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Thread: Complete Beginner's Guide to Clash Royale!

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    Complete Beginner's Guide to Clash Royale!

    Shortcut URL to this thread: http://tinyurl.com/clashroyaleguide

    Table of Contents:

    • Introduction
    • Battling Guidelines & Tips

    1. ​How to win
    2. When to attack king's tower
    3. Using Elixir efficiently
    4. Attacking & Defending fundamentals


    • Ultimate Deck Building Guide
    • Tips on how to spend Gems
    • Chests Information
    • Donating
    • All cards and how to counter them


    Introduction

    When I first started playing the game, I had struggled to understand the basic fundamentals, whether I was playing the right way or the wrong way. As a beginner, it was definitely a challenge figuring out the game with the lack of guides and information. I am hoping that this guide will help enlighten all the new players get a better understanding and have you enjoy the game even more!
    I also upload exclusive Clash Royale strategy videos every day, so be sure to follow me on YouTube!
    My YouTube Channel

    Clash Royale is a real-time multiplayer head-to-head battle game with your favorite Clash of Clans characters. The game features tower defense-style battles, collecting and leveling cards as you progress through different arenas and unlock new cards! This guide will help you understand everything you need to know as a beginner to get started!
    The first thing you will be doing when starting the game is completing the tutorial, which will teach you how to deploy your cards to the battlefield and win. Unfortunately, it does not get more into detail of how to advantageously deploy your cards in strategic ways. So that’s what I’ll be doing in this guide, introduce you to the many battling strategies and ultimately win!

    Battling Guidelines & Tips for Beginners:


    How to win:


    To win a battle you must either destroy your opponent’s King’s Tower (which will grant you an instant 3 Crown victory) OR destroy one more tower than your opponent within the given time of the battle. Both you and your opponent are given three minutes, but if within this three minutes there is still a tie, then the game will go to sudden death mode in overtime (which is an extra one minute). Within this overtime period, the first player to knock down any of their opponent’s tower will be claimed the victor. However, if neither player had succeeded in taking down a tower within this overtime period, then the battle will conclude in a draw.
    A victory will reward you with trophies. You will obtain the same number of trophies whether you win with 1 Crown or 3 Crowns. A 3 Crown victory is no more special than a 1 Crown victory. In fact, most battles are won by either 1 Crown or 2 Crowns. Thus, you need to understand when to pursue attacking the opposing King’s Tower and when it’s better to just destroy one or two Arena Towers instead.

    Arena Tower

    1 Crown = You must destroy one of the opposing Arena Towers
    2 Crowns = You must destroy two of the opposing Arena Towers
    3 Crowns = You must destroy the opposing King’s Tower.

    When should I attack the King’s Tower?

    Sleep Mode = Defense Mode =


    • The King’s Tower’s HP (Health Points) is much greater than the Arena Towers. In fact, the HP of the King’s Tower is over 60% greater than one Arena Tower!
    • Usually, it is much safer to win by either destroying one or two Arena Towers and by playing good defense to prevent your opponent from destroying two of your Arena Towers.
    • The King is in “sleep mode” when the battle begins, which means that he will not assist you on defense with his cannon as long as he is sleeping. In order for the King to wake, one of the following must happen:


    1. One of the Arena Towers is destroyed.
    2. The King’s Tower would have to be attacked. If both of the Arena Towers are still up and the King’s Tower is damage, then that will awaken the King.

    Important: Avoid attacking the King’s Tower if you have not destroyed an Arena Tower! As this will awaken your opponent’s King on defense, and he will start firing at your troops with his cannon. So make sure when you’re dropping area damage cards such as Fireball or Arrows, avoid touching the King’s Tower! Inflicting damage onto the King’s Tower before taking out an Arena Tower is one of the biggest mistakes new players make and this makes a very big difference in battles.

    “Efficiently using Elixir is the key to victory”



    This is the secret formula to victory. Every card has an Elixir cost value. To be in an advantage, your goal is to counter your opponent by using cards or combination of cards with a lower Elixir cost than what is played by your opponent. For example, if your opponent sends out the Knight (3 Elixir) and Archers (3 Elixir) together, then you use your Fireball (4 Elixir) to take both of these troops out at once. This is a rewarding move because you spent a 4 Elixir card to take out a 6 Elixir combo. Thus, this will place you in a 2 Elixir lead. The greater you are in the Elixir race, the greater chance you have of winning (as you will begin to create stronger combinations). And so, you should always use Elixir efficiently!

    Key fundamentals:

    • Do not waste Elixir! Your Elixir is always loading more Elixir every second, but it will cap out when it reaches 10! This is very important because when it reaches 10, your Elixir bar will not generate any more Elixir. Thus, you should always keep your Elixir bar loading and avoid allowing it to hit 10.
    • Do not recklessly deploy multiple cards all at once as this will make it easy for your opponent to counter your combination of cards with a small usage Elixir. For example, take the Fireball example we used earlier. If you deploy your Knight (3 Elixir) and Barbarians (5 Elixir) and Spear Goblins (2 Elixir) all at once, then you have spent all your 10 Elixir. However, your opponent can simply deploy a single Fireball (4 Elixir) and all your troops will quickly vanish, which will place you in a 6 Elixir deficit and also render you helpless against any attack your opponent can form with his 6 Elixir lead. Thus, it is very important to start slow, make good "trade-offs" with Elixir, and counter with a good Elixir lead.
    • Oftentimes, it is a better idea to allow your opponent to deal a small amount of damage to your towers, and in return, take the Elixir lead. For example, say your bar is at 5 Elixir and your opponent sends Spear Goblins onto one of your Towers and you only have the Barbarian or the Arrow card to counter. However, in this case, is it better not to use either card to counter the Spear Goblins. Why?


    1. Arrows cost 3 Elixir. Using a 3 Elixir card to solely destroy a 2 Elixir card (Spear Goblin), is a poor trade-off.
    2. Barbarians cost 5 Elixir and your bar is at 5. If you use the Barbarian card, then you will run out of Elixir, which means you're allowing your opponent to then create stronger combo to both counter and target your tower.
    3. Your Arena Towers are protected by Archers sitting atop them, which means that they will attack and destroy the weak Spear Goblins with a few hits while the Spear Goblins deal some damage onto your Tower. Even though your Tower took some damage, it is still a great trade-off because in return you have taken a 2 Elixir lead. This gives you the opportunity to form a stronger combination of cards than your opponent to deal even heavier damage.


