User:SomeRandomGiantUser

Ice to meet you. I am a fellow player of Clash Royale. I am a Free to Play casual gamer that is pretty good. I know some strategies. The only cards I lack are the legendary cards. I have lvl 2 Ice Wizard and Lumberjack and a Lvl 1 Miner. I just opened my Legendary Chest as Graveyard has been released. I got yet another Ice Wizard Card. I wanted the Graveyard. Oh well. At least I didn't get Sparky. Gelo isn't my real name btw.undefined My clan is WARLORDS PHL. Philippine clan.

My Battle Deck
Favorite Non-Legendary cards. Favorite Legendaries
 * 1) Giant
 * 2) Zap
 * 3) Ice Spirit
 * 4) Bomber
 * 5) Minions
 * 6) Witch
 * 7) Ice Golem

1. Ice Wizard

2. Lumberjack

My deck is a cycle deck. Only has an Average Elixir cost of 2.9. Pretty tricky to use. This deck may not be as good as other mainstream cycle decks but I find this deck fun to use. Plus I'm not dropping trophies like hell with this deck. Got to 3700 trophies so not bad at all. Weaknesses are: LavaLightning or MegaHound as I have very Limited anti-air, Bowler ruins my pushes when placed correctly, and Three Musketeers just absolutely destroys me. This deck at least, is good against those damn hut spammers. Ice Golem and Giant prevents a lot of chip damage. Bomber paired with Giant just wrecks spawners. Zap for annihilating extreme concentrations of Spear Gobs. Minions and Ice Spirit for countering Minion Horde if any Hut spammer uses Minion Horde. Lumberjack plus Ice Wizard takes card of Giant in case said hut spammer has Giant. Also good against P.E.K.K.A. decks. Just use Kiting technique.

Card Rating
Here is where you see what I think about the cards in Clash Royale. I now use both my opinion and actual facts. Feel free to click on the links to the cards. Newly updated based on what I think after the most recent balance change which nerfed Giant and Poison pretty hard.

Rating score Legend:

0-3 Terrible

4 Pretty Bad.

5 Neutral

6 Pretty Good.

7-8 Great

9-10 Awesome

Training Camp

 * Arrows: 9/10. Super useful in almost every situations! Counters Minion Horde and Princess. But I prefer poison still. In fact I don't use arrows in my deck anymore.
 * Bomber: 9/10. Am I the only one here in this wiki who finds him cute? He's real good in supporting Giants and dealing with Barbs, Archers, Gobs, Spear Gobs. His only weaknesses are his low Hp and can't attack air. Such an underrated card.
 * Archers: 8/10. Replaced them with minions once I got to Arena 7. Great for defense. Really underrated.
 * Knight: 7/10. A decent card, but is outclassed by many things, such as the Miner or Valkyrie. Seriously needs a buff. As underrated as Archers IMO.
 * Fireball: 9/10. Hard counters Three Musketeers, a 9-Elixir card, for 4 Elixir!. I hate it if it is used against me. Is more popular after Poison nerf.
 * Musketeer: 8/10. Was one of my fave cards when I was in Lower arenas and even in Arena 5. Stopped using her once I got to Arena 6. Mine is underleved.
 * Mini P.E.K.K.A.: 9/10. A great high DPS troop. Easily distracted. Should never be ignored.
 * Giant: 10/10. My favorite card. He is such an Awesome Tank for just 5 elixir. Nerfed Hitponts made him less tanky though but he's still alright.
 * Prince: 7/10. Awesome in low arenas. Meh in High Arenas. The first Epic I ever got.
 * Baby Dragon: 6/10. Not popular in the current Meta but pretty good. Outclassed by Mega Minion and Inferno Dragon as Flying Support to the Lava Hound.
 * Skeleton Army: 7/10. This thing got Buffed. Hooray!!! Now made viable in higher arenas. Arrowing them isn't a positive elixir trade anymore. But Zap can deal with them more easily. The Skeleons spawned don't get oneshotted by Spear Goblins, Witches or Ice Wizards in tourney standards. Tried it out. Awesome.
 * Witch: 9/10. Great support card, and does surprisingly high damage if left alone. The 2nd Epic I ever got and is my only lvl 4 Epic card.

