Tips for the Hog Rider in Clash Royale

The Hog Rider is unlocked by the P.E.K.K.A.’s Playhouse (Arena 4). He’s a quick building-targeting, melee troop with both moderate hitpoints and damage. A Hog Rider card prices 4 Elixir to deploy. He looks just like his Clash of Clans version; a guy with brown eyebrows, beard, a mohawk, and a golden body piercing in his left ear who’s riding a hog.

With his high quantity of damage, the Hog Rider can be placed with a high hitpoint card, like the Giant, to divert enemy troops or with support components such as Goblins, dealing plenty of damage. But you can counter this combo with the Skeleton Army, Barbarians, or a Minion Horde.

Because of the fact that certain units such as the Giant or Sparky occupy a whole lot of room from the Arena, the Hog Rider may have problems getting to the Crown Tower as a result of huge troop obstructing the Tower in front of him.

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The Hog Rider in combination with the Freeze can be particularly powerful. Primarily, the Hog Rider is spawned, and if the opponent spawns troops to defend the Tower, throw the Freeze. Since the Freeze stalls the defending troops & Crown Tower, and the Hog Rider will stay unhindered to assault the enemy’s Tower. Additionally it is suggested to drop cheap ranged troops or Goblins to go for the hog so as to deal extra tower damage and lighten up the counterattack which will support the suspended troops. However, the opponent can initially use a construction to divert the Hog Rider, then put troops down once you Freeze the tower and building.

This means that it can easily be distracted by constructing cards, but he can also help out by ruining them. A Cannon is a fantastic counter because it could pull the Hog Rider off, deflecting it and giving the towers ample time to harm or kill him. Tombstone is also powerful as the spawned skeletons can harm the Hog, but can often be more easily countered.

Whenever there are buildings put in the middle to counter the Hog Rider, knowing the positioning of the Hog Rider and the sort of construction placed can help your Hog Rider to skip certain buildings.

Passive buildings such as spawners and Elixir Collector possess a bigger hitbox than defensive structures; meaning: if a passive construction was put 3 tiles away from the river in the center of the opponent’s side, then it’s not possible for the Hog Rider to skip that positioning as the Hog Rider will get pulled to that construction.

Defensive buildings have a more compact hitbox than a passive construction, which means if that if a defensive construction was put three tiles apart from the river in the center of the opponent’s side, a Hog Rider placed in the very left or right side of the Arena might have the ability to bypass it because of its smaller hitbox.

A Tornado positioned in front of your King’s Tower when a Hog Rider is coming one of those Crown Towers can trigger your King’s Tower, assisting you in defense.

He can also clear an integral defense or front-placed Elixir Collector for a future drive.

When the opponent places an Elixir Collector far back in the center in the front of the King’s Tower, the hog could be deployed on the river, and he’ll jump the river and move straight for it. However, it’s important to bear in mind that this positioning puts him in the kill zone, where the two Arena Towers can target him.

A very strong combo is the Hog Rider, the Musketeer, and the Valkyrie. The Musketeer is for dealing damage to buildings, the Valkyrie is responsible for protecting the Musketeer and Hog Rider from mass troops (i.e. Skeleton Army, Spear Goblins) in addition to construction shots, and the Hog Rider is used to deal damage for the tower.

This mixture of troops is known as the Trifecta from the community.

This can be successfully countered by Lightning, eradicating the Musketeer and seriously damaging both the Valkyrie and Hog Rider. The Minion Horde is also powerful, but the enemy can Zap them and the Musketeer will one shot all of them. Even if the Musketeer is murdered, the Hog Rider and Valkyrie will have sufficient time to seriously damage the Tower.

Be sure that you place the Hog Rider supporting the Valkyrie to give it a boost so that it remains in the front of the Hog Rider, protecting it.

A P.E.K.K.A. readily counters this for an enormous 5 favorable Elixir trade and a possible chance for a counterattack.

Pair the Hog Rider up with Skeletons, Goblins, Zap, or Fire Spirits for a cheap and speedy assault that can deal quite higher damage if not well-countered.

