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X-BowCard
TeslaCard
HunterCard
KnightCard
SkeletonsCard
IceSpiritCard
TheLogCard
RageCard

Introduction

X-Bow has been an ever-present card in the meta for many years since launch. There have been many combinations, including famous examples like 2.9 X-Bow cycle or IceBow. Surprisingly, many X-Bow decks exist outside the norm. One of these is X-Bow Rage, which relies on heavy defense until a good connection can be achieved. This deck can be played anywhere between 4000 to 5200 trophies and is relatively free-to-play friendly, containing only one legendary, the log.

Deck Information[]

Deck Created by: E-Barbs Rage
Minimum Recommended King Level: 10
Maximum Recommended King Level: 13
Arena Required: Serenity Peak (Wrong?)
Average Elixir Cost: 2.9 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

X-bow: The X-Bow is the win condition of the deck. The X-Bow can be used defensively and offensively, in this deck the X-Bow is used defensively until double elixir, minimizing tower damage and gaining positive elixir trades through effective defense. The X-Bow should ideally be supported with Teslas, Knights and Hunters.
Tesla: The Tesla is the primary defensive building in the deck. The Tesla can be used to defend tanks, air cards or swarm units. The tesla is used often as an effective defense for the X-Bow, coupling high damage with the long lifetime of the X-Bow.
Hunter: The Hunter is the Primary ranged unit in the deck. To supplement the missing big spell, a high damage unit such as the hunter is an ideal replacement. The hunter can be placed close to large HP units to defeat them and also used to bait spells such as fireballs and rockets.
Knight: Knight is the mini-tank, soaking most of the damage and helping create efficient defense. The knight can be used to protect the X-Bow when used offensively and can be used to cycle at the back as well. As the mini-tank, the knight will help defend against ranged units and cheap ground units such as mini-pekka or lumberjack.
Skeletons: Skeletons are a simple cycle card that can be used to pull units around your side of the map. The skeletons can be used to cycle at the back as well.
Ice Spirit: The ice spirit is similar to the skeletons. It can be used to cycle and control units around the board. In addition, they can reset inferno dragons and towers.
The Log: The log is the small spell against swarm units such as skeleton army and goblin gang. The log is useful in this deck as many can be cycled due to low overall elixir.
Rage: The rage is probably the most important support card in the deck. The Rage can be used to assist defenses and increase tower damage when the X-Bow is locked. The rage increases the overall DPS of knights, hunters and teslas on defense. Overall, a very good card for the deck.

Strategy[]

  • X-Bows should be played defensively until double elixir.
  • The rage should be used to increase damage of the X-Bow when locked on the tower or units. Wizards, Witches and other annoying mid-ladder units will be melted. The rage can also be cycled on attacking units or defense as it is only 2 elixir.
  • Teslas should be stacked defensively to provide the most defensive potential against tanks and mini-tanks.
  • Multiple X-Bows should support the offensive X-Bows to ensure that thy get the most value.
  • Due to the fast cycle, the deck allows you to stack many defensive X-Bows against your opponents, defeating tanks like golem or giant.
  • Knights should be used against splashers and ranged units such as musketeer and wizards, and should be used to defend X-Bows and Teslas on offense.
  • Hunters should be placed tactically to provide the most damage, they should be protected by knights at all times.
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