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|Card8=Electro Dragon
 
|Card8=Electro Dragon
 
|Card1Roles=I added this card because I was sick of losing to log bait. Want to activate king tower? Got you covered! Want to pull that RG back? Got you covered! Want to pull all of your opponents defensive cards into your push? Still got you covered!
 
|Card1Roles=I added this card because I was sick of losing to log bait. Want to activate king tower? Got you covered! Want to pull that RG back? Got you covered! Want to pull all of your opponents defensive cards into your push? Still got you covered!
|Card2Roles=Perfect for rushing the tower and annoying your enimies.
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|Card2Roles=Perfect for rushing the tower and annoying your enemies. It can also be used to counter push or make a beatdown push. One of the most versatile win conditions in the game.
 
|Card3Roles=Mainly for defense and support.
 
|Card3Roles=Mainly for defense and support.
 
|Card4Roles=Also for defense and support.
 
|Card4Roles=Also for defense and support.
 
|Card5Roles= You’re big spell, swarm denier, and fireballie counter.
 
|Card5Roles= You’re big spell, swarm denier, and fireballie counter.
|Card6Roles=Most important card in the deck. You’re mega Knight counter, Ebarbs counter, royal giant counter... you get the point.
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|Card6Roles=Most important card in the deck. You’re Mega Knight counter, Ebarbs counter, royal giant counter, golem counter… you get the point.
 
|Card7Roles= Used to destroy swarms.
 
|Card7Roles= Used to destroy swarms.
|Card8Roles=Another defense and support card. Completely wrecks Idrag and sparky.
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|Card8Roles=Another defense and support card. Completely wrecks Idrag and sparky. Pairs well with giant.
  +
}}
|Username2 = Umpa401}}
 
 
==Strategy==
 
==Strategy==
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*The first minuet of the match should be used to identify the opponents deck. The best way to do so is to go aggressive at the start. This can identify tank killers, swarms, splash damage, spells, and anti air. From there, use the proper moves based on the matchups section below.
*At the start of the match, you should start aggressively unless your opponent has significantly higher level cards (not many people can react to big pushes early on). I suggest the giant + Electro Dragon combo. If you can’t do this then cycle cards at the back (preferably something low elixir), or cycle minions or log at the bridge.
 
  +
**This is also a good time to identify the opponents card levels if you are playing on ladder.
*If your opponent uses a bait card then use the log, tornado, or poison. The ladder two can also work well against fireballies such as musketeer, magic archer, and hunter.
 
  +
*For combos, Giant + EDrag or Giant + minions are good starting plays. If you can’t do these, then minions + EDrag can work too. Just be careful as this leaves you with little anti air. If you can’t do any of these, cycling the log or minions at the bridge is fine.
  +
**A good starting hand for an offensive move would be giant, EDrag, poison, and Minion Hoard, with tornado in your next slot. This means that you can make a solid offensive push while still being able to defend.
  +
**If you have a heavily defensive starting hand with low offensive versatility (e.g. minions, minion hoard, P.E.K.K.A., and tornado), it’s best to just wait for your opponent to make a move, possibly even waiting as far as double elixir before making a play.
  +
*After this you should play defensive until double elixir, only going offensive if you have a solid counter push and/or your opponent overcommits.
  +
*If your opponent uses a bait card then use the log, tornado, or poison. The ladder two can also work well against fireballies such as musketeer, magic archer, and hunter. You can use tornado to activate your king tower with goblin and skeleton barrel (more on that later). Minions are also solid against bait cards.
 
*Remember that you will almost always have the advantage in double and triple elixir. You should spam giants+minion hoard/EDrag like crazy. Just don’t run out of elixir. Spell cycling is also very affective in overtime.
 
*Remember that you will almost always have the advantage in double and triple elixir. You should spam giants+minion hoard/EDrag like crazy. Just don’t run out of elixir. Spell cycling is also very affective in overtime.
  +
**You can also make massive beatdown pushes with giant, PEKKA, and EDrag.
   
 
==Matchups==
 
==Matchups==
   
I am going to go through how to deal with different decks. Please pay attention.
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I am going to go through how to deal with different meta decks. Every deck has a different strategy to win against, so please pay attention.
  +
  +
=== 2.6 hog cycle (3/10).===
  +
* This is a fairly easy matchup. Try to keep at least 1000 tower health or so by double elixir. Once you get to double elixir, try to make a really big counter push as soon as possible-you’ll clog up the lane they need to rush hog in, and they can’t defend a giant double P.E.K.K.A. push for very long. They can continually slow it down with ice golems and skeletons and ice spirit, yes, but that can’t actually take out the push. Eventually it will reach the tower and shred it (hence the name of the deck), and they can’t send their hogs in that lane. And all the while you’re gaining more elixir to make your push even bigger.
  +
**The best ways to do this are to drop a PEKKA in the back in the lane of your weakest tower, or counter pushing by using it on a hog rider.
  +
**On defense, you can use tornado to activate the king tower with hog rider (place it on the closest corner of your king tower to the hog right before it goes in), prevent an ice golem kite, and best of all, pull their musketeer right into your minion hoard or P.E.K.K.A. There will be more on tornado later.
  +
*However, good 2.6 hog players can somehow find a way to beat any matchup if you make a mistake, so do NOT consider this a free win.
  +
  +
===2.9/3.0 x-bow (7/10).===
  +
*This matchup is much, MUCH more difficult. You can’t just spam elixir into their x-bow forever, because you will quickly run out of elixir. And the stuff you can get down won’t stop the x-bow forever. So you HAVE to spam stuff. However, there are strategies you can use to deal with it.
  +
**One of these strategies is to take a tower before double elixir. That way you can dedicate all your elixir into destroying the x-bow before the opponent can stack them. You could also put cards in the pocket (P.E.K.K.A. and giant work especially well for this), so they won’t be able to go on offense, but won’t be able to use x-bow or tesla effectively on defense. The problem comes in taking that tower in the first place.
  +
**Because your opponent can take out practically any push with a defensive x-bow, you’ll have to use ''predictive minion hoards'' to even have a chance at taking the tower. And these may not be reliable enough to work effectively, as x-bow players often have fireball.
  +
*Another strategy to win is to force them to use tons of defensive x-bows, and spell cycle. Force them on their back foot by mad cycling cards and pressuring with giants. Just don’t spend all of your elixir unless you’re 100% sure you can spend all of theirs. Most importantly, force them to use their fireball on defense against electro dragons and minion hoards.
  +
**If you can block there x-bow repeatedly with Giant and PEKKA, you can use poison to damage the x-bow and the tower at the same time. EDrag can also stun the x-bow while damaging support troops.
  +
  +
===Ice Bow (8/10)===
  +
*This matchup is similar to the one above, but you also have rocket, tornado, and ice wizard to deal with.
  +
**Play this similar to x-bow cycle, but be VERY aggressive with your spell cycling. You can hit an offensive x-bow and the opponents tower at the same time with all your spells, so use that to your advantage. Most importantly, ALWAYS tornado the ice wizard in range of your electro dragon. The EDrag will take it out, thus removing their minion hoard counters. This will force them to rocket your minion hoard, preventing them from spell cycling themselves. Otherwise play this like 2.9 or 3.0.
   
=== 2.6 hog cycle (4/10).===
 
* This is a fairly easy matchup. Try to keep at least 1000 tower health or so by double elixir. Once you get to double elixir, try to make a really big counter push as soon as possible-you’ll clog up the lane they need to rush hog in, and they can’t defend a giant double P.E.K.K.A. push for very long. They can continually slow it down with ice golems and skeletons and ice spirit, yes, but that can’t actually take out the push. Eventually it will reach the tower and shred it (hence the name of the deck), and they can’t send their hogs in that lane. And all the while you’re gaining more elixir to make your push even bigger. You can also use tornado to activate the king tower with hog rider (place it on the closest corner of your king tower to the hog right before it goes in), prevent an ice golem kite, and best of all, pull their musketeer right into your minion hoard or P.E.K.K.A. However, good 2.6 hog players can somehow find a way to beat any matchup if you make a mistake, so do NOT consider this a free win.
 
===2.9 x-bow (8/10).===
 
*This matchup is much, MUCH more difficult. You can’t just spam elixir into their x-bow forever, because you will quickly run out of elixir. And the stuff you can get down won’t stop the x-bow forever. So you HAVE to spam stuff. The only hope you have is to take a tower before double elixir. That way you can dedicate all your elixir into destroying the x-bow before the opponent can stack them. You could also put cards in the pocket (P.E.K.K.A. and giant work especially well for this), so they won’t be able to go on offense, but won’t be able to use x-bow or tesla effectively on defense. The problem comes in taking that tower in the first place.
 
**Because your opponent can take out practically any push with a defensive x-bow, you’ll have to use ''predictive minion hoards'' to even have a chance at taking the tower. And these may not be reliable enough to work effectively.
 
***The best way to win is to force them to use tons of defensive x-bows, and spell cycle. Force them on their back foot by mad cycling cards and pressuring with giants. Just don’t spend all of your elixir unless you’re 100% sure you can spend all of theirs. Most importantly, force them to use their fireball on defense against electro dragons and minion hoards.
 