    Attacking and Defending Fundamentals:


    • When starting your battle, you should first allow your Elixir bar to fill. You should not recklessly deploy your cards without first loading up on a full Elixir bar as this will only give your opponent the advantage. For example, say you deploy your Prince card when battle just started and you have 6 Elixir. Your opponent can simply place a Tombstone, which costs 2 less Elixir and quickly counter your Prince and take a 2 Elixir lead. Another example is playing a defense such as the Inferno Tower right away. This is a bad idea as your opponent can just wait a few seconds to load up on full Elixir, plan out a good counter, and also weaken your Inferno Tower without even touching it because of the Inferno Tower's 40 second lifetime. Thus, it is important to first allow your bar to load up.
    • Usually, you will face opponents who will also wait to deploy until they have a full Elixir bar. In this case, you have two options:


    1. Deploy your card first - If you reach 10 Elixir and deploy you deploy your card first, then you will be given a greater Elixir lead for every second your opponent remains at full Elixir.
    2. Deploy your card second - If you reach 10 Elixir and decide to wait and deploy your card right after your opponent to play a better counter, then that will give your opponent an extra 1 Elixir lead.


    • ​Usually, it is best to deploy your first card at the moment or right before you have a full Elixir bar.
    • Start slow. I have stated in this guide numerous times that you should start your battle with a slow tempo, and this is a key fundamental to winning. When starting your battle, it is often a good idea to start with a low Elixir cost card. For example, say you have the Prince and Archer card in your starting hand. Do you start with the Archers or your Prince? It is often better to start with the Archers due to their significantly less Elixir cost (3 Elixir compared to Prince's 5 Elixir cost). Why is this important? This is important as starting with a high Elixir-costing card is often dangerous. If your opponent simply places a Tombstone card (3 Elixir cost), then you are quickly in losing the Elixir race by 2. While playing a low Elixir-costing card such as the Archer comes with less risk of that and will also allow you to scout your opponent's first move without having to waste Elixir on a full bar. If your opponent decides to send out his Giant and Musketeer at the same time, then you are prepared to make a good counter with the 7 remaining Elixir. While if you had deployed your Prince, then the Giant + Musketeer combination will quickly take out your Prince.
    • A good idea is to load up on Elixir to create a stronger combination of cards is to deploy your troop card at the very end of the battlefield (behind your Towers). As your troop(s) take a longer time to travel to the opposite side, you allow yourself to load up on greater Elixir. Thus, if you wish to create a deadly combination such as a Giant + Musketeer + Witch, then this requires 14 Elixir to do so. To accomplish this, you can place your Giant at the far end behind one of your Towers and by the time he travels to the crossing bridge, you will have the additional 9 Elixir to complete your combination.
    • Which Arena Tower should I attack first? When starting your battle, you may choose to attack either of your opponent's Arena Towers first. However, if your opponent chooses to attack first, then you should prepare a counter to his threat to protect your tower rather than ignore the threat and attack the other tower. For example, if your opponent sends out Archers against your left Arena Tower, ignoring the Archers and going for the right Arena Tower with your Prince card is a bad idea because the Archers will deal significant damage to your left Arena Tower while there is no guarantee that your Prince will make it to right Arena Tower as your opponent can simply place a Tombstone or Skeleton Army to stomp your Prince. And so, ignoring the threat and making a reckless play like that can cost you the battle right from turn one.
    • Focus on destroying one Arena Tower at a time. A big mistake I see new players often make is that they keep switching towers. You should focus on destroying the tower with the lowest HP first, and then move onto attacking the second tower while also playing defense if you're in the lead (to let the clock run out).
    • Try to shift the momentum of the battle towards the direction of your healthiest Arena Tower. For example, say that your left Arena Tower has 1000 HP and your right Arena Tower has 2000 HP (and both your opponent's Arena Towers are at full health). In this scenario, your opponent will try to constantly target your left Arena Tower since it is obviously weakened. However, it is still very possible for you to win even if you're trailing. What you should do to make a comeback is try to force your opponent to attack right Arena Tower rather than your weakened left Tower. In order to do this, you should load up on Elixir, and play a little defense on your left Arena Tower (remember Arena Towers have Archers atop them to assist you on defense so take advantage of that) and then make the first move in attacking your opponent's right Arena Tower with a good combo (i.e. Giant + Musketeer). This will make it difficult for your opponent to ignore the big threat and will have him shift his offense towards to protect his Arena Tower. With his offense shifted towards the right side, you can now focus on repeatedly placing pressure towards this side (preventing your opponent from spending Elixir to target your left side).
    • The most powerful attacks are attacks that are played in combinations. For example, a card such as the Giant is not much of a threat alone as he is a very slow troop. However, when combined with a ranged attacker such as the Archer or Musketeer card, it becomes a much bigger task to stop this threat. A Giant alone can be taken down by a 3 Elixir Minion card, but with the assistance of Archers, the Minions will not be able to take out the Giant (as he makes his way to your opponent's tower). Thus, you should constantly try to load up on Elixir (and also win Elixir trade-offs) and attack in combinations!
    • There are many distinct ways of classifying a troop card and its specialties:
      1. Ground troop = A troop that attacks on land.
      2. Air troop = A troop that can fly and attack from above. Air troops can avoid being targeted by Ground troops that cannot target flying units (such as Bomber, Prince, Knight, Valkyrie, etc.).
      3. Melee troop = A troop that fights mano a mano (hand-to-hand combat).
      4. Range troop = A troop that can attack from a distance. Range troops such as Archers are able to attack from afar and so they are best utilized behind melee troops as the melee troops are able to shield your ranged attacker.

    • There are two types of damage inflicting cards. Cards that deal "point damage" (damage to a single troop or building) and cards that deal "area or splash damage" (damage to multiple troops or buildings). Point damage cards include Musketeer, Prince, Archer, Mini Pekka, etc. Area damage cards include Bomber, Valkyrie, Witch, Baby Dragon, Arrow, Fireball, etc. While it may sound like area-damaging cards are the better option, they are among the weakest cards in the game. Thus, these two types of cards have different roles. With the ability to damage multiple units, area damage cards are best utilized for defeating hordes or swarms of low HP troops such as Skeletons, Goblins, Barbarians, etc. While point-damaging cards tend to have the greatest DPS (Damage Per Second) among all cards and so they can best utilized for destroying high HP units. For example, a Mini Pekka can be used to quickly take down a Giant. While an area attacker like the Valkyrie will struggle to deal decent damage onto the Giant.



