloon''' then asap '''miner'''. Opp plays '''valkyrie''' and '''Breaker''', countered with '''arrows'''. Opp plays '''Marcher''' then '''miner''' to tank damage, countered by '''Barbs''' dropped on Marcher. Next '''lavahound''' low on P tower lane, defending '''Marcher''' countered with '''miner''', then '''balloon''', '''Horde''' (in meantime, '''Breakers''' + '''valkyrie''' had to be ignored opp lane). At each opp reaction, add a troop.
:* 7th game (Horde): Barbs, Lava, Miner, Arrows in hand. Opp plays '''Bandit''' low, play '''Miner''' low same lane. Then '''Lava''' opp lane, opp plays '''EWiz''' low same lane. Play '''Barbs''' at bridge to take EWiz, while opp plays '''Ram Rider''' low same lane, and later '''Baby Dragon''' against Barbs. Play '''Balloon''' at bridge, opp counters with '''EWiz''', so play '''Horde''' at bridge as well (outside, to avoid distraction), this kills a '''Bandit''' at bridge! Opp plays '''Ram Rider''', immediately countered with '''Barbs''' played very high. Opp plays '''Baby dragon''' and '''PEKKA'''. This is countered with '''Minion''' low, and '''Miner''' in the back of baby, then '''Horde''' on '''PEKKA'''. Finally '''Ram Rider''' countered with '''Barbs''' while Baby is shot down by tower. '''Lava''' played center low, but same side as Baby to distract, while playing '''Horde''' against Baby.
:* 7th game (Horde): Barbs, Lava, '''miner''', '''arrows''' in hand. Opp plays '''bandit''' low, play '''miner''' low same lane. Then '''lavahound''' opp lane, opp plays '''electrowizard''' low same lane. Play '''Barbs''' at bridge to take '''electrowizard''', while opp plays '''ramrider''' low same lane, and later '''babydragon''' against Barbs. Play '''balloon''' at bridge, opp counters with '''electrowizard''', so play '''Horde''' at bridge as well (outside, to avoid distraction), this kills a '''bandit''' at bridge! Opp plays '''ramrider''', immediately countered with '''Barbs''' played very high. Opp plays '''babydragon''' and '''pekka'''. This is countered with '''Minion''' low, and '''miner''' in the back of baby, then '''Horde''' on '''pekka'''. Finally '''ramrider''' countered with '''Barbs''' while Baby is shot down by tower. '''lavahound''' played center low, but same side as Baby to distract, while playing '''Horde''' against Baby.
:* 8th game (Horde): both spells, Miner, Balloon in hand. Opp plays '''Bandit''' low, play '''Miner''' low same lane. Opp plays '''Goblin Drill''' opp lane, countered with '''Barbs'''. '''Lava''' played low, while on opp lane '''Bandit''' and '''MArcher''' not defended. Opp plays '''IDrag''' on Lava, at same time drop '''Balloon''' at bridge, and '''Miner''' ''in the back'' (-+ column), while '''Zap''' IDrag to keep Lava tank while Balloon connects. Opp plays is ignored, while Pups take down the IDrag, Miner tanks damage for Balloon, and play '''Horde''' center high to take P tower as well. '''Arrows''' on last opp attack to get rid of swarm.
:* 8th game (Horde): both spells, '''miner''', '''balloon''' in hand. Opp plays '''bandit''' low, play '''miner''' low same lane. Opp plays '''goblindrill''' opp lane, countered with '''Barbs'''. '''lavahound''' played low, while on opp lane '''bandit''' and '''MArcher''' not defended. Opp plays '''infernodragon''' on Lava, at same time drop '''balloon''' at bridge, and '''miner''' ''in the back'' (-+ column), while '''zap''' '''infernodragon''' to keep Lava tank while '''balloon''' connects. Opp plays is ignored, while Pups take down the '''infernodragon''', '''miner''' tanks damage for '''balloon''', and play '''Horde''' center high to take P tower as well. '''arrows''' on last opp attack to get rid of swarm.


* Replay with Horde [https://www.youtube.com/watch?v=LcHTY5CiajQ 4th place again (9min)]:
* Replay with Horde [https://www.youtube.com/watch?v=LcHTY5CiajQ 4th place again (9min)]:
:* 1st game (Horde): both minions, barbs and miner, '''Miner''' on tower to harass. Opp plays '''EGiant''' high, opposite lane, so '''Minions''' (5-0 placement), then '''Balloon''' such that it is pushed by Minions. Drop '''Barbarians''' on EGiant, then '''Horde''' on '''Dark Knight''', ''on the left to avoid EGiant attack''. When Horde push back, '''Miner''' at ''5-2 placement to tank damage in prediction of Ice Wizard''! 2nd '''Lava''' on same lane, although other tower had lower HP (prob. to allow counter attack on that weaker tower, or because opp will play EGiant on same lane again). Opp. builds a mega push, with '''DKnight''', '''BDrag''', '''Tornado''', only defended with '''Barbarians on Knight'''. Then '''Miner''' on 2nd tower, '''Minions''' played high center, and finally '''Balloon''' on castle.
:* 1st game (Horde): both '''minions''', barbs and '''miner''', '''miner''' on tower to harass. Opp plays '''electrogiant''' high, opposite lane, so '''minions''' (5-0 placement), then '''balloon''' such that it is pushed by '''minions'''. Drop '''barbarians''' on '''electrogiant''', then '''Horde''' on '''darkprince''', ''on the left to avoid '''electrogiant''' attack''. When Horde push back, '''miner''' at ''5-2 placement to tank damage in prediction of '''icewizard'''! 2nd '''lavahound''' on same lane, although other tower had lower HP (prob. to allow counter attack on that weaker tower, or because opp will play '''electrogiant''' on same lane again). Opp. builds a mega push, with '''darkknight''', '''babydragon''', '''tornado''', only defended with '''barbarians''' on '''knight'''. Then '''miner''' on 2nd tower, '''minions''' played high center, and finally '''balloon''' on K tower.
:* 2nd game (IDrag deck): Lava, IDrag, Zap, Barbarians, play '''Lava'''. Opp. plays '''Ebarbs''', countered with '''Barbs''' dropped on 5+2 timed correctly. '''SpearGob''' on Lava, countered with '''Zap'''. '''Bomber''' on opposite lane, opp. sends also '''Miner''' to tank... countered by '''Skel drag''' to kill bomber (but strangely they miss the Miner). '''Balloon''' on the other side, opp. plays '''EBarbs''', countered with '''Miner''' to reduce damage. '''Arrows''' to clean last EBarb, Royal delivery and SpearGob. Opp. makes several pushes with Ebarb + spirit or Ebars + Bomber, always drop '''Barbs''' on the splash first to cancel it!
:* 2nd game ('''infernodragon''' deck): Lava, '''infernodragon''', '''zap''', '''barbarians''', play '''lavahound'''. Opp. plays '''elitebarbarians''', countered with '''Barbs''' dropped on 5+2 timed correctly. '''speargoblins''' on Lava, countered with '''zap'''. '''bomber''' on opposite lane, opp. sends also '''miner''' to tank... countered by '''Skel drag''' to kill '''bomber''' (but strangely they miss the '''miner'''). '''balloon''' on the other side, opp. plays '''elitebarbarians''', countered with '''miner''' to reduce damage. '''arrows''' to clean last '''elitebarbarians''', '''royaldelivery''' and '''speargoblins'''. Opp. makes several pushes with '''elitebarbarians''' + spirit or Ebars + '''bomber''', always drop '''Barbs''' on the splash first to cancel it!
:* 3rd game (IDrag deck): Miner, Arrows, SkelDrag, Barbs in hand, '''Miner''' to harass tower. Opp plays '''Royal Ghost''', defended with '''SkelDrag'''. Lot of defensive play against '''Ghost''', '''RG''', '''Fisher''' using '''Skel Drag''', '''Barbs'''. First offensive with '''Balloon''' alone, countered by '''Tesla''' (in 4-2), then another '''Balloon''' behind a '''Miner''' (used as defense), against countered with '''Tesla'''. Finally 1st '''Lava''' when opp plays '''Fisher''' at bridge opposite lane, defended with '''Barbs''' on tower, then opp plays '''Ghost''' same lane as Lava, countered with '''IDrag'''. '''Tesla''' countered with '''Miner''' on it, to let balloon connect. When offensive goes on, '''Barbs''' played center high, a '''balloon''' on tower center high, then '''Arrows''' to weaken '''Tesla'''.
:* 3rd game ('''infernodragon''' deck): '''miner''', '''arrows''', '''skeletondragons''', Barbs in hand, '''miner''' to harass tower. Opp plays '''royalghost''', defended with '''skeletondragons'''. Lot of defensive play against '''royalghost''', '''RG''', '''Fisher''' using '''Skel Drag''', '''Barbs'''. First offensive with '''balloon''' alone, countered by '''tesla''' (in 4-2), then another '''balloon''' behind a '''miner''' (used as defense), against countered with '''tesla'''. Finally 1st '''lavahound''' when opp plays '''Fisher''' at bridge opposite lane, defended with '''Barbs''' on tower, then opp plays '''royalghost''' same lane as Lava, countered with '''infernodragon'''. '''tesla''' countered with '''miner''' on it, to let '''balloon''' connect. When offensive goes on, '''Barbs''' played center high, a '''balloon''' on tower center high, then '''arrows''' to weaken '''tesla'''.
* Replay with ??? [https://www.youtube.com/watch?v=IMeh1nxp0Xk Attacks top 20 (12min)]:
* Replay with ??? [https://www.youtube.com/watch?v=IMeh1nxp0Xk Attacks top 20 (12min)]:
* Replay with ??? [https://www.youtube.com/watch?v=-mvMfodssKM Access to 7000 cups at lvl12 (12min)]:
* Replay with ??? [https://www.youtube.com/watch?v=-mvMfodssKM Access to 7000 cups at lvl12 (12min)]:
* Opening:
* Opening:
:* '''Zap''' often played on a tower if in starting hand. (I guess to cycle in another card?)
:* '''zap''' often played on a tower if in starting hand. (I guess to cycle in another card?)
* Personal record with Horde:
* Personal record with Horde:
:* Royal Tournament: 7 wins.
:* Royal Tournament: 7 wins.
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* (arrow version) Deck from [https://www.youtube.com/watch?v=IGTtH-VNBjQ Da Juicy One #34 (Rich Slaton)], played a bit in Arena 14, but could not score win regularly. Tips from the video:
* (arrow version) Deck from [https://www.youtube.com/watch?v=IGTtH-VNBjQ Da Juicy One #34 (Rich Slaton)], played a bit in Arena 14, but could not score win regularly. Tips from the video:
:* 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 Hog Rider, you play guards, minions (or if you don't have those, Idrag).
:* 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 idrag, and kill your Idrag 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 idrag 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 x-bow by dropping a unit on it.
:* 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 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 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 Idrag high to kill a giant, then they pull out a EWiz.
:* 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'''.
* Things I learned:
* Things I learned:
:* '''Guards''' may do a lot of damage if they reach the tower, even more if tanked by LH.
:* '''guards''' may do a lot of damage if they reach the tower, even more if tanked by '''lavahound'''.
* (arrow or fireball version) Deck also played by No7urne #1 last year [https://www.youtube.com/watch?v=c7SuU-WpbD8 #1 in the WORLD! LAVA GOD vs. WORLD'S BEST PLAYERS! (CWA) (2021-03-23)]
* (arrow or '''fireball''' version) Deck also played by No7urne #1 last year [https://www.youtube.com/watch?v=c7SuU-WpbD8 #1 in the WORLD! LAVA GOD vs. WORLD'S BEST PLAYERS! (CWA) (2021-03-23)]
:* Mostly use '''miner''' on P tower, almost never in defense or as a snip (could happen on say magic archer or defend graveyard).
:* 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 LH in the back to force opp to play ground unit, then play idrag to kill them.
:* 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 LH a bit higher so that it can tank for the Idrag, which in turn is responsible to kill all mini-tank of the opp that he needs to get value from graveyard.
:* 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 '''hunter''': '''balloon''' can always score a hit if we '''zap''' the '''hunter'''.
:* Against hogs: Keep '''guards''' in hand to defend!
:* Against hogs: Keep '''guards''' in hand to defend!
:* Against xbow (+tesla): Play LH 7+5, then balloon behind at the bridge. Then on '''tesla''', '''zap''' and '''miner'''.
:* 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.
:* In general, keep ground unit for defense.
* Played a few times in Classic Challenges.
* Played a few times in Classic Challenges.
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! width=520px | Ladder deck - Some opponent - 2021-09-01
! width=520px | Ladder deck - Some opponent - 2021-09-01
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* Attack cycle: ideal to start like this: ice spirit at bridge, then same time Goblin Barrel on tower. This makes -1000. Then Firecracker behind tower to defend, and Goblin Gang in bridge corner if needed. Then recycle.
* 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 EBarb. Inferno tower against big boss. Earth quake to chip damage at tower.
* '''rocket''' again '''elitebarbarians'''. '''infernotower''' against big boss. Earth quake to chip damage at tower.
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! width=520px | Ladder deck - From Skully (Bring the W) - 2021-09-01
! width=520px | Ladder deck - From Skully (Bring the W) - 2021-09-01
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| rowspan=2 |
* Start with Goblin Barrel.
* Start with '''goblinbarrel'''.
* Against Balloon or Ebarbs, Rocket.
* Against '''balloon''' or '''elitebarbarians''', '''rocket'''.
* Against Minion horde, Goblin gang and/or Ice spirit. Princess also very good.
* Against '''minionhorde''', '''goblingang''' and/or '''icespirit'''. '''princess''' also very good.
* Valkyrie very good to distract, eg. against Mega Knight.
* '''valkyrie''' very good to distract, eg. against '''megaknight'''.
* The Log to chip damage at tower.
* '''thelog''' to chip damage at tower.
* Tesla in middle to attract MK. Placement 3-3.
* '''tesla''' in middle to attract '''megaknight'''. Placement 3-3.
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! width=520px | Ladder deck - Some opponent - 2021-09-01
! width=520px | Ladder deck - Some opponent - 2021-09-01
| rowspan=2 |
| rowspan=2 |
* Typical play: Wiz in the back, then add Mini PEKKA in front at the bridge. Or when defending with Skarmy, add Hog Ridger in the middle for protection.
* 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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* Chip damage with WB and drill.
* Chip damage with WB and drill.
* Put drill on side external, or in front of bridge.
* Put drill on side external, or in front of bridge.
* Bomber as defense behind valk.
* '''bomber''' as defense behind '''valkyrie'''.
* fire spirit against swarm or to distract.
* fire spirit against swarm or to distract.
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* [https://royaleapi.com/content/sirtagcr?id=9WyXEhR4JzY SirTag] (found on royaleapi.com)
* [https://royaleapi.com/content/sirtagcr?id=9WyXEhR4JzY SirTag] (found on royaleapi.com)
* Defense summary:
* Defense summary:
:* '''MK''' to bounce everything back (opp cannot build a big push).
:* '''megaknight''' to bounce everything back (opp cannot build a big push).
:* '''EWiz''' to stun all opp. units.
:* '''electrowizard''' to stun all opp. units.
:* '''Snowball''' to push them back.
:* '''giantsnowball''' to push them back.
:* '''Cage''' to attract all winning conditions go into the center of the map.
:* '''Cage''' to attract all winning conditions go into the center of the map.
* Offense summar:
* Offense summar:
:* '''Bandit''', '''Hogs''' to make break trough, and '''heal spirit''' to keep them alive longer.
:* '''bandit''', '''Hogs''' to make break trough, and '''healspirit''' to keep them alive longer.
:* If can't break through, '''Marcher''' to finish off tower.
:* If can't break through, '''Marcher''' to finish off tower.


Opening:
Opening:
* '''Hogs''' at river on one tower to see.
* '''Hogs''' at river on one tower to see.
* '''Heal spirit''' on top of the bats, to heal hogs.
* '''healspirit''' on top of the '''bats''', to heal hogs.
* '''EWiz''' splash damage on small units (spear goblins).
* '''electrowizard''' splash damage on small units (spear '''goblins''').


Build pushes:
Build pushes:
* '''MK''' in the back, to build big pushes against structures like tesla / mortar.
* '''megaknight''' in the back, to build big pushes against structures like '''tesla''' / '''mortar'''.
* On mortar, '''heal spirit''' on the other lane to distract mortar.
* On '''mortar''', '''healspirit''' on the other lane to distract '''mortar'''.
* Use '''Marcher''' to lock on Mortar and tower behind.
* Use '''Marcher''' to lock on '''mortar''' and tower behind.
* Predict goblin gang, so prepare '''Snowball'''
* Predict '''goblingang''', so prepare '''giantsnowball'''
* '''Hogs''' behind '''MK'''.
* '''Hogs''' behind '''megaknight'''.


Tactics:
Tactics:
* Play '''MK''' as tank to keep Marcher alive.
* Play '''megaknight''' as tank to keep Marcher alive.
* Against '''ice golem''' 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 '''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.
* Against '''valkyrie''' with 50% life at tower, '''Marcher''' to lock on her and tower to score 4 hits at tower.
* Keep '''MK''' alive with the '''heal spirit''', this allows to have multiple MK on map, with more jump possibilities.
* Keep '''megaknight''' alive with the '''healspirit''', this allows to have multiple '''megaknight''' on map, with more jump possibilities.
* Defaut '''cage''' placement is 4-2.
* Defaut '''cage''' placement is 4-2.
* If too much defense on one side, '''hogs''' on the other side.
* If too much defense on one side, '''hogs''' on the other side.
* If MK tank from both tower, we can '''hogs''' on any tower.
* If '''megaknight''' tank from both tower, we can '''hogs''' on any tower.
* Play '''bandit''' in the back always good (can leapfrog across river).
* Play '''bandit''' in the back always good (can leapfrog across river).