The two Goblins and Fire Spirits can supplement the Hog Rider’s very quick approach speed. Melee Goblins and Fire Spirits can be catastrophic since they provide high damage, but are nevertheless vulnerable to splash that may hit the Hog and encouraging units at precisely the exact same time. The Ice Spirit can be overwhelming since it can freeze the Arena Tower, but is doesn’t offer as much harm. Spear Goblins are also great as they are ranged and processor off from a safe distance when confronting dab components, and hence they are less vulnerable to dab components.

When a Goblin Barrel is deployed right before the Hog Rider, they will distract the Crown Tower while the Hog Rider deals hurt. This may also be useful in the reverse. The Hog Rider can work as a tank for the Goblins so that the Goblins can deal great damage.

Sending out a Miner right before the Hog Rider is sent can be an effective combo. As the tower is diverted by the Miner, the Hog Rider can deal additional damage.

Pairing the Hog Rider with the Balloon can deal disastrous damage. If implemented correctly, the Hog Rider will function as a tank while the Balloon deals damage, and the Hog Rider can also ruin any buildings trying to slow down the combo. Bear in mind that this combo is quite vulnerable to the Minion Horde as neither of those troops target anything but buildings. Plus, it’s easy to separate, because the Hog is quite fast and the Balloon fairly slow.

Barbarians, Elite Barbarians, and the Skeleton Army may also be used to counter it, but be careful because the Hog Rider could be backed up by area-damage troops, like the Bomber, or spells, like the Fireball or Zap.

The Hog Rider can kite any troop that doesn’t attack buildings because of its very rapid speed and positioning.

It’s an extremely quick combo with an extremely substantial damage output possible, so the enemy will probably attempt to counter it with a swarm. If this occurs, use a spell like Arrows to leave the opponent defenseless. If they can conquer the Lumberjack, the dropped Rage will create the Hog Rider even more dangerous than it generally is.

The Hog Rider is one of two floor cards which possesses the ability to leap across the separating area at the center of the Arena, another is that the Mega Knight (while using his jump attack).

When he is set up, he yells “Hog Rider!” Very similar to the way the Clash of Clans Hog Rider does in the commercial.

The Hog Rider relies on its identical counterpart at Clash of Clans, provided that both of them can jump over barriers that ordinary ground units cannot.

Even though in the description of the Hog Rider the middle separating area is known as a “river”, in Bone Pit and Builder’s Workshop that there is not any water in the dividing area.

When he’s leaping over the river, he can’t be targeted at any troops or buildings (except for the Mega Knight). But if he was previously targeted by an Inferno Tower or Inferno Dragon, he would get damage when he jumps across the river.

The Hog Rider wears a golden earring on his left ear.

Two Hog Rider statues can be found at Hog Mountain (Arena 10) supporting the enemy’s King’s Tower, which explains why the name change of the Arena.

When jumping over the river, the Hog Rider can jump across The Log. This also suggests that guards that only attack earth will need to re-target if the Hog Rider jumps over the river.

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Tips for the Bomber in Clash Royale

The Bomber is unlocked from the Training Camp (Tutorial). It’s an area damage, medium-ranged troop with damage that is average and low hitpoints. 3 is cost Elixir to deploy by a Bomber card.

The Bomber’s look looks similar to that of a Skeleton, the exceptions being that it carries a black bomb and wears a blue/red (colour depends upon the side of the Arena) cap with gold-rimmed pilots’ goggles.

The Bomber may be used as a defensive troop, having the ability to take Skeleton Army Skeletons, Goblins, and Spear Goblins out more efficiently than most other cards. Barbarians and archers take multiple hits for the Bomber to eliminate, so when engaging these targets with the Bomber, be sure to supply protection just like a Knight or a Giant.

It is also useful to protect high hitpoint troops against hordes of low health ground enemies, e.g protecting Giants against an opposing Skeleton Army. He has to be taken care of and if your Bomber is on his own, the player can execute a fast-drop to dispose with Goblins and Guards.