    --------

    Ultimate Deck Building Guide



    A great and well-balanced deck is key for success in this game. You can view my full Deck Building Guide here:
    http://forum.supercell.net/showthread.php/989275
    The guide includes a step-by-step tutorial with key ingredients for building your perfect deck!

    Some of my great decks for (beginners):


    --------


    Tip on How to Spend Gems & Chest Info

    This guide has been submitted by The_RumHam and his original reddit post, which you can view here.

    Chest Types There are 5 types of Chests you can find or buy in Clash Royale:



    - Silver Chest (3 hours, 18 Gem Timer): Most common, fewest cards. All Commons, with a chance at a single Rare, or low chance at Epic or Legendary. Your Free Chest every 4 hours is a Silver chest
    - Golden Chest (8 hours, 48 Gem Timer): Regular drop from games, about once every 5 wins. Mostly Commons with a few Rares. Small chance of an Epic or Legendary. Your Crown Chests are Golden Chests
    - Giant Chest (12 hours, 72 Gem Timer): Large chest, like an overstuffed Golden Chest. Tons of Commons and Rares, small chance at Epic or Legendary
    - Magical Chest (12 hours, 72 Gem Timer): Very rare drop, roughly 1-in-75 wins. Mix of Commons, several Rares, and a few Epics. Good chance at a Legendary
    - Super Magical Chest (24 hours, 144 Gem Timer): Extremely rare drop, no idea the frequency as it's just added to the game. Tons of Commons, Rares, and many Epics. Best chance at a Legendary
    -----------------------

    I Want To Be Free-to-Play, No Purchases Ever

    The game has a Tournament Cap, the level at which Friendly and (eventually) Tournament Matches will cap your Card level. It is Level 3 Epics, Level 6 Rares, and Level 8 Commons. This should be your goal (along with getting to Arena 7 / 2000 Trophies to unlock all the cards), as going any higher on the ladder is only for the deeper pockets. You'll be able to compete in Tournaments with that level, which is very attainable for F2P players.

    Save gems religiously, you are never going to have enough gems to make regular purchases. You are saving for one or two game-changing buys
    Purchase 10,000 Gold for 500 Gems (Saves 100 Gems over the 1,000 gold bundles)
    Use the Gold to upgrade your Troops (you'll find Gold to be a pinch very soon in your progression)
    Watch the Shop daily and spend your Gold to purchase 1-2 rares each day (especially if you can donate them for a profit) or that Epic you've really been wanting.
    Try to focus on one Epic you really want, 6 buys of 2000 (with each natural open saving you 2000 each) gets your Epic to level 3, which is what Tournament Mode caps you at. This should be your goal 1-2 Epics at a time. Try not to spread yourself too thin or you'll find yourself unable to afford the crucial level-up.
    While tempting to purchase a single big Chest, this is a really inefficient purchase for a few reasons. You aren't guaranteed to get what you want, and with Gold as a pinch you may not be able to even upgrade the cards you opened.

    I Want To Make One Medium Sized Purchase Ever


    Clash Royale is probably the best mobile game I've seen for making a purchase last for a while. A single purchase of $20-$100 gem bundles can last weeks or even months before you are out of gems.
    After the purchase, immediately buy a bundle of Gold (either 10,000 or 100,000) and save the rest of the gems
    As you play, open chests when your chest row is full.
    The most common complaint of F2P players is they feel blocked when they chest row is full. Following this path is like pre-paying at an arcade; every time you want to play when you have a full chest row you are putting in a quarter to keep playing. 1 Gem is roughly a penny (depending on the gem bundle you buy) so you are quite literally paying a quarter or two to open Silver and Golden chests.

    It's better value than opening chests directly. When your chest row is full, it's like you are getting a 50% or greater discount on chests. Golden Chests used to sell for 80-120 Gems directly in the store, but only cost 48 Gems to speed up the timer. Magical Chests cost several hundred gems to buy but only 72 Gems to speed up, which is over a 90% discount at Arena 8!

    If you wanted to optimize further, save a long duration (Gold or better) chest for overnights but open Silvers during the day. The better the chest, the more of a discount you get by speeding it up. Silver Chests have the worst discount so you are better off letting those open with a timer.

    When Should I Buy Chests in the Shop?


    Buying Chests in the shop is a very inefficient way to spend your Gems, but it's by far the FASTEST way to level up. If you have goals of "I want to be Player Level X" or "I want to collect all the cards", buying chests in the shop is going to be the shortest path from A to B

    Last edited by Eternal625; March 19th, 2016 at 03:26 PM.

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    Eternal625's Avatar
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    Should I Buy Cards Directly in the Shop?


    Yes! This is very dependent on your Gold balance, but in general the first 3 Commons, the first 2 Rares, and the first Epic are indisputably great values if you want those cards.

    If you have purchased 100,000 Gold, I believe purchasing the 2nd Epic for 3600 is also worth it (instead of waiting for the Epic to come back in the shop, which may be 3 weeks or longer). I tend to buy Rares up to the 150 gold cost if it's a good card, or Commons up to the 20 gold cost if I reallllllly want to upgrade that Common.


    *Donating


    What About Clan Donations?

    Yes! Every time you can. Clash Royale gives you more cards than Gold. In order to have enough Gold to upgrade your cards, you will have to donate regularly. Commons grant 5 Gold, Rares grant 50 Gold. You can donate up to 300 Gold worth of cards per day, and you'll earn XP for doing so!

    If you really want to focus on a single card, it is possible to hoard it and get it higher level than your other cards. However, the nature of card scaling means its usually only going to be worth it until a card is level 7 or 8, after that point the time spent on upgrading a single card one level is probably better invested to catch your 2nd favorite card up to level 7 or 8.


    Counterplay of Every Card!


    This guide has been submitted by vm88 and his original reddit post, which you can view here.

    Training Camp:

    Arrows(3 Elixir Cost) - Arrows is a huge deterrent card, as it can one shot warm troops - Goblins, Spear Goblins, Goblin Barrel, Minions, Minion Hordes, Skeletons (from Tombstone, Skeleton Army, Witch, and Skeletons), Princess - and in most cases, put the Arrows caster at an elixir advantage. To effectively counter arrows, try to bait it out before plopping down your cheap swarm swarm. My personal favorite is to throw a preemptive Goblin Barrel which usually forces out the arrows before playing my Minion Swarm/Spear Gob/Gobs.

