Clash Royale Wiki


Introduction

This deck boggles with your opponent's minds' as it provides solid counter-pushes. Even if you aren't taking one side of the arena, you can still put a high damaging card on the other side if your opponent over-commits. You would still have enough elixir to put down Archers or a Princess to be able to pepper away from a distance, having your opponent connect to your tower, but dealing only a bit of damage. After that, you can create ANOTHER counter push from your spared air defense units. Pretty pro gamer is you ask me.

Deck Information[]

Deck Created by: TreasureQuest...guy?
Minimum Recommended King Level: 9
Maximum Recommended King Level: 12
Arena Required: Electro Valley (Wrong?)
Average Elixir Cost: 3.3 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Tower Troop:
Miner: The Miner can be used as a distraction in any situation, whether if it needs to distract the princess tower or take out any mid-ladder menaces with dumb cards like Wizard.
Archers: The Archers can briefly counterpush a defensive factor. With the recent buff, Archers can fire super fast and take out anything with the help of a tank or minitank in front of it.
Prince: The Prince can be dropped on the other side of the bridge while your opponent is dealing with your counter push, or to take out big tanks like Pekka and Goblin Giant.
Princess: The Princess is a good way to get some damage on an opponent's princess tower and bait out a log or an overachieved high damaging mini tank like Valkyrie just to see your opponent's cycle.
Arrows: The Arrows will take out any swarms the opponent tries to put or any air damage dealers as an attempt to defend a ground attack, like Minions.
Fire Spirit: The Fire Spirit can damage troops and swarms with fairly decent damage for only 1 elixir.
Musketeer: The Musketeer can be used as support in a counter push to take out buildings or air tanks and mini tanks while the target is distracted with your Mini Pekka or Miner.
Mini P.E.K.K.A.: The Mini P.E.K.K.A. can deal damage to high health win condition troops or Valkyries and lead in a counter attack.

Strategy[]

Say you were competing against a Hog 2.6 deck. The Prince plays a big role here. The Hog Rider can be able to pull units back, but a new Mini P.E.K.K.A. easily takes care of that. That provides you a Prince AND a Mini P.E.K.K.A. to counter push. If the opponent realizes what was going on, and tries to push the other lane, it would just get shut down by our 3 air and ground defense units. Picture this scenario: an opponent plays a Miner to your princess tower and a Wizard at the bridge, and we only had Archers, Princess, Musketeer, and Fire Spirit, we can put down Archers to shut down the Miner, a Musketeer to soak up all the Wizard's fireball damage since it has the most health of all the air defense troops. If you position the Musketeer too far away, drop a Fire Spirit down in front of the Wizard so that it will be distracted for a few seconds so that the Musketeer can get in range. After that, you now have a counter push in action because of your opponent's own actions(I know that a normal human being probably wouldn't play Miner and Wizard at the bridge, but I'm just making an example here). In this case, since we used most of our cards in the cycle, we are back to a Mini P.E.K.K.A. or a Miner to distract in the counter push of a Musketeer and Archers.

As you saw from the example above, your opponent's own fault caused their demise. In these next paragraphs, I will explain the actual tips and strategy towards each of these cards and tell you everything you need to know about them.

Miner: This card is a great mini tank to distract, damage, and soak up some damage all at the same time from Valkyries and even to distract the Battle Healer from healing up an Elixir Golem by kiting it. The Miner is a great combo with the Musketeer, as it is a sign that if they are late to drop a unit to conquer this duo, then you have two choices: drop a high health and damaging unit in the opposite lane to charge in, or wait to see if it is actually worth it, as they could have saved for a Mega Knight to drop on top of your Miner and/or Musketeer.

Archers: This card has some real potential. Since our Mini P.E.K.K.A. and Prince could easily be defeated by the Skeleton Army, you need Archers for support in case that happens. The Archer's main role is to spray arrows from a distance to win a fight that we normally would not have won without Archers. In a counter push, Archers are strong enough to resist the Log, so it can provide BIG damage on your opponent's tower if they ran out of elixir to spend because they can't beat your Mini P.E.K.K.A. or Prince.

Prince: This card is great for taking towers when your opponent is at 0 elixir. A charging Prince practically cannot be stopped, as it one-shots almost any troop except tanks and swarms, if not two more hits to finish a troop off. Typically, if your card cycle has a Prince and a Fire Spirit, you should drop the Prince first and then the Fire Spirit, as it runs ahead faster than the Prince. This makes your opponent less vulnerable to damage on their tower since the Fire Spirit can shut away swarms or low-health cards like Skeleton Army and Spear Goblins. The Prince is also a great counter to big beefy tanks such as Golem and P.E.K.K.A., with the help of the charging ability if you want a counter push. To make good use of someone dropping P.E.K.K.A. at the bridge, place the Prince right beside your princess tower for the charging ability to come in and deal huge double damage hit points on the target.