To do an instant drop, the Skeletons card must be selected by the player and pull them where they want them to go without releasing their finger. Then, the Goblins card must be selected by them by tapping on it. Ultimately, they need to drop the Skeletons first the Goblins. The Bomber will kill the Skeletons as well as the Goblins will take him out. Note that it is likely to perform a fast-drop with any two units while following this formula.

The Bomber cannot attack air units, making it vulnerable against Minions and flying troops. But when utilizing the Bomber the player can set protective troops such as the Baby Dragon or the Giant.

As a troop that was really light, the Bomber can be virtually shoved by nearly every other troop in the match. Particularly, Spear Goblins can shove the Bomber at their rate. Together they could engage targets of their range that is cozy, making for a fast ranged point- splash and target damage copy to your other troops over the river, or perhaps a fast and little Arena Tower push.

For only three Elixir, the Bomber deals solid damage per degree and is one of the cheapest counters to Barbarians due to his range. In reality, it takes a Bomber only three throws to kill same level Barbarians.

Though it has low hitpoints, it really is competent to live Arrows of a similar amount. Consequently, using any other spell as squandering a Lightning or Fireball Charm to damage a Bomber ends in an Elixir advantage for the opposition is a waste of elixir. The player must use either damage that is high or air troops / high troops that are hitpoint. He can be countered by the Log, nonetheless.

The Bomber can be utilized to take out reasonable hitpoint troops like Mini P.E.K.K.A.s if deployed correctly.

The Bomber is interchangeable with Wizard, according to the player’s preference and tactics.. The Bomber has a larger splash radius as opposed to Wizard, making him a more appropriate alternative to destroy hordes of ground troops. Nevertheless, he has less hitpoints and cannot assault air troops.

Tips for the Inferno Dragon in Clash Royale

The Inferno Dragon is unlocked from the P.E.K.K.A.’s Playhouse (Arena 4). This is a single- goal -ranged, flying troop with both high hitpoints and damage.

4 is cost Elixir to deploy by an Inferno Dragon card. As it stays focused on one target, like the Inferno Tower, the Inferno Dragon’s damage increases with time.

He seems to be wearing a barrel full of an unknown substance on his back which looks like a jetpack. The material could maybe be fuel.

In many ways, its appearance on the card resembles a Baby Dragon having a Helmet and its in-game appearance looks just like a slightly larger Baby Dragon having a Helmet and also a Barrel on its back which looks just like a jetpack.

Since they cover each other’s weaknesses, coupling the Inferno Dragon with the Baby Dragon might be a good strategy. This is referred to as the Double Dragon combo, that is the air troop analogue of the Double Prince combo (single target high damage area damage).

When defending, it’s advised to never allow the Inferno Dragon lock onto a Crown Tower. If it does manage to attack a tower, one of the top ways to procrastinate its strike is by using Freeze or the Ice Spirit. They could prevent it from dealing gigantic DPS for several seconds, which could easily save most of the health of a Crown Tower.

A Zap additionally works, as it’ll reset the Inferno Dragon’s ray and may cause objectives to change.

A Minion Horde can also easily ruin an Inferno Dragon but at a 1 Elixir loss. However, the competition will have to counter the remaining Minions to prevent lots of damage from being dealt upon the Crown Tower, that’ll put the adversary with an Elixir disadvantage.

Minions can do exactly the same task for a 1 Elixir profit as the Inferno Dragon takes relatively long to re-target after killing one of them, but you’ll be left with few, if any, minions to generate a counter force.

The Mega Minion is less capable of dealing less general damage per second compared to three Minions, as well as coping with Inferno Dragon due to it being a single troop.

An incoming Inferno Dragon might be countered having an Inferno Tower, but also at a 1 Elixir loss.

On the other hand, the Inferno Tower will not attack last, as a result of the longer range.

Small groups of feeble troops like Goblins and even Skeletons are helpful for distracting an Inferno Dragon due to its low base damage and slow re-targeting.

A Tombstone or some spawner could be very beneficial to stall an Inferno Dragon.

