Complete Beginner Tutorial For Clash Royale
Complete Beginner Tutorial For Clash Royale
Complete Beginner Tutorial For Clash Royale
Table of Contents:
1.
2.
3.
4.
Introduction
How to win
When to attack king's tower
Using Elixir efficiently
Attacking & Defending fundamentals
Chests Information
Donating
Introduction
When I first started playing the game, I had struggled to understand the
basic fundamentals, whether I was playing the right way or the wrong
way. As a beginner, it was definitely a challenge figuring out the game
with the lack of guides and information. I am hoping that this guide will
help enlighten all the new players get a better understanding and have
you enjoy the game even more!
I also upload exclusive Clash Royale strategy videos every day, so be sure
to follow me on YouTube!
My YouTube Channel
Clash Royale is a real-time multiplayer head-to-head battle game with
your favorite Clash of Clans characters. The game features tower defensestyle battles, collecting and leveling cards as you progress through
different arenas and unlock new cards! This guide will help you understand
everything you need to know as a beginner to get started!
The first thing you will be doing when starting the game is completing the
tutorial, which will teach you how to deploy your cards to the battlefield
and win. Unfortunately, it does not get more into detail of how to
advantageously deploy your cards in strategic ways. So thats what Ill be
doing in this guide, introduce you to the many battling strategies and
ultimately win!
Arena Tower
Sleep Mode =
Defense Mode =
This is the secret formula to victory. Every card has an Elixir cost value. To
be in an advantage, your goal is to counter your opponent by using cards
or combination of cards with a lower Elixir cost than what is played by
your opponent. For example, if your opponent sends out the Knight (3
Elixir) and Archers (3 Elixir) together, then you use your Fireball (4 Elixir)
to take both of these troops out at once. This is a rewarding move
because you spent a 4 Elixir card to take out a 6 Elixir combo. Thus, this
will place you in a 2 Elixir lead. The greater you are in the Elixir race, the
greater chance you have of winning (as you will begin to create stronger
combinations). And so, you should always use Elixir efficiently!
Key fundamentals:
Usually, you will face opponents who will also wait to deploy
until they have a full Elixir bar. In this case, you have two
options:
1. Deploy your card first - If you reach 10 Elixir and deploy you
deploy your card first, then you will be given a greater Elixir
lead for every second your opponent remains at full Elixir.
2. Deploy your card second - If you reach 10 Elixir and decide to
wait and deploy your card right after your opponent to play a
Archers and going for the right Arena Tower with your Prince
card is a bad idea because the Archers will deal significant
damage to your left Arena Tower while there is no guarantee
that your Prince will make it to right Arena Tower as your
opponent can simply place a Tombstone or Skeleton Army to
stomp your Prince. And so, ignoring the threat and making a
reckless play like that can cost you the battle right from turn
one.
--------
Arena 6+ Decks with Prince + Hog deck, Air deck, and Pekka deck
-https://www.youtube.com/watch?v=OL2_L1FIaeY
--------
- Silver Chest (3 hours, 18 Gem Timer): Most common, fewest cards. All Commons, with a
chance at a single Rare, or low chance at Epic or Legendary. Your Free Chest every 4 hours is
a Silver chest
- Golden Chest (8 hours, 48 Gem Timer): Regular drop from games, about once every 5
wins. Mostly Commons with a few Rares. Small chance of an Epic or Legendary. Your Crown
Chests are Golden Chests
- Giant Chest (12 hours, 72 Gem Timer): Large chest, like an overstuffed Golden Chest. Tons
of Commons and Rares, small chance at Epic or Legendary
- Magical Chest (12 hours, 72 Gem Timer): Very rare drop, roughly 1-in-75 wins. Mix of
Commons, several Rares, and a few Epics. Good chance at a Legendary
- Super Magical Chest (24 hours, 144 Gem Timer): Extremely rare drop, no idea the
frequency as it's just added to the game. Tons of Commons, Rares, and many Epics. Best
chance at a Legendary
----------------------I Want To Be Free-to-Play, No Purchases Ever
The game has a Tournament Cap, the level at which Friendly and (eventually) Tournament
Matches will cap your Card level. It is Level 3 Epics, Level 6 Rares, and Level 8 Commons.