 
===Classic log bait (7/10).===
 
===Classic log bait (7/10).===
*Try to activate your King tower as soon as possible. If you have Nado in cycle when their goblin barrel comes in, use it! From then on, continue to tornado the barrels into your king tower and log the princesses. Poison any swarms. It’s fine if they out cycle you if you have activated king tower, as said tower can reduce most damage from goblin barrels and you have minions for the princess. However, you CANT let them out cycle you repeatedly, otherwise the damage will stack up.
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*Try to activate your King tower as soon as possible. If you have Nado in cycle when their goblin barrel comes in, use it! From then on, continue to tornado the barrels into your king tower and log the princesses. Poison any swarms. It’s fine if they out cycle you if you have activated king tower, as said tower can reduce most damage from goblin barrels and you have minions for the princess. However, you CAN NOT let them out cycle you repeatedly, otherwise the damage will stack up.
**You may be wondering why I rated this 7/10. It’s because it’s insanely hard to break through the inferno tower. Minion hoard? Princess will take it out before a poison can kill it. Electro dragon? They can tank with knight. Your only hope is to tornado their princess into your minion hoard before it dies, but even then you won’t have enough elixir until double, and you would need the activated king tower by then, and it’s still super risky.
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**You may be wondering why I rated this 7/10. It’s because it’s insanely hard to break through the inferno tower. Minion hoard? Princess will take it out before a poison or log can kill it. Electro dragon? They can tank with knight. Your only hope is to tornado their princess into your minion hoard before it dies, but even then you won’t have enough elixir until double. By then you would need the activated king tower, and if you don’t have it somehow then you need to do that first. And even then it’s still super risky, as the minion hoard may not take out the princess in time.
  +
**You could also tornado their night closer to the inferno tower so your EDrag can hit both, but that is just as risky.
   
 
===LavaLoon (2/10).===
 
===LavaLoon (2/10).===
*This matchup is almost a free win. They can’t defend a giant poison push with tombstone, and guards will still allow several hits from the giant. And they don’t have enough defense to take out your P.E.K.K.A.. So if you manage to counter push with P.E.K.K.A., whether using giant to tank or to bait out the tombstone and/or guards, your guaranteed a tower. Even if they have barbarians your giant should still get several hits. And on defense, because you have both minions and minion hoard, you can use minions on their first push to bait out their arrows and then go minion hoard. Afterwards they are unlikely to make the same mistake, but that means the minions will break through the push on their own. Probably the easiest matchup.
+
*This matchup is almost a free win. They can’t defend a giant poison push with tombstone, and guards will still allow several hits from the giant. And they don’t have enough defense to take out your P.E.K.K.A.. So if you manage to counter push with P.E.K.K.A., whether using giant to tank or to bait out the tombstone and/or guards, your guaranteed a tower. Even if they have barbarians your giant should still get several hits. And on defense, because you have both minions and minion hoard, you can use minions on their first push to bait out their arrows and then go minion hoard. Afterwards they are unlikely to make the same mistake, but that means the minions will break through the push on their own with the help of a tornado and an EDrag. Probably the easiest matchup.
  +
 
===RG Fisherman (9/10).===
 
===RG Fisherman (9/10).===
 
*This matchup is difficult for many reasons. One of them is you have no effective counter to the RG that won’t be killed by the supports. Let’s say you have an RG tanking for a hunter, fisherman, and skeleton dragons. You’re P.E.K.K.A. will be defeated by the hunter and fisherman, and your minion hoard will be taken out by the skeleton dragons. So you have to poison the skeleton dragons, wait until they die, and ''then'' go in with the minion hoard, at which point the RG is already on your tower (however now that tornado has been added you can pull the RG back). But that’s not all. Because you’re opponent can very easily out cycle you, you may not even have any counters in hand in the first place. But I’m still not done yet. If you want to break through on offense, then A you can’t tower trade because RG is OP in two tower games, and B your opponent can easily activate the king tower with fisherman using your giant ''or'' you’re P.E.K.K.A.. I don’t see any possible way to win this matchup. Unless you 3-crown them when they try to activate the king tower.
 
*This matchup is difficult for many reasons. One of them is you have no effective counter to the RG that won’t be killed by the supports. Let’s say you have an RG tanking for a hunter, fisherman, and skeleton dragons. You’re P.E.K.K.A. will be defeated by the hunter and fisherman, and your minion hoard will be taken out by the skeleton dragons. So you have to poison the skeleton dragons, wait until they die, and ''then'' go in with the minion hoard, at which point the RG is already on your tower (however now that tornado has been added you can pull the RG back). But that’s not all. Because you’re opponent can very easily out cycle you, you may not even have any counters in hand in the first place. But I’m still not done yet. If you want to break through on offense, then A you can’t tower trade because RG is OP in two tower games, and B your opponent can easily activate the king tower with fisherman using your giant ''or'' you’re P.E.K.K.A.. I don’t see any possible way to win this matchup. Unless you 3-crown them when they try to activate the king tower.
  +
 
===Elixir Golem beatdown (3-8/10).===
 
===Elixir Golem beatdown (3-8/10).===
 
*The reason why the difficulty for this matchup varies so much is because you never know what will happen with elixir golem. Attacking should be easy tower taking unless they have barb hut. Defending should either be you defend their entire push with P.E.K.K.A. + poison, or an instant 3-crown.
 
*The reason why the difficulty for this matchup varies so much is because you never know what will happen with elixir golem. Attacking should be easy tower taking unless they have barb hut. Defending should either be you defend their entire push with P.E.K.K.A. + poison, or an instant 3-crown.
  +
**If they do have barb hut, you have to use EDrag '''''and minions''''' to take out the barbs so your giant can reach the tower for damage.
===Golem beatdown (3/10).===
 
  +
  +
===Golem beatdown (3-7/10).===
 
*The most important part about this matchup is making sure you have P.E.K.K.A and poison in cycle for their push. Use them both to defend, then counter push with giant. By then they should have very little elixir to defend.
 
*The most important part about this matchup is making sure you have P.E.K.K.A and poison in cycle for their push. Use them both to defend, then counter push with giant. By then they should have very little elixir to defend.
  +
**However, if you can’t do this, the matchup can be very difficult. You have to insure that you can prevent golem push after golem push from happening, so you can make a push of your own without getting countered. Thus, starting hands are very important.
   
 
==Card Interactions==
 
==Card Interactions==
 
{{Construction}}
 
{{Construction}}
   
Here I will go over additional ways to use cards. Please pay very close attention, as this is IMPORTANT.
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Here I will go over additional ways to use cards. Please pay very close attention, as this is VERY IMPORTANT.
   
 
===Tornado===
 
===Tornado===
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*Ram Rider (Ram must be placed closer to the center of the arena)
 
*Ram Rider (Ram must be placed closer to the center of the arena)
 
*Royal Hogs
 
*Royal Hogs
*Mega Knight (can not be placed on outermost bridge tile)
 
 
*Barbarians
 
*Barbarians
*Knight (must me placed on closest center bridge tile)
+
*Knight (Knight must me placed on the closest bridge tile closest to the center of the arena)
*Prince (your tornado must be placed one tile closer to the center of the king tower)
 
*Dark Prince (must be the bridge tile closest to the center of the arena)
 
 
*Goblins
 
*Goblins
 
*Elixir Golemite (only pull one of the two).
 
*Elixir Golemite (only pull one of the two).
 
*Night Witch (must be at full health)
 
*Night Witch (must be at full health)
  +
*Fisherman (Fisherman must be placed on bridge tile closest to the center of the arena)
*Ice Golem (must be at full health)
 
*Fisherman (must be placed on closest center bridge tile)
 
 
*Balloon.
 
*Balloon.
  +
  +
By placing your tornado one tile farther inward from the previous spot, you will get the activations against the following troops:
  +
  +
*Prince (Prince must be placed on bridge tile closest to the center of the arena)
  +
*Mega Knight (same as above).
  +
  +
By placing your tornado two tiles up from the previous spot, you will get the activations against the following troops:
  +
  +
*Dark Prince (Dark Prince must be placed on the bridge tile closest to the center of the arena)
  +
*Lumberjack
  +
*Goblin Brawler
  +
*Mini PEKKA
  +
*Baby Dragon
  +
*Skeleton Dragons (Only pull one)
  +
*Skeleton Barrel.
  +
*Wall Breakers (one will hit your tower if they are placed on the tile closest to the edge of the arena).
  +
 
Yes, it’s that many troops. However, there are EVEN MORE TROOPS that can be activated in different places.
 
Yes, it’s that many troops. However, there are EVEN MORE TROOPS that can be activated in different places.
   
 
=====Misc.=====
 
=====Misc.=====
  +
These are troops with there own rules for king activation
   
These are troops with there own rules for king activation.
 
 
*Skeleton barrel (two tiles up from the standard spot, must be at full health)
 
*Baby Dragon (One tile higher than Skeleton Barrel)
 
*Skeleton Dragons (Same as baby dragon, must be split, only pull one, must have a tank)
 
*Goblin Brawler (same as baby dragon)
 
*Mini PEKKA (same as baby dragon)
 
*Lumberjack (same as baby dragon)
 
 
*Miner (place it either on the center carpet tile or one tile lower, doesn’t work if miner is placed on the farthest archer tile corner from the king tower).
 
*Miner (place it either on the center carpet tile or one tile lower, doesn’t work if miner is placed on the farthest archer tile corner from the king tower).
*Goblin Barrel (same as miner, but can activate anywhere if pre-placed).
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*Goblin Barrel (same as miner, but can miner activate anywhere if pre-placed).
   
   
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===== Dealing With Witch=====
 
===== Dealing With Witch=====
This card isn’t very good, ngl, but it’s very annoying and this card can deal with that.
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This card isn’t very good, ngl, but it’s very annoying as the skeletons can distract and damage troops very quickly, and tornado can deal with that.
*Right after the witch spawns skeletons, tornado it into your push. This gets rid of all the skeletons while also massively decreasing the witches effectiveness.
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*Right after the witch spawns skeletons, tornado it into your push. This gets rid of all the skeletons while also massively decreasing the witches effectiveness. Theoretically it should die to your push unless you don’t have any minions or PEKKAs and what not, but in that case just poison it.
*If there is a witch coming to your tower, tornado it into range of both of your princess towers. It will only get 1-2 hits and the skeletons should die.
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*If there is a witch coming to your tower, tornado it into range of both of your princess towers. It will only get 1 or 2 hits and the skeletons should die.
   
