Clash Royale Wiki


Introduction

Do you like beatdown? Do you like giant? dO yOu lIkE cYcLe? If you have answered yes to these questions then this is the deck for you! Probably the only cycle deck with a beatdown tank there is a lot to learn with this deck and a lot of outplays. If you play this deck right, you can win pretty much all matchups! Keep in mind I am not a pro and there are people way better than me who play this deck, but hopefully this guide will help!

Deck Information[]

Deck Created by: typicallumberjack
Minimum Recommended King Level: 11
Maximum Recommended King Level: 13
Arena Required: Rascal's Hideout (Wrong?)
Average Elixir Cost: 2.9 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Card 8:
Giant: Your big beefy tank and win con. Use him to well, tank for things like your miner, bats, magic archer whatever (not just on offense).
Miner: Your small, not so beefy mini tank and secondary win con. Use him for small scale tanking on defense and to get chip damage on offense.
Skeletons: Your cheap swarm and cycle card.
Magic Archer: Magic Archer will support your giant push and be a semi win con for you. Knowing your placements to get a ton of damage with him from your side of the arena is very handy. He can snipe buildings and swarms for your giant.
Bats: A cycle card. Bats are your primary defense against loon and GY so use them wisely in those matchups. Otherwise just use them to pick off some units, cycle, and put more pressure on your offense.
The Log: Your first small spell ideal for cleaning up ground units effectively and dealing with bait cards.
Zap: Your second small spell for air units, stunning cards (e.g. sparky, inferno dragon), and to deal with small scale swarms for when you don't have your log.
Mini P.E.K.K.A.: Your tank killer. Against most beatdown decks this lil fella will be very useful. Otherwise you can use him to support your giant push and clean up mini tanks easy peasy.

In-Depth Card Uses[]

Giant[]

Your meat shield is very useful in this deck, on both defense and especially offense. He has the second highest health to elixir ratio of any card (number one if you don't count the golem's golemites) so make the most of this tanking ability. On defense, he can be used to give your tower time to finish off a push. Only use a giant on defense when it is safe and/or you know you can get good counterpush value from him. Giant also happens to be your only building targeting unit, so kiting with him can be very useful, especially if you know you can get a good counterpush from him.

However, his real strength is on offense. Obviously, he is a great meat shield for your cards, particularly the miner. He will often be met with high damage melee troops or a building, both of which the magic archer will get a ton of value and potentially tower damage. However, Giant also can be very useful for getting tower damage. Most people underestimate the Giant's DPS, as when he connects to a tower he can pack quite a punch, and in some matchups his damage is very important. Another tip to keep in mind is stacking multiple giants on offense. This is a cycle deck after all, and especially in the aforementioned matchups where Giant's damage is key, getting multiple meat shields to shield each other (what a weird sentence) can be very rewarding.