Counters:
Counters:
* Against '''Itower''', requires hogs + bandit.
* Against '''infernotower''', requires hogs + '''bandit'''.
* Against '''hog rider''' at bridge:
* Against '''hogrider''' at bridge:
:* '''cage''' at 2+2 placement. W/o spell, this prevents any hit.
:* '''cage''' at 2+2 placement. W/o spell, this prevents any hit.
:* '''MK''' at 4+3 placement, rider only get one hit.
:* '''megaknight''' at 4+3 placement, rider only get one hit.
:* '''Ewiz''' can also stun a bit the rider.
:* '''electrowizard''' can also stun a bit the rider.
* Against '''Fireball''' + '''log''': very though, this counters perfectly '''hogs''' + '''heal spirit'''. Don't play spirit when log is in cycle. Split the hogs at river to reduce fireball value.
* 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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[[File:cr-healspirit.png|60px]]
[[File:cr-healspirit.png|60px]]
[[File:cr-goblincage.png|60px]]
[[File:cr-goblincage.png|60px]]
[[File:cr-snowball.png|60px]]
[[File:cr-giantsnowball.png|60px]]
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! width=520px | Deck - Opponent on Ladder, legendary arena, king level 8 !
! width=520px | Deck - Opponent on Ladder, legendary arena, king level 8 !
| rowspan=2 |
| rowspan=2 |
* Played by Toni Crocs, #J8LRLQRQR, in legendary arena, king level 8, 5151 trophy!
* Played by Toni Crocs, #J8LRLQRQR, in legendary arena, king level 8, 5151 trophy!
* MK 11, log 11, fb 10, dragon 10, army 10, barrel 10, musk 9, valk 9
* '''megaknight''' 11, log 11, fb 10, dragon 10, army 10, barrel 10, '''musketeer''' 9, '''valkyrie''' 9
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* Played by [https://royaleapi.com/player/R90PRV0PY Ryley], who did #1 February 2022
* Played by [https://royaleapi.com/player/R90PRV0PY Ryley], who did #1 February 2022
* See video from [https://www.youtube.com/watch?v=UhZb78uNN08 Boss_CR]
* See video from [https://www.youtube.com/watch?v=UhZb78uNN08 Boss_CR]
* Played also some variants (canon iso tower).
* Played also some variants ('''cannon''' iso tower).
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;Schtroumpf, sudden death challenge
;Schtroumpf, sudden death challenge
* balloon, lumberjack, elite barbarians, freeze, dark knight, goblin cage, skeleton king, ice wizard.
* '''balloon''', '''lumberjack''', '''elitebarbarians''', '''freeze''', '''darkprince''', '''goblincage''', '''skeletonking''', '''icewizard'''.


{| class="wikitable" width="100%"
{| class="wikitable" width="100%"
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! width=520px | Sudden death (2021-10-01)
! width=520px | Sudden death (2021-10-01)
| rowspan=2 |
| rowspan=2 |
* Shared by Natan (Bring the W). Goal: play Lumber at bridge, then Balloon. Hopefully opponent will play a big troop killing Lumber, Balloon will then rush to tower, and we use freeze on tower + any defensive air troop.
* 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.
* Played a bit Clan Wards sudden challenge.
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* Recommended by [https://www.youtube.com/watch?v=98Q3tKWMEIo Boss_CR]
* Recommended by [https://www.youtube.com/watch?v=98Q3tKWMEIo Boss_CR]
* Cycle cards (in the back): often Royal Ghost, or Golden knight.
* Cycle cards (in the back): often '''royalghost''', or '''goldenknight'''.
* Try to use GK dash ability to connect to tower.
* Try to use GK dash ability to connect to tower.
* Think counter to balloon, and think freeze.
* Think counter to '''balloon''', and think '''freeze'''.
: Eg if lumberloon, ramrider 7-0, but ewiz or idrag at 1+5!
: Eg if '''lumberjack'''+'''balloon''', '''ramrider''' 7-0, but '''electrowizard''' or '''infernodragon''' at 1+5!
* barbarrel to distract, or against building, or against goblinbarrel.
* barbarianbarrel to distract, or against building, or against '''goblinbarrel'''.
* Try to get value from fireball.
* Try to get value from '''fireball'''.
;History
;History
* 2021-12-04 4 wins (3 losses) in sudden death challenge.
* 2021-12-04 4 wins (3 losses) in sudden death challenge.
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* Deck recommended by Skully (Bring the W).
* Deck recommended by Skully (Bring the W).
* Goal: '''Lumber''' at bridge, then 1s later, '''Balloon'''. When '''Balloon''' on tower, '''Freeze''' on tower + defending troop.
* Goal: '''lumberjack''' at bridge, then 1s later, '''balloon'''. When '''balloon''' on tower, '''freeze''' on tower + defending troop.
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! width=520px | Double-elixir (2022-01-01)
! width=520px | Double-elixir (2022-01-01)
| rowspan=2 |
| rowspan=2 |
* Classic lavaloon deck from Carl the Legend. He did 20-0 in the tournament!
* Classic '''lavahound'''+'''balloon''' deck from Carl the Legend. He did 20-0 in the tournament!
* 2022-01-01: did 2-5 then 9-5.
* 2022-01-01: did 2-5 then 9-5.
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* Another deck that beated me.
* Another deck that beated me.
* Idea it seems is to have always sparky behind a tower, and push back any attacks with MK, while chiping damage with rocket...
* 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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* Some deck that beated me even harder
* Some deck that beated me even harder
* Start with egolem, edrag, then add healer and exec. On attack, use tornado.
* Start with '''elixirgolem''', '''electrodragon''', then add healer and exec. On attack, use '''tornado'''.
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* Deck selected by Isma for this mode.
* Deck selected by Isma for this mode.
* Usual play is build push from the bottom, with either PEKKA, ramrider or bandit.
* Usual play is build push from the bottom, with either '''pekka''', '''ramrider''' or '''bandit'''.
* Played with this deck during challenge 2021-11-07.
* Played with this deck during challenge 2021-11-07.
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[[File:cr-bandit.png|60px]]
[[File:cr-bandit.png|60px]]
[[File:cr-lightning.png|60px]]
[[File:cr-lightning.png|60px]]
[[File:cr-barbbarrel.png|60px]]
[[File:cr-barbarianbarrel.png|60px]]
[[File:cr-snowball.png|60px]]
[[File:cr-giantsnowball.png|60px]]
[[File:cr-babydragon.png|60px]]
[[File:cr-babydragon.png|60px]]
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==== Other challenges ====
==== Other challenges ====
* Touchdown draft:
* Touchdown draft:
:* Winning condition: battleram, royalghost, royahrecruits, elixirgolem, ramrider (esp. with mirror, better than hogrider thanks to snare), royalhogs (>motherwitch), balloon + lightning/fireball (to destroy buildings), skeletonking + ultimate.
:* Winning condition: '''battleram''', '''royalghost''', royahrecruits, '''elixirgolem''', '''ramrider''' (esp. with '''mirror''', better than '''hogrider''' thanks to snare), '''royalhogs''' (>'''motherwitch'''), '''balloon''' + '''lightning'''/'''fireball''' (to destroy buildings), '''skeletonking''' + ultimate.


