The Boom Beach Warrior

The Warrior is one of the most dangerous and versatile troops you can play in Supercell’s Boom Beach.

The Warrior’s well-being is higher than through attacking making him very useful, a Rifleman’s and also can heal himself.

The Warrior is best used in large numbers without any other form of troop. Taking out Flamethrowers with the Gunboat, Machine Guns, and Cannons can raise the survivability of Warriors substantially.

They must stand right in the front of the Machine Guns to assault them which enables the Machine Gun to use its full potential. While themselves cure with each assault, it is good to use more or one Medkits.

Warriors may enter their blind spots and are extremely capable of taking Mortars, Rocket Launchers and Shock Launchers out as they can certainly dodge their attacks. When you attack with a Warrior Rush and Smoke Screen, they can be especially deadly.

Regardless of the fact that Warriors are fixed for every attack they make, moderate- to high-leveled Cannons, Sniper Towers, Machine Guns and Flamethrowers can easily take them outside.

An essential portion of protecting your base from Warriors is to set Machine Guns and your Flamethrowers right. They are very dangerous to big sets of Warriors attacking the Headquarters. Machine Guns are especially fatal as they are able to fire at Warriors at point-blank range.

Which means that your other Defensive Buildings can take them outside, so set your Shock Launchers well, an entire army of Warriors cans quit inside their courses.

Putting Defensive Buildings for example Flamethrowers and Shock Launchers that they’re right involving the Headquarters and also the edge of the map might be really powerful. That makes it impossible for an attacker without immobilizing their Warriors to utilize a Shock Bomb.

Mine placement can influence the outcome of an assault because of their capability to damage Warriors traveling underneath the cover of smoke. You need to set an amount that is fair throughout the Headquarters, yet a barrage to counter will be tempted by too many. Any remaining mines ought to be utilized to cover potential smoke routes to the Headquarters.


Clash Royale Deck – Arena 8

One of my favorite decks to play in Clash Royale is this Arena 8 Deck, which features the Golem, Poison, and the Ice Spirit. It echoes back to some of my favorite beatdown decks in earlier arenas.

The new card in the deck is the Ice Spirit, which is an undervalued card. It only costs 1 elixir to play, and is powerful in that it freezes a group of enemies. It’s very powerful when played right.

Here is the full deck:

  • Golem
  • Witch
  • Mini-PEKKA
  • Musketeer
  • Ice Spirit
  • Poison
  • Zap
  • Elixir Collector

My Latest Battle Deck

I’ve been experimenting a lot these days with different Battle Decks in Clash Royale. The release of so many new cards means that some of the tried and true older decks just don’t work the same anymore.

They’re not effective. I’m looking at you Double Prince Push Deck.

So I’m trying new ones. My current favorite involves the Lava Hound and Poison. Here’s what it looks like:


The average elixir cost is a tiny 3.6 which means you rebound quickly.

The main feature is the Lava Hound, a legendary card. He is backed up with the following troop cards:

  • Poison
  • Knight
  • Mega Minion
  • Minion
  • Tombstone
  • Archer
  • Arrows

As with all Lava Hound decks, the key is to wait for an elixir advantage (and with this relatively low elixir deck, you should have one shortly). Then drop Mr. Lava Hound behind your King’s tower and back him up with everything you can as he crosses the river. I particularly like the Mega Minion + Minion combo, which I like to refer to as “Death from Above.” If your opponent is weak on aerial defense, the game is going to be over quickly.

Clash Royale Arenas 4-6

Last week, I wrote about Clash Royale Arenas 1-3 (Goblin Stadium, Bone Pit, and Barbarian Bowl). Now here’s an introduction to some of the later arenas, P.E.K.K.A’s Playhouse, Spell Valley, and Builder’s Workshop.

Arena 4 – P.E.K.K.A’s Playhouse

It’s a land of fiery doom in P.E.K.K.A’s Playhouse and it’s where you unlock the mighty P.E.K.K.A and the crazy and insane Hog Rider. You’ll also get access to your first Legendary cards, the Inferno Dragon and the Lava Hound. Here’s a list of everything that unlocks when you reach P.E.K.K.A’s Playhouse at 1,100 trophies:

  • Tesla
  • Minion Horde
  • Inferno Tower
  • Hog Rider
  • Freeze
  • P.E.K.K.A
  • Inferno Dragon
  • Lava Hound

Arena 5 – Spell Valley

Wizards and spells go hand-in-hand, and once you reach 1,400 trophies, you’ll be dabbling in magic on the battlefield of Spell Valley. You’ll gain access to both the Wizard and the Ice Wizard once you reach Arena 5. Here’s a list of all the cards unlocked in this arena.

  • Zap
  • Fire Spirits
  • Furnace
  • Wizard
  • Poison
  • Mirror
  • Graveyard
  • Ice Wizard

Arena 6 – Builder’s Workshop

Once you reach 1,700 trophies, your battles will move into the Builder’s Workshop. Here you’ll unlock the mighty Golem and the game-changing Elixir Collector. You’ll also find three new Legendaries among the following cards:

  • Mortar
  • Elixir Collector
  • Tornado
  • Golem
  • The Log
  • Sparky
  • Miner



Clash Royale Arenas 1-3

Newcomers to Clash Royale often have some challenges understanding the first few arenas in the game. So here’s a quick guide on what you’ll encounter in the first arenas that you play in the game.

Arena 1 – Goblin Stadium

After you complete the tutorial, you’ll be in the first Arena, known as Goblin Stadium. You’ll be playing it until you get 400 trophies and can then access the Bone Pit. This arena unlocks the following troop cards.

  • Spear Goblins
  • Goblins
  • Goblin Hut
  • Valkyrie
  • Lightning
  • Goblin Barrel

Arena 2 – Bone Pit

The second arena is called the Bone Pit, home to the undead. You gain access to the Bone Pit once you reach 400 trophies.

It’s also where you unlock some serious air power, with the Minions and the Balloon. The game will forever change for you once you take to the skies. Here are all the troop cards unlocked from the Bone Pit:

  • Skeletons
  • Minions
  • Tombstone
  • Bomb Tower
  • Giant Skeleton
  • Balloon

Arena 3 – Barbarian Bowl

Once you reach 800 trophies, you’ll be battling away in the Barbarian Bowl. The key troop card unlocked here is of course the Barbarians. But there’s more…oh, so much more…

  • Cannon
  • Barbarians
  • Rocket
  • Barbarian Hut
  • Rage
  • X-Bow

You’ll continue fighting in the Barbarian Bowl until you reach 1,100 trophies and unlock P.E.K.K.A’s Playhouse.

My new favorite deck in Clash Royale

Here’s my favorite deck right now in Clash Royale. I use it more than my earlier strategies and it features some of my favorite Clash Royale troops.

  • Lava Hound
  • Poison
  • Knight
  • Mega Minion
  • Minions
  • Tombstone
  • Archers
  • Arrows


Here’s how I usually play it.

  1. If my deck comes up with the Lava Hound ready to go, I drop him behind my Crown Tower. When he gets to the bridge, I drop the Mega Minion and the Minions behind him for an awesome aerial attack!
  2. The Tombstone is great on Defense. It distracts nearly everything. Combined with Poison, it can completely neutralize a Hog Rider attack.
  3. Archers, Arrows, and the Knight are primarily used on defense.
  4. Sometimes the Knight followed by Archers is a good attack, especially in the opposite lane.


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”).