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I am not the best player so that which I discussed in this manual may be not really perfect. But, I'd share with of you guys how I counter and play each card in Clash Royale. This manual is shared with poobr in here (thank you guy).
Arrows: A basic spell for the majority of decks. Could be used to wash out any swarm besides barbarians. The majority of the time it may achieve the consumer a simple elixir advantage, since it increases a favorable commerce within the minion horde, goblin barrel, and sword military, and that's what most men and women use it to get. Usually employed for protection, but "pre-fired" arrows may be utilized to acquire a previous moment win if performed well. If you play with an arrow lure deck, then I advocate just killing the troops using a troop and subsequently constructing a counter drive, and rescue the arrows for if it's imperative you perform with them.
They are sometimes employed to counter just about any troop, also do a nice quantity of damage. Main benefit is they can't be arrowed the majority of the time, presuming you're enjoying an equal. Most troops may take them out effortlessly if they're alone, which explains the reason they're best utilized to shield and counter shove, or back a push up. They're able to do a great deal of harm if left behind a tank, so be certain that you take out them before murdering the tank. Not actually worth having spells on.
Bomber: I visit that this card far more in reduced arenas compared to high degree arenas. Usually utilized to back a push up. Ideal for carrying out floor swarms, but can't target atmosphere. Can do lots of harm in the event the tank, but quite vulnerable by itself. As for many dash damage floor troops (excluding the valk), putting your troops about him would be the ideal approach to cope with him.
Knight: Have not seen him used considerably in the present meta, except for coaches. Low price and tanky, strikes fairly fast and will dish out lots of harm. Could be used to interrogate troops after a tank, like a magician, bomber, or musketeer. Most players simply use barbarians, as they can do considerably more harm and are similar to 4 smaller knights.
Will acquire a fantastic elixir edge over many troops. Has a bigger radius than arrows, therefore ought to be directed carefully. Very versatile since it could one shot most troops, gain decent value on many buildings, and may chip off or complete a tower. Quite good against barbarians, also can you shot a magician or musketeer if it's 1 degree higher. Really great for stopping troops. I would not recommend firing it in any building except that the elixir pump in case you can not strike something else using it. Even though it does not offer you too much an elixir benefit since the arrows perform, it may be used against a lot more troops, and that explains the reason why I favor the fireball.
Does a whole lot of harm, but hits gradually and is quite squishy. Not quite good on its offensively, either requires some sort of dab support or a tank ahead. Does lots of damage with a single strike, so be sure that it doesn't achieve your own tower. I really don't advise using this as a tank unless you've got a princess or zap charm prepared. May also be utilized inside it's own hog cycle manner using a mini pekka rather than the hog. Really very good at quitting the imperial giant. To counter that, just put little swarms, stove troops, atmosphere troops, or even a shield (I urge the cannon).
Musketeer: Moderate wellness range troop. Just like a magician with less harm but just strikes one troop at a time. Really versatile card, may handle a good deal of damage immediately. Could be fireballed like the magician if the fireball is 1 degree higher. A musketeer and magician of the exact same level have the exact same health. Also readily assassinated as it's just single targeting. Great for quitting something then encouraging a counterpush. Not good against swarms. Can do a great deal of harm to some tower when left unattended because she's a fairly fast fire rate and every shot is really strong.
Can do plenty of damage when it reaches the tower. Almost always followed with troops. Swarm troops along with the inferno tower will immediately down him. The real key to quitting a giant drive is murdering its support. The giant could be attracted to the middle so as to create stopping him simpler, as he simply targets buildings. Usually played a magician or bomber + additional tiny troops supporting it, or using a balloon. When confronting giant balloon, then attempt to get your troop to goal the balloon, or attempt to melt down the giant as swiftly as possible. Always take care when dealing with troops. In case you mess up against them along with the giant will get to the tower unopposed. Best played at the trunk so you could gradually develop a push.
Prince: A card that lots of people struggle against because of his speed and harm. Can certainly solo a tower as a consequence of his high health and harm. Like the dark wolf, do not let him get off his charge. You need to think and respond quickly when he's performed. Inexpensive swarm troops are excellent for quitting him, 1 fall skeletons will offset him entirely. Don't use one pricey troop to prevent him, simply let your tower afford the hit. A zap spell will prevent his bill. A cannon is also rather excellent to prevent him if you do not have swarm troops. Should this happen, be worried about the prince initially and also the service unit instant. After the heat dies down, then kill the tank.