{| class=wikitable width=100%
{| class=wikitable width=100%
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* Rationale: pick mainly legendary to have at least lvl 9 cards, and have two cards against aerial attacks.
* Rationale: pick mainly legendary to have at least lvl 9 cards, and have two cards against aerial attacks.
* Princess: very handy to attack towers from a long distance (tower can't reach her). MUST BE DEFENDED because dies quickly, so play her very far. Also very good against Skeleton Army.
* '''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 Mega-Knight before it reaches the bridge. Use Tornado to group/attract ennemy troop, and one-shoot them.
* 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 Inferno Tower.
* 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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* Pick fast troop, like '''Prince''', '''Dark Prince'''.
* Pick fast troop, like '''prince''', '''darkprince'''.
* Spam unit also interesting: '''Skarmy''', '''Minion horde'''.
* Spam unit also interesting: '''skeletonarmy''', '''minionhorde'''.
* '''Mother Witch''' insta-win.
* '''motherwitch''' insta-win.
* '''Barbarrel''' very interesting, esp. if can be played high.
* '''barbarianbarrel''' very interesting, esp. if can be played high.
* '''Witch''' good to spam as well.
* '''witch''' good to spam as well.
* '''Skelbarrel''' because fast, and not distracted. Drop Skeleton.
* '''skeletonbarrel''' because fast, and not distracted. Drop Skeleton.
* Play on both sides.
* Play on both sides.
* Tanks like EGiant very good to kill small troop and must be stopped.
* Tanks like '''electrogiant''' very good to kill small troop and must be stopped.
| [[File:cr-mega-touchdown-20210917-2.jpg|300px]]<br/>2nd deck
| [[File:cr-mega-touchdown-20210917-2.jpg|300px]]<br/>2nd deck
| [[File:cr-mega-touchdown-20210917-1.jpg|300px]]<br/>1st deck
| [[File:cr-mega-touchdown-20210917-1.jpg|300px]]<br/>1st deck
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! width=520px | Skeleton King tournament (2021-10-30)
! width=520px | Skeleton King tournament (2021-10-30)
| rowspan=2 |
| rowspan=2 |
* Deck from ClashWithhane [https://www.youtube.com/watch?v=9SOGYW6NwKw&t=2103s]
* Deck from CLASHwithSHANE [https://www.youtube.com/watch?v=9SOGYW6NwKw&t=2103s]
* Strategy: build push with '''giant''' and/or '''Skeleton King''' front, and '''Sparky''' behind, then '''Rage''' the whole thing on tower.
* 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 '''Skeleton King''' + '''Goblin Giant'''.
* Usually, we can build a push with '''skeletonking''' + '''goblingiant'''.
* '''Rage''' can also be used to defend.
* '''rage''' can also be used to defend.
* '''mini Pekka''' against hog.
* '''minipekka''' against '''hogrider'''.
* defense:
* defense:
:* '''ewiz''' centre front k, to defend but be out of attack, or drop on small units. But centre usually very effective to slow down units.
:* '''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.
:* '''minions''' against tank.
:* '''mini pekka''' or minions against hog.
:* '''minipekka''' or '''minions''' against '''hogrider'''.
:* '''giant''' middle to pull pekka the other side.
:* '''giant''' middle to pull '''pekka''' the other side.
* build push:
* build push:
:* '''sparky''' behind k tower. at bridge add '''giant''', then '''rage'''.
:* '''sparky''' behind k tower. at bridge add '''giant''', then '''rage'''.
:* or complete with '''champ''' and/or '''minions'''.
:* or complete with '''champ''' and/or '''minions'''.
* champion ability: when no spam killer. Can also be used to tank for the sparky behind.
* champion ability: when no spam killer. Can also be used to tank for the '''sparky''' behind.
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! width=520px | Skeleton King tournament (2021-10-30)
! width=520px | Skeleton King tournament (2021-10-30)
| rowspan=2 |
| rowspan=2 |
* Deck from ClashWithhane [https://www.youtube.com/watch?v=9SOGYW6NwKw&t=2103s], with double spawner.
* Deck from CLASHwithSHANE [https://www.youtube.com/watch?v=9SOGYW6NwKw&t=2103s], with double spawner.
* Not played with.
* Not played with.
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| rowspan=2 |
| rowspan=2 |
* Deck played by [https://www.youtube.com/watch?v=67Tzo7u53Uk Shane], but also reported as best deck in top 100 (https://royaleapi.com/card/archer-queen, played by [https://royaleapi.com/player/R09228V SK Morten], 8540 trophee )
* Deck played by [https://www.youtube.com/watch?v=67Tzo7u53Uk Shane], but also reported as best deck in top 100 (https://royaleapi.com/card/archer-queen, played by [https://royaleapi.com/player/R09228V SK Morten], 8540 trophee )
* '''lightning''' because this kills the AQ (and we know we'll face her).
* '''lightning''' because this kills the '''archerqueen''' (and we know we'll face her).
* Push build: '''Ghost''' in the back, or '''AQ''' in the back (but beware of lightning, if so play rather middle).
* Push build: '''royalghost''' in the back, or '''archerqueen''' in the back (but beware of '''lightning''', if so play rather middle).
* Against Hog:
* Against '''hogrider''':
:* '''bandit''' at 5-3, then immediately after '''electrospirit''' in front of tower, and '''barbbarrel''' on tower. This means, one hog shot, and barbbarrel is in front, tanking for bandit for a small push.
:* '''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 '''MK'''.
:* Otherwise '''megaknight'''.
* Against barbbarrel: '''ghost'''.
* Against barbarianbarrel: '''royalghost'''.
* Use of '''electrospirit''': to force retarget on another troop, to avoid tower damage.
* 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'''.
* If opp plays too much card next to tower (or eg building), '''lightning'''.
:* AG Bait: Sometimes shane play '''ghost''' or '''ramrider''' at bridge when building is there, is that to force opp to play another card, then lightning it
:* 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
* Against MegaKnight:
* Against '''megaknight''':
:* Play '''MK''' on outside then '''Bandit''' centre.
:* Play '''megaknight''' on outside then '''bandit''' centre.
:* Or '''ArcherQueen''' (invisible).
:* Or '''archerqueen''' (invisible).
:* Can also play '''ramrider''' to distract and tank a bit (and slow down).
:* Can also play '''ramrider''' to distract and tank a bit (and slow down).
:* Also '''barbbarrel''' more distraction.
:* Also '''barbarianbarrel''' more distraction.
* Play '''barbbarrel''': as mini Log, but also as mini-tank (eg for bandit).
* Play '''barbarianbarrel''': as mini Log, but also as mini-tank (eg for '''bandit''').
* Against Golem:
* Against '''golem''':
:* '''bandit''' + '''megaknight''' + '''royalghost'''.
:* Bandit + MK + Ghost.
:* Push opposite lane '''ramrider''' + '''bandit''' (slightly behind).
:* Push opposite lane '''ramrider''' + '''bandit''' (slightly behind).
:* Usually finish in three-crown race (golem makes slow damage).
:* Usually finish in three-crown race ('''golem''' makes slow damage).
* When small push, '''ramrider''' map border at bridge.
* When small push, '''ramrider''' map border at bridge.
* Against '''AQ''':
* Against '''archerqueen''':
:* '''bandit''' in the back, and '''MK''' on the queen.
:* '''bandit''' in the back, and '''megaknight''' on the queen.
* Against goblin barrel:
* Against '''goblinbarrel''':
:* '''electrospirit''' on outer corner, and bandit other side inside corner.
:* '''electrospirit''' on outer corner, and '''bandit''' other side inside corner.
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* [https://www.youtube.com/watch?v=Q1u8F2P3KbQ ClashWithSHANE]: Play defensively, build value throughout the battle, then punish opponent during double elixir.
* [https://www.youtube.com/watch?v=Q1u8F2P3KbQ ClashWithSHANE]: Play defensively, build value throughout the battle, then punish opponent during double elixir.
* Start: zappies in the back, or cage middle.
* Start: '''zappies''' in the back, or cage middle.
* Powerful deck. Try to match elixir expense on opponent (ie. keep recruits for MK or PEKKA...). When countering a push with elixir gain, maybe add a unit to build a bigger counter push.
* 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...
* 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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! width=520px | Rage challenge (2021-12-18)
! width=520px | Rage challenge (2021-12-18)
| rowspan=2 |
| rowspan=2 |
* Win by playing tombstone behind the P tower, and lava in same lane. Opp tower will lock on lava, and be swarmed by skeletons.
* 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.
* 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.
* 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 lava + loon), but could be send along with skullies, or with skeleton swarm.
* '''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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* Deck from [https://www.youtube.com/watch?v=jNmpV4pDCpQ OJ (dec 2021)]
* Deck from [https://www.youtube.com/watch?v=jNmpV4pDCpQ OJ (dec 2021)]
* Started badly (1-3), then won 7-1 in retry.
* Started badly (1-3), then won 7-1 in retry.
* Note we are x2. Start push as usual (valk, egiant...). Try to anticipate use of each card in deck (eg. motherwitch, wait for swarm to be there).
* 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.
* This deck '''sucks''' badly.
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[[File:cr-fireball.png|60px]]
[[File:cr-fireball.png|60px]]
[[File:cr-arrows.png|60px]]<br/>
[[File:cr-arrows.png|60px]]<br/>
[[File:cr-snowball.png|60px]]
[[File:cr-giantsnowball.png|60px]]
[[File:cr-barbarianbarrel.png|60px]]
[[File:cr-barbarianbarrel.png|60px]]
[[File:cr-minipekka.png|60px]]
[[File:cr-minipekka.png|60px]]
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| rowspan=2 |
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* Deck from random bloke that just exploded me like many others.
* Deck from random bloke that just exploded me like many others.
* Make sure to play toxically. Lumberloon at bridge in the first sec, MK and freeze as usual...
* Make sure to play toxically. '''lumberjack'''+'''balloon''' at bridge in the first sec, '''megaknight''' and '''freeze''' as usual...
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* Deck from [https://www.youtube.com/watch?v=RbjFz87DkeQ Orange Juice Gaming (May 2020)]
* Deck from [https://www.youtube.com/watch?v=RbjFz87DkeQ Orange Juice Gaming (May 2020)]
* Goal is to stack the battle healer with mirror (up to 5) so that they survive giant skeleton explosion.
* 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.
* Stacking '''firecracker''' also good if opp has no counter. Make sure to get rid of opp's '''firecracker''' with '''arrows''' though.
* Not tried yet.
* Not tried yet.
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* Deck Isma proposed to me.
* Deck Isma proposed to me.
* Goal: build a push with 1st rider behind castle, then mirrored at bridge asap (at 10 elixir, only need 1 elix more).
* 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.
* 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 ewiz / MK / snowball as main counters against rider, and use other card to cycle. Then usually our MK survive, and ideal scenario is when opp overcommits (like 5 elix or more) against MK (usually do because MK is threatening to jump). Then go for the mirrored push in the other lane.
* 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.
* 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 MK as tank to build the push.
* 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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[[File:cr-skeletons.png|60px]]
[[File:cr-skeletons.png|60px]]
[[File:cr-electrospirit.png|60px]]
[[File:cr-electrospirit.png|60px]]
[[File:cr-snowball.png|60px]]
[[File:cr-giantsnowball.png|60px]]
[[File:cr-earthquake.png|60px]]
[[File:cr-earthquake.png|60px]]
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! Ram rider 2v2 Rush (2022-02-03)
! Ram rider 2v2 Rush (2022-02-03)
| rowspan=2 |
| rowspan=2 |
* Synergy: freeze + bombtower, or freeze in offense.
* Synergy: '''freeze''' + '''bombtower''', or '''freeze''' in offense.
* If not bowler / electrodragon, use valkyrie + zappies.
* If not '''bowler''' / '''electrodragon''', use '''valkyrie''' + '''zappies'''.
* Cheaper is bomber.
* Cheaper is '''bomber'''.
* Probably not the best deck...
* Probably not the best deck...
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| rowspan=2 |
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* Decks from Ouah Leouff ([https://www.youtube.com/watch?v=k5Ao9Sdkkt0 YT], [https://www.twitch.tv/videos/1258497792 twitch]), and Carl The Legend([https://www.twitch.tv/videos/1256804499 twitch])
* Decks from Ouah Leouff ([https://www.youtube.com/watch?v=k5Ao9Sdkkt0 YT], [https://www.twitch.tv/videos/1258497792 twitch]), and Carl The Legend([https://www.twitch.tv/videos/1256804499 twitch])
* Build push with giant. Cage to cancel the giant. minipekka to cancel the musketeer.
* Build push with '''giant'''. Cage to cancel the '''giant'''. '''minipekka''' to cancel the '''musketeer'''.
* Played Carl's. Did 3-0 and 3-0.
* Played Carl's. Did 3-0 and 3-0.
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[[File:cr-arrows.png|60px]]
[[File:cr-arrows.png|60px]]
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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 skarmy!
* (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.
* (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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| align=right |
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* (Ouah) Did 3-1. Make sure to use cage to defend first. Then counter-push.
* (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.
* (Carl) or use '''goblincage''' iso '''babydragon'''. A bit difficult to play, did 3-2.
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| align=right |
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[[File:cr-arrows.png|60px]]
[[File:cr-arrows.png|60px]]
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* (Ouah) or alternative (youtube): '''skeletonarmy + minions + goblinbarrel''' iso ''valkyrie + megaminion + skeletons''.
* (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 skarmy...). Did 3-0 and 3-2!
* (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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[[File:cr-arrows.png|60px]]
[[File:cr-arrows.png|60px]]
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* (ouah) log bait (but with modification: fb iso rocket, firespirit iso icespirit, barrel iso the log, skarmy iso gang).
* (ouah) log bait (but with modification: fb iso '''rocket''', '''firespirit''' iso '''icespirit''', barrel iso '''thelog''', '''skeletonarmy''' iso gang).
: But likely difficult to play.
: But likely difficult to play.
* (ouah twitch) breakers + miner. Did 3-0 and 3-1.
* (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)
* (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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[[File:cr-thelog.png|60px]]
[[File:cr-thelog.png|60px]]
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* (ouah) Deck balloon cycle. Maybe '''zap''' iso ''barbarrel'' to counter bats, but barbarrel may counter gobarrel..
* (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.
* (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 ...
: 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.
* (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.
: 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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[[File:cr-zap.png|60px]]
[[File:cr-zap.png|60px]]
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* (ouah) known deck (MK-miner-breakers). Miner, then push prince, bats, breakers. Prince very good to defend against mk, and also bats to kite. Combo: miner + bats.
* (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).
: Did 3-1 and 3-4 (probably because over-commit).
* (carl) Tank balloon with miner... looks difficult to play.
* (carl) Tank '''balloon''' with '''miner'''... looks difficult to play.
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[[File:cr-skeletons.png|60px]]
[[File:cr-skeletons.png|60px]]
[[File:cr-infernotower.png|60px]]
[[File:cr-infernotower.png|60px]]
[[File:cr-snowball.png|60px]]<br/>
[[File:cr-giantsnowball.png|60px]]<br/>
Arena 8 (Carl):
Arena 8 (Carl):
[[File:cr-balloon.png|60px]]
[[File:cr-balloon.png|60px]]
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[[File:cr-megaknight.png|60px]]
[[File:cr-megaknight.png|60px]]
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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.
* (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.
: 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 MK, skeletons + bats, or infernotower (use skeletons to protect the tower).
* (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.
* (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 hog cycle 2.6 ;-)
* ... Did 3-0 with '''hogrider''' cycle 2.6 ;-)
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[[File:cr-zap.png|60px]]
[[File:cr-zap.png|60px]]
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* (ouah + twitch) hog cycle 2.6.
* (ouah + twitch) '''hogrider''' cycle 2.6.
:Did 3-1 with hog cycle 2.6.
:Did 3-1 with '''hogrider''' cycle 2.6.
* (carl) tank balloon with golem. Against itower, deep mk, then balloon when mk at bridge, then zap when mk jumps. witch behind mk may be good combo also.
* (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 :-(
:Did 3-6 :-(
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[[File:cr-zap.png|60px]]
[[File:cr-zap.png|60px]]
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* (ouah) lavaloon with barbarbians. May bait fireball with barbarians.
* (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, ebarbs, skarmy.
: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) lavaloon with valkyrie, but he lost 1-3!!! so he played a variant of previous arena deck.
* (carl) '''lavahound'''+'''balloon''' with '''valkyrie''', but he lost 1-3!!! so he played a variant of previous arena deck.
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[[File:cr-zap.png|60px]]
[[File:cr-zap.png|60px]]
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* (ouah) Deck played by Azilys. Play like a log bait (playing all small troops), then surprise with MK. If GR, keeps MK to defend against barbarians or alike. A bit weak against aerial though. Combo: MK + barrel + bats. Bats can distract itower.
* (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 gob gang, log, tesla, zap... did not play the GR, prob I should have). Play log bait first, like dartgoblin / princess, and add MK at bridge, or defend with prince. When tower spot, add gobarrel if value. Use the GR at last moment, as a surprise when opp is low elixir.
: 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...
* (carl) 1st deck, lost twice; 2nd deck 1-1, 3rd deck 2-1...
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[[File:cr-zap.png|60px]]
[[File:cr-zap.png|60px]]
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* (ouah) Lost against log-bait. Start with royalghost behind K tower, then idrag corner. Then possibly ramrider bridge, etc. Use spirit against swarm.
* (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 royal recruits, 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.
* (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.
: Did 3-2.
* (carl) Against another lavaloon, when opp sends lava, bait other lane with balloon. Against idrag then witch, lava + loon ok, then fireball both idrag+witch, and zap witch. Against idrag, play lava same lane as tombstone. Against prince, either guards 7+4, or tombstone, 5-2. Against MK, idrag. If ewiz, shield drag with minions. Against idrag, 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.
* (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.
: Did 3-3.
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[[File:cr-zap.png|60px]]
[[File:cr-zap.png|60px]]
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* (ouah) Deck from [https://royaleapi.com/player/QV2PYL/decks WoToP]. Keep barrel and espirit for defense (esp. goblin barrel), fireball princess, recruits in front of zappies (split them behind K tower). Against princess, split recruits, 4 on other lane. Goblin cage to defend, aim princess lane. Machine to shoot itower. Against MK, 4 recruits ok. Against 2.6, cage very high, ideally with zappies, so that goblin can hit the hogrider several times.
* (ouah) Deck from [https://royaleapi.com/player/QV2PYL/decks 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.
:Did 3-0.
* (carl) Against GR + horde, play tombstone first, that will defend horde. Send lava + idrag. Against GR (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.
* (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.
:Did 3-2.
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[[File:cr-zap.png|60px]]
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* (ouah) pekka-bridge-spam, version poison/marcher (alternative fireball/minions). usually spam battle ram 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 ewiz in support. Continuously protect ewiz with other troop if needed. Against hogrider, ewiz 2+5. Against hogs + recruits, don't play pekka. Defend with ewiz center, royale ghost close to toewr to counter hogs, etc.
* (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
:Did 3-3
* (carl) Start, zap tower, then minions bridge. Fireball naked dartgolbin. guards behind bowler. edrag on lava, fireball it.
* (carl) Start, '''zap''' tower, then '''minions''' bridge. '''fireball''' naked '''dartgoblin'''. '''guards''' behind '''bowler'''. '''electrodragon''' on lava, '''fireball''' it.
:Did 3-1.
:Did 3-1.
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* (ouah) Weak against log bait. Tornado to activate tower (eg. balloon, bandit, hog), 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) 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 valk + 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 valk is spotted.
* (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 ^^
:Did 3-10... great deck ^^
* (carl) Against miner, minions, then agiaint drill, balloon. Against lavaloon, tombstone at 3-2! Then idrag 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.
* (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.
:Did 3-2.
|-
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! Ram rider 2v2 Rush (2022-02-03)
! Ram rider 2v2 Rush (2022-02-03)
| rowspan=2 |
| rowspan=2 |
* Synergy: freeze + bombtower, or freeze in offense.
* Synergy: '''freeze''' + '''bombtower''', or '''freeze''' in offense.
* If not bowler / electrodragon, use valkyrie + zappies.
* If not '''bowler''' / '''electrodragon''', use '''valkyrie''' + '''zappies'''.
* Cheaper is bomber.
* Cheaper is '''bomber'''.
* Probably not the best deck...
* Probably not the best deck...
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* 1st Deck from [https://www.youtube.com/watch?v=h8oPbaZ92Sc Ouahleouff]
* 1st Deck from [https://www.youtube.com/watch?v=h8oPbaZ92Sc Ouahleouff]
:* Executioner + tornado to defend, or for king activation.
:* '''executioner''' + '''tornado''' to defend, or for king activation.
:* Skeletons useful to cycle rapidly, eg. to have two lava hounds.
:* '''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.
:* '''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).
:* Always defend '''superlavahound''' from behind (because it spawns '''fireball''' in front of him on death).
* 2nd deck from [https://www.youtube.com/watch?v=3YTbdU01eFA Carl the Legend]
* 2nd deck from [https://www.youtube.com/watch?v=3YTbdU01eFA Carl the Legend]
: Use cycle card to cycle rapidly to super lava, and abuse the super lava (always play asap).
: Use cycle card to cycle rapidly to super lava, and abuse the super lava (always play asap).
: Put edrag right behind lava, so that to reset idrag or itower, or to kill little troop.
: 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.
: '''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 espirit to reset ennemy, or against idrag/itower.
: Keep also '''electrospirit''' to reset ennemy, or against '''infernodragon'''/'''infernotower'''.
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[[File:cr-icespirit.png|60px]]
[[File:cr-icespirit.png|60px]]
[[File:cr-electrospirit.png|60px]]
[[File:cr-electrospirit.png|60px]]
[[File:cr-snowball.png|60px]]
[[File:cr-giantsnowball.png|60px]]
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! width=560px | Love Conquers All challenge (2022-02-16)
! width=560px | Love Conquers All challenge (2022-02-16)
| rowspan=2 |
| rowspan=2 |
* Deck from [https://www.youtube.com/watch?v=w56BsCYoq-4 Ouahleouff]
* Deck from [https://www.youtube.com/watch?v=w56BsCYoq-4 Ouahleouff]
* Add '''thelog''' and '''fireball''' to handle the princess and the marcher.
* 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.
* 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).
* Try to keep '''princess''' alive (use log, '''skeletons''' to defend).
* Log: against gob barrel, ewiz, ebarbs (with skeletons).
* Log: against '''goblinbarrel''' barrel, '''electrowizard''', '''elitebarbarians''' (with '''skeletons''').
* bats: against MK, pekka...
* '''bats''': against '''megaknight''', '''pekka'''...
* Make sure to handle the princess and marcher asap, or they can be deadly.
* 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 lumberoon, with lumber centered or idrag), deep corner (invest).
* '''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).
* '''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.
* '''hogrider''': combine with '''bats''' at bridge.
* '''minipekka''': against ebarbs, play at 4-2. Our main tank to defend.
* '''minipekka''': against '''elitebarbarians''', play at 4-2. Our main tank to defend.
* Against lavaloon: '''bats''' at 4+2, '''skeletons''' at 1-3.
* Against '''lavahound'''+'''balloon''': '''bats''' at 4+2, '''skeletons''' at 1-3.
* Against arrows: always play '''princess''' in the other lane!
* Against '''arrows''': always play '''princess''' in the other lane!
* Against RG: '''minipekka''' + '''thelog'''.
* Against RG: '''minipekka''' + '''thelog'''.
* '''VERY DIFFICULT TO PLAY'''.
* '''VERY DIFFICULT TO PLAY'''.
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* Deck played by Ulrich (Team Belgique) when playing with Guido... seems to have given a very fast win.
* Deck played by Ulrich (Team Belgique) when playing with Guido... seems to have given a very fast win.
* Synergy: '''Balloon''' + '''hog rider'''.
* Synergy: '''balloon''' + '''hogrider'''.
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==== Tutorials ====
==== Tutorials ====
;[https://www.youtube.com/watch?v=QBTucc_zP34 Arena 1 - Orange Juice Gaming]
;[https://www.youtube.com/watch?v=QBTucc_zP34 Arena 1 - Orange Juice Gaming]
* Arena 1 deck: knight, speargoblins, archers, arrows, goblins, giant, musketeer, minipekka.
* Arena 1 deck: '''knight''', '''speargoblins''', '''archers''', '''arrows''', '''goblins''', '''giant''', '''musketeer''', '''minipekka'''.


;[https://www.youtube.com/watch?v=bCbxsYTZX8A Arena 2 - Orange Juice Gaming]
;[https://www.youtube.com/watch?v=bCbxsYTZX8A Arena 2 - Orange Juice Gaming]
* No fireball value, use only arrows (everything dies to arrow except musketeer).
* No '''fireball''' value, use only '''arrows''' (everything dies to arrow except '''musketeer''').
* Baby drag better than valkyrie.
* Baby drag better than '''valkyrie'''.
* Put slow cheap units in the back.
* Put slow cheap units in the back.


* Arena 2 deck (before baby dragon): valkyrie, bomber, archers, arrows, skeletonarmy, giant, musketeer, minipekka.
* Arena 2 deck (before '''babydragon'''): '''valkyrie''', '''bomber''', '''archers''', '''arrows''', '''skeletonarmy''', '''giant''', '''musketeer''', '''minipekka'''.
:* minipekka to take down any tank, or giant; skarmy against any single hit tank. But bomber is weak to arrows.
:* '''minipekka''' to take down any tank, or '''giant'''; '''skeletonarmy''' against any single hit tank. But '''bomber''' is weak to '''arrows'''.


* Arena 2 deck (w/ baby dragon): babydragon, speargoblins, archers, arrows, skeletonarmy, giant, musketeer, minipekka.
* Arena 2 deck (w/ '''babydragon'''): '''babydragon''', '''speargoblins''', '''archers''', '''arrows''', '''skeletonarmy''', '''giant''', '''musketeer''', '''minipekka'''.
:* minipekka to take down any tank, or giant; skarmy against any single hit tank.
:* '''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.
* Arena 2 deck: '''babydragon''', '''speargoblins''', '''archers''', '''arrows''', '''skeletons''', '''giant''', '''musketeer''', '''minipekka'''.
:* Faster deck, but rely on minipekka to take out tanks now.
:* Faster deck, but rely on '''minipekka''' to take out tanks now.
:* '''Skeletons''' have a lot of value (although more difficult to play).
:* '''skeletons''' have a lot of value (although more difficult to play).