 
=====Long ranged DPS=====
 
=====Long ranged DPS=====
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Here I am referring to musketeer, magic archer, firecracker, etc.
 
Here I am referring to musketeer, magic archer, firecracker, etc.
   
*If your opponent uses one of these cards on defense, tornado it into your push IMMEDIATELY, so it gets as little value as possible.
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*If your opponent uses one of these cards on defense, tornado it into your push IMMEDIATELY if you can, so it gets as little value as possible.
   
*If your defending against one of these troops, tornado it the same way you would witch. Note that you can place a giant in the middle against magic archer, firecracker, and bowler, and then tornado them closer to activate the king tower.
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*If your defending against one of these troops, tornado it the same way you would with witch. Note that you can place a giant in between the troop and the king tower against magic archer, firecracker, and bowler, and then tornado them closer to activate it.
   
 
*You can also tornado these troops into the opposite lane.
 
*You can also tornado these troops into the opposite lane.
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Against this card, you generally want it away from your push, so it doesn’t get 24215425689645746436646 damage on it.
 
Against this card, you generally want it away from your push, so it doesn’t get 24215425689645746436646 damage on it.
   
*Normally, tornado it as far away as possible before it gets the first hit.
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*Normally, tornado it as far away as possible, before it gets the first hit.
*Alternatively you can pull it closer you high DPS troops, potentially blocking some of the damage with minion hoard.
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*Alternatively, you can pull it closer you high DPS troops, potentially blocking some of the damage with minion hoard or minions.
  +
   
 
=====Anti-Fisherman=====
 
=====Anti-Fisherman=====
   
Fisherman is one of the best cards in the game right now, and tornado can help a lot against him.
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Fisherman is one of the best cards in the game right now, and tornado can help out a lot against him.
   
 
*If your opponent tries to use the fisherman to activate the king tower, you can tornado it to your giant or PEKKA if you place it early enough. You prevent the activation and force a response from your opponent.
 
*If your opponent tries to use the fisherman to activate the king tower, you can tornado it to your giant or PEKKA if you place it early enough. You prevent the activation and force a response from your opponent.
 
*If your opponent tries to pull your giant or PEKKA into the other lane, you can use your tornado to pull the fisherman in the opposite direction, away from your push, once again forcing your opponent to respond.
 
*If your opponent tries to pull your giant or PEKKA into the other lane, you can use your tornado to pull the fisherman in the opposite direction, away from your push, once again forcing your opponent to respond.
  +
*Note that these tornadoes will have to be predictive, as their is currently a glitch where tornado won’t pull fisherman if it’s charging it’s hook.
   
 
===PEKKA===
 
===PEKKA===
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=====Goblin Giant Sparky=====
 
=====Goblin Giant Sparky=====
   
Sparky is not the best card ever, but it’s still beatdown, so why not put it here.
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Sparky is not the best card ever, but it’s a somewhat terrifying card to go against, and it’s still beatdown, so why not put it here.
   
 
*If your opponent starts their with a sparky, immediately use EDrag in the same lane.
 
*If your opponent starts their with a sparky, immediately use EDrag in the same lane.
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*After the other card has been deployed, respond with the appropriate answer.
 
*After the other card has been deployed, respond with the appropriate answer.
 
*Once you’ve dealt with the push, you should have a surviving EDrag. If you do, counter push with giant in front. If you don’t, then they should be down a LOT, so pressure with giant + minions.
 