Baby Dragon: desires a buff from the present meta, but is not that bad of a card. Deals little space harm and flies. Great for push assistance as it's an atmosphere troop and many tanks are earth. Minions are not the best since it could two shot them. Big drawbacks are it's slow, and contains glitchy retargeting, and occasionally will not really fire due to that. Additionally, it just does not do much harm, so it is not seen much in greater arenas.
Skeleton Army: Normally only seen from the landscapes that were low. Great for swarming, but also quite easy to extract. I really don't advise using them on crime, save them for quitting a tank fast. After all of them lock, the goal is going to be gone fast. To counter with arrows, then just put arrows. For zap or freeze, then wait till they clump up on the goal. I do not suggest it in arenas that are higher because of the simple fact it's not hard to prevent and gain an elixir edge off of. If it gets into the tower, however, it may quickly wipe out it because of the sheer number of troops.
Great supporting a tank and encouraging a drive, not very good at all independently. Does not handle that much damage with time, even though she is able to kill minions and other tiny troops quickly. She copes dab, which is 1 reason she's great behind a drive. Additionally, her skeletons are very beneficial in a drive. But she is not that great because of her low skeleton subdue speed, which explains the reason why I do not use her.
Goblins: Affordable, rapid moving troop that may do a humongous quantity of damage immediately. Often paired with all the hog rider only because they do a lot of damage should they get to the tower. Could be zapped for elixir benefit, but I do not advise arrowing them unless there's more value to be needed. I enjoy them over the spear goblins since they aren't as squishy and also do more harm, but they can not hit air. Many troops will kill them fast anyhow dumb ones such as the wolf or even the pekka.
Quite beneficial card, and found in the majority of decks too. Could be used to lure troops back a push up, or perform processor harm. Normally will not want a response unless there is some thing wracking for them. Also not worth having a spell out unless there's a whole lot to be obtained with the charm. Does not do too much damage, however, so be sure that you play them correctly. Could be used to prevent a minion horde in case you've nothing left, and may be employed to gradually pick troops off.
Great for applying pressure and processor damage. A direct damage spell may be employed to carry it out because it's less health than the usual barbarian hut. Also quite great for backing a drive, as they "snowball" and accumulate a substantial number. Deal with it precisely the exact same way that you would prevent a barbarian hut, however, do not rush instantly because it simply costs 5 elixir rather than 7, so that your opponent can easily shield. I suggest carrying the barbarian hut within the goblin hut in case you need to select one, since the majority of the moment, the barbarians are a lot more of a hazard.
Valkyrie: Ever since it is buff, it's been gaining popularity fast. Fantastic against floor swarms and may be applied as a tank to get a push. Not sensible to put barbs on her. She is not that hard however, therefore a range troop or shield can take down her until she reaches the tower. Valk+Prince or Hog is a combo that I visit a good deal, and it may be particularly devastating to individuals that rely on earth swarms. I certainly find that this card on protection, but it's a great deal of possibly offensively. Great for stopping forces as well because its wellbeing and harm will require out the aid troops readily. Do not use it to halt the tank, however, possess a higher damage troop or construction to manage that.
Dragon: For individuals using both large direct damage spells, it's either the rocket. Essentially a rocket with much more area of impact, but could only hit three objects. Also great for stopping forces that have troops such as the valk, musketeer, or magician, since it is going to take out the majority of the support for a favorable commerce. If you know your competitor has one, don't set everything together. Also sometimes seen with hog decks, as a lightning spell may take the building down that's put and provide the participant tower harm. I really don't advise using this alone contrary to a tower, always be sure that you're hitting on the tower and some thing different. Like the rocket, it leaves the consumer in a lower elixir count, therefore rushing is a feasible choice.
Goblin Barrel: Spell that's exclusively used for tower harm. Basically only enables you to deploy ordinary goblins any place in the stadium. Don't play this card protection if you don't need to. The majority of the time it's either sent alone, used to lure arrows to push. Concerning the push, what the majority of players do is set something down tanky that could divert the tower, place the goblin cone down. If left alone, these 3 goblins will do a whole lot of damage immediately. Many gamers simply use a spell to kill them as zap or arrows has a favorable elixir trade. Strategies for using the goblin barrel are constantly keeping your opponent guessing at which they'll land by mixing the landing zone, and waiting patiently for if they use their charm. The card may be left alone for the first couple of times, but don't allow your competitor keep chipping away. The effect harm is negligible. I really don't advocate zap or suspend with goblin barrel because most gamers have a charm prepared. I also would not be concerned about this particular card being used for anything aside from tower harm.