; [https://www.youtube.com/watch?v=Y-8u22uwI74 Arena 3 - Orange Juice Gaming]
; [https://www.youtube.com/watch?v=Y-8u22uwI74 Arena 3 - Orange Juice Gaming]
* Arena 3 deck: battleram, goblinbarrel, arrows, fireball, babydragon, megaminion, skeletonarmy, speargoblins
* Arena 3 deck: '''battleram''', '''goblinbarrel''', '''arrows''', '''fireball''', '''babydragon''', '''megaminion''', '''skeletonarmy''', '''speargoblins'''
:* 2 winning condition. Battle Ram by itself is not good winning condition, need a secondary one (like goblin barrel or giant).
:* 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.
:* Bait deck are hard to play.
* Better arena 3 deck: battleram, goblinbarrel, arrows, fireball, babydragon, knight, skeletonarmy, speargoblins
* Better arena 3 deck: '''battleram''', '''goblinbarrel''', '''arrows''', '''fireball''', '''babydragon''', '''knight''', '''skeletonarmy''', '''speargoblins'''
:* Rush: battleram at bridge, then goblinbarrel when connects.
:* 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).
:* '''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.
:* '''knight''' has a lot of value.
* Arena 3 deck with barbarianbarrel: battleram, goblinbarrel, barbarianbarrel, fireball, babydragon, valkyrie, skeletonarmy, speargoblins.
* Arena 3 deck with barbarianbarrel: '''battleram''', '''goblinbarrel''', barbarianbarrel, '''fireball''', '''babydragon''', '''valkyrie''', '''skeletonarmy''', '''speargoblins'''.
:* Counter knight: speargoblins at 4-3.
:* Counter '''knight''': '''speargoblins''' at 4-3.
:* Barbarian Barrel can tank for goblin barrel.
:* barbarianbarrel can tank for '''goblinbarrel'''.


; [https://www.youtube.com/watch?v=WXSLLGJVINw Arena 4 - Orange Juice Gaming]
; [https://www.youtube.com/watch?v=WXSLLGJVINw Arena 4 - Orange Juice Gaming]
* Arena 4 deck: pekka, babydragon, firespirit, barbarianbarrel, wizard, skeletonarmy, goblinbarrel, fireball.
* Arena 4 deck: '''pekka''', '''babydragon''', '''firespirit''', barbarianbarrel, '''wizard''', '''skeletonarmy''', '''goblinbarrel''', '''fireball'''.
:* skarmy to counter infernotower (eg. put it on pekka, so that it protects).
:* '''skeletonarmy''' to counter '''infernotower''' (eg. put it on '''pekka''', so that it protects).
:* push with wizard behind.
:* push with '''wizard''' behind.
:* barbarianbarrel has tiny cheap tank when needed (eg. when giant dies, to protect wizard).
:* barbarianbarrel has tiny cheap tank when needed (eg. when '''giant''' dies, to protect '''wizard''').
:* '''variant''': skeletongiant instead of pekka.
:* '''variant''': skeletongiant instead of '''pekka'''.


; [https://www.youtube.com/watch?v=R6-KwW0ySgM Arena 5 - Orange Juice Gaming]
; [https://www.youtube.com/watch?v=R6-KwW0ySgM Arena 5 - Orange Juice Gaming]
* Arena 5 deck: witch, hogrider, bats, fireball, valkyrie, barbarianbarrel, goblinbarrel, skeletonarmy.
* Arena 5 deck: '''witch''', '''hogrider''', '''bats''', '''fireball''', '''valkyrie''', barbarianbarrel, '''goblinbarrel''', '''skeletonarmy'''.


* Faster Arena 5 deck: witch, hogrider, skeletons, 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.
:* 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.
:* Against '''balloon''': switch '''skeletons''' to '''megaminion'''.


; [https://www.youtube.com/watch?v=eBhvtm-J2E8 Arena 6 - Orange Juice Gaming]
; [https://www.youtube.com/watch?v=eBhvtm-J2E8 Arena 6 - Orange Juice Gaming]
* Arena 6 deck: witch, balloon, megaminion, fireball, valkyrie, barbarianbarrel, goblinbarrel, skeletonarmy.
* Arena 6 deck: '''witch''', '''balloon''', '''megaminion''', '''fireball''', '''valkyrie''', barbarianbarrel, '''goblinbarrel''', '''skeletonarmy'''.
:* Variant: Mortar instead of balloon.
:* Variant: '''mortar''' instead of '''balloon'''.


* Alternative arena 6 deck: witch, balloon, flyingmachine, fireball, speargoblins, barbarianbarrel, battleram, skeletons.
* Alternative arena 6 deck: '''witch''', '''balloon''', '''flyingmachine''', '''fireball''', '''speargoblins''', barbarianbarrel, '''battleram''', '''skeletons'''.
:* Replace skarmy 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.
:* 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.
:* Variants: '''giant''' instead of '''battleram''', and '''valkyrie''' instead of '''skeletons'''.
:* Giant in the pocket very useful to tank for little troops.
:* '''giant''' in the pocket very useful to tank for little troops.


* Hog cycle deck: valkyrie, minions, skeletonarmy, arrows, knight, cannon, wizard, hogrider.
* '''hogrider''' cycle deck: '''valkyrie''', '''minions''', '''skeletonarmy''', '''arrows''', '''knight''', '''cannon''', '''wizard''', '''hogrider'''.


;[https://www.youtube.com/watch?v=FVgM-lDGuOQ Arena 7 - Orange Juice Gaming]
;[https://www.youtube.com/watch?v=FVgM-lDGuOQ Arena 7 - Orange Juice Gaming]
* Arena 7 deck: royalhogs, royalrecruits, skeletondragons, bats, skeletons, goblincage, barbarianbarrel, fireball.
* Arena 7 deck: '''royalhogs''', '''royalrecruits''', '''skeletondragons''', '''bats''', '''skeletons''', '''goblincage''', barbarianbarrel, '''fireball'''.
:* Apparently, real deck would be to replace skeletondragons with zap.
:* Apparently, real deck would be to replace '''skeletondragons''' with '''zap'''.


* Counter to deck above: witch, babydragon, wizard, arrows, valkyrie, balloon, musketeer, skarmy.
* Counter to deck above: '''witch''', '''babydragon''', '''wizard''', '''arrows''', '''valkyrie''', '''balloon''', '''musketeer''', '''skeletonarmy'''.
:* ... played a bit, but doesn't seem to work really well.
:* ... played a bit, but doesn't seem to work really well.


* Arena 7, double prince deck: giant, prince, dark prince, megaminion, zap, fireball, musketeer, minipekka.
* Arena 7, double '''prince''' deck: '''giant''', '''prince''', '''darkprince''', '''megaminion''', '''zap''', '''fireball''', '''musketeer''', '''minipekka'''.


==== Arena 6 ====
==== Arena 6 ====
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! width=520px | Arena 6+ deck
! width=520px | Arena 6+ deck
| rowspan=2 |
| rowspan=2 |
* Hogrider 2.6 cycle variant
* '''hogrider''' 2.6 cycle variant
* Played against this in arena 6, lost.
* Played against this in arena 6, lost.
* But requires '''icegolem'''.
* But requires '''icegolem'''.
Line 3,487: Line 3,487:
! width=520px | Arena 7+ deck
! width=520px | Arena 7+ deck
| rowspan=2 |
| rowspan=2 |
* Hogrider 2.6 cycle variant
* '''hogrider''' 2.6 cycle variant
* Played against this in arena 7, lost.
* Played against this in arena 7, lost.
|-
|-
Line 3,508: Line 3,508:
| rowspan=2 |
| rowspan=2 |
* Detection: '''princess''', '''goblinbarrel''', '''knight''', '''infernodragon''' (?)
* Detection: '''princess''', '''goblinbarrel''', '''knight''', '''infernodragon''' (?)
* Pay attention to '''rocket''', especially if playing balloon, to avoid giving value to opponent.
* Pay attention to '''rocket''', especially if playing '''balloon''', to avoid giving value to opponent.
|-
|-
|
|
Line 3,528: Line 3,528:


* Skully:
* Skully:
:* '''icespirit''', '''goblingang''', '''thelog''', '''valkyrie''', '''goblinbarrel''', '''rocket''', '''princess''', '''tesla'''.
:* Ice Spirit, Goblin Gang, The Log, Valkyrie, Goblin Barrel, Rocket, Princess, Tesla.
:* Firecrack, Skeleton, EGiant, Snowball, Heal spirit, Goblin, Tornado, I Tower.
:* '''firecracker''', Skeleton, '''electrogiant''', '''giantsnowball''', '''healspirit''', Goblin, '''tornado''', '''infernotower'''.
:* Skelbarrel, Fire spirit, Bomber, Lumber, RG, Baby, MArcher, EBarbs.
:* '''skeletonbarrel''', Fire spirit, '''bomber''', '''lumberjack''', RG, Baby, MArcher, '''elitebarbarians'''.
* Skully's opponent:
* Skully's opponent:
:* '''firecracker''', '''royalghost''', '''sparky''', '''electrowizard''', '''babydragon''', '''minionhorde''', '''arrows''', '''skeletonarmy'''.
:* Firecracker, Royal ghost, Sparky, EWiz, Baby Dragon, Minion Horde, Arrows, Skarmy.
:* '''bandit''', '''lumberjack''', '''balloon''', Log, '''knight''', '''wizard''', '''elitebarbarians''', '''executioner'''.
:* Bandit, Lumber, Loon, Log, Knight, Wiz, Ebarbs, Executioner.
* Slick_Nick (touchdown):
* Slick_Nick (touchdown):
:* '''goblindrill''', '''firecracker''', Icewiz, '''freeze''', '''pekka''', '''princess''', '''hogrider''', '''executioner'''.
:* Goblin Drill, Firecracker, Icewiz, Freeze, PEKKA, Princess, Hog Rider, Executioner.
:* '''goblinbarrel''', '''megaknight''', MArcher, '''electrowizard''', '''motherwitch''', '''clone''', '''thelog''', '''ramrider'''.
:* Gobarrel, MK, MArcher, Ewiz, Mother Witch, Clone, The Log, Ram Rider.
* Schtroumpf (Team Belgique):
* Schtroumpf (Team Belgique):
:* Princess, wizard, barb barrel, mini PEKKA, PEKKA, Knight, Spear goblins, Baby dragon.
:* '''princess''', '''wizard''', barb barrel, '''minipekka''', '''pekka''', '''knight''', Spear '''goblins''', '''babydragon'''.
* MARTIN (shred me with):
* MARTIN (shred me with):
:* tesla, icespirit, bomber, skeleton, knight, firecracker, executioner, royalhogs.
:* '''tesla''', '''icespirit''', '''bomber''', skeleton, '''knight''', '''firecracker''', '''executioner''', '''royalhogs'''.
:* tesla 4-2, skeleton 3-3 (against MK, with bomber played early on front corner of K tower).
:* '''tesla''' 4-2, skeleton 3-3 (against '''megaknight''', with '''bomber''' played early on front corner of K tower).
:* Against MK: bomber front corner of K tower, then skeleton 3-3 when MK jumps, then tesla 0-4 (so bomber still in range).
:* Against '''megaknight''': '''bomber''' front corner of K tower, then skeleton 3-3 when '''megaknight''' jumps, then '''tesla''' 0-4 (so '''bomber''' still in range).
:* Against other troop: same, skeleton 3-3, then knight middle but other lane, so that to distract opp troop that are under fire of both towers.
:* Against other troop: same, skeleton 3-3, then '''knight''' middle but other lane, so that to distract opp troop that are under fire of both towers.
:* Play hogs regularly in the middle.
:* Play hogs regularly in the middle.
:* Firecracker, often play at 9-3 (ie. front of K tower). Use skeletons and ice spirit to distract troop and protect firecracker.
:* '''firecracker''', often play at 9-3 (ie. front of K tower). Use '''skeletons''' and '''icespirit''' to distract troop and protect '''firecracker'''.
:* When tesla in middle, bomber to spam the troop attacking the tesla.
:* When '''tesla''' in middle, '''bomber''' to spam the troop attacking the '''tesla'''.




Line 3,688: Line 3,688:


;War deck against boat
;War deck against boat
* A deck I've seen that looked effective: witch - giant - electro dragon - firecracker - tesla - princess - lumberjack - ?. First push with giant front, sorcerer, E dragon, firecracker. Took a full tower down. Tesla on the other side to protect.
* 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 defense ===
Line 3,862: Line 3,862:
=== Spell damage ===
=== Spell damage ===
;How to read the table
;How to read the table
* Eg. Fireball, level 9, we have <code>(=) Skeleton Dragons +2 (532)</code>. This means FB level 9 kills a Skeleton Dragons 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).
* Eg. '''fireball''', level 9, we have <code>(=) '''skeletondragons''' +2 (532)</code>. 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.
* '''Units in bold''' are the one at level 14.



Revision as of 01:21, 23 February 2022

Links

Wiki, general
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
  • 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.
  • 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).
  • Zio can (~600 war trophees, 30k to 50k medals, 45 members) - The clan that beat "Bring the W".
  • CLAN ROYALE S.A (40k-50k medals) — Clan that almost won against Team Belgique.

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.

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). However it is not recommended to give card below king level 10, since extra xp will prevent leveling the card while keeping a low king level.
  • 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
  • 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]:
  • Gain 1250 gold for common (5 each).
  • Gain 2.5K gold for rare (50 each).
  • Gain 5K gold for epic (500 each).
  • Gain 20K gold for legendary.
  • Best value for gems: 500 gems for royal tournament (if reaching at least 10 wins, to get the most valuable chest).

Strategy

  • 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.
  • 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 goblinbarrel:
  • 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.
  • aim correctly fireball:
  • 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.
  • Against witch:
  • thelog / elitebarbarians / arrows / zap to remove all skeletons. If played correctly elitebarbarians can also make 2 hits to tower.
  • Activate our K 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.
  • Starting hand play:
  • 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.

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.
  • 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 How to play How to counter
Electro Spirit (w)
  • 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.
  • If crossing bridge w/o dmg, put a unit between P and K tower to trigger K Tower activation, very useful against e.g. graveyard.
  • Because of this, do not play ES unless opp is low on elixir, or has defending troops.
  • 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.
Fire Spirit
  • tbc
  • tbc
Ice Spirit
  • Synergy with dartgoblin, against Minion (DG can then one-shot them).
  • tbc
Skeletons
  • Against babydragon: skeletons at 6-3. They'll split and attract baby on the other side, to be shot by both towers.
  • tbc
Heal Spirit
  • tbc
  • tbc

Troops - 2 elixir

Troop How to play How to counter
Bats
  • tbc
  • tbc
Bomber
  • tbc
  • tbc
Goblins
  • tbc
  • tbc
Spear Goblins
  • tbc
  • tbc
Ice Golem
  • tbc
  • tbc
Wall Breakers
  • tbc
  • tbc

Troops - 3 elixir

Troop How to play How to counter
Archers
  • tbc
  • tbc
Firecracker
  • tbc
  • tbc
Goblin Gang
  • tbc
  • tbc
Knight
  • tbc
  • tbc
Minions
  • tbc
  • tbc
Skeleton Barrel
  • tbc
  • tbc
Dart Goblin
  • tbc
  • tbc
Elixir Golem
  • tbc
  • tbc
Mega Minion
  • tbc
  • tbc
Guards
  • Against megaminion: 0-6! to kite it
  • tbc
Skeleton Army
  • tbc
  • +2 trade: icespirit at 0-2 when lead skeleton is entering 3rd row.
  • +1 trade: zap, thelog (if close enough).
  • even trade: arrows.
Bandit
  • tbc
  • skeletons: 2-5, perfect; or 7-2, also perfect.
Fisherman
  • Against royalgiant: 0-5 placement, can still attract RG and move it to other tower.
  • hogrider: activation, play 9-4!
  • electrogiant: activation, play 9-4!
  • ramrider: activation, play 9-4!
  • tbc
Ice Wizard
  • tbc
  • tbc
Miner
  • 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.
  • tbc
Princess
  • tbc
  • +1 trade: thelog or barbarianbarrel.
  • -2 trade, but value: ramrider.
  • -1 trade: poison or infernodragon ok, but with value.
Royal Ghost
  • tbc
  • tbc

Troops - 4 elixir

Troop How to play How to counter
Skeleton Dragons
  • tbc
  • tbc
Battle Healer
  • tbc
  • tbc
Battle Ram
  • Note: Ram in the pocket doesn't connect, except if tanked by another troop.
  • tbc
Flying Machine
  • Note: FM not ok as 2nd air troop, but ok as 3rd one Carl.
  • tbc
Hog Rider
  • tbc
  • +1 trade: skeletonarmy.
  • +1 trade (but 600-800 damage): minions.
  • 0 trade: minipekka at 4+2.
  • -1 trade: skeletons at 3+3 asap (if rider from 0+4) and fireball 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?
  • tombstone: 3-3, 2-3 is ok, and best so that both tower shoot! Other locations? 4-3 no!
Mini P.E.K.K.A.
  • tbc
  • zap to force retarget.
  • -2 trade (but w/ some value): If minipekka at tower, battleram then zap to reset minipekka.
Musketeer
  • Can snipe building at 3 squares from river.
  • +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.
Valkyrie
  • tbc
  • tbc
Zappies
  • tbc
  • tbc
Baby Dragon
  • tbc
  • tbc
Dark Prince
  • tbc
  • tbc
Hunter
  • tbc
  • +1 trade: thelog + icespirit middle, close to river to distract + Tower
Electro Wizard
  • tbc
  • tbc
Inferno Dragon
  • Against valkyrie (bridge): 5+3!
  • even trade: electrowizard, that reset always infernodragon, and also force to retarget (so this can save a tower).
Lumberjack
  • tbc
  • tbc
Magic Archer
  • tbc
  • When defending tower, always put defensive troop sideways, so that Marcher cannot hit the the tower!
Mother Witch
  • tbc
  • tbc
Night Witch
  • tbc
  • tbc
Golden Knight
  • Can dash through low pv units and rush to low pv tower
  • KT activation: put a unit between P and K tower when he dashes (visible when he's flying), for instance guards at 11-0.
Skeleton King
  • tbc
  • valkyrie: play in FRONT of the king, so that no skeletons goes to the tower. Perfect defense.

