Clash Royale Troop Guide

Some quick notes I put together on the different troops in Clash Royale

Arrows – These now counter groups of small troops. Not a ton to say about it, but it’s been one of the most popular cards in the game since the soft start due to how versatile it really is. Great against goblin barrel, minion horde, and princess.

Musketeer – I see lots of folks do this, but do not place her. You are better off taking the tower damage than contributing 4 elixir. Musketeer is perhaps the greatest troop counter against princess, outranges a cannon (good for penalizing someone playing defensively), and does lots of standalone damage. She’s good by herself defensively and offensively, so she synergizes with everything. Poor against lightning and any high damage troop it is possible to place on top of it.

Valkyrie – Does damage in a circle in a place around her. Great with freeze and great against modest troops in general.

Freeze – This can be good against any enormous group of troops that would do damage to you personally. It goes very well with balloon, hog, or any damage that is high low well-being troops like goblins.

Skeleton – High damage, super low cost, super low health. Much the same to goblins. They’ve absurdly high damage for their elixir cost if you can keep them living, making them quite good against hog pushes or to utilize with freeze.

P.E.K.K.A – There’s a tooltip in Conflict of Families that says that HER armour is too heavy to get launched from a spring snare. Valk, good against double prince, golem. Poor against inferno and modest troops.

Knight – If it gets blown off cheap tank, astonishingly good damage to tower. Good for split pushes, defense, or an economical front line. Poor against atmosphere and in the present meta barbs appear to be more popular.


Fireball – Good defensively or offensively because you are able to very easily hit against multiple targets. I really do not think because most of what it can 1 shot will die to arrows for more affordable this card is quite good for the present meta. It is great against 3 musketeers, barbs (they’ll survive but your tower will 1 shot them all), huts, and minion horde.

Witch – She does summons skeletons and splash damage facing her. Good defensively, particularly against things like prince pushes or skeleton army. Countered by dropping damn near anything on her as she crosses the river.

Skeleton Army – Good against any single target troops mini pekka, like PEKKA, prince, etc. Countered any kind of splash like bomber or witch.


Mini PEKKA – High damage, lowish well-being, single target. This can be really for countering hog with freeze or useful. It is also an excellent card because if blown off their tower will be taken out by it to divide push with.

Bomber – High splash damage, affordable, does not hit on atmosphere. You’ll maintain risk against atmosphere although good to put behind a golem. Hard counter to barbs and any small troops.

Giant – Tanky and only goes for buildings. Good to place as a front line for any kind of damage troops that are high that are squishy. Also good for drawing tower fire before you throw a goblin barrel in.

Prince – Quite high single target damage. Don’t drop anything squishy directly in front of him! Could be a alternative that is good defensively to deal with troops such as the hog subsequently shove tough. Poor like skeletons against groups of modest troops.

Goblins – Similar to skeletons in gameplay. High damage, low well-being, low cost.

Goblin Barrel – Best when the tower is indirectly distracted, countered by arrows or somewhat countered by dropping troops nearby to kill them immediately.

Lightning – Good against 3 musketeers, constructing established decks, baby dragon, musketeer, magician. Play this if you’re going to do heavy damage to at least 2 things (likely tower a 4ish elixir troop or building). Don’t waste on single units!

Minion – Low health, damage atmosphere that is high. Can be useful defensively since atmosphere ca n’t be reach by lots of troops. Additionally good in decks that utilize lots of small components (like goblin barrel). Countered by zap, magician, or any dash.

Tombstone – The skeletons can help a bit for making pushes with expensive single target troops like prince or PEKKA or for pushing on a lane near impossible.

Balloon – Due to being atmosphere, this troop is truly about being dragged toward the centre 1 square sensitive than hog,.

Giant Skeleton – Blows up for a ton of damage in the region after it dies. This can be great for countering men who perpetrate to all in attacks on you, particularly from moderate health units that can lose most of their HP in the blast (musketeer, valk, double prince, etc).

Barbarians – If you play these in the middle of the map you can divide them into a 2×2 assault driving your opponent to either counter both sides or take a bunch of damage.

Cannon – Hits earth and is a really low cost building choice for pulling hog or balloon from the tower. This card can get more value from disrupting than it does from the actual cannon fire pathing if played correctly,.

Barbarian Hut – Typically played with Goblin hit included in a gimmick deck, but I do not think they necessarily have to be played together.

Rocket – Maximum summit tower damage charm in the match.