This should be your goal (along with getting to Arena 7 / 2000 Trophies to unlock all the
cards), as going any higher on the ladder is only for the deeper pockets. You'll be able to
compete in Tournaments with that level, which is very attainable for F2P players.
Save gems religiously, you are never going to have enough gems to make regular purchases.
You are saving for one or two game-changing buys
Purchase 10,000 Gold for 500 Gems (Saves 100 Gems over the 1,000 gold bundles)
Use the Gold to upgrade your Troops (you'll find Gold to be a pinch very soon in your
progression)
Watch the Shop daily and spend your Gold to purchase 1-2 rares each day (especially if you
can donate them for a profit) or that Epic you've really been wanting.
Try to focus on one Epic you really want, 6 buys of 2000 (with each natural open saving you
2000 each) gets your Epic to level 3, which is what Tournament Mode caps you at. This
should be your goal 1-2 Epics at a time. Try not to spread yourself too thin or you'll find
yourself unable to afford the crucial level-up.
While tempting to purchase a single big Chest, this is a really inefficient purchase for a few
reasons. You aren't guaranteed to get what you want, and with Gold as a pinch you may not be
able to even upgrade the cards you opened.
I Want To Make One Medium Sized Purchase Ever
Clash Royale is probably the best mobile game I've seen for making a purchase last for a
while. A single purchase of $20-$100 gem bundles can last weeks or even months before you
are out of gems.
After the purchase, immediately buy a bundle of Gold (either 10,000 or 100,000) and save the
Buying Chests in the shop is a very inefficient way to spend your Gems, but it's by far the
FASTEST way to level up. If you have goals of "I want to be Player Level X" or "I want to
collect all the cards", buying chests in the shop is going to be the shortest path from A to B
Last edited by Eternal625; March 19th, 2016 at 03:26 PM.
Reply With Quote
February 29th, 2016 #2
Eternal625
Join Date
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Location
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Posts
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Yes! This is very dependent on your Gold balance, but in general the first 3 Commons, the
first 2 Rares, and the first Epic are indisputably great values if you want those cards.
If you have purchased 100,000 Gold, I believe purchasing the 2nd Epic for 3600 is also worth
it (instead of waiting for the Epic to come back in the shop, which may be 3 weeks or longer).
I tend to buy Rares up to the 150 gold cost if it's a good card, or Commons up to the 20 gold
cost if I reallllllly want to upgrade that Common.
*Donating
What About Clan Donations?
Yes! Every time you can. Clash Royale gives you more cards than Gold. In order to have
enough Gold to upgrade your cards, you will have to donate regularly. Commons grant 5
Gold, Rares grant 50 Gold. You can donate up to 300 Gold worth of cards per day, and you'll
earn XP for doing so!
If you really want to focus on a single card, it is possible to hoard it and get it higher level
than your other cards. However, the nature of card scaling means its usually only going to be
worth it until a card is level 7 or 8, after that point the time spent on upgrading a single card
one level is probably better invested to catch your 2nd favorite card up to level 7 or 8.
Training Camp:
Arrows(3 Elixir Cost) - Arrows is a huge deterrent card, as it can one shot warm troops Goblins, Spear Goblins, Goblin Barrel, Minions, Minion Hordes, Skeletons (from Tombstone,
Skeleton Army, Witch, and Skeletons), Princess - and in most cases, put the Arrows caster at
an elixir advantage. To effectively counter arrows, try to bait it out before plopping down your
cheap swarm swarm. My personal favorite is to throw a preemptive Goblin Barrel which
usually forces out the arrows before playing my Minion Swarm/Spear Gob/Gobs.
Bomber (3 Elixir Cost) - Like arrows, Bomber trades very well vs swarm
rarely used on defense, but can also be used to distract your troops away
from the tower or defensive troops. To counter the Giant, simply drop
high-damage swarm troops such as Goblins or Barbarians on top of him. If
you want to buy more time, dropping some defensive buildings such as a
Cannon or Tesla will distract the giant away from your tower while doing
some damage to it. Giants are rarely played by themselves, however, and
it is much trickier to stop a Giant push than a lone Giant. If youre faced
with a Giant push, I recommend using Fireball/Arrows on the supporting
troops behind the Giant. If those are not available, wait till they cross the
river into your side of the arena, then drop troops on top of the supporting
troops (not the Giant). Be wary of dropping squishy swarm troops such as
Spear Goblins or Goblins if they have lots of splash damage such as
Wizards or Bombers behind the giant.