    Bomber (3 Elixir Cost) - Like arrows, Bomber trades very well vs swarm troops and Barbarians, especially if it is played behind the tower or another beefy troop to tank the damage. If their Bomber is played behind the tower, it may be worth a Fireball to take him out, damage the tower, and save your push. If he is played behind a tank and pushing onto your side of the arena, dropping something a bit beefier behind the Bomber to attack him (such as Knight) will take him out easily while sustaining minimal damage. If the Bomber is locked on to your tower, he can do a ton of damage, however, it may be best to ignore him if the tower is locked onto him as well as he dies in 2 tower hits.

    Archers (3 Elixir Cost) - Archers are moderately slow, do a decent amount of damage, and are quite beefy for a cheap ranged unit. They can be taken out with a single Fireball, which may be worth it if you can take out a few other troops or damage the tower at the same time, although you probably don’t want to waste your Fireball on Archers by themselves unless absolutely necessary. Splash damage from Wizards, Baby Dragons, and Bombers also destroy Archers with relative ease and should survive with some health left.

    Knight (3 Elixir Cost) - Knight is a cheap, relatively tanky, moderate damage melee troop that is pretty easy to counter but can do quite a bit of damage to your tower if left unchecked. Air troops do very well vs him as he is melee and cannot damage them. I would not suggest using glass cannon type troops such as Bomber or Wizard vs him unless there is a troop or tower tanking for it.

    Fireball (4 Elixir Cost) - Similar to Arrows but does quite a bit more damage in a smaller radius, instantly killing every troop Arrows can, one-shotting Bombers (and sometimes Wizards and Musketeers), and being able to bring Barbarians, Wizards, Witches, and Musketeers to a sliver of health left. You can bait out the Fireball in the same way you bait out Arrows, then play your swarm troops/Barbarians/Wizards without fear.

    Mini PEKKA (4 Elixir Cost) - Glass cannon melee troop with low-ish HP but massive damage. Mini PEKKA needs another troop to tank damage or else it will die easily. To take out Mini PEKKA, distract it with cheap swarm troops such as Goblins, Spear Goblins, Skeletons, etc.

    Musketeer (4 Elixir Cost) - Glass cannon ranged troop that can deal a lot of damage from afar if left alone. Always protect your Musketeer with a troop or tower to tank for her. To counter someone playing Musketeer behind their tower, use a Fireball on her and the tower and pray one of your troops hits her once. To counter a Musketeer that has crossed over to your side of the arena, simply drop something cheap such as Goblins or Knight on top of her to quickly take her out.

    Giant (5 Elixir Cost) - A massive meat shield that targets only buildings, the Giant is often used to protect squishy ranged troops behind it. It is rarely used on defense, but can also be used to distract your troops away from the tower or defensive troops. To counter the Giant, simply drop high-damage swarm troops such as Goblins or Barbarians on top of him. If you want to buy more time, dropping some defensive buildings such as a Cannon or Tesla will distract the giant away from your tower while doing some damage to it. Giants are rarely played by themselves, however, and it is much trickier to stop a Giant push than a lone Giant. If you’re faced with a Giant push, I recommend using Fireball/Arrows on the supporting troops behind the Giant. If those are not available, wait till they cross the river into your side of the arena, then drop troops on top of the supporting troops (not the Giant). Be wary of dropping squishy swarm troops such as Spear Goblins or Goblins if they have lots of splash damage such as Wizards or Bombers behind the giant.

    Prince (5 Elixir Cost) - The infamous Prince has brought more difficulty to new players than any other card in the game, however, he is easily countered. He’s relatively tanky, fast, and can become even faster and gain 2x the damage on the next hit. Once a Prince is dropped, you have to react quickly. The key to taking out prince is with cheap swarm troops. Goblins, Spear Goblins, Skeletons all work great and should do enough damage to the Prince/distract it long enough to the point where your tower should easily clean him up. An element of countering Prince that a lot of players overlook is distracting him from your tower. Drop your troops towards the middle of your side of the arena so that the Prince has to spend extra time travelling while taking tower shots. Never drop single troops such as Musketeer to counter the Prince or they will be one-shot by the charge. Additionally, Skeleton Army and Tombstone both stop him dead in his tracks.

    Baby Dragon (4 Elixir Cost) - One of the best cards in the game. A tanky, flying troop that does splash damage and kills most cards that can attack him in 1-2 hits, the Baby Dragon is simply too versatile. If available, the Musketeer is the single best card to trade vs Baby Dragon. If not, you HAVE to wait until the Baby Dragon is locked on to something tanky (troop or tower) and drop your Spear Gobs/Arrows/Minions around the Baby Dragon (but not in front of him or they could die to splash damage). Teslas and Inferno Towers also tend to do pretty well vs. Baby Dragon, although I do not think a lone Baby Dragon is worth reactively throwing down a defensive building for. The one downside of Baby Dragon is that it doesn't do very much tower damage and it sometimes may be worth just sacrificing the tower damage in favor of saving elixir.

    Skeleton Army (4 Elixir Cost) - A card that should almost always be played reactively, Skeleton Army is great against big threats as the skeletons quickly surround them and take it out. Skeleton Army however, is easily countered by Arrows, Fireball, Baby Dragon, Wizard, Bomber - basically anything that does splash damage, so you rarely see it on offense.

    Witch (5 Elixir Cost) - The summoned skeletons do most of the Witch’s damage but she does do a relatively low amount of splash damage. You can Fireball her and leave her with a sliver of health for the tower to take out, or you can simply drop something a bit beefier (like a Knight) behind her and quickly take her out while sustaining minimal damage.

    Goblin Stadium:

    Spear Goblins (2 Elixir Cost) - One of the most versatile cards in the game, spawning three fast and squishy Goblins with relatively high-damage ranged attacks, you’ll see this card getting played a LOT. If they’ve built up a swarm of Spear Goblins + other squishy swarm troops such as Goblins and Minions, it’s usually worth an Arrows or maybe even a Fireball if they’ve got some Archers, Barbarians, or Wizards thrown in the mix. Otherwise, any troop should easily take them out. Splash damage from Wizards, Bombers, and Baby Dragons are especially effective vs Spear Goblins as they can easily kill all 3 in a single attack. If it’s just 3 Spear Goblins attacking your tower by themselves, it’s usually best to play nothing at all, as you’ll take minimal damage and the tower will quickly take them out.