Troops - 5 elixir

Troop How to play How to counter
Barbarians (w)
  • 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.
  • +2 trade: skeletonarmy.
  • +1 trade: fireball, charging darkprince, valkyrie.
  • -1 trade: rocket.
  • Weak against: jumping megaknight, poison
  • Best defense: distant wizard or bomber.
Minion Horde
  • tbc
  • tbc
Rascals
  • tbc
  • tbc
Giant
  • tbc
  • tbc
Royal Hogs
  • tbc

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).

When played 1-3 (offseted mid-river):

  • tbc
Wizard
  • tbc
  • tbc
Balloon
  • 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.
  • When building at 4-2, play the balloon at 1+5!
  • -2 trade: megaminion seems to do the business (put also on path).
  • -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 [2].
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 [3].
  • 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).
Bowler
  • tbc
  • tbc
Cannon Cart
  • tbc
  • tbc
Electro Dragon
  • tbc
  • 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)
Executioner
  • tbc
  • tbc
Prince
  • tbc
  • +2 trade: tombstone, or skeletonarmy (but beware zap / Log).
Witch
  • tbc
Ram Rider
  • tbc
  • electrowizard destroys her very well.
Archer Queen
  • tbc
  • tbc

Troops - 6 elixir

Troop How to play How to counter
Elite Barbarians (w)
  • 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.
  • +3 trade: guards play at 3-4, takes one hit [4].
  • +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
Royal Giant
  • tbc
  • tbc
Giant Skeleton
  • tbc
  • skeletons (+support like bats): play at 0-3 when giant entering 3rd row.
Goblin Giant
  • tbc
  • tbc
Sparky
  • tbc
  • +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.

Troops - 7 elixir

Troop How to play How to counter
Royal Recruits
  • tbc
  • tbc
P.E.K.K.A.
  • tbc
  • tbc
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.
  • Start:
  • zapin hand is good start, then tombstone. Look for fireball value.
  • On lane:
  • 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.
  • +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
  • tbc
  • +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 [5].
  • 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!

Troops - 8 elixir

Troop How to play How to counter
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.
  • 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?!?
Golem
  • tbc
  • tbc

Troops - 9 elixir

Troop How to play How to counter
Three Musketeers
  • tbc
  • tbc

Spell

Troop How to play How to counter
1 elixir
Mirror
  • tbc
  • tbc
2 elixir
Giant Snowball
  • Good to push some ennemy.
  • If air unit, put at 3-square distance (so 4th square away) from shadow (ie shadow outside of circle).
  • tbc
Zap
  • tbc
  • tbc
Barbarian Barrel
  • With babydragon: launch barrel when baby's shadow is 2 square away from river.
  • tbc
Rage
  • tbc
  • tbc
The Log
  • tbc
  • tbc
3 elixir
Arrows
  • tbc
  • tbc
Royal Delivery
  • tbc
  • tbc
Earthquake
  • tbc
  • tbc
Clone
  • tbc
  • tbc
Goblin Barrel
(Guess placement)
  • Basic synergy: barrel + tank (knight...).
  • 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!
  • 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).
  • tornado (0): play at 7-2.
  • goblingang (0): play at 10+2/code>.
  • archer + skeletons (0): play archers at 6+2 and skullies at 10+2.
  • skeleton + zap (0): play skullies at 9+4 then zap.
  • guards (0, one hit): play FAST at 9+4 (or 8+4 seems ok too?).
  • valkyrie (-1, perfect if timed correctly): 10+2 perfect (valkyrie must land when shadow is crossing our river side). 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.
  • bowler (-2): play at 10+2.
  • megaknight (-4): play at 10+2 when shadow touches the river.
  • electrospirit, firespirit: ??? (!zap)
  • Bait deck (eg. barrel + princess): do NOT log the princess!
Prediction

Goblin barrel prediction 1.jpg
Goblin barrel prediction 2.jpg

Tornado
  • tbc
  • tbc
4 elixir
Fireball
  • tbc
  • tbc
Freeze
  • tbc
  • tbc
Poison
  • tbc
  • tbc
5 elixir
Graveyard
  • tbc
  • +2 trade: skeletonarmy.
  • +2 trade: Spear goblins (any damage ?).
6 elixir
Rocket
  • tbc
  • tbc
Lightning
  • tbc
  • tbc

Building

Troop How to play How to counter
3 elixir
Cannon

From YersonCz gameplay:

  • hogrider: 0-3 is earthquake safe distance. Otherwise 3-3.
  • royalgiant: 4-3 (from anywhere). Perfect with skeletons + musketeer.
  • tbc
Tombstone
  • Pro seems to play frequently at (4-2).
  • Play at 4-2 (or symm. 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...).
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.
  • 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: Don't play in the middle, because rider will charge and destroy in one hit. Play instead 3+4 (skellies will spawn).
  • 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 [6].
  • 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, then lava same lane (to tank while we defend the golem) (see golem tip video).
  • golem: play same lane, such that skeleton piles up. In which video this was?
  • 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.
More (from me)
  • RG: 4-3 still attract RG, but 2 shots kill it.
  • ramrider: 4-4 (!) when coming from center, 4-3 if from front / outer.
4 elixir
Mortar
  • tbc
  • tombstone: play at 6-2 (usually opp will fireball)
Tesla
  • tbc
  • tbc
Bomb Tower
  • tbc
  • tbc
Furnace
  • tbc
  • tbc
Goblin Cage
  • giant (middle): 4-4!
  • tbc
Goblin Drill
  • tbc
  • tbc
5 elixir
Goblin Hut
  • tbc
  • tbc
Inferno Tower
  • tbc
  • tbc
6 elixir
Elixir Collector
  • tbc
  • tbc
X-Bow
  • Against golem/electrogiant, if opp plays 4-elixir card, play xbow opposite lane [7].
  • 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
  • tbc
  • tbc

King's activation

  • Against firecracker: when Fc at N14, and babydragon at K07/K08 when shooting.

Unit/building placement

Around P tower:       Around K tower:        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    
 n1 n2 n3 n4 n5       N1 N2 N3 N4 N5 N6      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
 w2          e2       W2             E2      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
 w3          e3       W3             E3      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
 w4          e4       W4             E4      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
 s1 s2 s3 s4 s5       W5             E5      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
                      S1 S2 S3 S4 S5 S6      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
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.

Commented game

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.
  • X-Arc:
  • how to counter? a icegolem to distract then a barbarianbarrel. hunter can also attack. thelog + 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: 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.
  • Defend with tesla:
  • 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.
  • princess:
  • 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.
  • Against infernodragon:
  • 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.
  • With 2.6 deck:
  • 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.

Decks

Clashical's decks

Ladder deck (2021-12-06 onwards, arena 15)
  • 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 exec 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 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)
  • Some interactions:
  • 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)

main:
Cr-lavahound.png Cr-balloon.png Cr-guards.png Cr-skeletondragons.png Cr-megaminion.png Cr-tombstone.png Cr-fireball.png Cr-zap.png
mid-ladder variant:
Cr-lavahound.png Cr-balloon.png Cr-valkyrie.png Cr-skeletondragons.png Cr-megaminion.png Cr-tombstone.png Cr-fireball.png Cr-arrows.png

Ladder deck 4.3 (2021-11-01 onwards, arena 15)
  • Variant from Rakan love Lava, where fireball replaces arrows.
  • Played the whole Nov 21 season with this deck, reached 5634 trophees.

Cr-lavahound.png Cr-infernodragon.png Cr-miner.png Cr-balloon.png Cr-barbarians.png Cr-skeletondragons.png Cr-fireball.png Cr-zap.png

Ladder deck 4.1 (2021-10-01 onwards, arena 14 and arena 15)
  • 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:

  • Xbox: best counter is infernodragon. If with tesla, fireball and/or babydragon.
  • Played the whole Oct 21 season, reached ~5400 trophees.
  • Challenge: Won 4 times.

Cr-lavahound.png Cr-infernodragon.png Cr-miner.png Cr-elitebarbarians.png Cr-babydragon.png Cr-skeletonarmy.png Cr-fireball.png Cr-zap.png

Ladder deck (since 2021-09-14)
  • 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 Inferno D.
  • 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.

Cr-lavahound.png Cr-infernodragon.png Cr-miner.png Cr-barbarians.png Cr-flyingmachine.png Cr-skeletondragons.png Cr-tombstone.png Cr-arrows.png

Ladder deck (played until 2021-09-12)
  • zap against Inferno D or T. However requires another offensive aerial troop (like Minion).
  • Was a bit hard to play.
  • Played by CHN | Boris (8PQRQG90C, reached #37 in TV).

Cr-lavahound.png Cr-balloon.png Cr-barbarians.png Cr-minions.png Cr-megaminion.png Cr-tombstone.png Cr-fireball.png Cr-zap.png

Ladder deck (played since 2021-09-01)
  • 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.

Cr-lavahound.png Cr-balloon.png Cr-valkyrie.png Cr-megaminion.png Cr-minions.png Cr-bomber.png Cr-fireball.png Cr-arrows.png

Ladder deck (played since 2021-08-21)
  • 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.
Clash royale-deck-battle-20210821.png
Ladder deck (last played 2021-08-19)
  • 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.
Clash royale-deck-battle-20210819.png
Ladder deck (last played 2021-08-13)
  • First deck.
Clash royale-deck-battle-20210813.png

Clashical's war decks

Deck 1 Deck 2 Deck 3 Deck 4 Comments

Cr-lavahound.png Cr-infernodragon.png Cr-miner.png Cr-balloon.png
Cr-guards.png Cr-minions.png Cr-arrows.png Cr-zap.png

Cr-princess.png Cr-elitebarbarians.png Cr-wizard.png Cr-babydragon.png
Cr-skeletonarmy.png Cr-barbarianbarrel.png Cr-poison.png Cr-rage.png

Cr-megaknight.png Cr-bandit.png Cr-electrowizard.png Cr-magicarcher.png
Cr-royalhogs.png Cr-healspirit.png Cr-goblincage.png Cr-giantsnowball.png

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

  • Played from 2021-11-15, consistent 2 or 3 wins.
  • 3rd deck: [8] (from royaleapi.com)
  • Next: replace 3rd with elixirgolem deck?
W52/21: ...., v--v, vv-v, vv-v, v--v, v---, --vv
W01/22: v--v, v--v, vv--, v-v-, vv-v, v-vv, vvv-
W02/22: vvv-, vvvv, vvv-, v---, vv--, vvvv, vv--
W03/22: vv--, v---, v--v, vv--, vvvv, vvvv, v---
W04/22: v--v, vv-v, vv--, vvv-, vv-v, vv--, vvv-
W05/22: vv--, vvvv, v---, vvv-, vvv-, vvvv, vvvv
W06/22: v---, v-vv, vvv-, vvvv, vv-v, vv--, v--v
W07/22: v--v, vvv-, v-v-, vv-v, vv--, vvv-, vv--
W08/22: vv-v, v--v, ...., ...., ...., ...., ....

Cr-lumberjack.png Cr-electrogiant.png Cr-witch.png Cr-valkyrie.png
Cr-goblingang.png Cr-tesla.png Cr-freeze.png Cr-earthquake.png

  • Played from
  • Third deck really bad.

Cr-lavahound.png Cr-infernodragon.png Cr-miner.png Cr-barbarians.png
Cr-flyingmachine.png Cr-skeletondragons.png Cr-tombstone.png Cr-arrows.png

Cr-electrogiant.png Cr-bomber.png Cr-megaminion.png Cr-skeletonarmy.png
Cr-minipekka.png Cr-wizard.png Cr-poison.png Cr-barbarianbarrel.png

Cr-witch.png Cr-balloon.png Cr-ramrider.png Cr-electrowizard.png
Cr-goblingang.png Cr-bats.png Cr-tesla.png Cr-giantsnowball.png

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

  • Deck 4: Using 2.6 cycle deck

Cr-pekka.png Cr-hogrider.png Cr-musketeer.png Cr-minions.png
Cr-goblins.png Cr-fireball.png Cr-thelog.png Cr-zap.png

  • Updated decks...

Cr-lavahound.png Cr-balloon.png Cr-barbarians.png Cr-megaminion.png
Cr-minions.png Cr-tombstone.png Cr-fireball.png Cr-zap.png

Cr-pekka.png Cr-skeletonarmy.png Cr-ramrider.png Cr-goblincage.png
Cr-poison.png Cr-infernodragon.png Cr-bats.png Cr-arrows.png

Cr-guards.png Cr-electrodragon.png Cr-witch.png Cr-speargoblins.png
Cr-hogrider.png Cr-wallbreakers.png Cr-bombtower.png Cr-barbarianbarrel.png

Cr-giantskeleton.png Cr-royalhogs.png Cr-babydragon.png Cr-dartgoblin.png
Cr-prince.png Cr-skeletondragons.png Cr-infernotower.png Cr-battleram.png

  • Player from Sept 26, 2021.
  • Updated deck following few tips from Isma.
  • Played once.

Cr-lavahound.png Cr-balloon.png Cr-valkyrie.png Cr-megaminion.png
Cr-minions.png Cr-bomber.png Cr-fireball.png Cr-arrows.png

Cr-pekka.png Cr-skeletonarmy.png Cr-musketeer.png Cr-wizard.png
Cr-infernodragon.png Cr-darkprince.png Cr-goblinbarrel.png Cr-zap.png

  • Played until 20210918.
  • Deck 1 was best deck on ladder.
  • Mostly lose.
  • In duel, start with 4 (aka "worst"), then 1 then 3. Won twice during training days.

Minushcule ;-)'s decks

Ladder deck (2021-12-21, played from arena 10 to 14)
  • 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, spirit 10, skel 11, cannon 12, fb 12, log 12 (king 9).
  • fb+log+fb: 552 hp (14 elix); log+fb+log: 420 hp (12 elix); hogrider: 318 hp (4 elix).

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

Ladder deck (2021-12-14, played in arena 5, 6, 7, 8 and 9)
  • 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
  • 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.

Cr-prince.png Cr-witch.png Cr-minipekka.png Cr-valkyrie.png Cr-babydragon.png Cr-skeletonarmy.png Cr-fireball.png Cr-zap.png

Ladder deck (2021-12-16, played in arena 6)
  • 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...

Cr-witch.png Cr-balloon.png Cr-flyingmachine.png Cr-fireball.png Cr-speargoblins.png Cr-barbarianbarrel.png Cr-giant.png Cr-valkyrie.png

Ladder deck (2021-12-14, played in arena 5)
  • 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.

Cr-giantskeleton.png Cr-babydragon.png Cr-megaminion.png Cr-skeletonarmy.png Cr-goblincage.png Cr-goblincage.png Cr-barbarianbarrel.png Cr-fireball.png
Cr-giantskeleton.png Cr-babydragon.png Cr-firespirit.png Cr-barbarianbarrel.png Cr-wizard.png Cr-skeletonarmy.png Cr-hogrider.png Cr-fireball.png
Cr-giantskeleton.png Cr-valkyrie.png Cr-fireball.png Cr-babydragon.png Cr-musketeer.png Cr-goblinbarrel.png Cr-skeletonarmy.png Cr-wizard.png

Ladder deck (2021-12-10, played in arena 3 and 4)
  • 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.

Cr-prince.png Cr-valkyrie.png Cr-minipekka.png Cr-skeletonarmy.png Cr-babydragon.png Cr-musketeer.png Cr-speargoblins.png Cr-arrows.png

Ladder deck (2021-12-10, played from arena 3)
  • 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.

Cr-giant.png Cr-prince.png Cr-musketeer.png Cr-babydragon.png Cr-speargoblins.png Cr-goblincage.png Cr-fireball.png Cr-arrows.png

Ladder deck (2021-12-10, played in arena 1 and 2)
  • 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.

Cr-giant.png Cr-prince.png Cr-musketeer.png Cr-minions.png Cr-speargoblins.png Cr-goblincage.png Cr-fireball.png Cr-arrows.png

Some decks that was hard match up (potentially good decks):

Ladder deck (2021-12-10, faced in arena 4)
  • Lost against this in arena 4, but maybe lacking some aerial defense... And FB might not be best choice.

Cr-prince.png Cr-valkyrie.png Cr-minipekka.png Cr-knight.png Cr-skeletonarmy.png Cr-bomber.png Cr-musketeer.png Cr-fireball.png

Minushcule ;-)'s war decks

Deck 1 Deck 2 Deck 3 Deck 4 Comments

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

Cr-princess.png Cr-witch.png Cr-speargoblins.png Cr-miner.png
Cr-infernotower.png Cr-skeletondragons.png Cr-balloon.png Cr-electrowizard.png

Cr-megaknight.png Cr-knight.png Cr-megaminion.png Cr-ramrider.png
Cr-archers.png Cr-bomber.png Cr-tombstone.png Cr-arrows.png

Cr-darkprince.png Cr-prince.png Cr-skeletonarmy.png Cr-wizard.png
Cr-goblinbarrel.png Cr-valkyrie.png Cr-barbarianbarrel.png Cr-babydragon.png

  • 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, v..v, -..-
w01/22: -..v, v..-| v.v-, v.-v, v.vv, -.-v, -.v-
w02/22: v.v-, v.vv, v.-v, v.--, -.-v, v.vv, v.v-
w03/22: -.v-, v.vv, -.--| vvvv, --vv, ---v, --v-
W04/22: v-v-, v-vv, ----, ----, v-vv, vvvv, ----
W05/22: vvvv, vvv-, vvvv, vvvv, vv--, vv--, vvvv
W06/22: ---v, ---v, vv-v, v--v, vvv-, vvv-, v---
W07/22: vv-v, ----, v-v-, vv--, vv-v, -vv-, --v-
W08/22: vv-v, ---v, ...., ...., ...., ...., ....

