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Using the Inferno Dragon on defense is like a walking Inferno Tower. The Giant has been there since the beginning in Clash Royalepedia. His ability to tank didn't falter until Arena 4.
You will also notice this humble Giant is still being used in higher arenas. As soon as players get a hold of Swarm huts in Arena 1 - Goblin Hut, Arena 2 - Tombstone, and Arena 3 - Barbarian Huts, they manage to create a deck that can overwhelm the opponents.
The decks indicated here features those huts or swarms with the Goblin Family. The Witch is unlockable in the Training Camp if you're lucky.
She spawns Skeletons and can shoot a mean AoE damage from her staff. She is usually placed behind a tanker while she spawns and shoots counters away.
Since the Epic donations every Sunday, the Prince is now being one of the good choices in the higher arena.
Getting the Prince right away in the Training Arena give players the ability to charge towards the opponent's Tower if the other one is not equipped with SkArmy.
Toggle navigation Clash Royalepedia. Check out the newest decks in our Fresh Decks page! Check out what's new in the November 5, Balance Update!
A , Lava Hound , Miner. Balloon on the air while the Prince handles the rest below. Tired of your Spear Goblins targeting the wrong troop? Can siege the enemy and hits everything in a small radius!
Probably should only use it for defence as once she locks onto the tower, she's oblivious to everything. At the start of the match, depending on the cards in your hand, you can have a choice of 3 openers.
If you played 1 or 3, counter with Elite Barbarians if available and then send a Log after the Elite Barbarians.
If they play a tank or support troop at the back, then push the other lane. Please note that cards are in order of placement.
These are only suggestions and can be changed to fit the situation. One spell is a high-damage spell while the other is a low-damage spell.
This gives you a versatile spell arsenal. You have 1 high-damage spell that you reserve for certain situations and 2 versatile spells to use on the fly.
To decide exactly what spells to use, first identify what type of archetype you are using or what the playstyle is. Beatdown decks tend to use Lightning, Control decks can use a wide variety of spells, and Siege decks usually use spells to defend the siege weapon and a rocket as a backup plan to damage the enemy tower.
For example, if you are using a Golem deck, use a Lightning spell to be able to take out an Inferno Tower. Synergy is when the combined effects of cards are greater than the sum of their separate effects.
Too much synergy can make your deck too offensive or too defensive. Most decks are built around 2 or 3 cards which synergize very well on offense.
The other cards are made to support that synergy. Now, look at your deck. Does it have a combo which synergize well?
If not swap out cards to make a good synergy. Decide of you want to use synergizing spells or synergizing troops, or both.
Synergy of spells will help with fast decks and synergy of troops are more for counter pushing or building up a strong push.
Are they both card countered by the same card? Is there a better synergy? What is the elixir cost? Is it too expensive? If your notice any weaknesses, go through the process of eliminating that weakness by having other cards to support.
What is role fulfillment? Role fulfillment is the purpose that a card is in a Clash Royale deck. A card can serve one purpose, or more!
For example, they have Wizard, Bowler, and Executioner in one deck. Instead replace them something else more useful.
The deck may lack a high damage card. Unscrambler any scrabble word game using word undcrambler tool. He is a very popular win condition and is used in every meta.
Win Condition and Tank. Hog Rider can be used to damage a tower and has enough health to tank damage for other glass cannons like Musketeer. The same can be said for a card which is barely used.
When assessing your deck, notice the roles that your cards have. Are you missing a role or do you have too many of one role?
Use this knowledge to your advantage and see if different cards may work better. People may classify decks as either ladder or challenge.
What is it really that separates ladder from challenge? Ladder only has a 1-minute overtime while challenges have a 3-minute overtime.
Another difference is card levels. In ladder, cards can be drastically over-leveled, but in challenges, cards are capped to Tourney standard to keep the playing field equal.