Rage – This appears to be best used within a slow drive (hut decks, PEKKA or golem starting from your back, elixir collector upward). If your opponent and this play they’re probably going all in with their elixir.


Mirror – Lets you play the exact same card twice for 1 extra elixir. You should be playing a card that is hard to counter because you’re overpaying to begin with if you’re going to use this.


Golem – The tank of tanks. By placing him in front of double prince pushes you can use him defensively.

Royal Giant – Actually, I’ve never seen this used effectively and in my opinion it’s because it’s a really poorly designed unit. Who desires their tank in the back? I’ve never seen it used effectively, although I hear it works nicely against mortar. Countered by merely pushing random buttons in your telephone.

Princess – Has range to shoot from the bridge. She copes splash, which minions and makes her difficult counter goblins. She is countered by arrows up until level 5.

Zap – A bit less damage than arrows but has a stun. The main complaint appears to be that it can’t 1 shot minions, so spear goblins tends to go pretty well in these decks.

Inferno – Kind of like burning ants with a magnifying glass, if this stays on exactly the same target it does larger and larger damage. Hard counter to golem and P.E.K.K.A. It’ll win against a lone prince for precisely the same elixir cost and can be useful simply to have presence in the middle of the map (drawing troops into the “kill zone”).


Clash Royale – Some Simple Tricks

Clash Royale Arenas and Cards – A Basic Overview

Clash Royale is a card battle and strategy game from Supercell, the makers of Clash of Clans. It features many of the same troops and characters from that game, but in a simple PvP card battle contest.

Here are some killer tips and tricks for Clash Royale.


Arenas are exceptional battlegrounds which are unlocked as you raise your Trophy count. Each stadium will unlock Card wages that are new, except Legendary Arena

Chests are always able to feature Cards from Arenas that you have passed. Cards that are new are added by unlocking a brand new Stadium to the benefits that are Torso – none are taken out. If you received Chests in a lower stadium, it will just contain Cards from that Stadium and under if you advance to some higher stadium.

The Goblin Stadium (Arena 1) unlocks the Shop and TV Royale. You receive more Cards through torsos with a higher Stadium degree. It is possible for the player to be matched with someone in a higher Stadium and get a chest with that Arena without actually being in that Stadium.

The Stadium is wide, and it has two bridges. The bridges are always physically 2 tiles wide, but in Arena 7, they seem to be 3 tiles wide instead.

At the beginning of the game, the system will “give” you 6 cards for the first conflict at the Training Camp; they are Arrows, Fireball, GiantArchers,, Knight and Bomber

Players can go 50 decorations lower compared to the promotion condition of the exact same stadium, without being demoted to the previous stadium (eg.. You’ve got to get to 400 decorations to get promoted to Bone Pit, but as long as you stay above 350 decorations, you WOn’t be demoted back to Goblin Stadium)

The Legendary Arena is the last Stadium in the game, being unlocked.

In July, Supercell announced a new arena, known as Frozen Peaks. It will be available at trophy count 2300.


A Supremely Great Guide to Clash Royale for People Who Hate Losing

Be Patient With Your Offensive Strategy

Clash Royale takes the Clash of Clans formula and mashes it up with card battling mechanisms. Lots of the same troops and magic attacks you’re familiar with are contained within trading card type. On the battlefield, it might seem like a great idea to rush the strike as quickly as possible and take your opponent down. But during the opening moments of a match, start out slow with your offensive strategy. Do’t freak out too much when you find your towers are becoming attacked; remain serene and send your troops out according to your tactical plans. When you do take at least one Competition Tower down, that’s the time where you catch the win as quickly as possible and should ramp up your strike. As the time winds down to its last minute and seconds, the speed where your Elixir refills will double. This offers you a chance to set even more troops on the field than before.


This is just a picture of Emily Ratajkowski that I’m including because it makes my web page just that much better. You’re welcome.

Blast it With Fireballs and Arrows when You’re Ready to Place Waste to the King’s Tower

Here’s an important tip that you’ll need to take heed of – once one of your adversaries’ Competition Towers drop, its King’s Tower will begin assaulting you. That super important tower may also start attacking you once you hit them. If you think the King’s Towers’ attacks are beginning to rev up or you’re prepared to beat ’ em down early, throw some fireballs and arrows its manner. The King’s Tower is a powerful foe, but a combination of those attacks plus the assistance of troops that are on the field should whittle down its health right away. To be quite honest, your set of fireballs and arrows should just be used on the King’s Tower. Using those strike cards in any style that is other works just as well.