*Once you’ve dealt with the push, you should have a surviving EDrag. If you do, counter push with giant in front. If you don’t, then they should be down a LOT, so pressure with giant + minions.
*If you don’t have the appropriate counter in cycle, use anything you can to get it in rotation.
+
*If you don’t have the appropriate counter in cycle, use anything you can to get it in rotation. Try not to run out of elixir.
  +
*If they have any high DPS troops that could be a threat to your PEKKA (minion hoard, mini PEKKA, elite barbarians, etc.), then block it with giant and use minion hoard to take it out. Try not to use poison as you need that for their pump (if they have one).
  +
  +
===== Electro Giant =====
  +
  +
This one is fairly easy, as EGiant is massively overrated.
  +
  +
*As soon as they but their EGiant in the back, put a PEKKA in the same lane. Then, use electro dragon to slow down the rest of the troops and tornado to pull the EGiant away from your tower. See, it’s simple.
  +
  +
====Control/Cycle====
  +
  +
Now I will talk about stuff like X-bow, hogs and rams, and other bridge spammy cards.
  +
  +
=====X-bow=====
  +
  +
I talked about this earlier, but I’m being more specific here.
  +
  +
*Against an offensive X-bow, always remember that good players seem to be able to get elixir from nowhere and distract your PEKKA, so supporting it with poison, EDrag, or minions can really help. Even if your sure that the X-bow will go down, support it anyway, just to be safe.
  +
**PEKKA is mainly the distraction in this matchup, while minions, EDrag, and poison along with the X-bow’s own lifetime deal the damage.
  +
**Using the log to remove their skeletons is a good idea. You could save over three seconds, which can make a huge difference.
  +
  +
=====Hog/Ram Rider/Battle Ram=====
  +
  +
Using PEKKA against these cards is risky, but can result in a huge counter push.
  +
  +
*Timing your placement early enough against all three troops can take them out for no damage. However, make sure that you place it roughly halfway between the bridge and the tower.
  +
**Against Ram Rider and Battle Ram, be sure that you place your PEKKA before the ram starts charging.
  +
*Keep in mind that EDrag is good against both rams and tornado in good against hog, for better elixir trades, but you may need them somewhere else and PEKKA offers counter push value, especially against Ram Rider because of her slow and Battle Ram because of the barbarians.
  +
*Afterword, counter pushing with Giant, minions, and/or EDrag will be very productive.
  +
  +
=====Royal Hogs=====
  +
  +
This card is especially hard to deal with, as this deck has little splash damage.
  +
  +
*Fortunately, Heal/Electro spirit won’t do much against PEKKA, so you don’t really have to worry about that.
  +
*When your opponent sends the hogs in, immediately use PEKKA. She will be distracted for a while though and can’t one shot equal level hogs, so supporting with minions or EDrag is very helpful.
  +
*You usually won’t have enough elixir for a counter pushing giant in front, so EDrag or minion support is usually all you will get, meaning split lane beatdown strategies with giant are usually the way to go.
  +
*Overall minion hoard is a much better (albeit much less reliable) counter.
  +
  +
=====Other Bridge Spammy Cards=====
  +
  +
These are cards like EBarbs, bandit, royal ghost, etc.. Since they are typically used in similar decks, I’m putting them all together here.
  +
  +
*When a card like this is dropped at the bridge, you will have to chose if you should use PEKKA or save it for something else.
  +
**Lets say your opponent is using classic PEKKA bridge spam. They drop battle ram at the bridge and bandit and ghost in the other lane. What should you do?
  +
  +
***A: use PEKKA on the battle ram and minions on the other side.
  +
  +
***B: use PEKKA on the bandit and ghost and defend the ram lightly with minions or log.
  +
  +
***C: ignore both lanes and giant in the back.
  +
  +
***D: ignore the battle ram and use EDrag to defend the other side, then counter push with giant.
  +
  +
***E: block the bandit and ghost with giant and then use PEKKA, ignoring the battle ram.
  +
  +
*** E is the worst option. You practically sacrifice your tower and the giant and only have a PEKKA counter pushing, with little elixir for support.
  +
***C is almost just as bad. You get a much better counter push, but lose both towers.
  +
***A is bad as well, as you still take tons of damage. However, the counter push will be slightly harder to deal with.
  +
***D isn’t bad. You get a positive trade and a decent counter push.
  +
***B is the best option. It’s still a positive trade, with just as good (if not better) of a counter push than in D, for less damage.
  +
  +
* With this in mind, here are the top priorities for PEKKA:
  +
  +
**Top: EBarbs, Mega Knight, ram rider, prince.
  +
  +
**High: ghost, battle ram, hog rider, dark prince.
  +
  +
**Moderate: bandit, royal hogs, Valkyrie.
  +
  +
**low: 3M, princess, swarms, knight.
  +
  +
===Electro Dragon===
  +
  +
This card is super underrated. The chain lightning and stun effect are both very helpful, on both offense and defense. It’s effective for anti air, swarm clearing, and many other things that are important to know when using this deck.
  +
  +
====Anti Air uses====
  +
  +
Electro dragon is actually very effective at countering air troops:
  +
  +
*He can take out a balloon, allowing for only death damage if placed early enough when assisted by the crown tower, while being more spell resistant than minions and minion hoard.
  +
*His chain lightning allows him to hit several troops at once, and he is thus capable of countering an entire LavaLoon push with the help of minions (assuming the opponent does not have enough elixir for spells).
  +
*He can fully counter a minion hoard with the help of a tower if placed in the center of the map.
  +
*He can stop an inferno dragon from wrecking your PEKKA or skeleton dragons or baby dragon from wrecking your minion hoard on defense.
  +
  +
====Other Defensive Uses====
  +
  +
If you need to, EDrag can counter the following cards fairly effectively if you can’t use PEKKA:
  +
  +
*Ram Rider
  +
*Royal Hogs
  +
*Prince
  +
*Dark Prince
  +
*Battle Ram.
  +
  +
The reason for this is that EDrags chain lightning is incredibly valuable for stopping charges and for the splash, making it a good defensive option.
  +
  +
====Offensive Uses====
  +
  +
While Electro Dragon is strong on defense, he is primarily an offensive support card. He is especially effective against mid ladder decks, as he can effectively counter witch, wizard, and even slow hit speed tank killers like PEKKA or mini PEKKA, along with the obvious sparky, inferno tower, and inferno dragon.
  +
  +
=====Counter pushing with Giant=====
  +
  +
The synergy between giant and EDrag is a lesser known strategy that is actually very strong, and this is a decent way of using it.
  +
  +
*After using an EDrag on defense, you may decide that (based on the opponents cards as you’re EDrags remaining health) it would be beneficial to counter push by putting a giant in front of the EDrag, especially if:
  +
**You know that your opponent is down on elixir,
  +
**Your opponents main tank killer is a fireballie such as witch, musketeer, or zappies, or an inferno card or sparky.
  +
**Your opponent does not have sufficient tank killers in rotation.
  +
*However, EDrag can actually be useful against other tank killers, especially enemy PEKKAs, as the continued zapping will slow the PEKKA down enough to allow several hits from the giant, and also give you more time to defend.
  +
  +
Lets give an example: If you have just used EDrag to stop a prince charge and your opponent prediction arrowed on nothing, you’re up three elixir. You could then put Giant in front of the EDrag and get a good counter push while also punishing your opponent. This is even better if you have spells in rotation to kill any swarms or fireballies they might have.
  +
  +
=====Counter Pushing with PEKKA=====
  +
  +
In this scenario, you likely just defended with PEKKA and are putting an EDrag behind it.
  +
  +
*This is much riskier than using giant, but provides a much better reward. If you can’t get your cycle correct for a giant EDrag push, this is certainly a good alternative.
  +
*Remember-unlike with Giant, you can’t just drop a PEKKA + EDrag at the bridge and expect it to work. You can do this with giant because it’s cheaper. PEKKA is both more expensive and easier to counter.
  +
  +
Example: you counter your opponents mega knight + wizard combo with PEKKA. Your now up five elixir. Since you know that they have inferno dragon and skarmy in cycle, you can put EDrag behind the PEKKA. By the time they can use skarmy, you will have enough elixir to use the log or tornado to counter it, leading to a PEKKA connection and potentially taking the tower, if not getting tons of damage and forcing out all of their elixir.
  +
  +
=====Punishing with Giant=====
  +
  +
This may seem dumb, but sometimes the right play is to just throw giant at the bridge, and immediately follow up with EDrag.
  +
  +
*If EDrag is the only anti card in your hand and you can’t cycle to another one quickly, this is obviously a bad play unless you know that your opponent has no air cards to punish you with.
  +
*However, if your opponent is down on elixir or does not have good counters in cycle, then this can be extremely threatening and get tons of damage. Once again, spells are extremely helpful.
  +
  +
  +
=====Making Beatdown Pushes=====
  +
  +
In matchups against punishment decks such as 2.6 hog, PEKKA bridge spam, and other similar decks, blocking your weaker tower with a beatdown push will both pressure them and protect your own tower. Electro Dragon is an important part of this.
  +
  +
*Typically, you want to start with EDrag so you can stun and slow down your opponents push. It’s also the only way of slowing down ballon pushes.
  +
**However, against X-bow decks going for giant or PEKKA in the back first and putting the EDrag behind it is much safer, as x-bow has little air cards and giant or PEKKA can tank the x-bow easily, preventing a lock.
  +
**Against bridge spam decks, PEKKA in the back can be risky if they punish opposite lane, but you also protect the other lane very effectively, so do consider this as an option if you are up on elixir.
  +
  +
===Giant===
  +
  +
Sense this is the win condition of the deck, it is extremely important to know when to counter push, when to make a beatdown push, when to punish, what to push with, and when to hold back.
  +
  +
====Counter pushing====
  +
  +
In most cases, if you have a PEKKA and/or EDrag left over after a defense, ranking them with a giant can get a lot of damage.
  +
  +
*Keep track of your opponents elixir. This will be extremely helpful for knowing if tanking with Giant will be beneficial.
  +
**If you are up on elixir and can use Giant, it’s almost always beneficial for you. They simply have to take damage.
  +
  +
=====Supporting the Push=====
  +
  +
As I said earlier, knowing what to support the push with is extremely helpful.
  +
  +
*EDrag is the go-to option for supporting your push. As mentioned earlier, it has enough DPS to take care of fireballie troops and can render inferno cards and sparky useless. Even against PEKKA (and other similar cards), the stun effects are extremely helpful for reducing it’s DPS. However, it costs a full 10 elixir, meaning that it may not be the best descision. You should not do this if you are down on elixir. As mentioned earlier, you would put a giant in front of an EDrag that was used on defense.
  +
  +
*Minions are also helpful for there DPS. However, they are not reliable on there own and aren’t really a counter push card do to their low health. Normally you would have already placed your Giant in front of another card such as PEKKA or EDrag before using minions.
  +
  +
*PEKKA is also useful for its DPS, and also has significant health. However, it’s very expensive and easily distractible. You should not do this unless you’re up a LOT of elixir. Otherwise, it can cost you the game if it goes wrong. Normally you would be using Giant in front of a PEKKA that has survived a defense against a large push.
  +
  +
*Finally, spells. These are necessary for swarm clearing and giving value. However, each spell serves a slightly different purpose, and knowing that purpose is essential.
  +
**The Log is for cleaning swarms quickly, cheaply, and efficiently. Simple as that.
  +
**Tornado is great for both clearing swarms and squeezing that extra bit of value out of your PEKKA and EDrag by pulling defensive troops into your push.
  +
**Poison is for taking out fireballies and swarm denial. It can also be used for spell cycle and chip damage.
  +
  +
*As you can see, knowing when to use which spell is very simple. Log is mainly for swarms, tornado is for pulling in your opponents troops, and poison is for fireballies and buildings.
  +
  +
=====When to Push=====
  +
  +
Knowing how to push with is important, but knowing when to push is equally important. If you make a counter push (or any other kind of push) at the wrong time, with a deck this expensive, you may take a lot of damage and could potentially lose the game.
  +
  +
*Some good reasons to push are:
  +
**Your opponents best counter in hand can be removed by a spell or support troop,
  +
**Your opponent is down on elixir,
  +
**Your opponent does not know your deck, but you know theirs.
  +
  +
*Some bad times to push are:
  +
**If you are down on elixir,
  +
**If your counter pushing troops are low on health,
  +
**If you do not have the proper spells or cards to face your opponents counters.
  +
  +
Here’s an example of a good time to push: you have just defended a golem push and have a decently high health PEKKA and EDrag left. By putting Giant in front of them, he can tank for the PEKKA, who in turn will wreck the opponents mini PEKKA and/or lumberjack if they even have it in cycle. If they use night witch, the EDrag will easily take care of the bats. Thus, counter pushing is nearly garunteed a tower.
  +
  +
Now an example of a bad time to counter push: your opponent is using classic log bait and just used knight and goblin barrel. You countered it with EDrag and log. You are down on elixir and do not have spells to take care of both the inferno tower and the goblin gang or skarmy. Thus, letting the EDrag die is much more effencient economically.
  +
  +
====Beatdown Pushes====
  +
  +
Beatdown pushes are used to overwhelm your opponent. By using your elixir to make a push without defending, you can simply evaporate your opponents troops instantly.
  +
  +
=====Making the Push=====
  +
  +
When building a push, it is important to know what cards to use for what circumstances.
  +
  +
*In this deck, Giant is your tank, thus you will usually be starting the push with him.
  +
**In very rare circumstances, you may use PEKKA instead, especially against 2.6 hog.
  +
  +
*After using your tank, the most important support card is EDrag. The utility that it’s stun supplies is simply priceless. This should be deployed as soon as possible.
  +
  +
*Minions and minion hoard are useful for their DPS, and for blocking inferno tower. Minions are cheaper, so they are typically the better option.
  +
  +
*Just like In counter pushing, spells are essential. Tornado is the most important spell to have, followed by poison and log.
  +
  +
=====When to Push=====
  +
  +
Beatdown pushing isn’t as micro as counter pushing or punishing, so this is much easier to understand. However, it’s still worth noting.
  +
  +
*Beatdown pushes will never be possible in single elixir. You must wait until double elixir if you intend to make one.
  +
  +
*Beatdown pushes are great if your opponent has a lot of swarms as you will nearly always have enough elixir for spells to destroy them with.
  +
  +
*While not necessary, it is ideal that your opponent is down on elixir and has no punish cards in cycle.
  +
  +
*If your opponent does punish you, but does so too heavily or cycles a card that they need, then it is an even better reason to keep pushing, as they are now inventively down far more elixir than they can defend with.
  +
  +
=====Continuing the Push=====
  +
  +
You can support your push long after it crosses the river with not only spells, but also more troops. Giant is especially helpful sense it’s your win condition. However, EDrag, minions, and even PEKKA are also helpful.
  +
  +
*If your opponent simply can’t defend the push, you may very well get the opportunity to do something like this, wrecking the remainder of your enemies defenses and leaving them with no elixir to defend. Especially if they over punished, you can steamroll them with pushes like this.
  +
  +
**By including PEKKA and giant in the same push, you can support both of them at the same time. Once the opponent takes out the giant, they still have to deal with the PEKKA, and when that goes down, you have probably cycled back to another giant that you can drop at the bridge.
  +
====Punishment====
  +
  +
Sometimes, the circumstances with this deck can be… weird. Even though it’s very expensive, there are scenarios in which dropping a ridiculous amount of elixir at the bridge is actually a good idea (although it should NOT be done frequently unless there is a very large and obvious benefit to doing so).
  +
  +
=====What to Use=====
  +
  +
Like with beatdown and counter pushes, knowing what to push with is extremely important.
  +
  +
*Giant is your tank and thus should be placed first.
  +
**Alternatively, EDrag + minions is also a good combo. More on that later.
  +
  +
*EDrag is great for supporting your Giant as mentioned earlier, but this is ten elixir going right at the bridge. Use with caution.
  +
**Minions are also helpful, but do not have much health. It’s slightly less expensive, but it’s still not to be used often.
  +
  +
*Finally, spells are always important for the reasons I already mentioned. That is, assuming you have the elixir.
  +
  +
=====When to Punish=====
  +
  +
There are a few very specific circumstances in which punishing/bridge spamming is a good idea.
  +
  +
*1: your opponent just dropped a heavy card (golem, EGiant, PEKKA in the back).
  +
**Do not support the giant in this scenario.
  +
  +
*2: Your opponent over punished or just bridge spammed a lot.
  +
  +
*3: you know your opponent has few counters in cycle (works very well in double elixir).
  +
**Supporting your Giant with EDrag and/or minions is great in this scenario.
  +
  +
*As a general rule, you should not punish heavily with any heavy deck in single elixir.
  +
  +
===Minion Hoard===
  +
  +
This card is widely considered to be one of, if not the best card in Clash Royale. It is used by the best players in the world, is very reliable and versatile, and is beyond worth it for its cost.
  +
  +
HA HA! I had you. I totally had you. Right? Ah, whatever.
  +
  +
But seriously now. Minion hoard is trash. There’s no denying that. But in this specific, garbage deck, it plays an important role: insanely high DPS air-targeting tank killer. Typically you wouldn’t need this role. In this deck, you do.
  +
  +
Minion hoard is typically considered low skill. This isn’t necessarily true, sense the only time it’s used is in goblin giant sparky rage decks, which isn’t exactly the highest skill deck. In reality, in a skillful deck with minion hoard (like this one), minion hoard requires skill. It is extremely important for anti tank, and for air cards, and spell bait.
  +
  +
====The Problems with Minion Hoard====
  +
  +
This card is so bad that I literally have to make a section about the problems it has and how to get over them.
  +
  +
=====Elixir Cost=====
  +
  +
Minion Hoard is in a terrible spot. At five elixir as it is right now, it is far too risky. At four elixir, it would be ridiculously overpowered. Thus, it is very important to know how to manage elixir cost when using this card.
  +
  +
You can work around this by staying passive. Obviously, waiting until double elixir to make a push is intelligent. You could also split the minions in the back, sense they block any offensive while applying a threat that must be dealt with in both lanes.
  +
  +
=====Low Health=====
  +
  +
Not only is minion hoard expensive, but for the cost you get basically zero health. Fireball? Positive elixir trade. Arrows? Positive elixir trade. Zap? MASSIVE POSITIVE ELIXIR TRADE!!!!
  +
  +
EDrag is 5 elixir as well, but isn’t as easy to spell down and can get value against enemy troops more efficiently. It also has stun.
  +
  +
The low health problem and high elixir problem are heavily compounded by each other, similar to why wizard and witch are bad. However, there are ways around this:
  +
  +
Again, staying passive and waiting until you know your opponents splash cards and spells is a good idea. However, this may not be possible. Once more, splitting your minion hoard is a good way of preventing spell value and utilizing its DPS. Spell bait is also a great option, sense minions still have a lot of DPS and can be used to stop a push if your minion hoard was spelled down.
  +
  +
On offense, you don’t want to use minion hoard unless you are sure you can steamroll your opponent with it. Preferably this would be in at least double elixir and preferably in sudden death to prevent your opponent from capitalizing on your lack of elixir.
  +
  +
====Utilizing DPS====
  +
  +
The only, and I do mean ONLY benefit to using minion hoard is it’s DPS. It has, overall, the fifth highest DPS among all cards in Clash Royale. As I said, splitting the hoard and applying pressure in both lanes and potentially severely damaging both towers if left ignored, while being harder to take out. Using minions as bait (and vice versa) is also effective as it puts the opponent spell out of rotation.
  +
  +
On defense, minion hoard can shred through offensive pushes, especially areal ones, with incredible ease if used properly. Even if spelled down, minions, tornado, and EDrag can usually finish off what’s left. Obviously prediction arrows or fireball are a problem, but again, stay passive and count elixir and you should be able to come up with a backup plan as easy as putting minions down. It’s also an alternative to PEKKA if you don’t have it in cycle.
  +
  +
On offense, minion hoard is easily taken out, but it can apply serious pressure behind a tank and force a spell out of the opponent, preventing them from spell cycling.
  +
  +
That is the beauty of properly using minion hoard.
  +
  +
===Minions===
  +
{{construction}}
  +
  +
Ah, yes, minions, the card that nobody uses because mega minion exists. Like minion hoard, it’s easily spelled away. However, sense minions are cheaper than minion hoard, they aren’t as much value. Because of this they actually work together well, as minions can bait spells for minion hoard, posing a massive threat for the opponent.
  +
  +
====Offensive uses====
  +
  +
Minions are strong offensively, for applying pressure and taking down defensive troops.
  +
  +
=====Punish with minions=====
  +
  +
Sometimes, dropping minions at the bridge is a good idea. If it reaches the tower, it gets hundreds of damage for only three elixir. At worst, it baits out a spell for your minion hoard. Good opportunities to do this are:
  +
*When your opponent is low on elixir;
  +
*When your opponent has no cheap spells in cycle and this you get a free positive trade;
  +
*When you are trying to bait out a spell from your opponent so you can use your minion hoard.
  +
  +
Don’t do this if you have no other anti air cards in cycle, unless you know your opponent has no air cards, for obvious reasons.
  +
  +
=====Minions in beatdown=====
  +
  +
Minions are very good in beatdown pushes. They deal massive DPS if not dealt with, can clear swarms, distract infernos, and force out elixir. They work very well with giant and EDrag.
  +
  +
There isn’t really much to say here. I already told you about beatdown pushing, so if you didn’t read that, go do that now.