Princess: This card is great for baiting out a Log from your opponent, dealing more damage from the Princess' arrows than the Log hitting the tower itself, so overall a good trade. A negative elixir trade, but at least the Log spell is gone from their card cycle for a while. The Princess, like the Archers, can deal with a swarm card pretty well because of the splash damage, but there's not much use for it other than these two reasons. This is the card that can certainly be traded for another card, like Skeleton Army just to be safe with P.E.K.K.A. or Royal Giant and cards like that.

Arrows: This card doesn't really do much, but it can weaken some troops and defeat Skeleton Army and Wall Breakers and such. If you have a counter push with no air defense, and your opponent has minions and/or bats to shut away your push, this is the perfect card for this situation, as it provides enough time to make some last-minute hits before your troops die. You can switch this card out for a Fireball, or if you want to go for the cheap route, Snowball or Log. If you're good with predictions then keep Arrows, as you're going to need those mind-reading skills in a push or counter push with Prince or Mini P.E.K.K.A.(Bear in mind though, play Arrows later after you drop a mini tank since some opponents would wait if you try to predict Arrows or Log).

Fire Spirit: This card is a great way to weaken your opponent's troops and swarms. Play this card whenever you have a push or counter push at the bridge, as a lot of our cards are vulnerable to swarms, and this card can easily shut them away. You can pair this card with Miner, Prince, Musketeer, and Mini P.E.K.K.A., and sometimes with Princess if your opponent is tempted to play Spear Goblins. This card can provide tons of distractions too. If you play your Fire Spirit high up top(right at the edge of the river) on the side of the threat, the opponent's troop will be kited for a few seconds AND damaged.

Musketeer: This card is a great card to play at the start of the game when you hit the 10 elixir cap. This card doesn't counter a whole lot of cards, only Balloon and Baby Dragon. I typically put the Musketeer behind the king tower on the side of your dominant hand(Right side behind king tower if you're right-handed, and left side behind king tower if you're left-handed), since you will be able to drag cards to that side much easier and quicker. If your opponent doesn't play anything at the bridge, play Mini P.E.K.K.A. in front of the Musketeer to get them thinking. During this time you would still be around 5 elixir, and at this time, if your opponent still hasn't played anything, start counting how much elixir your opponent spends. If most(around 8 to 9) or all 10 elixirs are spent, go for a Prince to attack their tower or Princess to spray arrows to the opposing side where enemy units are coming in. If they only use a portion of their elixir(around 4 to 6), do not attack the other side. Ponder what you should do next with your cards. Miner would come in handy to distract and Archers to provide support.

Mini P.E.K.K.A.: This card is good all-around, as it takes care of high health troops, especially win conditions because you could counter push without a damaged Mini P.E.K.K.A. leading the fight. You can also use a charging Prince, but if you're short on elixir, play Mini P.E.K.K.A. instead. This card is a good card to play if you want to one-shot a Wizard and also take care of the tank(not P.E.K.K.A. though) or win condition in front. A Mini P.E.K.K.A. can counter Mega Knight by itself if the Mega Knight doesn't jump. It can still somewhat counter it, but let the Mega Knight jump unless you don't want to make a counter push. I would always suggest making one because you never know if they are at 0 elixir.

Anyways this sums up all the skills(e.g. counting elixir) and habits(e.g. play a push card immediately when the opponent plays a tank behind their king tower, as you can still cycle back and generate enough elixir to attack it because of its such slow movements) you need to learn to use this deck. This may seem like a lot, but trust me it is worth it in the end. If you don't feel like learning habits and skills, the most crucial and effective skill to learn is to count elixir. The easiest skill you could learn is to memorize costs of elixir for each card. This isn't a very difficult thing to do, maybe at first, but I'll give you a super quick run down. At the start of the round, if your opponent doesn't play anything, and you're at 10 elixir, this means your opponent is also at 10 elixir. Yeah, it isn't rocket science but you do have to keep that in mind and do quick math. Estimating the opponent's elixir works not as effectively, but it works. When your opponent plays a high-elixir card like P.E.K.K.A. or Mega Knight you can assume they are at 0 elixir if there is already a battle going on in the arena. Playing a card relatively late can also hint they are on the binge of bankruptcy, so you can play a Prince or Mini P.E.K.K.A. in the other lane to take that tower. Keep practicing these skills I have taught and these will go a long way, no matter what deck you play.