User:SomeRandomGiantUser

Ice to meet you. I am a fellow player of Clash Royale. I am an F2P casual gamer that is pretty good. I know some strategies. The only cards I lack are the fire-based legendary cards and the Electro Wizard.

About Me
undefined My youtube username is SomeRandomIceWizard. I just comment on Clash Royale videos.

I have five Legendaries so far. They are :

Lvl 2 Ice Wizard

Lvl 2 Lumberjack

Lvl 1 Miner

Lvl 1 The Log

Lvl 1 Sparky

Lvl 2 Graveyard

First a Sparky from a 4-Card Tourney Chest, Now Graveyard from a Free Chest!!!

Bought a Legendary Chest which gave me another Graveyard. :)

Never once has a Giant Chest given me Giants. Talk about irony. I got a new Personal Best of 3928 trophies after that though, I got a losing streak due to bad internet connection and now I'm back to 3700 trophy range. Oh well.

Bought my first ever new and improved Epic Chest.(As in the Epic Chest with 20 Epics)

I didn't get any epic I wanted. :( Seriously!? 10 Baby Dragons!? and 7 Tornadoes!? 1 Rage!? I forgot the last Epic that I got 2 of.

About my Clan
My Clan is Reddit Legends. The Leader is GiantWilly. It is an official Reddit clan. Feeder clan is Reddit Kings. My RCS name is also Gelo. My clan is ranked #12 in Reddit Clans.

My Battle Decks
My decks aren't too good but at least they're fun to use. :)My tourney and Friendly Battle decks are capped down(also up if it's a friendly battle) to tourney standards so I simply put their levels to tourney lvl.

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. I also have buff suggestions to cards I REALLY believe needs a buff.

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. Currently in Lava Hound Meta decks for dealing with Minion Horde.
 * 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: 9/10. Great for defense. Really underrated. I use them in tourneys.
 * 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. My buff Idea is to reduce hit speed to 1(from 1.1) increasing his DPS slightly. Also, I believe his armor should give him equal HP with Valkyrie in tourney standards.
 * Fireball: 9/10. Hard counters Three Musketeers, a 9-Elixir card, for 4 Elixir!. I hate it if it is used against me. It became meta 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: 9/10. 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 Skeletons spawned don't get oneshotted by Spear Goblins, Witches or Ice Wizards in tourney standards. Tried it out. Awesome.
 * Witch: 8/10. 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 even until now(Although I have enough card to upgrade Freeze, Baby Dragon, and Guards to lvl 4) I currently use her in tourneys.

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: 6/10. Pretty good. For a filthy spawner.
 * Lightning: 8/10. Became meta after Poison nerf. This plus Lava Hound = Wombo combo. I find it annoying though. Great and powerful card that would make you feel like Zeus. :P
 * Goblin Barrel: 8/10. A pretty good backdoor card and Zap Bait. 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: 9/10. Still a powerful defense after nerf and IMO still outclasses Cannon.
 * 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: 7/10. 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. Buff allows it to at least oneshot Goblins in tourney standards.
 * Balloon: 7/10. With the Death Damage buff, he may see more use.

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: 4/10. Annoying. The only Ice Based card in this game that I don't like. This only makes you more vulnerable to counterpushes. I'm giving it a bad 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: 8/10. Him having the hit speed of a Mega Minion will make him great again.(Hopefully)
 * Furnace: 6/10. 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: 7/10. It's made deadlier now. The 10% Damage increase means it can kill Wizard and Musketeer in tourney standards. Provided, you can keep them in the circle.
 * 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 Awesome. 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: 8/10. This spell is an absolute beast when paired with any Tank or Mini-Tank. Too expensive and not worth using unless you have an elixir advantage or if you know that the opponent's Graveyard counters are out of rotation.

Builder's Workshop

 * Mortar: 3/10. Is underpowered. Needs to be buffed. Maybe a 5% Damage buff plus 5% HP buff. Slight radius buff won't cut it.
 * Elixir Collector: 6/10. Even after nerf which made it higher risk. Lots of people still use it.
 * Battle Ram: ?/10. A pair of Barbs charging at the enemy with a Log? No comment.
 * Golem: 8/10. 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. :)
 * Tornado: 7/10. Make a mistake with placing this and you could be in for trouble. Can be used to stop Pig Pushes dead and can pull a Miner to aggro on to your King's tower, activating it early. Radius increase plus greatly increased pulling power makes it more reliable.
 * The Log: 8/10. 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. I got this from Super Magical chest and I'm enjoying using it so far. :) My fourth Legendary Card.
 * 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 tourneys and friendly battles coz I don't find much use for him anywhere else. My third Legendary Card.

Royal Arena

 * Meta Barbarians: 8/10. The name says it all.
 * Royal Giant: 5/10. Overleveled Royal Giant is cancer. Otherwise, he's garbage. I give him a neutral rating.
 * Three Musketeers: 7/10. I HATE THESE SO MUCH!!! Only giving it a good rating due to them being effective. Lowered their rating as they do not see much use due to the Lightning and Fireball meta.
 * Meta Minion : 9/10. Nerfed but still Meta. At least not as OP as Meta Barbs.
 * 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.
 * Electro Wizard: ?/10 Can't say anything yet.

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. Slight HP buff means he can get an extra hit off the enemy tower.

Jungle Arena

 * Goblin Gang: ?/10. All I can say is that they're great Zap Bait.
 * Dart Goblin: ?/10. All I can say so far is that they'll be a great graveyard counter and a great addition to chip cycle decks.
 * Executioner: ?/10. All I can say that the idea of having a card with a similar attack to Bowler and can hit ground and air is absolutely insane. I feel like this card will be totally broken upon release.