Latest revision as of 17:05, 12 March 2024

TornadoCard
GiantCard
MinionHordeCard
MinionsCard
PoisonCard
PEKKACard
TheLogCard
ElectroDragonCard

Introduction

I made this deck through months of noobish opinions, following what my friends said was good (even though they had no idea what they were doing). Later, I made actually good decisions on what to use and how. With a little help from the giant rage challenge, this awesome deck was created.

Deck Information

Deck Created by: Umpa401
Minimum Recommended King Level: 8
Maximum Recommended King Level: 13
Arena Required: Miner's Mine (Wrong?)
Average Elixir Cost: 4.3 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles

Tornado: I added this card because I was sick of losing to log bait. Want to activate king tower? Got you covered! Want to pull that RG back? Got you covered! Want to pull all of your opponents defensive cards into your push? Still got you covered!
Giant: Perfect for rushing the tower and annoying your enemies. It can also be used to counter push or make a beatdown push. One of the most versatile win conditions in the game.
Minion Horde: Mainly for defense and support.
Minions: Also for defense and support.
Poison: You’re big spell, swarm denier, and fireballie counter.
P.E.K.K.A.: Most important card in the deck. You’re Mega Knight counter, Ebarbs counter, royal giant counter, golem counter… you get the point.
The Log: Used to destroy swarms.
Electro Dragon: Another defense and support card. Completely wrecks Idrag and sparky. Pairs well with giant.

Strategy

  • The first minuet of the match should be used to identify the opponents deck. The best way to do so is to go aggressive at the start. This can identify tank killers, swarms, splash damage, spells, and anti air. From there, use the proper moves based on the matchups section below.
    • This is also a good time to identify the opponents card levels if you are playing on ladder.
  • For combos, Giant + EDrag or Giant + minions are good starting plays. If you can’t do these, then minions + EDrag can work too. Just be careful as this leaves you with little anti air. If you can’t do any of these, cycling the log or minions at the bridge is fine.
    • A good starting hand for an offensive move would be giant, EDrag, poison, and Minion Hoard, with tornado in your next slot. This means that you can make a solid offensive push while still being able to defend.
    • If you have a heavily defensive starting hand with low offensive versatility (e.g. minions, minion hoard, P.E.K.K.A., and tornado), it’s best to just wait for your opponent to make a move, possibly even waiting as far as double elixir before making a play.
  • After this you should play defensive until double elixir, only going offensive if you have a solid counter push and/or your opponent overcommits.
  • If your opponent uses a bait card then use the log, tornado, or poison. The ladder two can also work well against fireballies such as musketeer, magic archer, and hunter. You can use tornado to activate your king tower with goblin and skeleton barrel (more on that later). Minions are also solid against bait cards.
  • Remember that you will almost always have the advantage in double and triple elixir. You should spam giants+minion hoard/EDrag like crazy. Just don’t run out of elixir. Spell cycling is also very affective in overtime.
    • You can also make massive beatdown pushes with giant, PEKKA, and EDrag.

Matchups

I am going to go through how to deal with different meta decks. Every deck has a different strategy to win against, so please pay attention.

2.6 hog cycle (3/10).

  • This is a fairly easy matchup. Try to keep at least 1000 tower health or so by double elixir. Once you get to double elixir, try to make a really big counter push as soon as possible-you’ll clog up the lane they need to rush hog in, and they can’t defend a giant double P.E.K.K.A. push for very long. They can continually slow it down with ice golems and skeletons and ice spirit, yes, but that can’t actually take out the push. Eventually it will reach the tower and shred it (hence the name of the deck), and they can’t send their hogs in that lane. And all the while you’re gaining more elixir to make your push even bigger.
    • The best ways to do this are to drop a PEKKA in the back in the lane of your weakest tower, or counter pushing by using it on a hog rider.
    • On defense, you can use tornado to activate the king tower with hog rider (place it on the closest corner of your king tower to the hog right before it goes in), prevent an ice golem kite, and best of all, pull their musketeer right into your minion hoard or P.E.K.K.A. There will be more on tornado later.
  • However, good 2.6 hog players can somehow find a way to beat any matchup if you make a mistake, so do NOT consider this a free win.

2.9/3.0 x-bow (7/10).