A Witch may be properly used to similar effect, while the Witch does damage, and if placed right, the Inferno Dragon will lock to the Skeletons spawned. However, note this will also lead to an Elixir loss. You can still use the enduring Witch in a counterattack, nevertheless.

An Inferno Dragon can be an advantage since it can be utilized to produce a drive, and can take out tanks, for example Golems and Icons. On the other hand, the player should be sure to take any counters out to the Inferno Dragon if they wish to produce a drive with it or if it prevents killing the tanks.

It deals enough damage to enable a tower before its maximum damage can be dealt by it to get rid of the Inferno Dragon despite the fact that Arrows do little damage on the Inferno Dragon. In the event the player does not have the Zap charm it could end up being a useful alternative. It saves about 1500 damage to your tower.

It won’t go, when the Inferno Dragon has locked on to your target. If the target moves out of range, the Inferno Dragon may move to keep up with it, but by doing this will reset the damage progression. Utilize this fact and make sure to deploy your Inferno Dragon close to troops or your towers to make sure that it’ll damage the target for so long as possible.

The damage of the Inferno Dragon functions nearly just like the Inferno Tower. For the primary two seconds, it deals 9% damage (Tier 1). For the following two seconds, it burns at 20% damage (Tier 2). After that, it will incinerate the enemy with its total 100% damage (Tier 3).

The best time to stun, as a result of the 1 second server delay /freeze before it reaches Tier 3 damage the Inferno Dragon is at 3 seconds, right.

Because of the fact it cannot pull on ground or building -targeting troops, it is not a replacement for the Inferno Tower.

Use hitpoint troops that are heavy to be taken out by an Inferno Dragon. When the high hitpoint troop is taken out, use another card with all the Inferno Dragon to start a drive.

Tips for the Goblins in Clash Royale

The Goblins are unlocked in the Goblin Stadium (Arena 1). It spawns three quick, melee Goblins with medium damage and low hit points and it costs 2 Elixir to deploy. They are great troops in Clash Royale for taking out attacking units.

Goblins are powerful as a distraction for high damage single target troops, including the Prince and Mini P.E.K.K.A., offensively and defensively.

Wait for him to start charging when using it against Prince. Then, deploy Goblins diagonal to the centre facing him. This will probably not be unable to soak up the damage and also make it so that he must go an extended distance. Be sure when the Prince is near the tower that you deploy the Goblins. Otherwise, it’s going to start charging again, leading to a waste of Elixir.

They can be used as a damage dealing troop behind high hit point troops such as Golem, Giant Skeleton and the Giant. Several even the pair, a group of Barbarians, or Goblins set behind a Valkyrie can easily shove these slow moving high hit points troops right into the adversary’s Crown Tower. This blend has more than enough damage to kill the tower ahead of the tank troops are conquered, if not countered.

For merely two Elixir, significant DPS is added by the Goblins card to a player assault, or may be used on the opposite end to protect against an opponent’s assault. If given enough time, they are able to dispose of threats like Golem, a Giant, or tank that is similar. As there are only three of them, the Goblins will likely want some help, though.

Their damage and speed can induce an opposing player to make use of Elixir on quitting a group of Goblins. Goblins have low hit points so that they are easily killed by charms, for example The Log, Arrows, and Zap, taking under consideration the charms’ little duration to project, to lead the charms’ impact point.

An unsupported and un-countered group of Goblins will figure out how to acquire a single hit on the opposing Crown Tower of exactly the same degree. That is a very elixir-saving method of finishing off a low-health tower, assuming if they are ignored by your opponent, or the enemy doesn’t have the elixir and/or the troops to counter it.

With perfect time, you can encompass a splash damage troop just like the Wizard with the support of the tower with the Goblins. This provides you with an Elixir advantage to counterattack.

Goblins certainly are a cheap way to deal high harm to building -targeting troops, such as for example Hog or Giant Rider. Goblins can shove a Mini P.E.K.K.A., Barbarians or a Valkyrie if set behind them.