    Goblins (2 Elixir Cost) - Goblins are similar to Spear Goblins, spawning 3 quick and squishy Goblins. However, left unchecked, Goblins will utterly decimate troops/towers with their very high damage. Take Goblins out the same way you’d take out Spear Goblins - Arrows or Fireball if you can take out other valuable cards at the same time. Otherwise, any troop should work. Splash damage wrecks Goblins just as badly as Spear Goblins, and a lone 3 Goblins vs your tower should be left alone as the tower will quickly take them out.

    Goblin Hut (5 Elixir Cost) - Goblin Huts can be used to apply small but constant pressure to a lane and/or reinforce a push. If your opponent plays a Goblin Hut on one lane, then troops in another, it may be worth it to just ignore the Hut as your tower will only take a few hundred chip damage throughout the Hut’s duration. If he is massing Huts on one side to gear up for a big push, it may be worth using Fireball on the Hut, but only if you can hit multiple Huts or you can hit the Hut and the tower. Better yet, if you have Lightning or Poison, wait till he puts down 2 huts and then hit both huts and the tower to deal massive damage. Otherwise, Goblin Hut is a somewhat slow card, and an early push especially with the support of splash damage from a Wizard, Bomber, or Baby Dragon can punish Hut users.

    Valkyrie (4 Elixir Cost) - This card is rarely used, however, it is good to know that she does Splash damage in a circle around her. To kill her, you do not want to use squishy swarm troops such as either Goblin or any Skeletons. Air works well against her (minions and minion horde especially since they do high damage), otherwise, something a bit tankier such as a Knight should be able to take her out. Barbarians can also work in a pinch, but they will sustain some heavy damage in the process.

    Lightning (6 Elixir Cost) - This card is THE anti building card, great against Hut decks, Xbow decks, and Defense/Rocket decks. Also good against slow pushes that rely on getting a somewhat squishy damage dealer such as a Wizard or Musketeer behind a big tank, as it can kill the troops and damage the tower at the same time. The downside is that the card is very expensive at 6 elixir and players usually wait for maximum value before they use it. If you’re running a slow push, try putting out your tank troop before your damage troops to discourage them from using it when your troop goes around your tower.

    Goblin Barrel (4 Elixir Cost) - Another card that often stumps newer players, an unchecked Goblin Barrel can do a ton of damage to your tower. Players will most often throw it right on top of your tower, and a preemptive Arrows on top of your tower right after the Barrel has crossed the river should take care of the Goblins before they can get a stab in. Zap also works well against Goblin Barrel but the timing is different as Zap casts quicker. You also have to be more accurate using Zap as the radius of the spell is smaller. Fireball works in a pinch for a zero net elixir advantage and timing is similar to Arrows. If you don’t have one of those 3 spells at your disposal, drop some cheap troops on top of your tower to draw the Goblins’ attention away from the tower.

    Bone Pit:


    Skeleton (1 Elixir Cost) - 1 elixir Skeletons are rarely used, but can be very powerful if used effectively. They are essentially used for only 1 purpose: to distract troops away from the tower. When playing 1 elixir skeletons, you should almost always do so on defense in the middle of your side of the arena. Watch out for splash damage from Wizards, Bombers, and Baby Dragons as they will one-shot your skeletons. Skeletons are also a great counter for Prince if played in the right place as they will distract him for a while and deal enough damage for your tower to take him out quickly. They can also be used in a pinch to deal damage to a Hog Rider. Unless there are a lot of other juicy troops around the Skeletons, it’s usually not worth it to waste an Arrows or Fireball on them.

    Minions (3 Elixir Cost) - The Minion trio can be thought of as flying Spear Goblins. They’re easily countered by basically any ranged troop, and your tower can make quick work of Minions by themselves. For this reason, you mostly see Minions being played on defense. Unless there are a lot of squishy swarm troops with the Minions, I recommend holding your Arrows or Fireball and letting your tower take care of the Minions. Zap is a spell worth considering as it should either kill the Minions in one hit or leave them with a sliver of HP left, while putting you at an elixir advantage.

    Tombstone (3 Elixir Cost) - Tombstone is very rarely used for offense, as the Skeletons usually will never be able to reach a tower. It is, however, a terrific counter to quick offensive troops such as Prince and Hog Rider, and if placed correctly, a single Tombstone by itself should be enough to take care of a Prince or a Hog Rider on defense. If your opponent is playing a Tombstone to distract your push, it is usually not worth specifically counterplaying. Instead, just reinforce your push with more troops to help take out the Skeletons quicker.

    Bomb Tower
    (5 Elixir Cost) - Bomb Tower is the beefiest defensive structure in the game and does relatively high amounts of splash damage to ground troops. However, it’s glaring weakness is that it only damage ground troops, so air troops can easily take it out. If your opponent drops a Bomb Tower, do not drop off Barbarians or any other ground troops with less HP as the Bomb Tower will make quick work of them. Instead, Minions, Minion Horde, or Baby Dragon should be able to do a signficant to the Bomb Tower if it is close to the river. Alternatively, dropping a massive tank such as a PEKKA, Golem, or Giant along with supporting ranged troops makes a beefy push that can easily deal with the Bomb Tower and then some.

    Giant Skeleton (6 Elixir Cost) - It’s not the Giant Skeleton’s attack that is dangerous, it’s the bomb that he drops after he dies. The bomb detonates 3 seconds after his death and will effectively 1-shot the vast majority of troops within its small radius. If the Giant Skeleton successfully locks on to your tower, his death bomb will take out ~50% of that tower’s health. Therefore, countering a Giant Skeleton has to do a lot less with killing it off than it does with luring it away from your tower. In order to take out a Giant Skeleton effectively, you should lure him into the middle of your side of the arena (ideally where both towers can hit him) and keep him there with cheap troops. It’s more important to keep him away from your towers than it is to kill him quickly, so it’s often worth it to just drop troops one at a time as opposed to all at once and let your towers do the damage. Once one set of cheap troops dies, drop the next and keep him in place until he dies. If you overcommit to killing the Giant Skeleton, the bomb will often wipe out your entire push, so be careful of that!

