Clash Royale Wiki
Clash Royale Wiki


MysteryCard
RoyalGiantCardEvolution
WitchCardEvolution
ElectroWizardCard
FishermanCard
LightningCard
ElectroSpiritCard
BarbarianBarrelCard
InfernoDragonCard

Introduction

The 4.0 Elixir Royal Giant Witch Deck is a high-pressure siege archetype in Clash Royale. It centers on using the Royal Giant as a long-range tank, supported heavily by the Witch, whose constant skeleton spawns and splash damage clear the path and protect the tank from defensive swarms. This deck aims to create slow, powerful pushes that become nearly unstoppable during double elixir, relying on heavy unit synergy to break through defenses.

Deck Information[]

Deck created by: HuddieH
Minimum recommended King Level: 1
Maximum recommended King Level: 14
Arena Required: Miner's Mine (Wrong?)
Average Elixir Cost: 3.9 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Princess Tower: Consistent, long-range damage and reliable air/ground coverage
Royal Giant: Primary Tower Damage
Witch: Ground & Air Control, Skeleton Spawn
Electro Wizard: Splash Stun, Air Defense
Fisherman: Luring, Win Condition Support
Lightning: Heavy Removal, Counter-Push
Electro Spirit: Cheap Stun, Cycle
Barbarian Barrel: Ground Swarm Control, Cycle
Inferno Dragon: High-HP/Tank Melt

Strategy[]

1. Single Elixir (Setup & Defense)[]

  • Primary Focus: Elixir trade and scouting the opponent's deck.
  • Strategy: Play defensively. Use the Fisherman to manage tanks, the Witch and E-Wiz for air and splash defense, and the Inferno Dragon to shut down heavy threats.
  • Cycle: Use the E-Spirit and Barbarian Barrel to cycle quickly. Only play the Royal Giant if you have a significant elixir lead, or as a punishing play after a successful defense.
  • Key Move: Dropping a Witch behind the King Tower can be a safe setup for a future RG push, letting her walk to the bridge with a full swarm of Skeletons.

2. Double Elixir (The Push)[]

  • Primary Focus: Launching overwhelming, non-stop Royal Giant pushes.
  • Strategy: This is where the deck shines. The core push is Royal Giant placed at the bridge, immediately supported by the Witch (or E-Wiz).
  • The Witch's Role: She is crucial for protecting the RG from ground swarms (Skarmy, Goblins) and providing constant skeleton spawn distraction, which can soak up hits from defensive buildings or distract key troops.
  • Lightning: Use Lightning proactively to remove key defensive structures (Bomb Tower, Inferno Tower) or high-HP support troops (Mega Knight, Wizard) that threaten your push. Always try to hit the tower as well.
  • Fisherman Support: Use the Fisherman to pull defensive tanks (P.E.K.K.A., Golem) to the King Tower or, more commonly, to pull a defensive building (Tombstone, Canon) out of range of the RG.

3. Triple Elixir (Sustained Pressure)[]

  • Primary Focus: Controlling the flow and defending against panic counters.
  • Strategy: Maintain continuous pressure on both lanes. Split the key cards—for example, RG + E-Wiz on one lane, and Witch + Fisherman on the other. Opponents will quickly run out of elixir attempting to defend two large threats simultaneously.
  • Win Condition: A well-supported Royal Giant push in this phase is nearly unstoppable.

⚔️ Popular Variations[]

The core of Royal Giant + Witch remains, but the utility slots frequently change based on the current meta.

Variation Name Key Change Notes
WG Fireball Replaces Lightning with Fireball Lowers average elixir and provides a faster, cheaper damage spell. Better against faster-cycle decks and the Three Musketeers.
WG Drill Adds Goblin Drill (replaces E-Wiz/ID) Turns the deck into a dual-win condition threat. The Witch provides air/ground defense while the RG and Drill pressure two different spots.
WG Sparky Adds Sparky (replaces E-Wiz) A powerful, slower variation known for massive, devastating pushes. Sparky offers incredible splash defense and synergy with the RG's HP shield.
WG Minions Replaces E-Spirit/BB with Minions/Megaminion Boosts air defense and makes the deck heavier but more resilient against air-heavy compositions (Lava Hound).

🤝 Matchups (Meta Analysis)[]

  • Good Matchups:
    • Defense-Heavy Decks (Hut/Spawner): The Lightning spell easily dismantles the opponent's setups, clearing the way for the RG.
    • P.E.K.K.A. Control: The Fisherman is an excellent counter to P.E.K.K.A., pulling it away from the RG. The Witch's Skeletons also distract it effectively.
    • Bridge Spam: The mix of splash (Witch) and stuns (E-Wiz, E-Spirit) handles the fast, low-HP troops of Bridge Spam well.
  • Bad Matchups:
    • Heavier Beatdown (Golem/Lava Hound): If the opponent gets a big tank down first, the RG deck can struggle to break through the push while mounting its own offense. Requires precise Fisherman and Inferno Dragon use.
    • X-Bow/Mortar (Pure Siege): The opponent can lock down the bridge before the RG can be deployed, and the RG's slow speed makes it an easy target for a locked-on siege weapon.

🏆 Community Nicknames & Lore[]

  • Witch-Giant (WG): The most common shorthand.
  • Sparky Mama: Used for the WG Sparky variation, referring to the Witch being the "mother" of the push that also contains the Sparky.
  • The Skeleton Shield: A tactical nickname for the Witch's role. The Skeletons she spawns are not just damage; they are a continuous, low-cost shield for the RG, soaking up hits from every type of troop and structure.
  • The 4.0 Nightmare: A reference to its average elixir cost and its ability to completely overwhelm an opponent once Double Elixir hits, making it a "nightmare" to defend.

🌟 Pro-Player Tip[]

"Never let your RG hit the tower without at least one layer of support. In this deck, that layer is usually the Witch. Her splash and skeletons make the RG's life so much easier. If they Lightning your Witch, you still have the RG pressuring, and you can follow up with an E-Wiz or Fisherman. It's all about layers of offense." – Top Ladder Player 'RoyalRaider7'