Skeletons: top card and among the greatest cards if performed right. Could be used quite efficiently to shield against slow troops like the pekka or priest. Not really worth having a spell, since they're incredibly feeble. But 4 of these will do a great deal of harm for an extremely low cost, therefore I feel that this card has a great deal of potential if performed appropriately.
Minions: same matter since the minion horde except that there are 3 rather than 6. I enjoy these much more as they could carry out the exact same task as minions (albeit slower) to get a lesser cost, and are much less insecure.
Pretty much just used for protection, but may do a great deal of harm to some tower if a tank is facing. Hog freeze does not work when they freeze ancient since the suspended tombstone releases non suspended skeletons if broken. Great for strengthening, but ought to be used chiefly for protection. Because it spawns one skeleton at one time, it may be utilised to supply a constant diversion in 1 lane. The tombstone itself may be struck by a spell to pop up it readily since it has very poor health.
Can quickly remove a floor swarm. Additionally very bulky, nearly half a stadium tower's wellbeing. Also can be used to prevent a push which has a tank since it can normally hit anything is behind the tank too. Does not hit air, however, so be cautious when putting it. A whole lot of individuals attempt to place a minion horde onto it but the majority of people have a counter into them so never simply send a minion horde out from a bomb tower. Quite pricey and have to be performed independently, as the previous nerf caused it to where you could not simply put it down to 1/3rd of the game and wait patiently.
Biggest benefit is his passing bomb, which does a ridiculous quantity of harm. On offense, he's a fantastic tank which will kill all those shield troops have been used against him. On defense, he could stop an whole push with his passing explosion. He does not do much harm though, but be sure that he does not get to the tower. To kill him, put your troops they don't walk in the bomb. He's really slow, thus distracting him luring him away out of the tower is essential.
Absolutely useless on protection, but will take a tower down at the blink of an eye. Does enormous damage per fall, and immediately drops as it reaches the tower. It's kind of tanky, but owing to its rate, will be removed fast. Also deflecting it can be a fantastic alternative, just employed a top HP construction like the inferno or bomb tower. When playing with it, pre shooting arrows or a fantastic freeze will nearly always guarantee a crown. Beware of this the inferno tower, since they may kill it with no issue, with or without a charm. Useless on defense, however, I do not advise using it as a defense as if you want a giant as most troops can not target it will kill it quite quickly. The passing bomb does not kill troops but may be helpful to find that last piece of damage from a tower since normally after 3 bombs, it's left with just beneath what the passing bomb does. 1 experimental drama I'd suggest trying is after the balloon with flame spirits since they can extract minions without delay.
Cannon: my beloved defensive arrangement. Offers a lot of damage and also a diversion for just 3 elixir. But, it cannot target atmosphere and contains fairly low HP. Critical for the present hog meta, like performed properly, will offset the hog and get you an elixir benefit, and nominal tower harm. Usually is not worth having a spell to carry out unless you're in charge of a hog deck. Will prevent most ground troops when performed independently. Fantastic method to prevent a tank drive because it pulls the tank to the center. Have to be performed reactively since it has an extremely short life.
Barbarians: Among the most frequent cards from the sport in any way levels, virtually every deck I perform which is not hog turtle or cycle uses em. Fantastic on protection, as they counter pretty much every floor troop that does not do splash damage. Quite tanky troop that does a whole lot of damage immediately. The majority of the time they're performed on defense and then utilized to place pressure on the competition since they seldom get to the tower. But should they get to the tower, they'll unleash a ridiculous quantity of damage very fast. To counter, only use a dab damage troop, shield (bomb ( or cannon), atmosphere troop, or a fireball. If you do not have a counter top in hand, your very best choice is to put a ranged troop at the midst to draw them off. This can do the job quite well as they're quite slow. If all four barbarians are in great health crossing the bridge, then I suggest countering them. If they're all at low wellness or 1 or two of these are coming your tower, then make them alone.
Does a huge quantity of damage in a small place. Great for carrying any construction, or from turtle decks. The majority of the time it's used for buildings. Great from the elixir collector since if put in the wrong place, it can eliminate processor harm. Does lots of damage from a tower, and that explains the reason why it's employed in certain turtle decks. Also really great for stopping a large push as it can take out any sort of support apparatus, also if it's a group, profit you an elixir benefit. Great against sparky. As it costs 6 elixir, you may typically rush your competitor should they fire it in your tower. Finest way to manage rocket burn deck would be not to keep putting stuff from the stadium tower. Will do noticeable harm with time, so be cautious and observe your tower wellbeing. Also must be aimed very nicely as it requires some time to achieve its goal and contains a tiny area of effect.