    Balloon (5 Elixir Cost) - As a beefy flying unit that deals massive damage to buildings, the Balloon can be tricky to deal with. There are two ways to dealing with Balloons - luring and killing. To lure, use any structure in front of your tower, to get the slow Balloon to waste time going out of its way to kill it. While it is flying, drop down your ranged troops and hope you have enough time to take it out before it one-shots your structure and then attacks your tower. I prefer to straight up kill the Balloon, which requires having a high damage troop that can hit air (basically Musketeer or Minion Horde). Your opponent will most likely drop the Balloon as close to the river as possible on the edge of the arena. You should drop your Minion Horde/Musketeer close to the river as well, never behind the tower if you’re in arena 5 or up. The reason is many Balloon decks also run Freeze and if your Minion Horde or Musketeer get frozen, then your tower is dead. If done correctly, the Balloon should pop before it reaches your tower. Be careful of a preemptive Arrows on your opponent’s second Balloon attempt if you use Minion Horde to counter the Balloon the first time.

    Barbarian Bowl:


    Cannon (3 Elixir Cost) - A cheap, relatively beefy defensive building, the Cannon is great at luring and killing Hogs, Giants, and Golems, as well as reinforcing your defenses. Its main weakness is its inability to hit air. I like to play it reactively as a buffer against building targeting troops. It is usually not necessary to proactively counter our opponents Cannon unless you’re running a Hog Deck, in which case you MAY want to consider Fireballing it or Lightninging it if you can also hit their troops or the tower.

    Barbarians (5 Elixir Cost) - A well-rounded card that is a staple in many decks, the Barbarian spawns 4 relatively tanky, relatively high-damage melee troops. Left unchecked, they will quickly take out your tower. The trick to taking out Barbarians efficiently is splash damage. I almost always Fireball a group of Barbarians marching down the lane - one fireball will allow your tower to take them out in one or two shots. Bonus points if you can hit the tower with the Fireball too. If you don’t have a Fireball at your disposal, a Wizard or Bomber behind the tower works really well too. Just be wary of your opponent’s counter-Fireball that could kill your Wizard or Bomber and damage your tower as well. Baby Dragons can also be used to take out Barbarians, but seeing they take 5-6 hits to take out a group of Barbs, it is best to drop it near the bridge to give it more time to hit the Barbs as they move down your lane. If you do not have splash damage at your disposal, your best bet is to use cheap swarm troops to lure the Barbs into the middle of your side of the Arena, buying your towers more time to hit them and potentially getting both towers to attack them.

    Rocket (6 Elixir Cost) - The highest damage spell in the game, the Rocket is the cornerstone of a Defensive siege deck. Most decks that run Rocket will aim to establish an unstoppable defense on their side of the arena, then start throwing out Rockets on your crown tower. The best way to counter this is to play very aggressively and keep these decks from setting up that infrastructure. Commit to taking down their defenses so they cannot use the 6 elixir Rocket without putting themselves at a huge elixir disadvantage. Also, do not give them efficient trades by placing troops near your towers, as the Rocket will kill those and do significant tower damage making that 6 elixir price tag more worth it.

    Barbarian Hut (7 Elixir Cost) - The cornerstone of hut decks, Barbarian Huts are expensive and beefy, and spawn 2 beefy Barbarians every few seconds. Left alone, these Barbarians will do significant chip damage to your tower throughout the Hut’s duration. Backed with some cheap swarm troops for a push or a few Goblin Huts, the game can quickly get out of control. If you don’t have a good elixir advantage once double elixir hits against a Hut deck (and they have a lot of Huts up) you’ll most likely be overwhelmed by your opponent’s ability to double the number of Huts on the board. However, Barbarian Huts are very expensive at 7 elixir and leave your opponent wide open to counter attack. The trick to counter Hut decks is to apply pressure early and keep the number of Huts in control. If you can, Fireball a Hut (or better yet, multiple Huts and some troops) and the tower, it’s almost always worth it. If you’re running it, Lightning or Poison are the end-all-be-all Hut counters, with the ability to take out a significant chunk of the Hut’s duration/health and the ability to easily hit multiple targets at once. Doing so against a Hut deck will put you at a big advantage.

    Rage (3 Elixir Cost) - Rage is pretty bad and rarely ever gets played. Best way to counterplay it is to Fireball or Arrows whatever is being Raged and attacking your tower. Not much else to say here.

    Continued to next post...
    Last edited by Eternal625; March 14th, 2016 at 06:33 PM.

  3. #3
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    X-Bow (6 Elixir Cost)- The original rage machine, the X-Bow gained an infamous reputation during the soft launch as an infuriating card to play against and counter. With the ability to hit a tower from across the map, the X-Bow will slowly plink away at your tower while you watch helplessly. Players that run X-Bow will build their entire deck around protecting it, so countering X-Bow isn’t as much about taking out the X-Bow as it is about dealing with the entire deck. The first part to dealing with X-Bow is recognizing when you’re against an X-Bow deck. There’s a quick and easy tell - if they play a defensive structure right up against the river, 99% of the time they’re setting up for X-Bow. Once you recognize the X-Bow deck, it’s time to deal with it. You have two options - counterpush it, or split push the other lane. The X-Bow itself actually does very little DPS (damage per second), but once it locks on to your tower it is relentless. Having a defensive matrix of Teslas, Cannons, and Inferno Towers set up makes it difficult for you to break and often forces players to panic and overcommit to taking it out. Once an X-Bow player gets a defense down, they will often play X-Bow in conjunction with a troop like Barbarians or Minion Horde at the same time, making it difficult to take out the X-Bow. Your best bet is to not panic and Lightning or Fireball the X-Bow and take some chip damage on the tower, while taking out the troops and defenses they put down to support the X-Bow. Then, since they’ve just committed 11 elixir to X-Bow + support troops, they’re relatively open to being counterpushed. Another weakness of X-Bow players is that they get tunnel vision on one lane. Therefore, if you have a deck with hefty tank such as Giant, Golem, or PEKKA, it’s actually really easy to split push the other lane. The neat part is the X-Bow AI actually prioritizes troops in its range over buildings (or at least I think it does) so instead of attacking your tower, it will actually attack your tank. Since it does poor DPS, and they’ve committed heavily to one lane, it’s often easy to take the other tower with very little contest. In summary, when facing an X-Bow deck, don’t panic, look at your hand, and make a smart play. Don’t be afraid to take tower damage, or even trade tower for tower.

