Clash Royale Wiki
Clash Royale Wiki


Introduction

You can replace skarmy with mega knight.

Deck Information[]

Deck Created by: Confidential
Minimum Recommended King Level: 13
Maximum Recommended King Level: 13
Arena Required: Serenity Peak (Wrong?)
Average Elixir Cost: 3.5 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Tower Troop:
Elite Barbarians: Main Win condition. Try not to reveal it and use it when your opponent has low elixir. It is also potentially great on defense with the towers help. But don't use the Elite Barbarians on defense unless it's a necessity.
Wizard: Wizard is sadly one of your only air defense cards. Use the wizard in support of your Elite Barbarians, The wizard is also your main anti horde card. Also save it in the beginning so you don't get rekt by balloon.
Barbarians: Barbarians are one of your main defensive cards. They can be used to defend most tanks if used correctly, including mega knight, pekka, and even Elite Barbarians. Note, with Mega Knight place so the Barbarians surround the Mega Knight. And make sure that the Mega Knight isn't charging his jump or he will wreck your barbarians. A Mega Knight with a witch or wizard behind, use barbarians to surround the mega knight, and place a knight to finish him off. Remember, as long as you take out the tank, then you should be fine.
The Log: The log can take out any of your opponents ground swarm units. But the log has three main reasons for use.

1. Taking out the goblin barrel. Make sure to watch the goblin barrel carefully to determine where it lands. And always try to cycle back to the log as quick as possible before your opponent gets another goblin barrel in rotation. 2. Knockback. With the log, you can defend most cycles. For example, pushing back a hog rider or ram rider. And even the royal giant. With barbarians, the log and Barbarians can prevent any damage to the tower from hog rider, ram rider, and rg. Though Royal Giant you also need giant snowball. 3. When it's overtime and you can't break through the enemies defenses, spam like hell to keep cycling to your log. But also play tactically, if your opponent has goblin barrel and rocket, keep the log, to destroy the goblin barrel, and keep sending Ebarbs to keep baiting his rocket away from his tower. Hopefully, your giant snowball can deal enough damage. Be careful about Log bait decks which usually contain princess.

Giant Snowball: This is your second and last air defense card. Use it as a substitute for wizard. As a giant snowball can neutralize a minion horde if used correctly. Giant snowball, the log, and barbarians can defend a Royal Giant at the bridge. Giant snowball can also defend against the hog rider, with barbarians, and also reduce the goblin barrel to only deal one goblin hit on the tower. ALWAYS save the snowball and wizard if your opponent has a balloon.
Skeleton Army: Skarmy is a typical defense, use it with mini pekka and pekka and you know. Those units vulnerable to swarms. Though save another unit as most units have zap to defend against your skarmy. Can severely weaken a mega knight, and can be put in the middle of your side to defend a two sided attack.
Knight: Knight is your mini tank. Can be used to cheaply counter a lone mega knight. Knight is a cheap unit that can somewhat substitute skarmy, and can be used with wizard to make a mini push. Though no recommended, it can also be used to place at the bridge to place pressure on an opponent in the last minute of overtime because honestly, nobody knows what is happening in the last minute.
Rage: Rage is a spell you should mostly use only on your Ebarbs. Ebarbs with rage can defeat most ground tanks. Even the mighty Mega Knight. If you somehow get a wizard, ebarbs, with rage, then even if your opponent sends a mega Knight, his mega knight will either lose, or everything will be dead. Also when you know your opponent has skarmy, you can pre predict the skarmy with the log. Don't use the rage on defense. Unless you really want to.

Strategy[]