Prince (5 Elixir Cost) - The infamous Prince has brought more difficulty to
new players than any other card in the game, however, he is easily
countered. Hes relatively tanky, fast, and can become even faster and
gain 2x the damage on the next hit. Once a Prince is dropped, you have to
react quickly. The key to taking out prince is with cheap swarm troops.
Goblins, Spear Goblins, Skeletons all work great and should do enough
damage to the Prince/distract it long enough to the point where your
tower should easily clean him up. An element of countering Prince that a
lot of players overlook is distracting him from your tower. Drop your
troops towards the middle of your side of the arena so that the Prince has
to spend extra time travelling while taking tower shots. Never drop single
troops such as Musketeer to counter the Prince or they will be one-shot by
the charge. Additionally, Skeleton Army and Tombstone both stop him
dead in his tracks.
Baby Dragon (4 Elixir Cost) - One of the best cards in the game. A tanky,
flying troop that does splash damage and kills most cards that can attack
him in 1-2 hits, the Baby Dragon is simply too versatile. If available, the
Musketeer is the single best card to trade vs Baby Dragon. If not, you
HAVE to wait until the Baby Dragon is locked on to something tanky (troop
or tower) and drop your Spear Gobs/Arrows/Minions around the Baby
Dragon (but not in front of him or they could die to splash damage).
Teslas and Inferno Towers also tend to do pretty well vs. Baby Dragon,
although I do not think a lone Baby Dragon is worth reactively throwing
down a defensive building for. The one downside of Baby Dragon is that it
doesn't do very much tower damage and it sometimes may be worth just
sacrificing the tower damage in favor of saving elixir.
Skeleton Army (4 Elixir Cost) - A card that should almost always be
played reactively, Skeleton Army is great against big threats as the
skeletons quickly surround them and take it out. Skeleton Army however,
is easily countered by Arrows, Fireball, Baby Dragon, Wizard, Bomber basically anything that does splash damage, so you rarely see it on
offense.
Goblin Stadium:
Spear Goblins (2 Elixir Cost) - One of the most versatile cards in the
game, spawning three fast and squishy Goblins with relatively highdamage ranged attacks, youll see this card getting played a LOT. If
theyve built up a swarm of Spear Goblins + other squishy swarm troops
such as Goblins and Minions, its usually worth an Arrows or maybe even a
Fireball if theyve got some Archers, Barbarians, or Wizards thrown in the
mix. Otherwise, any troop should easily take them out. Splash damage
from Wizards, Bombers, and Baby Dragons are especially effective vs
Spear Goblins as they can easily kill all 3 in a single attack. If its just 3
Spear Goblins attacking your tower by themselves, its usually best to play
nothing at all, as youll take minimal damage and the tower will quickly
take them out.
Goblins (2 Elixir Cost) - Goblins are similar to Spear Goblins, spawning 3
quick and squishy Goblins. However, left unchecked, Goblins will utterly
decimate troops/towers with their very high damage. Take Goblins out the
same way youd take out Spear Goblins - Arrows or Fireball if you can take
out other valuable cards at the same time. Otherwise, any troop should
work. Splash damage wrecks Goblins just as badly as Spear Goblins, and
a lone 3 Goblins vs your tower should be left alone as the tower will
quickly take them out.
Goblin Hut (5 Elixir Cost) - Goblin Huts can be used to apply small but
constant pressure to a lane and/or reinforce a push. If your opponent
plays a Goblin Hut on one lane, then troops in another, it may be worth it
to just ignore the Hut as your tower will only take a few hundred chip
damage throughout the Huts duration. If he is massing Huts on one side
to gear up for a big push, it may be worth using Fireball on the Hut, but
only if you can hit multiple Huts or you can hit the Hut and the tower.
Better yet, if you have Lightning or Poison, wait till he puts down 2 huts
and then hit both huts and the tower to deal massive damage. Otherwise,
Goblin Hut is a somewhat slow card, and an early push especially with the
support of splash damage from a Wizard, Bomber, or Baby Dragon can
punish Hut users.