Has a great deal of wellness and spawns barbarians very gradually, and such as the goblin hut, is utilized to put continuous pressure on a single lane. If two are in 1 lane, then it'll be a real annoyance to prevent them. If you operate a deck with no huge hurt spell, your very best alternative is to rush another lane as soon as it's put, as you competitor is simply left with at most 3 elixir to shield. A cannon will close down it for approximately half of its life, along with the bomb tower is also quite good if they've a goblin hut down too. Never allow your opponent setup. If more than two huts are in 1 lane, then they'll gradually overwhelm you. To perform it, I recommend not placing it right alongside the goblin hut, and to just use it once you understand your opponent is reduced on elix.
AdMakes your plants and troops assault or spawn quicker. Still a fairly insecure and not that good of a card in my view. It's ideal to keep it concealed until you've got a promising push constructed. A surprise pocket anger can make you a crown readily.
Deal with it the exact same way you want a mortar. If you're using it, then protect it as you want a mortar before it locks on the tower. Even though it was a fantastic card, it only takes way too much time to deploy and can be too tough to protect today. A charm will readily take down all its wellness. Swarm troops work since the xbow is only goal.On the other hand, the tesla does provide atmosphere harm. Can do a great deal of damage very fast, and may conceal from spells. Low HP, so be certain that you place it carefully. Don't use a charm on it unless it's above earth. A hog rider won't aggro into a suspended tesla that's still underground. Works nicely against the imperial giant since it will not pop up until he's in range. Minion Horde: The other common card, such as the atmosphere edition of barbarians. Squishy, but might manage an insane quantity of damage very fast. Nonetheless, this can also be among the simplest cards to acquire an elixir advantage from. Never send out independently or if you realize they have something which deals air dab harm in hand. If used against infant dragon, be certain that you encircle the baby dragon, and do not place them ahead. If your competitor zaps them they may be used behind a tank to counterpush, and will certainly ruin a tower should they create it since zap generally will not you shot them. Could be dragged mid like barbarians in case you do not have a counter in hand. Among the greatest mistakes I see is if somebody has a magician down along with their competitor puts the minion horde. Never use it in order to prevent a push which has some sort of atmosphere dab unit supporting it, since it will expire very fast. Inferno Tower: The reverse of this bomb tower. Locks on to one goal and immediately builds up damage. Hard counters each slow tank troop from the sport. Could be paired with a diversion to swiftly take out moderate sized troops. Has adequate health, therefore it may be utilised to tank. Not really worth having a spell on if you're not using a tank or hog. Quite feeble to swarms since it requires some time to retarget, therefore tiny troops may be utilized either to carry it out or to divert it while the tank improvements. Do not put it the moment you find a tank wait till it strikes the river. Could be zapped to briefly postpone it, but maybe not reset it. Hog Rider: The most frequent troop and biggest source of anger in the sport for all. Will do a great deal of harm to a tower immediately. My favourite method of countering him would be only with a responsive cannon at the center, since it will pull on the hog off and after both the cannons are firing on it will make short work of this hog. Bait the freeze out and discard something else to wash up. Be on the watch for a hog followed closely by little quick troops, since it will divert the tower and also the little troop + the hog will wipe out on a tower. Barbarians and sword military will offer a type of "blockade" and allow it to move slower. Sometimes, a huge troop facing it's going to delay it since it attempts to get past. If you're using hog+freeze/zap, then be certain you're prepared for the counterpush, as your combo will probably be rather pricey. If you're able to find a counterpush moving, then a hog rider is significantly more effective. Many hog decks have an extremely low avg price, and therefore you have to have the ability to win trade after trade. I would advise using troops which can not be murdered by one charm to shield against hog freeze, because following the hog freeze combo, your opponent is reduced on elixir. The secret to playing with this card defending against it's time and understanding that your opponent's hand. Freeze: A very useful spell for creating your opponent's buildings and troops useless. Could be performed offensively and defensively. The prior nerf pretty much just restricted its usage on protection. See my remark on the hog to determine how to take care of hog freeze. Usually if your competitor is using hog or balloon alone, they still have a freeze hand. If you're striving for the third or second crown, then be certain that you freeze the king tower along with the rest of the arena tower when the troops are not that large of a issue. P.E.K.K.A: Another significant tank troop. Less health compared to golem, but more harm. But she's easily distracted, and quite easily countered. Most frequently employed with support units supporting it, or at the infamous pekka double wolf combo. The major point to look at when combating the pekka