Cr-princess.png Cr-witch.png Cr-speargoblins.png Cr-wallbreakers.png
Cr-infernotower.png Cr-skeletondragons.png Cr-balloon.png Cr-goblins.png

  • 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: .-.., .-.., .-..|

Cr-giantskeleton.png Cr-knight.png Cr-megaminion.png Cr-battleram.png
Cr-archers.png Cr-bomber.png Cr-tombstone.png Cr-arrows.png

  • Deck 1 as hogrider 2.6.
  • Deck 4 moved to pos 2.
  • Using double princes for deck 4
W52/21: ...., ..v., ..-., ..-., ..v., ..-., ..-.
w01/22: ..-., ..-.|

Cr-prince.png Cr-valkyrie.png Cr-minipekka.png Cr-skeletonarmy.png
Cr-babydragon.png Cr-musketeer.png Cr-speargoblins.png Cr-arrows.png

Cr-giant.png Cr-knight.png Cr-megaminion.png Cr-battleram.png
Cr-archers.png Cr-bomber.png Cr-tombstone.png Cr-fireball.png

Cr-hogrider.png Cr-minions.png Cr-barbarians.png Cr-wizard.png
Cr-goblinbarrel.png Cr-cannon.png Cr-barbarianbarrel.png Cr-zap.png

Cr-princess.png Cr-witch.png Cr-skeletons.png Cr-wallbreakers.png
Cr-infernotower.png Cr-skeletondragons.png Cr-balloon.png Cr-goblins.png

W50/21: ---v, vvvv

Cr-giantskeleton.png Cr-minions.png Cr-barbarians.png Cr-wizard.png
Cr-goblinbarrel.png Cr-cannon.png Cr-barbarianbarrel.png Cr-zap.png

Cr-princess.png Cr-witch.png Cr-goblincage.png Cr-wallbreakers.png
Cr-infernotower.png Cr-skeletondragons.png Cr-hogrider.png Cr-goblins.png

  • 2021-12-15: 4/4 (lvl 7).
  • 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).

Lava decks to try

Ladder deck - Lava
  • Best lava deck last season played by EA Rakan Lava (#9, L9P08G82U, YouTube). Played this season by FRANK ALICIA (#13, 8U00VQRLC), <c3>Kou<c4>bele (#106, YQJL8PPG)
  • balloon: Played in front of Skdrag, it is pushed forward faster! balloon can also be used as mini-tank, eg. to protect the puppies, or to protect minions / horde behind.
  • miner: When playing for tank, don't play on tower but play at 5-2 inside placement (front of K) to tank damage of troop first (eg. if opp plays a defending troop low enough in front of K tower)
  • Alternative: infernodragon <-> Horde, SkDrag <-> minions.
  • Deck with horde is super aggressive: usually go for trade.
  • 1st game, opening with lavahound, ignore miner, defend knight with barbarians. Use skeletondragonsAgainst darkprince at 3-0 placement and if possible miner at same spot to tank damage. Otherwise miner to tank damage for Lava Pups. arrows to weaken electrowizard. Against tank (like giant), infernodragon bottom when giant leaving tower behind, and if giant defended by megaminion, use balloon at river to distract it.
  • 2nd game, 2 spells, infernodragon/barbs in hand, so zap on tower. Against elitebarbarians + spirit, barbarians dropped on them then ignore if surviver. On giant + sparky, infernodragon on giant, then skeletondragons on sparky, but was countered by electrowizard + tornado. Later barbarians on sparky to remove it. miner on King's tower to tank damage for puppies and also protect barbarians coming up. Later opp still very aggressive, balloon on King's and zap to reset the sparky.
  • 3rd game: lavahound, balloon, zap, miner in hand, play lavahound as 1st card. Opp with sparky and goblingiant, countered with skeletondragons bottom (when giant on last tile before bridge), then zap and barbarians on sparky to reset/kill it. Add a balloon on group, and later miner between K and P tower to tank damage. 2nd round of elitebarbarians + healspirit, defended with skeletondragons. Opp defend with electrowizard + rage, Rakan plays barbarians very high center, then arrows to weaken electrowizard.
  • 1st game (Horde): both spells, miner, minion in hand, play zap on opp's goblins. Now Barbs in hand. Wait. At 1'20, miner on tower, countered with valkyrie, which is then defended with minions at bridge. Opp. plays MArcher and Breakers and miner, Breakers killed with arrows (I guess here the logic is to counter V with M for +1 trade, and -1 trade against Breakers to avoid too much damage). lavahound opposite lane, while on other lane wait for miner + (new) goblins, Marcher killed by tower, to play Horde against a new valkyrie. On lava lane, balloon right behind at bridge, then minions and zap to kill Spear goblins. Then miner and Horde on same lane. Finally a 2nd lavahound, and balloon, because in fact opp cannot make deadly attack anyway.
  • 2nd game (Horde): Lava, Barbs, minions, arrows in hand, play lavahound. Opp plays miner and guards opposite lane, countered at 5+2 with Barbs. Opp plays a dartgoblin center, weakened by Barbs, and finished with zap. On Lava lane, send Horde at bridge, against bats and cannoncart, and a miner in time to tank damage. Keep pushing lavahound on the same lane, while defending with minions, Horde, miner on the other lane to avoid massive damage, and when possible send a balloon on the opposite lane so that opp has no option to defend Lava, which takes tower.
  • 3rd game (Horde): arrows, Horde, Lava, miner in hand, play Horde at tower against a hogrider. lavahound played same lane, opp defend with musketeer and cannon. Play miner against musketeer, and arrows to finish it. Then play balloon to tank damage, opp. kills everything with musketeer and fireball, now low on elixir. Wait for 2nd round of hogrider, countered with Barbs (note, musketeer was Zapped), then play lavahound low. Note opp cycle is: hogrider, then Skeleton mid river, and Log on bridge. When Lava crosses, minions and balloon behind (not in hand), and miner in the back of P tower. Opp defends with skel, cannon, icegolem, all nice, and manage to activate it's K tower. Opp sends hogrider and Ice golem, defended with Barbs, which are fireballed, which is immediat ely countered with minions. On last attempt, solitary hogrider countered with miner at tower, and arrows.
  • 4th game (Horde): arrows, Lava, balloon, Horde in hand, opp plays bandit, play lavahound opposite lane. bandit and then Breakers not countered, but miner and Spear goblins on lava lane countered with arrows. bats on Lava, defended with minions. Opp plays musketeer and zap in that lane. Play Horde at 4+5, and immediately balloon at 1 +0 on opposite lane. In general, bandit never defended unless troop available (I guess she dies too quickly after she connects). lavahound played low, then minions played very low when Lava shadow is touching 3rd row from river (I guess for opportunity of defense?), and a balloon right behind lavahound on river, then miner and arrows as support. Last push with balloon, had zap in hand to defend against bats.
  • 5th game (Horde): Lava, arrows, balloon, Barbs in hand, play lavahound low. Opp. plays knight opposite lane, then firecracker low on Lava's lane, and finally hogrider on knights lane. hogrider and knight not defended, but arrows on firecracker, and balloon behind Lava. This trades tower. Opp plays bombtower, Snow Ball on balloon, and firecracker low. Play miner on firecracker, countered immediately by knight (predicted, good play). Play lavahound opposite lane, while knight + firecracker and a new hogrider countered by Barbs, dropped on knight. firecracker countered with arrows, and balloon center high right on bombtower. Finish with Horde center high, and miner on K tower, zap and arrows on new firecracker.
  • 6th game (Horde): Lava, zap, Horde and miner in hand. Opp plays miner, play lavahound same lane (miner ignored). Opp plays MArcher low, play Minion (but next to Lava, but why not more on the side? To avoid being distracted?), and balloon then asap miner. Opp plays valkyrie and Breaker, countered with arrows. Opp plays Marcher then miner to tank damage, countered by Barbs dropped on Marcher. Next lavahound low on P tower lane, defending Marcher countered with miner, then balloon, Horde (in meantime, Breakers + valkyrie had to be ignored opp lane). At each opp reaction, add a troop.
  • 7th game (Horde): Barbs, Lava, miner, arrows in hand. Opp plays bandit low, play miner low same lane. Then lavahound opp lane, opp plays electrowizard low same lane. Play Barbs at bridge to take electrowizard, while opp plays ramrider low same lane, and later babydragon against Barbs. Play balloon at bridge, opp counters with electrowizard, so play Horde at bridge as well (outside, to avoid distraction), this kills a bandit at bridge! Opp plays ramrider, immediately countered with Barbs played very high. Opp plays babydragon and pekka. This is countered with Minion low, and miner in the back of baby, then Horde on pekka. Finally ramrider countered with Barbs while Baby is shot down by tower. lavahound played center low, but same side as Baby to distract, while playing Horde against Baby.
  • 8th game (Horde): both spells, miner, balloon in hand. Opp plays bandit low, play miner low same lane. Opp plays goblindrill opp lane, countered with Barbs. lavahound played low, while on opp lane bandit and MArcher not defended. Opp plays infernodragon on Lava, at same time drop balloon at bridge, and miner in the back (-+ column), while zap infernodragon to keep Lava tank while balloon connects. Opp plays is ignored, while Pups take down the infernodragon, miner tanks damage for balloon, and play Horde center high to take P tower as well. arrows on last opp attack to get rid of swarm.
  • 1st game (Horde): both minions, barbs and miner, miner on tower to harass. Opp plays electrogiant high, opposite lane, so minions (5-0 placement), then balloon such that it is pushed by minions. Drop barbarians on electrogiant, then Horde on darkprince, on the left to avoid electrogiant attack. When Horde push back, miner at 5-2 placement to tank damage in prediction of icewizard! 2nd lavahound on same lane, although other tower had lower HP (prob. to allow counter attack on that weaker tower, or because opp will play electrogiant on same lane again). Opp. builds a mega push, with darkknight, babydragon, tornado, only defended with barbarians on knight. Then miner on 2nd tower, minions played high center, and finally balloon on K tower.
  • 2nd game (infernodragon deck): Lava, infernodragon, zap, barbarians, play lavahound. Opp. plays elitebarbarians, countered with Barbs dropped on 5+2 timed correctly. speargoblins on Lava, countered with zap. bomber on opposite lane, opp. sends also miner to tank... countered by Skel drag to kill bomber (but strangely they miss the miner). balloon on the other side, opp. plays elitebarbarians, countered with miner to reduce damage. arrows to clean last elitebarbarians, royaldelivery and speargoblins. Opp. makes several pushes with elitebarbarians + spirit or Ebars + bomber, always drop Barbs on the splash first to cancel it!
  • 3rd game (infernodragon deck): miner, arrows, skeletondragons, Barbs in hand, miner to harass tower. Opp plays royalghost, defended with skeletondragons. Lot of defensive play against royalghost, RG, Fisher using Skel Drag, Barbs. First offensive with balloon alone, countered by tesla (in 4-2), then another balloon behind a miner (used as defense), against countered with tesla. Finally 1st lavahound when opp plays Fisher at bridge opposite lane, defended with Barbs on tower, then opp plays royalghost same lane as Lava, countered with infernodragon. tesla countered with miner on it, to let balloon connect. When offensive goes on, Barbs played center high, a balloon on tower center high, then arrows to weaken tesla.
  • zap often played on a tower if in starting hand. (I guess to cycle in another card?)
  • Personal record with Horde:
  • Royal Tournament: 7 wins.
  • Classic Challenge: 4 wins.

Cr-lavahound.png Cr-infernodragon.png Cr-miner.png Cr-balloon.png Cr-barbarians.png Cr-skeletondragons.png Cr-arrows.png Cr-zap.png
Cr-lavahound.png Cr-minionhorde.png Cr-miner.png Cr-balloon.png Cr-barbarians.png Cr-minions.png Cr-arrows.png Cr-zap.png

Ladder deck (around 2021-09-04, arena 14)
  • 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.
  • Things I learned:
  • 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.

Cr-lavahound.png Cr-infernodragon.png Cr-miner.png Cr-balloon.png Cr-minions.png Cr-guards.png Cr-arrows.png Cr-zap.png
Cr-lavahound.png Cr-infernodragon.png Cr-miner.png Cr-balloon.png Cr-minions.png Cr-guards.png Cr-fireball.png Cr-zap.png

Ladder deck - Lava (video 2021-01-13)

Cr-lavahound.png Cr-miner.png Cr-barbarians.png Cr-skeletondragons.png Cr-flyingmachine.png Cr-megaminion.png Cr-goblincage.png Cr-arrows.png

Meta decks

See Clash Royale meta decks.

Battle decks to try

Ladder deck - From Flav (Team belgique clan, lvl 10, 5600 trophees!) - 2021-12-19
  • Some deck he says he says he wins often

Cr-giantskeleton.png Cr-megaminion.png Cr-goblinbarrel.png Cr-bomber.png Cr-skeletonarmy.png Cr-valkyrie.png Cr-musketeer.png Cr-arrows.png

Ladder deck - From Sylanawiskon (Team belgique clan) - 2021-11-19
  • Some deck he says he loses rarely with.

Cr-megaknight.png Cr-witch.png Cr-hogrider.png Cr-valkyrie.png Cr-bats.png Cr-tesla.png Cr-goblinbarrel.png Cr-thelog.png

Ladder deck - From Skully (Bring the W clan) - 2021-09-01
  • TBC

Cr-lavahound.png Cr-balloon.png Cr-infernodragon.png Cr-bandit.png Cr-bats.png Cr-fisherman.png Cr-arrows.png Cr-rage.png

Ladder deck - Some opponent - 2021-09-01
  • 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.

Cr-firecracker.png Cr-goblinbarrel.png Cr-earthquake.png Cr-icespirit.png Cr-goblingang.png Cr-infernotower.png Cr-rocket.png Cr-thelog.png

Ladder deck - From Skully (Bring the W) - 2021-09-01
  • 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.

Cr-goblinbarrel.png Cr-goblingang.png Cr-icespirit.png Cr-valkyrie.png Cr-princess.png Cr-tesla.png Cr-rocket.png Cr-thelog.png

Ladder deck - Some opponent - 2021-09-01
  • 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.

Cr-infernodragon.png Cr-wizard.png Cr-hogrider.png Cr-darkprince.png Cr-minipekka.png Cr-skeletons.png Cr-fireball.png Cr-zap.png

Deck - Played by Théo - 2021-11-28
  • 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.

Cr-firespirit.png Cr-bomber.png Cr-skeletonarmy.png Cr-valkyrie.png Cr-infernotower.png Cr-fireball.png Cr-goblindrill.png Cr-wallbreakers.png

War 2 deck - Unbreakable best MK deck (video 2021-01-13)
  • 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.
  • Offense summar:
  • 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.

Cr-megaknight.png Cr-electrowizard.png Cr-magicarcher.png Cr-bandit.png Cr-royalhogs.png Cr-healspirit.png Cr-goblincage.png Cr-giantsnowball.png

Deck - Opponent on Ladder, legendary arena, king level 8 !
  • 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

Cr-goblinbarrel.png Cr-megaknight.png Cr-infernodragon.png Cr-musketeer.png Cr-valkyrie.png Cr-skeletonarmy.png Cr-fireball.png Cr-thelog.png

Log bait, #1 ladder 2022
  • Played by Ryley, who did #1 February 2022
  • See video from Boss_CR
  • Played also some variants (cannon iso tower).

Cr-goblinbarrel.png Cr-princess.png Cr-valkyrie.png Cr-guards.png Cr-electrospirit.png Cr-infernotower.png Cr-rocket.png Cr-thelog.png

Mini-challenge decks

Sudden death

Schtroumpf, sudden death challenge
  • balloon, lumberjack, elitebarbarians, freeze, darkprince, goblincage, skeletonking, icewizard.
Sudden death (2021-10-01)
  • 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.

Cr-lumberjack.png Cr-balloon.png Cr-valkyrie.png Cr-musketeer.png Cr-skeletons.png Cr-tesla.png Cr-freeze.png Cr-thelog.png

Sudden death (2021-12-03)
  • 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.

Cr-megaknight.png Cr-goldenknight.png Cr-ramrider.png Cr-infernodragon.png Cr-electrowizard.png Cr-royalghost.png Cr-fireball.png Cr-barbarianbarrel.png

Sudden death (2021-12-03)
History
  • 2021-12-03: 2 wins - 2 losses in sudden death royal tournament (played first with another deck).