Utilize Your Elixir Intelligently

Pay close attention to your own Elixir meter as new cards are pulled out by you and set em that is ’ . Fight the urge to put out a troop that is strong on day one of a match; play with the type of cards who’s value reaches around a max amount of four. In order to flood the battlefield use smaller units and whittle down your foe’s tower wellbeing. It to let your towers wipe out the smaller troops assaulting them instead of spending in order to get the better of them Elixir to spawn a card. You should just spend some Elixir to spawn a strong troop when you realize you’ll have enough to spend on another troop right after. Do’t function as the sort of player who overspends Elixir and has little to none.

The Finest Troop Cards You’ll Have To Use

When it comes to the troop cards you’ll need to undoubtedly take into conflict, we’ve a couple favorites. Super Goblins and goblins are cheap in regards to spending Elixir, so it’s not difficult to throw a bunch of em that is ’ on the battlefield. Archers are great long range troops who you should set up near your towers. Infant Dragons can steer clear of the attacks of some troops, plus its fireball attacks have the ability to wipe out greater than one troop at once. Barbarians pack a lot of HP, helping to make them amazing “Tank” type characters who continue a superb while and can tear up enemy troops fast. Golems are the strongest troop type there is throw one out near the termination moments of a match to nab the win ASAP. Wizard, Minion Horde, giant Skeleton and Prince cards come also, thus adopt a strategy for them that works for you.

Getting New Cards Takes Some Time, So Here’s How Long You’ll Have to Wait for Those New Chests to Open

If you’re pressed for time, odds are high that you’re gonna spend several jewels to open up torsos that are just obtained immediately. You’ll be allowed access to new cards just by cracking open any chests that come into your possession. From time to time, you ’ll be fortunate enough to get a Rare or type card that is Epic. You then should’t, if you’re patient have much of an issue waiting the allotted time needed for a torso to reveal it’s goods. Free Chests open up as soon as you get ’em (you’ll get a brand new one every four hours), plus Silver Chests take three hours to open. Golden Chests take eight hours, Magic Chests take 12 hours and Crown Chests open up forthwith (you’ll get a brand new one every 24 hours). For the last two torso sorts in the game, Giant Chests take Super Magic Chests and 12 hours take 24 hours to open.

The Best Time to Break Out Your Poison Charm

When you finally add the Poison spell card to your own deck, make sure that you put it to use during one specific situation that happens during every match. It’s best to hit this gaseous cloud of departure against them, when you find your towers getting a bit flooded by enemy troops. This way you’ll be capable of impede on enemies that are incoming and open them up for more attacks from your towers. The Poison spell card also helps give your troops an edge since they’ll have a simpler time wiping out poisoned troops. The Poison spell card costs four points of Elixir, so it should be easy to break it out when the time’s right.

Understand Your Building Cards!

Battle Royale’s cards depending on buildings contains the Barbarian Hut, Tesla, Goblin Hut, Bomb Tower, Tombstone, Inferno Tower, Cannon, X-Bow Elixir and Collector. You should already have a hint about the benefits and capabilities behind these cards if you’re a hardcore Clash of Families player. Our favourite Building cards are the Barbarian Tesla, Hut and Elixir Collector. The Barbarian Hut helps occasionally add more troops the Tesla is and the Elixir Collector does an awesome job of giving your more Elixir than customary.


Taking Several Losses in the Early Stages of the Game Might Pay Off To Your Card Gathering

Early game epics appear to be the most useful, such as the Witch, Prince, and Mini P.E.K.K.A. More cards unlock, meaning your odds of getting the card you need go down, as you go into new arenas. You will want there to be as few other cards that can come from torsos as potential to level up these early cards the fastest. To do this, lose. Yes, you read that correctly, lose. Get back to 400 or less prizes. Open all the chests you’ve got, once you get there. You will now get the uncommon cards you have to succeed at a higher level.

Be Smart About Your Gold Spending

It’s much more efficient to be choosy about your upgrades, although it’s very tempting at first to update every card you possibly can. Usually, I’d stick to updating mainly common cards since they are more affordable. Additionally, simply use your gold to update cards you understand you use frequently and like. Free torsos receive at regular intervals to you and you get a torso when you win a conflict so you’ll have the ability to update other cards as you go along in the goodies you get in those torsos. Gold is really tough to come by in the game, so being cautious about how you spend it will make a difference for your deck and the number of conflicts you win.