Valkyrie (4 Elixir Cost) - This card is rarely used, however, it is good to
know that she does Splash damage in a circle around her. To kill her, you
do not want to use squishy swarm troops such as either Goblin or any
Skeletons. Air works well against her (minions and minion horde especially
Bone Pit:
Skeleton (1 Elixir Cost) - 1 elixir Skeletons are rarely used, but can be
very powerful if used effectively. They are essentially used for only 1
purpose: to distract troops away from the tower. When playing 1 elixir
skeletons, you should almost always do so on defense in the middle of
your side of the arena. Watch out for splash damage from Wizards,
Bombers, and Baby Dragons as they will one-shot your skeletons.
Skeletons are also a great counter for Prince if played in the right place as
they will distract him for a while and deal enough damage for your tower
to take him out quickly. They can also be used in a pinch to deal damage
to a Hog Rider. Unless there are a lot of other juicy troops around the
Skeletons, its usually not worth it to waste an Arrows or Fireball on them.
Minions (3 Elixir Cost) - The Minion trio can be thought of as flying Spear
Goblins. Theyre easily countered by basically any ranged troop, and your
tower can make quick work of Minions by themselves. For this reason, you
mostly see Minions being played on defense. Unless there are a lot of
squishy swarm troops with the Minions, I recommend holding your Arrows
or Fireball and letting your tower take care of the Minions. Zap is a spell
worth considering as it should either kill the Minions in one hit or leave
to the river as possible on the edge of the arena. You should drop your
Minion Horde/Musketeer close to the river as well, never behind the tower
if youre in arena 5 or up. The reason is many Balloon decks also run
Freeze and if your Minion Horde or Musketeer get frozen, then your tower
is dead. If done correctly, the Balloon should pop before it reaches your
tower. Be careful of a preemptive Arrows on your opponents second
Balloon attempt if you use Minion Horde to counter the Balloon the first
time.
Barbarian Bowl:
Cannon (3 Elixir Cost) - A cheap, relatively beefy defensive building, the
Cannon is great at luring and killing Hogs, Giants, and Golems, as well as
reinforcing your defenses. Its main weakness is its inability to hit air. I like
to play it reactively as a buffer against building targeting troops. It is
usually not necessary to proactively counter our opponents Cannon unless
youre running a Hog Deck, in which case you MAY want to consider
Fireballing it or Lightninging it if you can also hit their troops or the tower.
Barbarians (5 Elixir Cost) - A well-rounded card that is a staple in many
decks, the Barbarian spawns 4 relatively tanky, relatively high-damage
melee troops. Left unchecked, they will quickly take out your tower. The
trick to taking out Barbarians efficiently is splash damage. I almost always
Fireball a group of Barbarians marching down the lane - one fireball will
allow your tower to take them out in one or two shots. Bonus points if you
can hit the tower with the Fireball too. If you dont have a Fireball at your
disposal, a Wizard or Bomber behind the tower works really well too. Just
be wary of your opponents counter-Fireball that could kill your Wizard or
Bomber and damage your tower as well. Baby Dragons can also be used
to take out Barbarians, but seeing they take 5-6 hits to take out a group
of Barbs, it is best to drop it near the bridge to give it more time to hit the
Barbs as they move down your lane. If you do not have splash damage at
your disposal, your best bet is to use cheap swarm troops to lure the
Barbs into the middle of your side of the Arena, buying your towers more
time to hit them and potentially getting both towers to attack them.
Rocket (6 Elixir Cost) - The highest damage spell in the game, the Rocket
is the cornerstone of a Defensive siege deck. Most decks that run Rocket
will aim to establish an unstoppable defense on their side of the arena,
then start throwing out Rockets on your crown tower. The best way to
counter this is to play very aggressively and keep these decks from setting
up that infrastructure. Commit to taking down their defenses so they
cannot use the 6 elixir Rocket without putting themselves at a huge elixir
disadvantage. Also, do not give them efficient trades by placing troops
near your towers, as the Rocket will kill those and do significant tower
damage making that 6 elixir price tag more worth it.
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X-Bow (6 Elixir Cost)- The original rage machine, the X-Bow gained an
infamous reputation during the soft launch as an infuriating card to play
against and counter. With the ability to hit a tower from across the map,
the X-Bow will slowly plink away at your tower while you watch helplessly.