Cr-lavahound.png Cr-balloon.png Cr-zap.png Cr-megaminion.png Cr-fireball.png Cr-skeletondragons.png Cr-tombstone.png Cr-goldenknight.png

Sudden death (2021-12-03)
  • Recommended by Morten SK
  • ... seems like hard to play.
History
  • Not played yet

Cr-electrogiant.png Cr-archerqueen.png Cr-darkprince.png Cr-motherwitch.png Cr-goblincage.png Cr-lightning.png Cr-tornado.png Cr-barbarianbarrel.png

Sudden Death deck (around 2021-09-20)
  • Deck recommended by Skully (Bring the W).
  • Goal: lumberjack at bridge, then 1s later, balloon. When balloon on tower, freeze on tower + defending troop.

Cr-valkyrie.png Cr-skeletons.png Cr-lumberjack.png Cr-freeze.png Cr-balloon.png Cr-thelog.png Cr-musketeer.png Cr-tesla.png

Double elixir

Double-elixir (2022-01-01)
  • Classic lavahound+balloon deck from Carl the Legend. He did 20-0 in the tournament!
  • 2022-01-01: did 2-5 then 9-5.

Cr-lavahound.png Cr-balloon.png Cr-skeletondragons.png Cr-megaminion.png Cr-guards.png Cr-tombstone.png Cr-fireball.png Cr-zap.png

Double-elixir (2020-05-24)

Cr-babydragon.png Cr-battlehealer.png Cr-electrodragon.png Cr-elixirgolem.png Cr-healspirit.png Cr-nightwitch.png Cr-rage.png Cr-tornado.png

Triple elixir

Triple-elixir (2021-11-17)
  • 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...

Cr-valkyrie.png Cr-firecracker.png Cr-wizard.png Cr-fireball.png Cr-tesla.png Cr-rocket.png Cr-megaknight.png Cr-sparky.png

Triple-elixir (2021-11-17)
  • Some deck that beated me even harder
  • Start with elixirgolem, electrodragon, then add healer and exec. On attack, use tornado.

Cr-elixirgolem.png Cr-arrows.png Cr-tornado.png Cr-infernodragon.png Cr-electrodragon.png Cr-executioner.png Cr-lumberjack.png Cr-battlehealer.png

Triple-elixir (2021-11-17)
  • Some deck that beated me hard

Cr-electrogiant.png Cr-lumberjack.png Cr-hunter.png Cr-electrowizard.png Cr-zap.png Cr-wizard.png Cr-thelog.png Cr-elitebarbarians.png

Triple-elixir (2021-10-23)
  • 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 2021-11-07.

Cr-pekka.png Cr-ramrider.png Cr-electrowizard.png Cr-bandit.png Cr-lightning.png Cr-barbarianbarrel.png Cr-giantsnowball.png Cr-babydragon.png

Triple-elixir (2020-05-24)

Cr-babydragon.png Cr-battlehealer.png Cr-electrodragon.png Cr-elixirgolem.png Cr-healspirit.png Cr-nightwitch.png Cr-rage.png Cr-tornado.png

Other challenges

  • Touchdown draft:
  • Winning condition: battleram, royalghost, royahrecruits, elixirgolem, ramrider (esp. with mirror, better than hogrider thanks to snare), royalhogs (>motherwitch), balloon + lightning/fireball (to destroy buildings), skeletonking + ultimate.
Triple-Draft Mini-challenge (2021-08-21)
  • 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.

Cr-megaknight.png Cr-sparky.png Cr-princess.png Cr-miner.png Cr-electrodragon.png Cr-guards.png Cr-tornado.png Cr-barbarianbarrel.png

Mega-touchdown - deck 1 (2021-09-17)
  • 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.
Cr-mega-touchdown-20210917-2.jpg
2nd deck
Cr-mega-touchdown-20210917-1.jpg
1st deck

Cr-mega-touchdown-20210917-3.jpg

Skeleton King tournament (2021-10-30)
  • Deck from CLASHwithSHANE [14]
  • 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.
  • build push:
  • 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.

Cr-skeletonking.png Cr-goblingiant.png Cr-sparky.png Cr-electrowizard.png Cr-minipekka.png Cr-minions.png Cr-rage.png Cr-zap.png

Skeleton King tournament (2021-10-30)
  • Deck from CLASHwithSHANE [15], with double spawner.
  • Not played with.

Cr-skeletonking.png Cr-skeletonarmy.png Cr-furnace.png Cr-goblinhut.png Cr-motherwitch.png Cr-cannoncart.png Cr-flyingmachine.png Cr-fireball.png

Skeleton King tournament (2021-10-30)
  • Deck played by Isma, after someone beated him up with ;-)

Cr-skeletonking.png Cr-goblingiant.png Cr-sparky.png Cr-motherwitch.png Cr-megaminion.png Cr-healspirit.png Cr-rage.png Cr-fireball.png

Archer Queen tournament (2021-11-03)
  • 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
  • Against megaknight:
  • 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.
  • Against goblinbarrel:
  • electrospirit on outer corner, and bandit other side inside corner.

Cr-archerqueen.png Cr-bandit.png Cr-ramrider.png Cr-megaknight.png Cr-royalghost.png Cr-barbarianbarrel.png Cr-electrospirit.png Cr-lightning.png

Golden Knight tournament (2021-11-10)
  • 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...

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

Rage challenge (2021-12-18)
  • 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.

Cr-lavahound.png Cr-balloon.png Cr-skeletondragons.png Cr-megaminion.png Cr-guards.png Cr-tombstone.png Cr-fireball.png Cr-zap.png

Mega-deck challenge (2021-12-27)
  • 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.

Cr-archerqueen.png Cr-electrogiant.png Cr-sparky.png Cr-bats.png Cr-babydragon.png Cr-motherwitch.png
Cr-magicarcher.png Cr-witch.png Cr-miner.png Cr-flyingmachine.png Cr-fireball.png Cr-arrows.png
Cr-giantsnowball.png Cr-barbarianbarrel.png Cr-minipekka.png Cr-valkyrie.png Cr-icegolem.png Cr-goblingang.png

Mega-deck challenge (2021-12-27)
  • 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...

Cr-skeletons.png Cr-electrospirit.png Cr-zap.png Cr-arrows.png Cr-rascals.png Cr-icegolem.png
Cr-dartgoblin.png Cr-rage.png Cr-lumberjack.png Cr-megaknight.png Cr-fireball.png Cr-skeletonarmy.png
Cr-freeze.png Cr-balloon.png Cr-goldenknight.png Cr-electrowizard.png Cr-infernodragon.png Cr-tombstone.png

Infinite elixir (2020-05-24)
  • 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.

Cr-babydragon.png Cr-battlehealer.png Cr-arrows.png Cr-elixirgolem.png Cr-healspirit.png Cr-mirror.png Cr-firecracker.png Cr-tornado.png

Rage ramrider (2022-01-06)
  • 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.

Cr-ramrider.png Cr-mirror.png Cr-megaknight.png Cr-electrowizard.png Cr-skeletons.png Cr-electrospirit.png Cr-giantsnowball.png Cr-earthquake.png

Ram rider 2v2 Rush (2022-02-03)
  • Synergy: freeze + bombtower, or freeze in offense.
  • If not bowler / electrodragon, use valkyrie + zappies.
  • Cheaper is bomber.
  • Probably not the best deck...

Cr-princess.png Cr-rocket.png Cr-megaknight.png Cr-freeze.png Cr-bombtower.png Cr-sparky.png Cr-bowler.png Cr-electrodragon.png

Season 31 special challenges (January 2021)

Arena challenge (2022-01-11)

  • 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.

Arena 1 (Ouah): Cr-giant.png Cr-minipekka.png Cr-musketeer.png Cr-goblins.png Cr-minions.png Cr-goblincage.png Cr-fireball.png Cr-arrows.png
Arena 1 (Carl): Cr-giant.png Cr-minipekka.png Cr-musketeer.png Cr-speargoblins.png Cr-minions.png Cr-goblincage.png Cr-fireball.png Cr-arrows.png

Arena 2 (Ouah): Cr-giant.png Cr-babydragon.png Cr-valkyrie.png Cr-minipekka.png Cr-skeletons.png Cr-tombstone.png Cr-fireball.png Cr-arrows.png
Arena 2 (Carl): Cr-giant.png Cr-minipekka.png Cr-musketeer.png Cr-babydragon.png Cr-bomber.png Cr-skeletons.png Cr-fireball.png Cr-arrows.png

  • (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.

Arena 3 (Ouah): Cr-giant.png Cr-megaminion.png Cr-minipekka.png Cr-musketeer.png Cr-skeletons.png Cr-tombstone.png Cr-fireball.png Cr-arrows.png
Arena 3 (Carl): Cr-giant.png Cr-musketeer.png Cr-minipekka.png Cr-babydragon.png Cr-bomber.png Cr-skeletons.png Cr-goblinbarrel.png Cr-arrows.png

  • (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.

Arena 4 (Ouah): Cr-valkyrie.png Cr-miner.png Cr-skeletons.png Cr-firespirit.png Cr-megaminion.png Cr-infernotower.png Cr-fireball.png Cr-barbarianbarrel.png
Arena 4 (Carl): Cr-valkyrie.png Cr-miner.png Cr-skeletons.png Cr-firespirit.png Cr-wizard.png Cr-infernotower.png Cr-goblinbarrel.png Cr-arrows.png

  • (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!

Arena 5 (Ouah): Cr-goblinbarrel.png Cr-valkyrie.png Cr-princess.png Cr-skeletonarmy.png Cr-firespirit.png Cr-infernotower.png Cr-fireball.png Cr-barbarianbarrel.png
Arena 5 (twitch): Cr-wallbreakers.png Cr-valkyrie.png Cr-miner.png Cr-megaminion.png Cr-skeletons.png Cr-tombstone.png Cr-fireball.png Cr-barbarianbarrel.png
Arena 5 (Carl): Cr-wallbreakers.png Cr-valkyrie.png Cr-miner.png Cr-skeletonarmy.png Cr-princess.png Cr-cannon.png Cr-fireball.png Cr-arrows.png

  • (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)

Arena 6 (Ouah): Cr-balloon.png Cr-miner.png Cr-knight.png Cr-skeletonarmy.png Cr-bats.png Cr-infernotower.png Cr-fireball.png Cr-barbarianbarrel.png
Arena 6 (twitch): Cr-xbow.png Cr-infernotower.png Cr-knight.png Cr-archers.png Cr-skeletons.png Cr-firespirit.png Cr-fireball.png Cr-thelog.png
Arena 6 (Carl): Cr-wallbreakers.png Cr-miner.png Cr-valkyrie.png Cr-musketeer.png Cr-skeletons.png Cr-cannon.png Cr-fireball.png Cr-thelog.png

  • (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.

Arena 7 (Ouah): Cr-wallbreakers.png Cr-miner.png Cr-megaknight.png Cr-prince.png Cr-musketeer.png Cr-bats.png Cr-arrows.png Cr-zap.png
Arena 7 (Carl): Cr-balloon.png Cr-miner.png Cr-knight.png Cr-megaminion.png Cr-minions.png Cr-goblincage.png Cr-fireball.png Cr-zap.png

  • (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.

Arena 8 (Ouah): Cr-giant.png Cr-miner.png Cr-witch.png Cr-prince.png Cr-darkprince.png Cr-megaminion.png Cr-fireball.png Cr-zap.png
Arena 8 (twitch): Cr-balloon.png Cr-miner.png Cr-musketeer.png Cr-icegolem.png Cr-bats.png Cr-skeletons.png Cr-infernotower.png Cr-giantsnowball.png
Arena 8 (Carl): Cr-balloon.png Cr-miner.png Cr-fireball.png Cr-zap.png Cr-minions.png Cr-megaminion.png Cr-goblincage.png Cr-knight.png
Arena 8 (Carl2): Cr-miner.png Cr-valkyrie.png Cr-musketeer.png Cr-icespirit.png Cr-skeletons.png Cr-infernotower.png Cr-fireball.png Cr-thelog.png
Arena 8 (Carl2): Cr-wizard.png Cr-fireball.png Cr-knight.png Cr-miner.png Cr-minions.png Cr-balloon.png Cr-zap.png Cr-megaknight.png

  • (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 ;-)

Arena 9 (Ouah): Cr-hogrider.png Cr-musketeer.png Cr-icegolem.png Cr-icespirit.png Cr-skeletons.png Cr-cannon.png Cr-fireball.png Cr-thelog.png
Arena 9 (Carl): Cr-megaknight.png Cr-balloon.png Cr-witch.png Cr-megaminion.png Cr-miner.png Cr-icegolem.png Cr-fireball.png Cr-zap.png

  • (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 :-(

Arena 10 (Ouah): Cr-lavahound.png Cr-balloon.png Cr-skeletondragons.png Cr-megaminion.png Cr-barbarians.png Cr-tombstone.png Cr-fireball.png Cr-zap.png
Arena 10 (Carl): Cr-lavahound.png Cr-balloon.png Cr-skeletondragons.png Cr-megaminion.png Cr-valkyrie.png Cr-tombstone.png Cr-fireball.png Cr-zap.png Arena 10 (Carl2): Cr-megaknight.png Cr-balloon.png Cr-witch.png Cr-minions.png Cr-miner.png Cr-icegolem.png Cr-fireball.png Cr-zap.png

  • (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.

Arena 11 (Ouah): Cr-royalgiant.png Cr-goblinbarrel.png Cr-megaknight.png Cr-prince.png Cr-skeletonarmy.png Cr-dartgoblin.png Cr-princess.png Cr-bats.png
Arena 11 (Carl): Cr-lavahound.png Cr-infernodragon.png Cr-miner.png Cr-babydragon.png Cr-skeletonarmy.png Cr-tombstone.png Cr-poison.png Cr-zap.png
Arena 11 (Carl2): Cr-lavahound.png Cr-infernodragon.png Cr-miner.png Cr-electrodragon.png Cr-babydragon.png Cr-tombstone.png Cr-fireball.png Cr-zap.png Arena 11 (Carl3): Cr-lavahound.png Cr-balloon.png Cr-infernodragon.png Cr-minions.png Cr-goblingang.png Cr-tombstone.png Cr-fireball.png Cr-zap.png

  • (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...

Arena 12 (Ouah): Cr-ramrider.png Cr-megaknight.png Cr-infernodragon.png Cr-electrowizard.png Cr-royalghost.png Cr-electrospirit.png Cr-lightning.png Cr-barbarianbarrel.png
Arena 12 (Twitch): Cr-giant.png Cr-graveyard.png Cr-infernodragon.png Cr-witch.png Cr-darkprince.png Cr-skeletonarmy.png Cr-fireball.png Cr-arrows.png
Arena 12 (Carl): Cr-lavahound.png Cr-balloon.png Cr-infernodragon.png Cr-minions.png Cr-guards.png Cr-tombstone.png Cr-fireball.png Cr-zap.png

  • (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.

Arena 13 (Ouah): Cr-royalhogs.png Cr-royalrecruits.png Cr-flyingmachine.png Cr-zappies.png Cr-electrospirit.png Cr-goblincage.png Cr-fireball.png Cr-barbarianbarrel.png
Arena 13 (Carl): Cr-lavahound.png Cr-balloon.png Cr-infernodragon.png Cr-minions.png Cr-guards.png Cr-tombstone.png Cr-fireball.png Cr-zap.png

  • (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.

Arena 14 (Ouah): Cr-battleram.png Cr-pekka.png Cr-electrowizard.png Cr-magicarcher.png Cr-royalghost.png Cr-bandit.png Cr-poison.png Cr-zap.png
Arena 14 (Carl): Cr-lavahound.png Cr-balloon.png Cr-infernodragon.png Cr-minions.png Cr-guards.png Cr-tombstone.png Cr-fireball.png Cr-zap.png

  • (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.

Arena 15 (Ouah): Cr-graveyard.png Cr-bowler.png Cr-infernodragon.png Cr-babydragon.png Cr-electrowizard.png Cr-valkyrie.png Cr-freeze.png Cr-tornado.png
Arena 15 (Twitch): Cr-graveyard.png Cr-babydragon.png Cr-icewizard.png Cr-valkyrie.png Cr-barbarianbarrel.png Cr-tombstone.png Cr-poison.png Cr-tornado.png
Arena 15 (Carl): Cr-lavahound.png Cr-balloon.png Cr-infernodragon.png Cr-minions.png Cr-guards.png Cr-tombstone.png Cr-fireball.png Cr-zap.png

  • (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.
Ram rider 2v2 Rush (2022-02-03)
  • Synergy: freeze + bombtower, or freeze in offense.
  • If not bowler / electrodragon, use valkyrie + zappies.
  • Cheaper is bomber.
  • Probably not the best deck...

Cr-princess.png Cr-rocket.png Cr-megaknight.png Cr-freeze.png Cr-bombtower.png Cr-sparky.png Cr-bowler.png Cr-electrodragon.png

Season 32 special challenges (February 2022)

Super Lava Hound Mini-challenge (2022-02-08)
  • 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.

(Ouah) Cr-superlavahound.png Cr-infernodragon.png Cr-flyingmachine.png Cr-executioner.png Cr-lumberjack.png Cr-skeletons.png Cr-fireball.png Cr-tornado.png
(Carl) Cr-superlavahound.png Cr-electrodragon.png Cr-executioner.png Cr-megaminion.png Cr-firespirit.png Cr-icespirit.png Cr-electrospirit.png Cr-giantsnowball.png

Love Conquers All challenge (2022-02-16)
  • 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.