Goblin Stadium

 * Goblins: 7/10. They are a good offensive and defensive card. Great for Pig Pushes.
 * Spear Goblins: 7/10. They do a good amount of chip damage for their cost.
 * Valkyrie: 10/10. Rating her this because she is a great card. I don't use her in my deck coz mine is underleveled. She wrecks my Witch and Bomber and Ice Wizard. :( Unless of course, I have Lumberjack supporting them then she'll get axed. :)
 * Goblin Hut: 7/10. I used to be a dirty Goblin Hut user. Hehe.
 * Lightning: 7/10. So much more powerful after Poison nerf. This plus Lava Hound = Wombo combo. I find it annoying though.
 * Goblin Barrel: 8/10. A pretty good card after its buff. Sadly, I only have it at lvl 3.

Bone Pit

 * Skeletons: 4/10. Stopped using it after it was nerfed. Still pretty good though. I used this card in my Giant Deck but replaced this card with Lumberjack as soon as I got him. Now underpowered after Skeleton Army buff. This card seriously needs to be buffed.
 * Minions: 9/10. A great counter card. Good used defensively and for counterpushing. Awesome card overall. One of my personal favorites.
 * Tombstone: 8/10. After recent buff which increased its spawn speed, this outclasses cannon. A powerful defensive card in Lava Hound meta decks.
 * Bomb Tower: 3/10. I find it annoying. I like the Bomber but hate this. Outclassed by Cannon and Inferno Tower. Only a few people use this.
 * Giant Skeleton: 6/10. Great defensive unit. Not so good with offense(unless you somehow managed to get this thing to the enemy's tower) Lots of Lvl 1s in High Arenas use it.
 * Balloon: 6/10 I used this card in lower arenas before. Packs such a punch but pretty easy to deal with.(unless enemy send a tank such as Giant) I sometimes have trouble dealing with Giantloon users or LavaLoon users for that matter because Minions are my only high damage anti-airs. Ice Wizard helps me against said combos with Balloon. Not that poplular anymore after the release of Mega Minion.

Barbarian Bowl

 * Barbarians: 8/10. Awesome defensive card. Sometimes ruins my pushes.
 * Cannon: 7/10. The most common defensive Building. Seen in almost every deck with Hog in it.
 * Rocket: 4/10. Annoying. Really hate it if used against me. Does not see much use.
 * Barbarian Hut: 3/10. Once used, you become vulnerable to pushes. Also I hate spawners. So annoying. It only provides amusement in Friendly Battles.
 * Rage: 7/10. Don't use this card but I love the rage effect. Timed right, the cheapest epic card can help your push annihilate the enemy. Indirectly using rage via Lumberjack. The buff should give it a little bit more kick into it as it now gives 35% speed boost instead of 30%.
 * X-Bow: 3/10. This card sucks. Only a skilled player uses this to show off. But I must admit that it's fun to use in the Random Deck challenge. X-Bowler deck is surprisingly good but has too many weaknesses.

P.E.K.K.A.'s Playhouse

 * Tesla: 5/10. Cannon is more popular. Few people use this.
 * Minion Horde: 9/10. Great counter card but trades poorly with arrows. Will thrash the enemy tower if you actually manage to get them there. Better used defensively and for counterpushing as it can decimate any enemy push as long as they don't have anti-air burst damage splash like Wizard or Fire Spirits or Zap-Plus Minions. More powerful after Poison nerf since many pushes once utilized Poison to prevent enemy from countering with Minion Horde. Awesome card overall.
 * Hog Rider: 9/10. Awesome offensive card. What more is there to say?
 * Inferno Tower: 8/10. Annoys me coz my deck revolves around the Giant and this thing roasts him. My counter to this is Zap or Ice Sprit to reset charge and minions to help Giant take it out. To be unbiased, this deserved a good rating as it is a formidable defense.
 * Freeze: 5/10. Annoying. Was never good at using it. Needs element of surprise to use it well. Mixed feelings about it so I gave it a Neutral Rating.
 * P.E.K.K.A.: 7/10. Too easily distracted for a 7 Elixir Card but is an utter brute if used correctly. Had a nice P.E.K.K.A deck when I was at arena 6.
 * Lava Hound: 7/10. It deserves some recognition. It is a Pain to deal with if paired with the right support troops. I don't have this card. I personally find it annoying and it is such a pain to deal with especially with balloon.
 * Inferno Dragon: 7/10. Good Anti-Tank and can destroy a Crown Tower fairly easily. Should NEVER be ignored. Swarms wreck it though but people can just pair it with a splash troop to compensate for this. Works well with Tanks as well as counters them so a combo with this would be Tank plus Splash plus this.