    PEKKA’s Playhouse:


    Tesla (4 Elixir Cost) - Tesla is a unique defense in that it cannot be damaged when it is below ground. It only pops up above ground when there are troops in it’s attack range, making it very tricky to take out with Fireball or Lightning. Instead, it’s often best dealt with head on with a push of troops. Alternatively, if it is placed near the river, it’s easy to throw a Minion Horde near the Tesla and take it out quickly. The Tesla has relatively low HP so it is easily dealt with.

    Minion Horde (5 Elixir Cost)- One of the highest-damaging cards but also one of the most easily countered, Minion Horde must be used intelligently or else it will set you behind. That being said, if played correctly, Minion Horde can easily win you the game. Many cards trade very well vs Minion Horde - Arrows, Fireball, Wizard all one shot it. Baby Dragon two-shots the individual Minions, however the splash damage may not hit them all at once. Zap takes the Minions to a sliver of health. The key to playing Minion Horde correctly is scouting your opponents deck and eliminating counters from his hand. Most decks will run one spell (Arrows, Zap or Fireball). Once you have a read on your opponent’s deck, only play Minion Horde AFTER your opponent has burnt his spell on something else. If you’re facing a Minion Horde, do not use your counter if you don’t have a secondary counter available (e.g. don’t Arrows a group of Spear Goblins if you don’t have a Wizard in your hand to deal with their Minion Horde). If you don’t have a counter available in your hand, your best bet will be to use some cheap swarm troops to distract the Minion Horde and pull it to the middle of your arena to let your towers deal with it.

    Inferno Tower (3 Elixir Cost) - The bane of any Golem/Giant/PEKKA player’s existence, the Inferno Tower does an insane amount of damage to a single target after locking on for a few seconds. The key to taking down Inferno Towers is to swarm it down with cheap swarm troops such as Goblins, Skeletons, or Minions. Alternatively, Lightning will bring down an Inferno Tower to a sliver of health, but might only be worth using if you can hit the tower or a troop with the same spell.

    Hog Rider (4 Elixir Cost) - Perhaps the best offensive card in the game, Hog Rider is fast, relatively cheap, tanky, and does a ton of building damage. If left uncontested, this card can win games by itself. Fortunately, a lone Hog Rider is relatively easy to deal with. Unfortunately, Hog Rider tends to be the centerpiece of decks, and Hog Rider combinations can be difficult to counter. Therefore, Hog Rider is similar to X-Bow in that it’s less about countering the Hog Rider as it is about countering the entire deck. Let’s start by talking about dealing with a lone Hog Rider - two ways, either swarm him, or distract him. Swarming him with cheap swarm troops that deal a lot of damage such as Goblins or Barbarians is an easy task. Since the Hog Rider locks on to buildings, it’s best to drop your melee troops directly in the front of the tower to block the Hog Rider from attacking it and get in some damage while the Hog redirects around the tower. To distract the Hog Rider, place a building closer to the bridge than the tower is, and the Hog Rider should lock on to that building first. Cannons, Tombstones, Teslas, Infernos all deal with Hog Riders well. While they do no damage, Huts and Elixir Collectors are a bit beefier and distract the Hog Rider long enough for the tower to whittle him down. Hog Rider combinations are much more dangerous - the most common of which are Hog + Freeze and Hog + Prince. Both decks can quickly wipe out a tower if not counterplayed correctly. Hog + Freeze will be covered in the next section on how to counter Freeze in general. Hog + Prince can be countered with swarm troops. A Skeleton Army will decimate a Hog + Prince duo and singlehandedly shut down the deck’s offensive. Otherwise, distracting the Prince with cheap swarm troops and taking out the Hog Rider with high DPS troops like Goblins or Minion Horde is imperative. Using buildings to distract against Hog + Prince is difficult as the buildings tend to get killed in one or two hits by a charging Prince + Hog.

    Freeze (3 Elixir Cost) - With the ability to keep troops and buildings from attacking for a few seconds, Freeze is an incredibly powerful spell when used correctly. When combined with troops that focus buildings like Hog Rider or Balloon, Freeze is a very deadly offensive tool. It can even be used in a pinch on defense, however, you should make sure you have a high DPS troop like Minion Horde or Wizard to take the frozen troops out. Like X-Bow, Freeze can be scouted out (but is a bit more difficult to do so). If your opponent is playing a naked Hog Rider or Balloon and hasn’t invested in a big push recently, then they most likely have Freeze in their hand. Once you know your opponent is playing Freeze, you need to take very specific precautions to minimize its effectiveness. First off, never drop your troops around/behind your tower. The best place to drop your troops when your opponent is running Freeze is actually near the river, well in front of your tower. This forces your opponent to choose between Freezing your tower or your troops. If you’re down one tower and your King Tower is activated (cannon is out), NEVER put your troops in the area between your King Tower and your remaining tower. In fact, always put it towards the edge of the arena. This forces your opponent to choose between Freezing your King Tower and your remaining tower or freezing your troops. Second, use cheap troops to defend (such as Goblins, Spear Goblins, Archers) and NEVER drop them all at once. Drop one troop to bait out the Freeze, then once the Freeze is used, immediately drop the others. Lastly, Freeze leaves your opponent open for a big counter play if they don’t take out your defensive troops (which they won’t with Hog + Freeze or Balloon + Freeze), as they’ve invested 4 elixir into a spell that doesn’t damage troops, so gear up for a big counter push and punish them.

    Spell Valley:

    Zap (2 Elixir Cost) - Zap is a very cheap spell that deals small amounts of damage to a small area and stuns for one second. If you know your opponent has Zap, try to take advantage of its small range and keep your squishy troops spread out. Otherwise, try and push with tankier troops.

    Wizard (5 Elixir Cost) - Wizard does a large amount of splash damage to ground and air troops but is relatively squishy. He is fairly easy to counter with a simple Fireball which will leave him with a sliver of health left. It’s almost always worth it to Fireball, Lightning, or Poison a Wizard if you can hit the tower or take out some other troops near him. If your opponent is playing a Wizard, make sure you not play Goblins, Spear Goblins, Minions, or Minion Hordes near him if he’s not already targetting something tanky, or else he will turn around and one shot your troops before they can attack. If the Wizard is on your side of the arena, dropping some tankier troops such as Knight or Barbarian on top of him will quickly clear him out.

    Poison (4 Elixir Cost) - A new card that was introduced with the last big update, Poison will slow and deal damage to all troops and buildings in a large radius. It is particularly deadly against swarms of squishy troops like Minions and Goblins and will straight up kill them if they remain in the area for too long. The key to playing against Poison is to spread out your troops, preferably deploying your air troops such as Minions over the river instead of behind the tank.