(Ouah) Cr-princess.png Cr-magicarcher.png Cr-hogrider.png Cr-minipekka.png Cr-bats.png Cr-skeletons.png Cr-fireball.png Cr-thelog.png

2v2 Decks

Ladder deck (2021-10-01 onwards)
  • Deck played by Ulrich (Team Belgique) when playing with Guido... seems to have given a very fast win.
  • Synergy: balloon + hogrider.

Cr-balloon.png Cr-hogrider.png Cr-arrows.png Cr-princess.png Cr-minionhorde.png Cr-speargoblins.png Cr-elitebarbarians.png Cr-goblingang.png

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 6+ deck
  • hogrider 2.6 cycle variant
  • Played against this in arena 6, lost.
  • But requires icegolem.

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

Arena 7

Arena 7+ deck
  • hogrider 2.6 cycle variant
  • Played against this in arena 7, lost.

Cr-valkyrie.png Cr-skeletonarmy.png Cr-cannon.png Cr-thelog.png Cr-fireball.png Cr-goblinbarrel.png Cr-musketeer.png Cr-minipekka.png

Identifying decks

Trophy range: 5617
  • Detection: princess, goblinbarrel, knight, infernodragon (?)
  • Pay attention to rocket, especially if playing balloon, to avoid giving value to opponent.

Cr-goblinbarrel.png Cr-princess.png Cr-knight.png Cr-infernodragon.png Cr-goblingang.png Cr-icespirit.png Cr-thelog.png Cr-rocket.png

Clan wars

Clan Wars decks

  • Skully:
  • icespirit, goblingang, thelog, valkyrie, goblinbarrel, rocket, princess, tesla.
  • firecracker, Skeleton, electrogiant, giantsnowball, healspirit, Goblin, tornado, infernotower.
  • skeletonbarrel, Fire spirit, bomber, lumberjack, RG, Baby, MArcher, elitebarbarians.
  • Skully's opponent:
  • firecracker, royalghost, sparky, electrowizard, babydragon, minionhorde, arrows, skeletonarmy.
  • bandit, lumberjack, balloon, Log, knight, wizard, elitebarbarians, executioner.
  • Slick_Nick (touchdown):
  • goblindrill, firecracker, Icewiz, freeze, pekka, princess, hogrider, executioner.
  • goblinbarrel, megaknight, MArcher, electrowizard, motherwitch, clone, thelog, ramrider.
  • Schtroumpf (Team Belgique):
  • princess, wizard, barb barrel, minipekka, pekka, knight, Spear goblins, babydragon.
  • MARTIN (shred me with):
  • tesla, icespirit, bomber, skeleton, knight, firecracker, executioner, royalhogs.
  • tesla 4-2, skeleton 3-3 (against megaknight, with bomber played early on front corner of K tower).
  • Against megaknight: bomber front corner of K tower, then skeleton 3-3 when megaknight jumps, then tesla 0-4 (so bomber still in range).
  • Against other troop: same, skeleton 3-3, then knight middle but other lane, so that to distract opp troop that are under fire of both towers.
  • Play hogs regularly in the middle.
  • firecracker, often play at 9-3 (ie. front of K tower). Use skeletons and icespirit to distract troop and protect firecracker.
  • When tesla in middle, bomber to spam the troop attacking the tesla.


Deck 1 Deck 2 Deck 3 Deck 4 Comments

Cr-elitebarbarians.png Cr-dartgoblin.png Cr-firespirit.png Cr-icegolem.png
Cr-thelog.png Cr-wizard.png Cr-tesla.png Cr-guards.png

  • Some opponent's deck

Cr-elixirgolem.png Cr-electrodragon.png Cr-motherwitch.png Cr-tornado.png
Cr-battlehealer.png Cr-infernodragon.png Cr-barbarianbarrel.png Cr-babydragon.png

  • Toxic decks

Cr-goblinbarrel.png Cr-babydragon.png Cr-thelog.png Cr-musketeer.png
Cr-giant.png Cr-wizard.png Cr-goblincage.png Cr-bomber.png

Cr-minipekka.png Cr-hogrider.png Cr-barbarianbarrel.png Cr-wallbreakers.png
Cr-witch.png Cr-valkyrie.png Cr-knight.png Cr-bats.png

Cr-skeletonarmy.png Cr-barbarians.png Cr-fireball.png Cr-cannon.png
Cr-speargoblins.png Cr-pekka.png Cr-flyingmachine.png Cr-battleram.png

Cr-miner.png Cr-balloon.png Cr-goblins.png Cr-skeletondragons.png
Cr-minions.png Cr-archers.png Cr-rocket.png Cr-goblinhut.png

  • Deck from Little Smurf, Team Belgique (2021-12-23)
  • Score regularly 3 or 4.

Cr-megaknight.png Cr-thelog.png Cr-witch.png Cr-bats.png
Cr-minipekka.png Cr-electrowizard.png Cr-valkyrie.png Cr-hogrider.png

Cr-pekka.png Cr-princess.png Cr-wizard.png Cr-barbarianbarrel.png
Cr-megaminion.png Cr-speargoblins.png Cr-knight.png Cr-skeletonarmy.png

Cr-miner.png Cr-icewizard.png Cr-wallbreakers.png Cr-goblincage.png
Cr-hunter.png Cr-minionhorde.png Cr-skeletons.png Cr-giantskeleton.png

Cr-babydragon.png Cr-cannon.png Cr-balloon.png Cr-musketeer.png
Cr-goblingang.png Cr-archers.png Cr-elitebarbarians.png Cr-icegolem.png

  • Deck from Schtroumpf, Team Belgique (2021-12-23)
  • Score regularly 3 or 4.

Cr-miner.png Cr-icewizard.png Cr-wallbreakers.png Cr-goblincage.png
Cr-hunter.png Cr-minionhorde.png Cr-rocket.png Cr-giantskeleton.png

Cr-lavahound.png Cr-balloon.png Cr-babydragon.png Cr-musketeer.png
Cr-megaminion.png Cr-goblins.png Cr-executioner.png Cr-icegolem.png

  • Latest deck from Schtroumpf
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

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

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

Clash royale boat slick nick.jpg

Statistics

Royal Tournament

Deck Date: result

Cr-lavahound.png Cr-balloon.png Cr-skeletondragons.png Cr-megaminion.png Cr-valkyrie.png Cr-tombstone.png Cr-fireball.png Cr-zap.png

  • 2022-02-20: 5 wins, and 5 wins.

Cr-lavahound.png Cr-balloon.png Cr-infernodragon.png Cr-minions.png Cr-guards.png Cr-tombstone.png Cr-fireball.png Cr-arrows.png

  • 2022-02-02: 6 wins and 4 wins.

Cr-lavahound.png Cr-balloon.png Cr-skeletondragons.png Cr-megaminion.png Cr-guards.png Cr-tombstone.png Cr-fireball.png Cr-zap.png

  • 2021-12-16: 6 wins.

Classic Challenges

Deck Date: result

Cr-lavahound.png Cr-balloon.png Cr-skeletondragons.png Cr-megaminion.png Cr-valkyrie.png Cr-tombstone.png Cr-fireball.png Cr-zap.png

  • 2022-02-18: 4 wins, 6 wins.
  • 2022-02-19: 8 wins.

Cr-lavahound.png Cr-balloon.png Cr-skeletondragons.png Cr-megaminion.png Cr-guards.png Cr-tombstone.png Cr-fireball.png Cr-zap.png

  • 2021-11-22: 3 wins, 4 wins.
  • 2021-11-23: 3 wins, 6 wins (and 5-0!).
  • 2021-12-16: 4 wins.

Cr-skeletonking.png Cr-sparky.png Cr-goblingiant.png Cr-electrowizard.png Cr-minipekka.png Cr-minions.png Cr-rage.png Cr-zap.png

  • 2021-10-31: 0 wins

Cr-lavahound.png Cr-infernodragon.png Cr-miner.png Cr-balloon.png Cr-barbarians.png Cr-skeletondragons.png Cr-arrows.png Cr-zap.png

  • 2021-10-17: 2 wins

Cr-lavahound.png Cr-minionhorde.png Cr-miner.png Cr-balloon.png Cr-barbarians.png Cr-minions.png Cr-arrows.png Cr-zap.png

  • 2021-10-17: 0, then 3 wins
  • 2021-10-10: 4 wins

Cr-lavahound.png Cr-miner.png Cr-infernodragon.png Cr-elitebarbarians.png Cr-babydragon.png Cr-skeletonarmy.png Cr-fireball.png Cr-zap.png

  • 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:
royaleapi.com	FALSE	/	FALSE	1642283924	__royaleapi_session	f0308add0cf845dc90cdf4b276faa333
  • Get file with wget:
# 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'")

General information

Spell damage

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.
Fireball + Zap (6 elixir)
Level Level 9 Level 10 Level 11 Level 12 Level 13 Level 14
Damage 731 801 881 967 1063 1167
Tower damage 220 242 265 291 320 351
One-shot
  • (-2) Mother Witch (~708)
  • (-2) Skeleton Dragons (705)
  • (-2) Zappies (702)
  • (-2) Magic Archer (704)
  • (-2) Flying Machine +3 (675)
  • (-1) Barbarians +2 (670)
  • (-2) Ice Wizard +2 (688)
  • (-2) Electro-Wizard +2 (713)
  • (-2) Musketeer +2 (720)
  • (-1) Wizard +2 (720)
  • (-2) Hunter = (696)
  • (-1) Witch = (696)
  • -
  • -
  • -
  • -
  • (-2) Flying Machine +3 (742)
  • (-1) Barbarians +2 (736)
  • (-2) Ice Wizard +2 (756)
  • (-2) Electro-Wizard +2 (784)
  • (-2) Musketeer +2 (792)
  • (-1) Wizard +2 (792)
  • (-2) Hunter = (765)
  • (-1) Witch = (765)
  • -
  • -
  • -
  • -
  • (-2) Flying Machine (~816)
  • (-1) Barbarians +2 (809)
  • (-2) Ice Wizard +2 (830)
  • (-2) Electro-Wizard +2 (861)
  • (-2) Musketeer +2 (870)
  • (-1) Wizard +2 (870)
  • (-2) Hunter = (838)
  • (-1) Witch = (838)
  • -
  • -
  • -
  • -
  • -
  • (-1) Barbarians (888)
  • (-2) Ice Wizard (~913)
  • (-2) Electro-Wizard (~947)
  • (-2) Musketeer (955)
  • (-1) Wizard (955)
  • (-2) Hunter = (922)
  • (-1) Witch = (922)
  • -
  • -
  • -
  • -
  • -
  • -
  • -
  • -
  • -
  • -
  • (-2) Hunter = (1011)
  • (-1) Witch = (1011)
  • -
  • -
  • -
  • -
  • -
  • -
  • -
  • -
  • -
  • -
  • (-2) Hunter = (1110)
  • (-1) Witch = (1110)
Fireball (4 elixir)
Level Level 9 Level 10 Level 11 Level 12 Level 13 Level 14
Damage 572 627 689 757 832 913
Tower damage 172 189 207 228 250 274
One-shot
  • (=) Skeleton Dragons +2 (532)
  • (=) Zappies +2 (530)
  • (=) Magic Archer +2 (532)
  • (=) Mother Witch +2 (532)
  • (=) Flying Machine +1 (572)
  • (+1) Barbarians = (555)
  • (-1) Ice Wizard = (569)
  • -
  • (=) Musketeer -1 (544)
  • (+1) Wizard -1 (544)
  • (=) Skeleton Dragons +2 (584)
  • (=) Zappies +2 (582)
  • (=) Magic Archer +2 (585)
  • (=) Mother Witch +2 (~585)
  • (=) Flying Machine +1 (614)
  • (+1) Barbarians = (610)
  • (-1) Ice Wizard = (625)
  • (=) Electro-Wizard -1 (590)
  • (=) Musketeer -1 (598)
  • (+1) Wizard -1 (598)
  • (=) Skeleton Dragons +2 (642)
  • (=) Zappies +2 (640)
  • (=) Magic Archer +2 (642)
  • (=) Mother Witch +2 (~642)
  • (=) Flying Machine +1 (675)
  • (+1) Barbarians = (670)
  • (-1) Ice Wizard = (688)
  • (=) Electro-Wizard -1 (649)
  • (=) Musketeer -1 (656)
  • (+1) Wizard -1 (656)
  • (=) Skeleton Dragons (705)
  • (=) Zappies (702)
  • (=) Magic Archer (704)
  • (=) Mother Witch +2 (~708)
  • (=) Flying Machine +1 (742)
  • (+1) Barbarians = (736)
  • (-1) Ice Wizard = (688)
  • (=) Electro-Wizard -1 (649)
  • (=) Musketeer -1 (656)
  • (+1) Wizard -1 (656)
  • -
  • -
  • -
  • -
  • (=) Flying Machine +1 (~816)
  • (+1) Barbarians = (809)
  • (-1) Ice Wizard = (830)
  • (=) Electro-Wizard -1 (649)
  • (=) Musketeer -1 (656)
  • (+1) Wizard -1 (656)
  • -
  • -
  • -
  • -
  • -
  • (+1) Barbarians = (888)
  • (-1) Ice Wizard = (~913)
  • (=) Electro-Wizard -1 (649)
  • (=) Musketeer -1 (656)
  • (+1) Wizard -1 (656)
Arrows (3 elixir)
Level Level 9 Level 10 Level 11 Level 12 Level 13 Level 14
Damage 303 (101x3) 333 (111x3) 366 (122x3) 402 (134x3) 444 (148x3) 486 (162x3)
Tower damage 93 102 111 123 135 144
One-shot
  • (=) Guards - Shield +4 (289)
  • (=) Dart Goblin +3 (286)
  • (=) Princess +3 (287)
  • (=) Firecracker +1 (279)
  • (=) Guards (199 + 67)
  • (-1) Wall Breakers +1 (302)
  • (-1) Bomber +1 (302)
  • (=) Guards - Shield +4 (318)
  • (=) Dart Goblin +3 (314)
  • (=) Princess +3 (315)
  • (=) Firecracker +1 (304)
  • (=) Guards (219 + 74)
  • (-1) Wall Breakers +1 (331)
  • (-1) Bomber +1 (332)
  • -
  • (=) Dart Goblin +3 (345)
  • (=) Princess +3 (345)
  • (=) Firecracker +1 (334)
  • (=) Guards (240 + 81)
  • (-1) Wall Breakers +1 (364)
  • (-1) Bomber +1 (365)
  • -
  • -
  • -
  • (=) Firecracker +1 (367)
  • (=) Guards (264 + 89)
  • (-1) Wall Breakers +1 (399)
  • (-1) Bomber +1 (401)
  • -
  • -
  • -
  • (=) Firecracker +1 (~403)
  • (=) Guards (289 + 98)
  • (-1) Wall Breakers +1 (438)
  • (-1) Bomber +1 (440)
  • -
  • -
  • -
  • (=) Guards (318 + 108)
  • -
  • -
  • -
Zap (2 elixir)
Level Level 9 Level 10 Level 11 Level 12 Level 13 Level 14
Damage 159 174 192 210 231 254
Tower damage 48 53 58 63 70 77
One-shot
  • (+1) Skeleton Army (108)
  • (=) Bats +5 (108)
  • (=) Spear Goblins +3 (146)
  • (=) Goblins -1 (152)
  • (+1) Minions -2 (158)
  • -
  • -
  • (=) Spear Goblins +3 (160)
  • (=) Goblins -1 (167)
  • (+1) Minions -2 (173)
  • -
  • -
  • (=) Spear Goblins +3 (176)
  • (=) Goblins -1 (184)
  • (+1) Minions -2 (190)
  • -
  • -
  • -
  • (=) Goblins -1 (202)
  • (+1) Minions -2 (209)
  • -
  • -
  • -
  • (=) Goblins -1 (222)
  • (+1) Minions -2 (230)
  • -
  • -
  • -
  • (=) Goblins -1 (244)
  • (+1) Minions -2 (252)
The Log (2 elixir)
Level Level 9 Level 10 Level 11 Level 12 Level 13 Level 14
Damage 240 264 290 319 350 384
Tower damage 72 80 87 96 105 115
One-shot
  • (-1) Skeletons (108)
  • (=) Skeleton Army (108)
  • (=) Spear Goblins +5 (176)
  • (=) Goblins +3 (222)
  • (=) Firecracker -1 (229)
  • (=) Archers -1 (229)
  • (-1) Bomber -2 (228)
  • -
  • -
  • -
  • (=) Goblins +3 (244)
  • (=) Firecracker -1 (252)
  • (=) Archers -1 (252)
  • (-1) Bomber -2 (250)
  • -
  • -
  • -
  • (=) Goblins +3 (267)
  • (=) Firecracker -1 (279)
  • (=) Archers -1 (279)
  • (-1) Bomber -2 (275)
  • -
  • -
  • -
  • -
  • (=) Firecracker -1 (304)
  • (=) Archers -1 (304)
  • (-1) Bomber -2 (302)
  • -
  • -
  • -
  • -
  • (=) Firecracker -1 (334)
  • (=) Archers -1 (334)
  • (-1) Bomber -2 (332)
  • -
  • -
  • -
  • -
  • (=) Firecracker -1 (367)
  • (=) Archers -1 (367)
  • (-1) Bomber -2 (365)

Card upgrade cost

Card upgrade (# 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 1K / 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
  • Star level 1: 5000
  • Star level 2: 10000
  • Star level 3: ???

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...).

Miscellaneous

  • A player profile tag may only contain the following characters: 0289CGJLPQRUVY.