Spell Valley

 * Zap: 10/10. Despite the nerf, It's still very good. Not as versatile though. :(
 * Fire Spirits: 7/10. Great Burst damage card. Takes care of counter swarm cards like Minion Horde.
 * Wizard: 7/10. Decent DPS but I prefer Witch and even Bomber over him. No offense cuz. Powerful with Giant or P.E.K.K.A.
 * Furnace: 7/10. The spawner against spawners. Can do quite some Chip damage if you ignore its spawned Fire Spirits. My Giant Combos hard counter this thing.
 * Poison: 6/10. It's actually been long since I have used Poison in my deck. I don't use it anymore. I used an Ice Giant deck that didn't include Poison. Poison ruins my pushes. Was OP with Giant. Glad this card got nerfed. Now less of a pain to deal with as it can't slow troops anymore. Fireball is better than this card now.
 * Mirror: 6/10. I only use this card in friendly challenges such as if we agree to only use epic cards. Pretty amazing after the buff.
 * Ice Wizard: 10/10. Despite the nerf he's still good. The nerf was reasonable as he was too tanky for the cost of 3 elixir. My 2nd Legendary card! Awesome for defense and support. He's a great overall card.
 * Graveyard: 10/10. This spell is an absolute beast when paired with any Tank or Mini-Tank. OP IMO.

Builder's Workshop

 * Mortar: 0/10. Is underpowered. Needs to be buffed. Maybe a 5% Damage buff plus 5% HP buff.
 * Elixir Collector: 6/10. Even after nerf which made it higher risk. Lots of people still use it.
 * Golem: 7/10. Super Tanky but costs a whopping 8 Elixir. Provides amusement in Friendly Battles. Golem decks now made more powerful now that its Death Damage now hits air. :)
 * The Log: 7/10. After the buff made on it, it has much more reactive ability. Rolls faster, further and does more chip damage to the tower after recent buff. A bit more damaging than arrows to the Crown Tower.
 * Sparky: 5/10. Make a bad mistake, and you lose when your enemy is using a Sparky deck. Make the right plays and it's gg for them. In short, Sparky is easily countered but if you make a mistake, you are open to being 3-Crowned. Works well with Giant and Wizard. It should NEVER be ignored. Neutral Rating.
 * Miner: 8/10. Still great even after the nerf. My third Legendary card. Him appearing in my free chest was a shocker. I only use him in friendly battles coz I don't find much use for him anywhere else.

Royal Arena

 * Royal Giant: 5/10. After the nerf, he does not see much use. I gave him a Neutral rating.
 * Three Musketeers: 8/10. I sometimes panic against this. I never used this card myself as it is such a High Risk card. Also, I couldn't cycle fast with this expensive card. This is my weakness.
 * Mega Minion : 9/10. My Mega Minion is still underleveled.(yes I did not buy special offer) My say on it is that just like regular minions, it is a great counter card. So far the best counter to a lone Lava Hound as you can't arrow it. Fireball/Poison is a negative elixir trade plus it doesn't even kill Mega Minion. Awesome defense then you can use it for a counterpush. Unlike regular minions, it can be used to deal with the likes of Wizard.
 * Dark Prince: 6/10. Pretty good. Valk is better though. Also have him underleveled.
 * Guards: 7/10. Great defense card. However, just like most of my epics, are underleveled.
 * Princess: 8/10. Nerfed but still Popular. Still a Great card overall.

Frozen Peak

 * Ice Spirit: 10/10. A very strong card. I sometimes support my pushes with this. Love it when I have Giant, Witch, and Lumberjack in place plus this and a Valk is used to counter this push. Ice Spirit freezes the Valk long enough for the Witch and Lumberjack to whittle down her hitpoints, she still gets a swing though but at least my push is still there. Helps my support troops against defensively placed Barbs, can reset Inferno Tower charge. So much value for just 1 elixir and even if it got nerfed, that only reduced its stopping power just as much as the zap nerf so still will be a popular card. So Awesome.
 * Ice Golem: 8/10. It's a great card used as a cheap distraction and for stalling enemies and is a real cheap mini-tank so good for Tank and Spank. This is the perfect cheap distraction/staller/kiter. Great for any cycle deck. Its Frost Nova can now kill Skellies at tourney standards after the buff. Yay.
 * Bowler: 8/10. Extremely strong on defense but weak offensively. Provides amusement in friendly battles. Made more versatile but less powerful after getting reworked as he now costs 5 elixir with a bit less hp and damage. The only thing preventing me from using it is the fact I only have him at lvl 2. Did I forget to mention this can help wreck my pushes if placed at the right position? This is another weakness of my deck.
 * Lumberjack: 10/10. My 1st Legendary Card. Does a heck ton of damage and even more after the speed buff plus spills rage upon death. He is a great offensive card. I use him to setup for Wombo Combos. The Spilled rage now offers 35% speed boost instead of 30%. Nice.