    Mirror - Mirror allows you to replay your last card played for +1 elixir. You can’t really counterplay it as it depends on what card is being mirrored, so just counterplay what was just mirrored.
    Ice Wizard (3 Elixir Cost) - I haven’t played with or against this troop enough to have a good idea of how to deal with it effectively. Will update soon.

    Builder’s Workshop:

    Mortar (4 Elixir Cost) - The Mortar is like a mini X-Bow. It can hit your towers from the other side of the arena, but has a blind spot up close where it cannot attack troops. However, it attacks very slowly and is fairly vulnerable to counterattack, and unlike X-Bow, players do not have to build their entire deck around it. I’ve actually seen a lot of players use it to put pressure on the one lane while they push down the other lane with their troops. Generally, you’ll want to deal with Mortar the same way you’d deal with an X-Bow.
    Elixir Collector (5 Elixir Cost) - The Elixir Collector is one of the most popular cards and very powerful if used correctly. Playing it correctly will give you a big advantage over your opponent, while playing it incorrectly can straight up lose you the game. It costs 5 elixir and gives you 7 elixir throughout its lifespan. While the 2 elixir profit over the course of a minute does not seem like much, the Elixir Collector is powerful because it allows you to cycle through your deck faster, and potentially even get more Elixir Collectors onto the field. It is extremely dangerous in Double Elixir, as it is easy to flood the board with Elixir Collectors putting you at almost permanent max elixir. However, misplaying Elixir Collector (especially Elixir Collector + Mirror) can be dangerous as it leaves you open for a powerful counter for a period before the Elixir Collector pays for itself. Many players will Fireball or Lightning an Elixir Collector that is placed near a tower, however, I’m not sure that is the best play. You are taking out a chunk of potential elixir, but spending a good amount of elixir yourself to do so, and more importantly, cycling one of your important damage dealing cards out of your hand. Instead, I recommend playing troops to quickly push down a lane instead and taking advantage of your opponent’s vulnerability and immediate 5 elixir disadvantage. It is best to play cards that are difficult to take out cheaply such as Barbarians or Baby Dragon in these pushes. To be 100% honest, I’m not sure what the best play against an Elixir Collector is so if anybody has a better strategy, please let me know and I will add it to this section.

    Golem (8 Elixir Cost)- A massive beefy tank that explodes on death and splits into two less-beefy Golemites, the Golem is the premier tank troop in the game. It is extremely slow and expensive at 8 elixir, but even so, can be difficult to deal with. A lone Golem can easily be swarmed down with Skeletons, Spear Goblins, Goblins, etc., however, the most dangerous part of a Golem push are the supporting troops behind it. Therefore, it is often best to first deal with the supporting troops with Fireball or Arrows and then taking out the Golem afterwards. A Golem deck is also extremely slow and many players will not play their Golem without one or two Elixir Collectors up, so a good way of dealing with a Golem deck is applying pressure early, deal with the Elixir Collectors, and not allow them to play the Golem at all. Once your opponent gets up 2 or 3 Elixir Collectors, it will be difficult to deal with the incoming push without Elixir Collectors of your own. Alternatively, Inferno Towers shred Golems.

    Royal Arena

    Royal Giant (6 Elixir Cost) - Royal Giants are not very good... they're ranged Giants with less HP. I rarely see Royal Giants, but I deal with the same way I deal with Giants. Take out what’s behind them and swarm them down with cheap troops.

    Three Musketeers
    (10 Elixir Cost) - The most all-in card at a whopping 10 elixir. Fireball them and leave them with a sliver of health, then poke em with Arrows, Zap, any troop and gain a massive elixir advantage.

    Dark Prince (4 Elixir Cost) - The splash damage is only in front of the Dark Prince, and while he one-shots Goblins and Spear Goblins, he’s still vulnerable to beefier troops such as the Barbarians, especially when he’s not charging. He’s also easily distracted by buildings, and isn’t too big of a threat by himself as his damage isn’t too high.

    Princess (3 Elixir Cost) - A cheap troop with the range of an X-Bow, the Princess shreds cheap swarm troops, but is very squishy herself. Arrows makes short work of her. If she’s attacking your tower from the bridge, dropping anything close to her will kill her quickly as she attacks very slowly.


    I also upload exclusive Clash Royale strategy videos every day, so be sure to follow me on YouTube!
    My YouTube Channel

    Last edited by Eternal625; March 16th, 2016 at 09:10 PM.

  4. #4
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    Love Your Vid.
    Last edited by Allstargaurav; April 18th, 2016 at 08:31 PM.

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    Your Friendly Neighbourhood Rock TheGneissRock's Avatar
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    I honestly had no idea about the sleeping king's tower thing. Thanks for helping me realize that!


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  6. #6
    Eternal625's Avatar
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    Update.

    A lot more information has been added! More coming soon. Stay tuned!

    Quote Originally Posted by kartikeya2010 View Post
    I honestly had no idea about the sleeping king's tower thing. Thanks for helping me realize that!
    Haha no problem! A lot of people (especially beginners) don't know. That's what the purpose of this guide is. To teach you all the basics of the game.
    Ash - Clash of Clans & Clash Royale - YouTube
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  7. #7
    Centennial Club aguy0802's Avatar
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    Gg

    Notice this helped me a loy



  8. #8
    Senior Member BOBBYbeaverEATR's Avatar
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    Bumping for the noobs they need to stop asking for help and learn to look for it
    KING TOWER LVL 12
    PEKKA / EXE / LIGHTNING / TORANDO / BATTLE RAM / BATS / ZAP

  9. #9
    Eternal625's Avatar
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    Battling fundamentals complete and have also uploaded a video summarizing it: https://www.youtube.com/watch?v=RGH3NIB-6n0
    Ash - Clash of Clans & Clash Royale - YouTube
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  10. #10
    Senior Member BOBBYbeaverEATR's Avatar
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    Quote Originally Posted by Eternal625 View Post
    Battling fundamentals complete and have also uploaded a video summarizing it: https://www.youtube.com/watch?v=RGH3NIB-6n0
    Great job
    Keep up the good work buddy +1 all day
    KING TOWER LVL 12
    PEKKA / EXE / LIGHTNING / TORANDO / BATTLE RAM / BATS / ZAP

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