Players that run X-Bow will build their entire deck around protecting it, so
countering X-Bow isnt as much about taking out the X-Bow as it is about
dealing with the entire deck. The first part to dealing with X-Bow is
recognizing when youre against an X-Bow deck. Theres a quick and easy
tell - if they play a defensive structure right up against the river, 99% of
the time theyre setting up for X-Bow. Once you recognize the X-Bow
deck, its time to deal with it. You have two options - counterpush it, or
split push the other lane. The X-Bow itself actually does very little DPS
(damage per second), but once it locks on to your tower it is relentless.
Having a defensive matrix of Teslas, Cannons, and Inferno Towers set up
makes it difficult for you to break and often forces players to panic and
overcommit to taking it out. Once an X-Bow player gets a defense down,
they will often play X-Bow in conjunction with a troop like Barbarians or
Minion Horde at the same time, making it difficult to take out the X-Bow.
Your best bet is to not panic and Lightning or Fireball the X-Bow and take
some chip damage on the tower, while taking out the troops and defenses
they put down to support the X-Bow. Then, since theyve just committed
11 elixir to X-Bow + support troops, theyre relatively open to being
counterpushed. Another weakness of X-Bow players is that they get tunnel
vision on one lane. Therefore, if you have a deck with hefty tank such as
Giant, Golem, or PEKKA, its actually really easy to split push the other
lane. The neat part is the X-Bow AI actually prioritizes troops in its range
over buildings (or at least I think it does) so instead of attacking your
tower, it will actually attack your tank. Since it does poor DPS, and theyve
committed heavily to one lane, its often easy to take the other tower with
very little contest. In summary, when facing an X-Bow deck, dont panic,
look at your hand, and make a smart play. Dont be afraid to take tower
damage, or even trade tower for tower.
PEKKAs Playhouse:
Tesla (4 Elixir Cost) - Tesla is a unique defense in that it cannot be
damaged when it is below ground. It only pops up above ground when
there are troops in its attack range, making it very tricky to take out with
Fireball or Lightning. Instead, its often best dealt with head on with a
push of troops. Alternatively, if it is placed near the river, its easy to throw
a Minion Horde near the Tesla and take it out quickly. The Tesla has
relatively low HP so it is easily dealt with.
Minion Horde (5 Elixir Cost)- One of the highest-damaging cards but also
one of the most easily countered, Minion Horde must be used intelligently
or else it will set you behind. That being said, if played correctly, Minion
Horde can easily win you the game. Many cards trade very well vs Minion
Horde - Arrows, Fireball, Wizard all one shot it. Baby Dragon two-shots
the individual Minions, however the splash damage may not hit them all at
once. Zap takes the Minions to a sliver of health. The key to playing
Minion Horde correctly is scouting your opponents deck and eliminating
counters from his hand. Most decks will run one spell (Arrows, Zap or
Fireball). Once you have a read on your opponents deck, only play Minion
Horde AFTER your opponent has burnt his spell on something else. If
youre facing a Minion Horde, do not use your counter if you dont have a
secondary counter available (e.g. dont Arrows a group of Spear Goblins if
you dont have a Wizard in your hand to deal with their Minion Horde). If
you dont have a counter available in your hand, your best bet will be to
use some cheap swarm troops to distract the Minion Horde and pull it to
the middle of your arena to let your towers deal with it.
Inferno Tower (3 Elixir Cost) - The bane of any Golem/Giant/PEKKA
players existence, the Inferno Tower does an insane amount of damage to
a single target after locking on for a few seconds. The key to taking down
Inferno Towers is to swarm it down with cheap swarm troops such as
Goblins, Skeletons, or Minions. Alternatively, Lightning will bring down an
Inferno Tower to a sliver of health, but might only be worth using if you
can hit the tower or a troop with the same spell.
Hog Rider (4 Elixir Cost) - Perhaps the best offensive card in the game,
Hog Rider is fast, relatively cheap, tanky, and does a ton of building
damage. If left uncontested, this card can win games by itself.