They certainly are a potential substitute in their opinion, and are quite much like Skeletons, offering stats that are better in every way but for 1 added Elixir. The Miner will act as a tank while the Goblins do most of the damage when combined using a Miner. This strategy is extremely affordable, fast, versatile, and certainly will be played frequently, surprising your opponent. For 5 Elixir, it could be damaging and extremely useful.

They could be used to great effect with the Hog Rider, by dropping them right next to him without defenses deflected him, and pushing him to the side of the Stadium. He continues straight for the tower, along with the Goblins can do major harm to the tower or the defense. This really is known as a “pig push”.

They may be the perfect counter for slow, feeble, or single -target components just like the Ice Wizard and Witch as they will demand too long to kill the Goblins and so will probably be overwhelmed.

Goblins can take the Princess to get a positive elixir business out if she is unprotected by the enemy troops.

Tips for the Knight in Clash Royale

The Knight is unlocked from the Training Camp (Tutorial). He is a single-target, melee troop with average damage and high hitpoints. 3 is the cost for the Elixir to deploy by a Knight card. The Knight has an impressive mustache and wields a long sword.

Because of medium well-being and his low Elixir price and damage, the Knight is an excellent option to use with all the damage dealing offense. Alternatively, the Knight may be used to back up higher hitpoint troops, such as Giant or the Giant Skeleton.

Use the Knight as a meat shield for troops that are smaller, as it has reasonably high hitpoints. The Knight can just target one target at a time. Using cards including Skeleton Army or Guards overwhelm and will divert the Knight.

With average hitpoints and damage, he may be played both offensively and defensively. Although Barbarians remain recommended over a Knight he is able to survive a hit or two from a Prince.

He can be supported with Skeletons and Goblins to deal fast and great damage. This combo is not just cheap but versatile. In addition, it gives you Elixir to defend against your competition and enough time. Deploy a dab troop such as the Bomber in case the combo neglects.

He is great for taking out glass cannons as a result of his good damage and attack speed that is rapid. The Knight is really an excellent counter to the Miner due to his higher well-being, DPS, and Elixir edge and the Dark Prince.

Since he is able to actually deal great damage, the player should not dismiss the Knight. They should use cheap troops to pull him towards the middle like Archers and Spear Goblins, or so the Knight gets deflected and can not get to towers easily.

Tips for the Archer in Clash Royale

The Archers are unlocked from the Training Camp (Tutorial). It spawns two single- moderate, target-ranged Archers with moderate hitpoints and damage that is low.

A Archer card costs 3 Elixir to deploy. They wield a bow and bear an aqua-blue/red (color depends on side of Arena) cape and an emerald green dress. They are one of the weaker troops in the game.

Archers are successful at supporting high hitpoint troops, like Giants. They can be used efficiently to counter low hitpoint troops like Minions, Spear Goblins, and Goblins. Put properly and with assistance from Crown Towers, they can additionally counter somewhat higher hitpoint cards just like the Mini P.E.K.K.A.

Archers might be countered with the defensive support of the player’s Crown Towers and also low hitpoint troops. Wait for the Archers to come to the player’s territory, then spawn low hitpoint troops to divert them. The Ice Spirit is excellent with this, as it survives one or two shots from your Archers, and suspends them, making them freeze in place for just 1 Elixir.

When facing a Baby Dragon it is possible to carve the Archers so when the Baby Dragon is targeting the first Archer, the quick Baby Dragon will enter the next Archer’s aggro range permitting the next Archer to target the Baby Dragon from a safer space, shutting it down. This technique also works using a Mini P.E.K.K.A.

Combined with the Zap, they can easily eliminate a Minion Horde, which may usually survive a Zap. Nevertheless, Spear Goblins really are a much better option for that as they result in a elixir advantage.

They can be similar to Spear Goblins since both are affordable ranged troops, but Archers have somewhat better stats in every manner except for 1 extra Elixir, for speed and quantity. As a result of Archers’ health and damage, they are better suited than Spear Goblins for defense. For example, Archers can survive one hit from your Baby Dragon, which allows for more damage.

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