isn't letting her achieve your tower as she hits like a truck. As a result of her slow motion and attack rate, many little troop can cheaply and quickly overwhelm her. Again, kill the service unit. The inferno tower is a tough counter, however if they're enjoying pekka double wolf, be prepared for a freeze spell. In my view, your very best alternative is to lure her back and forth with little troops if you would like a significant elixir advantage. Does virtually no harm. Acts as a fantastic tank because a great deal of decks are extremely floor concentrated. However, the greatest advantage in my view is that the passing explosion, which releases infant lava hounds. The trick isn't to fear, it does not have as much health as most folks think. Even if your deck is not air prepared, a musketeer or any minions will kill it because of the low rate. Be very careful as it explodes however, the infant lava hounds do a lot of damage, like the minion horde. Another trick is to simply let it take a look in a tower whenever is running low since it does such small harm when living. The principal thing to do is kill anything is encouraging it. Additionally, you can hurry instantly whenever the lava hound is set since it costs seven elixir. Will usually 1 shot little troops and depart minions using a sliver of health. Commonly employed with hog cycle decks because it could stun the tower and anything counter is set down. Trades off quite nicely with minions, little swarms, and the goblin socket for just two elix. Be skeptical of your competitor counterpushing with the diminished minions, as generally the minions will hardly endure. Fire Candles: Kamikaze troop, very low health, higher damage. . They're extremely squishy, however, and have to be performed carefully viewing as they must achieve their goal. Will acquire an elixir edge over most troops when performed properly. In case you've got a gigantic push heading, zapping or arrowing them might be a fantastic choice to save your drive, as they perform a huge quantity of damage immediately. Wizard: Some of the most frequent cards using push decks. Has the exact same health as an leveled musketeer and may be fireballed when the fireball is 1 degree higher. He does quite large area damage nonetheless, so don't dismiss a magician and a tank. Be cautious when putting swarm troops onto it since it can melt all of them immediately. As it's pretty much always behind a tank, then kill the magician first and worry about the tank. If he gets into the tower only let him have a couple shots unless the tower is reduced because he's pretty squishy. In case you need to play swarm troops, then set them about him, not ahead. Another choice is to wait till he locks on something else then kill him. They key is to see what he's doing and jump at the moment. He'll ruin any little troop you set down immediately, and thus don't just keep placing troops such as minions, goblins, or skeletons. Furnace: Not a very excellent card in my view, have not seen it used using spawner decks. It only spawns two fire spirits at one time. Could be used to gradually chip away in a tower or defensively to prevent a swarm. Don't hesitate to make suggestions because I have not played with this card considerably. Poison: Functional spell that's gaining popularity because of its many applications and the current frost nerf. Really great for quitting spawners since it disturbs the hut and anything comes out. Also great on crime because it slows down whatever's inside. Many gamers use it using spawner decks, push decks, or even the brand new hog+toxin deck. It's quite slow in dealing damage, so be certain that you put it where it receives the chance to manage the most damage over its life. Mirror: I believe this card just sets you in an elixir disadvantage. Puts down a replica of the former card but it costs 1 elixir. Have not seen it except in "who will put down the maximum _________ in 1 match" challenges. Please indicate any applications you've found to it and that I will upgrade. His principal ability isn't his harm, but instead down his slow powerful, which leaves other towers and troops almost useless. Fantastic for pushing or protecting. Additionally because of his elevated wellness, can tank several strikes. Don't fireball him as he's far more health than the magician. When defending him against him, be certain that you kill him or anything you set down is beggingna be unworthy. When pushing him just let him perform his magic. Used to acquire an elixir edge with time. Though you just gain 2 elixir at the long term, it is about having 1 elixir your competition does not while making great trades. If you may cycle back to it, then 2 pumps will have you always sending out big pushes. No more workable as a distraction/tank construction. Finest way to deal with you would be to utilize your own or use a charm. In my view, it generates a faster paced game as you may cycle considerably quicker. Great for drives because rather than being left with a couple drops of elixir, it is going to replenish and you may defend more efficiently. If your competitor is using a rocket, then be certain that you put it in the front of the king tower, seeing as they may gradually chip away in the stadium towers should you continue putting them there. If your deck is more than 4 avg elixir price, I suggest using the pump. Finest positioning is supporting a stadium tower if they don't possess a rocket, or at the front of the king tower should they perform. Mortar: Nerfed into oblivion from the past upgrade. "Defensive Construction" that's used