  • This matchup is much, MUCH more difficult. You can’t just spam elixir into their x-bow forever, because you will quickly run out of elixir. And the stuff you can get down won’t stop the x-bow forever. So you HAVE to spam stuff. However, there are strategies you can use to deal with it.
    • One of these strategies is to take a tower before double elixir. That way you can dedicate all your elixir into destroying the x-bow before the opponent can stack them. You could also put cards in the pocket (P.E.K.K.A. and giant work especially well for this), so they won’t be able to go on offense, but won’t be able to use x-bow or tesla effectively on defense. The problem comes in taking that tower in the first place.
    • Because your opponent can take out practically any push with a defensive x-bow, you’ll have to use predictive minion hoards to even have a chance at taking the tower. And these may not be reliable enough to work effectively, as x-bow players often have fireball.
  • Another strategy to win is to force them to use tons of defensive x-bows, and spell cycle. Force them on their back foot by mad cycling cards and pressuring with giants. Just don’t spend all of your elixir unless you’re 100% sure you can spend all of theirs. Most importantly, force them to use their fireball on defense against electro dragons and minion hoards.
    • If you can block there x-bow repeatedly with Giant and PEKKA, you can use poison to damage the x-bow and the tower at the same time. EDrag can also stun the x-bow while damaging support troops.

Ice Bow (8/10)

  • This matchup is similar to the one above, but you also have rocket, tornado, and ice wizard to deal with.
    • Play this similar to x-bow cycle, but be VERY aggressive with your spell cycling. You can hit an offensive x-bow and the opponents tower at the same time with all your spells, so use that to your advantage. Most importantly, ALWAYS tornado the ice wizard in range of your electro dragon. The EDrag will take it out, thus removing their minion hoard counters. This will force them to rocket your minion hoard, preventing them from spell cycling themselves. Otherwise play this like 2.9 or 3.0.

Classic log bait (7/10).

  • Try to activate your King tower as soon as possible. If you have Nado in cycle when their goblin barrel comes in, use it! From then on, continue to tornado the barrels into your king tower and log the princesses. Poison any swarms. It’s fine if they out cycle you if you have activated king tower, as said tower can reduce most damage from goblin barrels and you have minions for the princess. However, you CAN NOT let them out cycle you repeatedly, otherwise the damage will stack up.
    • You may be wondering why I rated this 7/10. It’s because it’s insanely hard to break through the inferno tower. Minion hoard? Princess will take it out before a poison or log can kill it. Electro dragon? They can tank with knight. Your only hope is to tornado their princess into your minion hoard before it dies, but even then you won’t have enough elixir until double. By then you would need the activated king tower, and if you don’t have it somehow then you need to do that first. And even then it’s still super risky, as the minion hoard may not take out the princess in time.
    • You could also tornado their night closer to the inferno tower so your EDrag can hit both, but that is just as risky.

LavaLoon (2/10).

  • This matchup is almost a free win. They can’t defend a giant poison push with tombstone, and guards will still allow several hits from the giant. And they don’t have enough defense to take out your P.E.K.K.A.. So if you manage to counter push with P.E.K.K.A., whether using giant to tank or to bait out the tombstone and/or guards, your guaranteed a tower. Even if they have barbarians your giant should still get several hits. And on defense, because you have both minions and minion hoard, you can use minions on their first push to bait out their arrows and then go minion hoard. Afterwards they are unlikely to make the same mistake, but that means the minions will break through the push on their own with the help of a tornado and an EDrag. Probably the easiest matchup.

RG Fisherman (9/10).

  • This matchup is difficult for many reasons. One of them is you have no effective counter to the RG that won’t be killed by the supports. Let’s say you have an RG tanking for a hunter, fisherman, and skeleton dragons. You’re P.E.K.K.A. will be defeated by the hunter and fisherman, and your minion hoard will be taken out by the skeleton dragons. So you have to poison the skeleton dragons, wait until they die, and then go in with the minion hoard, at which point the RG is already on your tower (however now that tornado has been added you can pull the RG back). But that’s not all. Because you’re opponent can very easily out cycle you, you may not even have any counters in hand in the first place. But I’m still not done yet. If you want to break through on offense, then A you can’t tower trade because RG is OP in two tower games, and B your opponent can easily activate the king tower with fisherman using your giant or you’re P.E.K.K.A.. I don’t see any possible way to win this matchup. Unless you 3-crown them when they try to activate the king tower.

Elixir Golem beatdown (3-8/10).

  • The reason why the difficulty for this matchup varies so much is because you never know what will happen with elixir golem. Attacking should be easy tower taking unless they have barb hut. Defending should either be you defend their entire push with P.E.K.K.A. + poison, or an instant 3-crown.
    • If they do have barb hut, you have to use EDrag and minions to take out the barbs so your giant can reach the tower for damage.

Golem beatdown (3-7/10).

  • The most important part about this matchup is making sure you have P.E.K.K.A and poison in cycle for their push. Use them both to defend, then counter push with giant. By then they should have very little elixir to defend.
    • However, if you can’t do this, the matchup can be very difficult. You have to insure that you can prevent golem push after golem push from happening, so you can make a push of your own without getting countered. Thus, starting hands are very important.

Card Interactions

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This page/section is currently under construction and will be complete soon.

Here I will go over additional ways to use cards. Please pay very close attention, as this is VERY IMPORTANT.

Tornado

This card is the most versatile card in the game. You can be very creative, using it to prevent king tower activations, get more value for your eDrag and poison, and pull enemy troops away from your towers. But you can also be very specific, activating your king tower to assist you on defense, cycling to get tower damage, and creating mayhem for your opponent, offensively and defensively. Interested? Good. Let’s get into it.

Activation Placements

This is, probably, the most well known use of tornado. Activating the king tower will help you a LOT on defense, and can get a TON of value for just 3 elixir. Now THAT has to be exciting, is it not?

Standard Activations

By placing your tornado on the corner of your king tower closest to the opposing troop, you will get the activations on the following troops:

  • Bandit
  • Royal Ghost
  • Hog Rider
  • Miner
  • Elite Barbarians
  • Ram Rider (Ram must be placed closer to the center of the arena)
  • Royal Hogs
  • Barbarians
  • Knight (Knight must me placed on the closest bridge tile closest to the center of the arena)
  • Goblins
  • Elixir Golemite (only pull one of the two).
  • Night Witch (must be at full health)
  • Fisherman (Fisherman must be placed on bridge tile closest to the center of the arena)
  • Balloon.

By placing your tornado one tile farther inward from the previous spot, you will get the activations against the following troops:

  • Prince (Prince must be placed on bridge tile closest to the center of the arena)
  • Mega Knight (same as above).

By placing your tornado two tiles up from the previous spot, you will get the activations against the following troops:

  • Dark Prince (Dark Prince must be placed on the bridge tile closest to the center of the arena)
  • Lumberjack
  • Goblin Brawler
  • Mini PEKKA
  • Baby Dragon
  • Skeleton Dragons (Only pull one)
  • Skeleton Barrel.
  • Wall Breakers (one will hit your tower if they are placed on the tile closest to the edge of the arena).

Yes, it’s that many troops. However, there are EVEN MORE TROOPS that can be activated in different places.

Misc.

These are troops with there own rules for king activation

  • Miner (place it either on the center carpet tile or one tile lower, doesn’t work if miner is placed on the farthest archer tile corner from the king tower).
  • Goblin Barrel (same as miner, but can miner activate anywhere if pre-placed).


Now that is a LOT of troops! See how useful tornado is? Well there’s even more that it can do!

Other anti-troop uses

These are ways to deal with cards without activating the king tower. These will be very handy and can result in tons of value, so PAY ATTENTION.

Dealing With Witch

This card isn’t very good, ngl, but it’s very annoying as the skeletons can distract and damage troops very quickly, and tornado can deal with that.

  • Right after the witch spawns skeletons, tornado it into your push. This gets rid of all the skeletons while also massively decreasing the witches effectiveness. Theoretically it should die to your push unless you don’t have any minions or PEKKAs and what not, but in that case just poison it.
  • If there is a witch coming to your tower, tornado it into range of both of your princess towers. It will only get 1 or 2 hits and the skeletons should die.
Long ranged DPS

Here I am referring to musketeer, magic archer, firecracker, etc.

  • If your opponent uses one of these cards on defense, tornado it into your push IMMEDIATELY if you can, so it gets as little value as possible.
  • If your defending against one of these troops, tornado it the same way you would with witch. Note that you can place a giant in between the troop and the king tower against magic archer, firecracker, and bowler, and then tornado them closer to activate it.
  • You can also tornado these troops into the opposite lane.
Dealing with Hunter

Against this card, you generally want it away from your push, so it doesn’t get 24215425689645746436646 damage on it.

  • Normally, tornado it as far away as possible, before it gets the first hit.
  • Alternatively, you can pull it closer you high DPS troops, potentially blocking some of the damage with minion hoard or minions.


Anti-Fisherman

Fisherman is one of the best cards in the game right now, and tornado can help out a lot against him.

  • If your opponent tries to use the fisherman to activate the king tower, you can tornado it to your giant or PEKKA if you place it early enough. You prevent the activation and force a response from your opponent.
  • If your opponent tries to pull your giant or PEKKA into the other lane, you can use your tornado to pull the fisherman in the opposite direction, away from your push, once again forcing your opponent to respond.
  • Note that these tornadoes will have to be predictive, as their is currently a glitch where tornado won’t pull fisherman if it’s charging it’s hook.

PEKKA

This card is, as I said earlier, the most important card in the deck. It is the only ground troop that attacks other ground troops and is really important on defense.

Dealing with Beatdown

PEKKA is very good against heavy beatdown tanks and can withstand a heavy beating from the supports. Here is how to deal with a beatdown push.

Golem
  • As soon as the opponent places their golem in the back, PEKKA in the back same lane if you have it in cycle. If you don’t, than you can do the following:
    • Punish with giant (don’t support it).
    • log at the bridge.
    • minions in the back, same lane as the golem.
    • If somehow you still don’t have PEKKA in cycle than use minion hoard on the golem.
  • Once their night witch is close to your PEKKA, poison it so you don’t have an issue with the bats.
  • Once the golem is down, counter push with giant in front (Assuming you didn’t cycle it). Than minions or electro dragon, than use spells if you have to. They simply won’t have enough elixir to defend.
Goblin Giant Sparky

Sparky is not the best card ever, but it’s a somewhat terrifying card to go against, and it’s still beatdown, so why not put it here.