Fortunately, a lone Hog Rider is relatively easy to deal with. Unfortunately,
Hog Rider tends to be the centerpiece of decks, and Hog Rider
combinations can be difficult to counter. Therefore, Hog Rider is similar to
X-Bow in that its less about countering the Hog Rider as it is about
countering the entire deck. Lets start by talking about dealing with a lone
Hog Rider - two ways, either swarm him, or distract him. Swarming him
with cheap swarm troops that deal a lot of damage such as Goblins or
Barbarians is an easy task. Since the Hog Rider locks on to buildings, its
best to drop your melee troops directly in the front of the tower to block
the Hog Rider from attacking it and get in some damage while the Hog
redirects around the tower. To distract the Hog Rider, place a building
closer to the bridge than the tower is, and the Hog Rider should lock on to
that building first. Cannons, Tombstones, Teslas, Infernos all deal with Hog
Riders well. While they do no damage, Huts and Elixir Collectors are a bit
beefier and distract the Hog Rider long enough for the tower to whittle
him down. Hog Rider combinations are much more dangerous - the most
common of which are Hog + Freeze and Hog + Prince. Both decks can
quickly wipe out a tower if not counterplayed correctly. Hog + Freeze will
be covered in the next section on how to counter Freeze in general. Hog +
Prince can be countered with swarm troops. A Skeleton Army will
decimate a Hog + Prince duo and singlehandedly shut down the decks
offensive. Otherwise, distracting the Prince with cheap swarm troops and
taking out the Hog Rider with high DPS troops like Goblins or Minion Horde
is imperative. Using buildings to distract against Hog + Prince is difficult as
the buildings tend to get killed in one or two hits by a charging Prince +
Hog.
Freeze (3 Elixir Cost) - With the ability to keep troops and buildings from
attacking for a few seconds, Freeze is an incredibly powerful spell when
used correctly. When combined with troops that focus buildings like Hog
Rider or Balloon, Freeze is a very deadly offensive tool. It can even be
used in a pinch on defense, however, you should make sure you have a
high DPS troop like Minion Horde or Wizard to take the frozen troops out.
Like X-Bow, Freeze can be scouted out (but is a bit more difficult to do
so). If your opponent is playing a naked Hog Rider or Balloon and hasnt
invested in a big push recently, then they most likely have Freeze in their
hand. Once you know your opponent is playing Freeze, you need to take
very specific precautions to minimize its effectiveness. First off, never drop
your troops around/behind your tower. The best place to drop your troops
when your opponent is running Freeze is actually near the river, well in
front of your tower. This forces your opponent to choose between Freezing
your tower or your troops. If youre down one tower and your King Tower
is activated (cannon is out), NEVER put your troops in the area between
your King Tower and your remaining tower. In fact, always put it towards
the edge of the arena. This forces your opponent to choose between
Freezing your King Tower and your remaining tower or freezing your
troops. Second, use cheap troops to defend (such as Goblins, Spear
Goblins, Archers) and NEVER drop them all at once. Drop one troop to bait
out the Freeze, then once the Freeze is used, immediately drop the
others. Lastly, Freeze leaves your opponent open for a big counter play if
they dont take out your defensive troops (which they wont with Hog +
Freeze or Balloon + Freeze), as theyve invested 4 elixir into a spell that
doesnt damage troops, so gear up for a big counter push and punish
them.
Spell Valley:
Zap (2 Elixir Cost) - Zap is a very cheap spell that deals small amounts of
damage to a small area and stuns for one second. If you know your
opponent has Zap, try to take advantage of its small range and keep your
squishy troops spread out. Otherwise, try and push with tankier troops.
Wizard (5 Elixir Cost) - Wizard does a large amount of splash damage to
ground and air troops but is relatively squishy. He is fairly easy to counter
with a simple Fireball which will leave him with a sliver of health left. Its
almost always worth it to Fireball, Lightning, or Poison a Wizard if you can
hit the tower or take out some other troops near him. If your opponent is
playing a Wizard, make sure you not play Goblins, Spear Goblins, Minions,
or Minion Hordes near him if hes not already targetting something tanky,
or else he will turn around and one shot your troops before they can
attack. If the Wizard is on your side of the arena, dropping some tankier
troops such as Knight or Barbarian on top of him will quickly clear him
out.
