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GiantCard
WitchCard
KnightCard
GoblinsCard
ArchersCard
DarkPrinceCard
GiantSnowballCard
ZapCard

Introduction

This is Training-Camp inspired deck that has went through an overhaul — changing most of the original deck’s cards and changing its archetype from a Control deck to a Beatdown deck.

Deck Information[]

Deck Created by: Hydrazine24
Minimum Recommended King Level: 7
Maximum Recommended King Level: 12
Arena Required: Frozen Peak (Wrong?)
Average Elixir Cost: 3.3 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Giant: A relatively-cheap win condition with high hitpoints and a massive hitbox. Deals moderate damage, and is best used with multiple frailer support troops, such as Knight, Archers or Witch.
Witch: Your main anti-air splash card. Although quite costly and of rather low value considering its mediocre health and extraordinarily low damage, it is still a good defending card against air and ground troops, especially swarms and 1-target mini-tanks. On top of this, if the player allows the Witch’s skeletons to build up, it can be a viable threat on offence, and even more so if the Witch’s skeletons are tanked for by troops such as the Knight or Giant.
Knight: Has good stats for the cost, as the classic remark goes. Use it to kite and damage down tanks and small swarms on defense, before sending it off for a highly-threatening counterpush, augmented by faster, frailer troops such as Goblins or Archers.
Goblins: An overpowered meta card (as of late February 2023) that is cheap and damaging at the same time. Use it just like how you would use Skeletons or Skeleton Army; kite swarms and troops with it, surround win conditions and Sparky with it. After defending, if some Goblins still remain, pair it up with Dark Prince, Knight or Giant for a highly-threatening counterpush.
Archers: Two frail, long-range attackers with good hit speed and fairly-decent damage. Use them to damage down air troops, wipe out mini-tanks and clear swarms on defence. After defending, place a tank in front of them for added value.
Dark Prince: A shielded mini-tank that is good for both defence and desperate bridge-rushing. His club smashes deal moderate area damage, and can pack some good value in both the clearing of swarms and the destroying of tanks on defence. When placed well, he can damage down tank-protected support troops along with the tank itself, too.
Giant Snowball: A cheap value-providing spell that can be used to knock troops away from your towers or your offence cards, also being able to quickly clear swarms on a large scale. Can also be used to slow down large pushes.
Zap: A cheap instant-placement card that stuns, clears swarms and resets infernos. Use it for some quick value and stun.
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