to snipe of a competitor's tower from the side of this river. Fundamentally a slow, dab damage xbow. Could be quite great for sniping guards and buildings from the side of this river, but not worth using article upgrade. Also can't hit troops which are extremely near it. A lightning or rocket spell may be used to acquire an elixir advantage from it since it's possible to take out the mortar and everything is guarding it immediately. Golem: Among the most powerful aquariums from the sport that's truly annoying to address since he keeps bursting. He's three lifetimes, and every one awakens. Owing to his high cost, you are able to hurry the other hand immediately once it's placed. Very similar to some push deck, then kill his service. As a consequence of his slow pace, you've got loads of time to work out how to kill him once you eliminate his support. The inferno tower tough jets the golem. Sparky: The card that actually hurts when you wreck. Sparky does an incredible quantity of harm if she reaches on your tower. Another thing that you want to be worried about is your dab. Ensure that you don't put troops in bands or adjacent to the tower. The very best approach to manage sparky would be to swarm her and lure out the shot. You can achieve it by dropping troops directly on top to where they encircle her. This takes a whole lot of practice, however, so don't become frustrated. I really don't advocate air troops since most sparky uses attract a tank and arrows. To utilize sparky, I suggest bringing in a tank, using a charm prepared, obtaining a pump and having extra splash support supporting. Also great for tanking for a lot of swarm troops. Normally my opponents play with him completely wrong however. He's not just like a goblin barrel, he does not do much to a stadium tower. The perfect method to use him would be to simply take your opponent's buildings, especially the pump, or even to utilize him to assassinate troops supporting a drive, like a magician or princess. As an alternative, you can put a lot of little troops and also have him tank for them. To kill him simply deal with him as you want a knight. Spells don't work. Normally they put it on either side of a stadium tower or supporting it. When there's a pump, they will likely opt for that. A poorer giant that strikes out of range. Outranges every shield except that the mortar and xbow (but nobody uses them). Main thing which makes this particular card fantastic is its own positioning. It begins shooting the tower at a place where its service units are supporting it, therefore it's extremely tough to handle the royal giant with no competitors support unit murdering anything you've got. Additionally jelqing the tower where once the service unit eventually squeezes past, the two will begin taking the tower down. It's basically a mortar with thighs, and will often get a few shots away. I recommend just allowing it to do a little harm and constructing a counter push from it, or enjoying a responsive inferno tower (hard counter) when it crosses the bridge. To use this, either shed in the bridge and also be ready to guard, or fall in the back and develop a push. Be certain you take its service, even though it means you've got to let for a few shots away. Three Musketeers: As its name implies, it's a trio of musketeers. Very large risk, higher reward card. Almost always used after a tank. But can be struck by fireball, lightning charm, or rocket to get a guaranteed elixir advantage. In case you don't have any spell, then swarm them as soon as they cross the bridge. If they're raged, don't put down troops since they'll melt them. Should they lock to your tower, then you are probably screwed as a number of these deal a massive amount of harm instantly. May also be used on protection because they deal a great deal of focused harm, but typically I see them crime. As it's a really costly card, if performed at the trunk, rush the other hand and do not allow your competitor develop a push. Dark Prince: Great card in elevated levels. Does not do this much at reduced level. Always stop him until he fees. Don't put down a costly swarm when he's charging. Because his harm is not high such as the Prince's is, simply leave him alone if he is by himself, or utilize one high health/damage troop rather than a swarm. He can be employed to prevent a swarm push if positioned in the trunk. From the present meta, I would suggest that the valk. Guards: Quite underpowered card, not quite sure about what to say about these. Adequate harm and wellbeing together with the shield. Only thing would be not to use a high damage spell on these because they may live. Princess: The toughest card to counter from the sport, in my view. Fundamentally a walking pair of arrows which keeps on moving. Absolutely destroys squishy troops, also makes each scenario worse when protecting her against her. Arrows would be the very best counter. As an alternative, you may wait for her to lock to a tower, and kill her at the price of some tower harm. Her principal use is support however, any push is really much simpler with her position way from the trunk. She does fire quite gradually though, and does not do so much harm, so that I do not suggest using her to discontinue a hog or anything comparable. You wish to kill her as soon as you can. Okay guys so that is almost everything I wish to share with you! I will attempt to upgrade and enhance this manual soon! Do not be afraid to comment should you want any help or in case you have any guidance! You rock my pals!

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