Poison (4 Elixir Cost) - A new card that was introduced with the last big
update, Poison will slow and deal damage to all troops and buildings in a
large radius. It is particularly deadly against swarms of squishy troops like
Minions and Goblins and will straight up kill them if they remain in the
area for too long. The key to playing against Poison is to spread out your
troops, preferably deploying your air troops such as Minions over the river
Builders Workshop:
Mortar (4 Elixir Cost) - The Mortar is like a mini X-Bow. It can hit your
towers from the other side of the arena, but has a blind spot up close
where it cannot attack troops. However, it attacks very slowly and is fairly
vulnerable to counterattack, and unlike X-Bow, players do not have to
build their entire deck around it. Ive actually seen a lot of players use it to
put pressure on the one lane while they push down the other lane with
their troops. Generally, youll want to deal with Mortar the same way youd
deal with an X-Bow.
Elixir Collector (5 Elixir Cost) - The Elixir Collector is one of the most
popular cards and very powerful if used correctly. Playing it correctly will
give you a big advantage over your opponent, while playing it incorrectly
can straight up lose you the game. It costs 5 elixir and gives you 7 elixir
throughout its lifespan. While the 2 elixir profit over the course of a
minute does not seem like much, the Elixir Collector is powerful because it
allows you to cycle through your deck faster, and potentially even get
more Elixir Collectors onto the field. It is extremely dangerous in Double
Elixir, as it is easy to flood the board with Elixir Collectors putting you at
almost permanent max elixir. However, misplaying Elixir Collector
(especially Elixir Collector + Mirror) can be dangerous as it leaves you
open for a powerful counter for a period before the Elixir Collector pays for
itself. Many players will Fireball or Lightning an Elixir Collector that is
placed near a tower, however, Im not sure that is the best play. You are
taking out a chunk of potential elixir, but spending a good amount of elixir
yourself to do so, and more importantly, cycling one of your important
damage dealing cards out of your hand. Instead, I recommend playing
troops to quickly push down a lane instead and taking advantage of your
opponents vulnerability and immediate 5 elixir disadvantage. It is best to
play cards that are difficult to take out cheaply such as Barbarians or Baby
Dragon in these pushes. To be 100% honest, Im not sure what the best
play against an Elixir Collector is so if anybody has a better strategy,
please let me know and I will add it to this section.
Golem (8 Elixir Cost)- A massive beefy tank that explodes on death and
splits into two less-beefy Golemites, the Golem is the premier tank troop
in the game. It is extremely slow and expensive at 8 elixir, but even so,
can be difficult to deal with. A lone Golem can easily be swarmed down
with Skeletons, Spear Goblins, Goblins, etc., however, the most dangerous
part of a Golem push are the supporting troops behind it. Therefore, it is
often best to first deal with the supporting troops with Fireball or Arrows
and then taking out the Golem afterwards. A Golem deck is also extremely
slow and many players will not play their Golem without one or two Elixir
Collectors up, so a good way of dealing with a Golem deck is applying
pressure early, deal with the Elixir Collectors, and not allow them to play
the Golem at all. Once your opponent gets up 2 or 3 Elixir Collectors, it
will be difficult to deal with the incoming push without Elixir Collectors of
your own. Alternatively, Inferno Towers shred Golems.
Royal Arena
Royal Giant (6 Elixir Cost) - Royal Giants are not very good... they're
ranged Giants with less HP. I rarely see Royal Giants, but I deal with the
same way I deal with Giants. Take out whats behind them and swarm
them down with cheap troops.
Three Musketeers (10 Elixir Cost) - The most all-in card at a whopping
10 elixir. Fireball them and leave them with a sliver of health, then poke
em with Arrows, Zap, any troop and gain a massive elixir advantage.
Dark Prince (4 Elixir Cost) - The splash damage is only in front of the
Dark Prince, and while he one-shots Goblins and Spear Goblins, hes still
vulnerable to beefier troops such as the Barbarians, especially when hes
not charging. Hes also easily distracted by buildings, and isnt too big of a
threat by himself as his damage isnt too high.
Princess (3 Elixir Cost) - A cheap troop with the range of an X-Bow, the
Princess shreds cheap swarm troops, but is very squishy herself. Arrows
makes short work of her. If shes attacking your tower from the bridge,
dropping anything close to her will kill her quickly as she attacks very
slowly.
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