  • If your opponent starts their with a sparky, immediately use EDrag in the same lane.
    • If they instead use Goblin Giant to start the push, PEKKA in the back same lane.
  • After the other card has been deployed, respond with the appropriate answer.
  • Once you’ve dealt with the push, you should have a surviving EDrag. If you do, counter push with giant in front. If you don’t, then they should be down a LOT, so pressure with giant + minions.
  • If you don’t have the appropriate counter in cycle, use anything you can to get it in rotation. Try not to run out of elixir.
  • If they have any high DPS troops that could be a threat to your PEKKA (minion hoard, mini PEKKA, elite barbarians, etc.), then block it with giant and use minion hoard to take it out. Try not to use poison as you need that for their pump (if they have one).
Electro Giant

This one is fairly easy, as EGiant is massively overrated.

  • As soon as they but their EGiant in the back, put a PEKKA in the same lane. Then, use electro dragon to slow down the rest of the troops and tornado to pull the EGiant away from your tower. See, it’s simple.

Control/Cycle

Now I will talk about stuff like X-bow, hogs and rams, and other bridge spammy cards.

X-bow

I talked about this earlier, but I’m being more specific here.

  • Against an offensive X-bow, always remember that good players seem to be able to get elixir from nowhere and distract your PEKKA, so supporting it with poison, EDrag, or minions can really help. Even if your sure that the X-bow will go down, support it anyway, just to be safe.
    • PEKKA is mainly the distraction in this matchup, while minions, EDrag, and poison along with the X-bow’s own lifetime deal the damage.
    • Using the log to remove their skeletons is a good idea. You could save over three seconds, which can make a huge difference.
Hog/Ram Rider/Battle Ram

Using PEKKA against these cards is risky, but can result in a huge counter push.

  • Timing your placement early enough against all three troops can take them out for no damage. However, make sure that you place it roughly halfway between the bridge and the tower.
    • Against Ram Rider and Battle Ram, be sure that you place your PEKKA before the ram starts charging.
  • Keep in mind that EDrag is good against both rams and tornado in good against hog, for better elixir trades, but you may need them somewhere else and PEKKA offers counter push value, especially against Ram Rider because of her slow and Battle Ram because of the barbarians.
  • Afterword, counter pushing with Giant, minions, and/or EDrag will be very productive.
Royal Hogs

This card is especially hard to deal with, as this deck has little splash damage.

  • Fortunately, Heal/Electro spirit won’t do much against PEKKA, so you don’t really have to worry about that.
  • When your opponent sends the hogs in, immediately use PEKKA. She will be distracted for a while though and can’t one shot equal level hogs, so supporting with minions or EDrag is very helpful.
  • You usually won’t have enough elixir for a counter pushing giant in front, so EDrag or minion support is usually all you will get, meaning split lane beatdown strategies with giant are usually the way to go.
  • Overall minion hoard is a much better (albeit much less reliable) counter.
Other Bridge Spammy Cards

These are cards like EBarbs, bandit, royal ghost, etc.. Since they are typically used in similar decks, I’m putting them all together here.

  • When a card like this is dropped at the bridge, you will have to chose if you should use PEKKA or save it for something else.
    • Lets say your opponent is using classic PEKKA bridge spam. They drop battle ram at the bridge and bandit and ghost in the other lane. What should you do?
      • A: use PEKKA on the battle ram and minions on the other side.
      • B: use PEKKA on the bandit and ghost and defend the ram lightly with minions or log.
      • C: ignore both lanes and giant in the back.
      • D: ignore the battle ram and use EDrag to defend the other side, then counter push with giant.
      • E: block the bandit and ghost with giant and then use PEKKA, ignoring the battle ram.
      • E is the worst option. You practically sacrifice your tower and the giant and only have a PEKKA counter pushing, with little elixir for support.
      • C is almost just as bad. You get a much better counter push, but lose both towers.
      • A is bad as well, as you still take tons of damage. However, the counter push will be slightly harder to deal with.
      • D isn’t bad. You get a positive trade and a decent counter push.
      • B is the best option. It’s still a positive trade, with just as good (if not better) of a counter push than in D, for less damage.
  • With this in mind, here are the top priorities for PEKKA:
    • Top: EBarbs, Mega Knight, ram rider, prince.
    • High: ghost, battle ram, hog rider, dark prince.
    • Moderate: bandit, royal hogs, Valkyrie.
    • low: 3M, princess, swarms, knight.

Electro Dragon

This card is super underrated. The chain lightning and stun effect are both very helpful, on both offense and defense. It’s effective for anti air, swarm clearing, and many other things that are important to know when using this deck.

Anti Air uses

Electro dragon is actually very effective at countering air troops:

  • He can take out a balloon, allowing for only death damage if placed early enough when assisted by the crown tower, while being more spell resistant than minions and minion hoard.
  • His chain lightning allows him to hit several troops at once, and he is thus capable of countering an entire LavaLoon push with the help of minions (assuming the opponent does not have enough elixir for spells).
  • He can fully counter a minion hoard with the help of a tower if placed in the center of the map.
  • He can stop an inferno dragon from wrecking your PEKKA or skeleton dragons or baby dragon from wrecking your minion hoard on defense.

Other Defensive Uses

If you need to, EDrag can counter the following cards fairly effectively if you can’t use PEKKA:

  • Ram Rider
  • Royal Hogs
  • Prince
  • Dark Prince
  • Battle Ram.

The reason for this is that EDrags chain lightning is incredibly valuable for stopping charges and for the splash, making it a good defensive option.

Offensive Uses

While Electro Dragon is strong on defense, he is primarily an offensive support card. He is especially effective against mid ladder decks, as he can effectively counter witch, wizard, and even slow hit speed tank killers like PEKKA or mini PEKKA, along with the obvious sparky, inferno tower, and inferno dragon.

Counter pushing with Giant

The synergy between giant and EDrag is a lesser known strategy that is actually very strong, and this is a decent way of using it.

  • After using an EDrag on defense, you may decide that (based on the opponents cards as you’re EDrags remaining health) it would be beneficial to counter push by putting a giant in front of the EDrag, especially if:
    • You know that your opponent is down on elixir,
    • Your opponents main tank killer is a fireballie such as witch, musketeer, or zappies, or an inferno card or sparky.
    • Your opponent does not have sufficient tank killers in rotation.
  • However, EDrag can actually be useful against other tank killers, especially enemy PEKKAs, as the continued zapping will slow the PEKKA down enough to allow several hits from the giant, and also give you more time to defend.

Lets give an example: If you have just used EDrag to stop a prince charge and your opponent prediction arrowed on nothing, you’re up three elixir. You could then put Giant in front of the EDrag and get a good counter push while also punishing your opponent. This is even better if you have spells in rotation to kill any swarms or fireballies they might have.

Counter Pushing with PEKKA

In this scenario, you likely just defended with PEKKA and are putting an EDrag behind it.

  • This is much riskier than using giant, but provides a much better reward. If you can’t get your cycle correct for a giant EDrag push, this is certainly a good alternative.
  • Remember-unlike with Giant, you can’t just drop a PEKKA + EDrag at the bridge and expect it to work. You can do this with giant because it’s cheaper. PEKKA is both more expensive and easier to counter.

Example: you counter your opponents mega knight + wizard combo with PEKKA. Your now up five elixir. Since you know that they have inferno dragon and skarmy in cycle, you can put EDrag behind the PEKKA. By the time they can use skarmy, you will have enough elixir to use the log or tornado to counter it, leading to a PEKKA connection and potentially taking the tower, if not getting tons of damage and forcing out all of their elixir.

Punishing with Giant

This may seem dumb, but sometimes the right play is to just throw giant at the bridge, and immediately follow up with EDrag.

  • If EDrag is the only anti card in your hand and you can’t cycle to another one quickly, this is obviously a bad play unless you know that your opponent has no air cards to punish you with.
  • However, if your opponent is down on elixir or does not have good counters in cycle, then this can be extremely threatening and get tons of damage. Once again, spells are extremely helpful.


Making Beatdown Pushes

In matchups against punishment decks such as 2.6 hog, PEKKA bridge spam, and other similar decks, blocking your weaker tower with a beatdown push will both pressure them and protect your own tower. Electro Dragon is an important part of this.

  • Typically, you want to start with EDrag so you can stun and slow down your opponents push. It’s also the only way of slowing down ballon pushes.
    • However, against X-bow decks going for giant or PEKKA in the back first and putting the EDrag behind it is much safer, as x-bow has little air cards and giant or PEKKA can tank the x-bow easily, preventing a lock.
    • Against bridge spam decks, PEKKA in the back can be risky if they punish opposite lane, but you also protect the other lane very effectively, so do consider this as an option if you are up on elixir.

Giant

Sense this is the win condition of the deck, it is extremely important to know when to counter push, when to make a beatdown push, when to punish, what to push with, and when to hold back.

Counter pushing

In most cases, if you have a PEKKA and/or EDrag left over after a defense, ranking them with a giant can get a lot of damage.

  • Keep track of your opponents elixir. This will be extremely helpful for knowing if tanking with Giant will be beneficial.
    • If you are up on elixir and can use Giant, it’s almost always beneficial for you. They simply have to take damage.
Supporting the Push

As I said earlier, knowing what to support the push with is extremely helpful.

  • EDrag is the go-to option for supporting your push. As mentioned earlier, it has enough DPS to take care of fireballie troops and can render inferno cards and sparky useless. Even against PEKKA (and other similar cards), the stun effects are extremely helpful for reducing it’s DPS. However, it costs a full 10 elixir, meaning that it may not be the best descision. You should not do this if you are down on elixir. As mentioned earlier, you would put a giant in front of an EDrag that was used on defense.
  • Minions are also helpful for there DPS. However, they are not reliable on there own and aren’t really a counter push card do to their low health. Normally you would have already placed your Giant in front of another card such as PEKKA or EDrag before using minions.
  • PEKKA is also useful for its DPS, and also has significant health. However, it’s very expensive and easily distractible. You should not do this unless you’re up a LOT of elixir. Otherwise, it can cost you the game if it goes wrong. Normally you would be using Giant in front of a PEKKA that has survived a defense against a large push.
  • Finally, spells. These are necessary for swarm clearing and giving value. However, each spell serves a slightly different purpose, and knowing that purpose is essential.
    • The Log is for cleaning swarms quickly, cheaply, and efficiently. Simple as that.
    • Tornado is great for both clearing swarms and squeezing that extra bit of value out of your PEKKA and EDrag by pulling defensive troops into your push.
    • Poison is for taking out fireballies and swarm denial. It can also be used for spell cycle and chip damage.
  • As you can see, knowing when to use which spell is very simple. Log is mainly for swarms, tornado is for pulling in your opponents troops, and poison is for fireballies and buildings.
When to Push

Knowing how to push with is important, but knowing when to push is equally important. If you make a counter push (or any other kind of push) at the wrong time, with a deck this expensive, you may take a lot of damage and could potentially lose the game.

  • Some good reasons to push are:
    • Your opponents best counter in hand can be removed by a spell or support troop,
    • Your opponent is down on elixir,
    • Your opponent does not know your deck, but you know theirs.
  • Some bad times to push are:
    • If you are down on elixir,
    • If your counter pushing troops are low on health,
    • If you do not have the proper spells or cards to face your opponents counters.

Here’s an example of a good time to push: you have just defended a golem push and have a decently high health PEKKA and EDrag left. By putting Giant in front of them, he can tank for the PEKKA, who in turn will wreck the opponents mini PEKKA and/or lumberjack if they even have it in cycle. If they use night witch, the EDrag will easily take care of the bats. Thus, counter pushing is nearly garunteed a tower.

Now an example of a bad time to counter push: your opponent is using classic log bait and just used knight and goblin barrel. You countered it with EDrag and log. You are down on elixir and do not have spells to take care of both the inferno tower and the goblin gang or skarmy. Thus, letting the EDrag die is much more effencient economically.

Beatdown Pushes

Beatdown pushes are used to overwhelm your opponent. By using your elixir to make a push without defending, you can simply evaporate your opponents troops instantly.

Making the Push

When building a push, it is important to know what cards to use for what circumstances.

  • In this deck, Giant is your tank, thus you will usually be starting the push with him.
    • In very rare circumstances, you may use PEKKA instead, especially against 2.6 hog.
  • After using your tank, the most important support card is EDrag. The utility that it’s stun supplies is simply priceless. This should be deployed as soon as possible.
  • Minions and minion hoard are useful for their DPS, and for blocking inferno tower. Minions are cheaper, so they are typically the better option.
  • Just like In counter pushing, spells are essential. Tornado is the most important spell to have, followed by poison and log.
When to Push

Beatdown pushing isn’t as micro as counter pushing or punishing, so this is much easier to understand. However, it’s still worth noting.

  • Beatdown pushes will never be possible in single elixir. You must wait until double elixir if you intend to make one.
  • Beatdown pushes are great if your opponent has a lot of swarms as you will nearly always have enough elixir for spells to destroy them with.
  • While not necessary, it is ideal that your opponent is down on elixir and has no punish cards in cycle.
  • If your opponent does punish you, but does so too heavily or cycles a card that they need, then it is an even better reason to keep pushing, as they are now inventively down far more elixir than they can defend with.
Continuing the Push

You can support your push long after it crosses the river with not only spells, but also more troops. Giant is especially helpful sense it’s your win condition. However, EDrag, minions, and even PEKKA are also helpful.

  • If your opponent simply can’t defend the push, you may very well get the opportunity to do something like this, wrecking the remainder of your enemies defenses and leaving them with no elixir to defend. Especially if they over punished, you can steamroll them with pushes like this.
    • By including PEKKA and giant in the same push, you can support both of them at the same time. Once the opponent takes out the giant, they still have to deal with the PEKKA, and when that goes down, you have probably cycled back to another giant that you can drop at the bridge.

Punishment

Sometimes, the circumstances with this deck can be… weird. Even though it’s very expensive, there are scenarios in which dropping a ridiculous amount of elixir at the bridge is actually a good idea (although it should NOT be done frequently unless there is a very large and obvious benefit to doing so).

What to Use

Like with beatdown and counter pushes, knowing what to push with is extremely important.

  • Giant is your tank and thus should be placed first.
    • Alternatively, EDrag + minions is also a good combo. More on that later.
  • EDrag is great for supporting your Giant as mentioned earlier, but this is ten elixir going right at the bridge. Use with caution.
    • Minions are also helpful, but do not have much health. It’s slightly less expensive, but it’s still not to be used often.
  • Finally, spells are always important for the reasons I already mentioned. That is, assuming you have the elixir.
When to Punish

There are a few very specific circumstances in which punishing/bridge spamming is a good idea.

  • 1: your opponent just dropped a heavy card (golem, EGiant, PEKKA in the back).
    • Do not support the giant in this scenario.
  • 2: Your opponent over punished or just bridge spammed a lot.
  • 3: you know your opponent has few counters in cycle (works very well in double elixir).
    • Supporting your Giant with EDrag and/or minions is great in this scenario.
  • As a general rule, you should not punish heavily with any heavy deck in single elixir.

Minion Hoard

This card is widely considered to be one of, if not the best card in Clash Royale. It is used by the best players in the world, is very reliable and versatile, and is beyond worth it for its cost.

HA HA! I had you. I totally had you. Right? Ah, whatever.

But seriously now. Minion hoard is trash. There’s no denying that. But in this specific, garbage deck, it plays an important role: insanely high DPS air-targeting tank killer. Typically you wouldn’t need this role. In this deck, you do.

Minion hoard is typically considered low skill. This isn’t necessarily true, sense the only time it’s used is in goblin giant sparky rage decks, which isn’t exactly the highest skill deck. In reality, in a skillful deck with minion hoard (like this one), minion hoard requires skill. It is extremely important for anti tank, and for air cards, and spell bait.

The Problems with Minion Hoard

This card is so bad that I literally have to make a section about the problems it has and how to get over them.

Elixir Cost

Minion Hoard is in a terrible spot. At five elixir as it is right now, it is far too risky. At four elixir, it would be ridiculously overpowered. Thus, it is very important to know how to manage elixir cost when using this card.

You can work around this by staying passive. Obviously, waiting until double elixir to make a push is intelligent. You could also split the minions in the back, sense they block any offensive while applying a threat that must be dealt with in both lanes.

Low Health

Not only is minion hoard expensive, but for the cost you get basically zero health. Fireball? Positive elixir trade. Arrows? Positive elixir trade. Zap? MASSIVE POSITIVE ELIXIR TRADE!!!!

EDrag is 5 elixir as well, but isn’t as easy to spell down and can get value against enemy troops more efficiently. It also has stun.

The low health problem and high elixir problem are heavily compounded by each other, similar to why wizard and witch are bad. However, there are ways around this:

Again, staying passive and waiting until you know your opponents splash cards and spells is a good idea. However, this may not be possible. Once more, splitting your minion hoard is a good way of preventing spell value and utilizing its DPS. Spell bait is also a great option, sense minions still have a lot of DPS and can be used to stop a push if your minion hoard was spelled down.

On offense, you don’t want to use minion hoard unless you are sure you can steamroll your opponent with it. Preferably this would be in at least double elixir and preferably in sudden death to prevent your opponent from capitalizing on your lack of elixir.

Utilizing DPS

The only, and I do mean ONLY benefit to using minion hoard is it’s DPS. It has, overall, the fifth highest DPS among all cards in Clash Royale. As I said, splitting the hoard and applying pressure in both lanes and potentially severely damaging both towers if left ignored, while being harder to take out. Using minions as bait (and vice versa) is also effective as it puts the opponent spell out of rotation.

On defense, minion hoard can shred through offensive pushes, especially areal ones, with incredible ease if used properly. Even if spelled down, minions, tornado, and EDrag can usually finish off what’s left. Obviously prediction arrows or fireball are a problem, but again, stay passive and count elixir and you should be able to come up with a backup plan as easy as putting minions down. It’s also an alternative to PEKKA if you don’t have it in cycle.

On offense, minion hoard is easily taken out, but it can apply serious pressure behind a tank and force a spell out of the opponent, preventing them from spell cycling.

That is the beauty of properly using minion hoard.

Minions

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Ah, yes, minions, the card that nobody uses because mega minion exists. Like minion hoard, it’s easily spelled away. However, sense minions are cheaper than minion hoard, they aren’t as much value. Because of this they actually work together well, as minions can bait spells for minion hoard, posing a massive threat for the opponent.

Offensive uses

Minions are strong offensively, for applying pressure and taking down defensive troops.

Punish with minions

Sometimes, dropping minions at the bridge is a good idea. If it reaches the tower, it gets hundreds of damage for only three elixir. At worst, it baits out a spell for your minion hoard. Good opportunities to do this are:

  • When your opponent is low on elixir;
  • When your opponent has no cheap spells in cycle and this you get a free positive trade;
  • When you are trying to bait out a spell from your opponent so you can use your minion hoard.

Don’t do this if you have no other anti air cards in cycle, unless you know your opponent has no air cards, for obvious reasons.

Minions in beatdown

Minions are very good in beatdown pushes. They deal massive DPS if not dealt with, can clear swarms, distract infernos, and force out elixir. They work very well with giant and EDrag.

There isn’t really much to say here. I already told you about beatdown pushing, so if you didn’t read that, go do that now.