Most used maps in clash royale. Clash Royale Cards

The main part of the Clash Royale game is made up of cards. There are 48 available cards in total, and the deck must consist of 8 cards, and if the player cannot navigate and choose the correct cards, then he will be defeated on the battlefield. On this site you will have the opportunity to choose the deck of cards you need in Clash Royale. You will also have the opportunity to independently create various decks.

How to build decks in Clash Royale

A well-built deck is the foundation of a successful game. For example, if you collect only expensive cards in your deck, then during the attack you will not be able to defend against the enemy with anything. The same result will be the case if during the attack you use all warriors with a low cost, since in this case, one bomber can easily destroy you.

In order to correctly build a deck in Clash Royale, the player needs to understand in what style he prefers to play, what he prefers, to defend, defend or control. Most importantly, the player should enjoy their game. When I was in the top five players in my region, I smashed enemy towers with various spells, I did not like this tactic, but at the same time I managed to earn a large number of cups. There is no one rule according to which you need to form your deck.

Maps should complement each other

The player will need to make sure that all cards are in interaction with each other. For example, freezing effectively interacts with the boar, and there are a lot of similar examples in the Clash Royale game. Try to make at least 2 cards from your entire deck interact with each other.

Clash Royale card rarity solves nothing

Rare, or as they are called otherwise epic cards, practically do not solve anything in this game. Epic cards have their own specialty, but it should be mentioned that every card in the Clash Royale game has its own special trait. In this game, the most important thing is to be able to develop your own strategy and correctly combine cards with each other.

The following cards are available to build a deck.

Barrel of Skeletons is a common card, does not have much health. Inside the barrel there are 8 skeletons that come out of the barrel when it is destroyed or when it reaches any enemy structure. You can only defend yourself with units with an air attack and preferably splash damage, since by killing the barrel itself you will still need to destroy 8 skeletons. For attack, it is a support card. You just need to bring the barrel to the tower or defensive structure of the opponent, and there the skeletons will deal with it.

Card tactics

The barrel of skeletons is only suitable for attacking other units as damage to a tower or buildings. Not very bad against inferno. Before using, you need to make sure that the opponent does not have Arrows or Shots. Before that, you need to try to lure the necessary spells from the opponent, for example, Goblins or ordinary skeletons. In defense, this card is unlikely to come in handy. Only if you no longer have protection will this card work as a distraction, but nothing more.

Gang of Goblins is a common card available at 9 Arena.

The goblin gang consists of 3 Goblins and 2 Goblin Spearmen. The cost of 3 elixir, if these cards are used simultaneously but planting separately, then the price will be 4 elixirs.

Game tactics:

You can use this cheerful crowd with different combinations of cards, for example, with the Hog Rider. If you land the gang behind the hogu, then some of the goblins will leave with the hogu to the tower, to attack, and some of the spearmen will cover from a distance.

The weakness of this card is its vulnerability to Discharge, Arrows, Log. Having spent 3 elixirs on the Gang of Goblins, the enemy will simply sweep it away, for example, with a Log, at the cost of 2 elixirs, and will win in terms of the number of eliks.

Anyone with area damage can defend against a bunch of goblins.

The bottom line is that this card can be used to replace ordinary goblins and goblins-spearmen, but you need to use it wisely, so as not to be a loser in the elixir, every time the gang is destroyed with a cheap card.

Tornado is an epic map available from arena 6. A spell that creates a tornado in the arena with a radius of 5 cells and a duration of 2.5 seconds, deals small periodic damage to all enemies and, most interestingly, pulls all enemy units into the center of the vortex.

The use of this card is varied, both in defense and in attack with very great potential. Very good in conjunction with cards that have area damage. Allows you to pull the entire crowd into a heap and disassemble this mass of enemy units, for example, with such cards as Mage, Demoman, Little Dragon, Fireball, Rocket, etc. In defense, for example, by placing the bombing Tower, you can collect the attacking troops at one point and destroy them. In general, this card is the best companion of the splasher card.

The most important thing is to throw tornadoes behind the backs of enemy units. They will be pulled back, they will slow down. If you throw it in front of the units, then on the contrary, they will accelerate.
“In essence, this is a new poison. Excellent counter to many small units (horde of flies / skeletons / goblins).
- If you play from a twin, then with the help of a tornado you can pull enemy units to its own tower in order to cause more damage with one shot.
- You can "drag" units from one track to another.
- A tornado does not damage buildings, so you can throw it on the central tower of the enemy and not be afraid that the king will wake up.
- With the help of a tornado, you can lure a miner, goblins from a barrel, hound puppies, etc. to its central tower to wake up the king.
- If the enemy threw a tornado, then you can use it to your advantage. Launch the units so that the center of the tornado is in front of them. Then they will speed up. Just consider the speed of the units! Fast warriors need to be launched shortly before the end of the tornado so that they are not sucked in the center. Also, do not forget that weak units can be severely damaged.

Tornado is able in some cases to replace cards such as Discharge, Arrows. But it will not help to finish off the enemy's tower, since the damage does not affect it.

Night Witch is a legendary card available from arena 8.

Rarity: Legendary
A type: Troops
Target: Land
Speed: Average
Drop off time: 1 sec
Price: 4 elixirs

Unlike a simple witch, this card is an improved version, at the cost of 4 elixirs, which periodically releases 2 bats every 6 seconds. After the death of the Night Witch, 3 bats appear.

The night witch only attacks ground units in melee, but her bats inflict damage to both air and ground opponents.

Night witch, support card, preferably used in conjunction with tanking units.

The card will undoubtedly find use in many decks, especially good for aerial setups.

Healing is a rare card available from arena 10.

Healing is a spell that covers a small area and heals allied units every 3 seconds.

A 7lv card heals 176 health units per second, that is, in 3 seconds, healing will be 528 hp, you yourself can decide which troops should be healed and which not.

Healing is very good for healing a large group of units.

Heals cannot heal buildings or towers

Bats is a common map available from arena 8.

Bats - Five tiny bats with large ears. Do not think that if you ask them to stop attacking you, they will stop. After all, big ears are not an indicator that they will listen to you!

Bats have a low health pool and can be destroyed even with a Charge. But thanks to the price of 2 elixir, the card will find its use in player decks.

Not a bad combination of Hog Rider + Bats. Due to its movement speed, the card is capable of causing a lot of trouble to the enemy, especially when it does not have a Charge and Arrows.

In some situations, Bats can be used to lure Arrows and Discharge from the enemy.

Bandit is a legendary card available from arena 9.

Rarity: Legendary
Type: Troops
Target: Earth
Speed: Fast
Dash Range: 4-6
Drop off time: 1 sec
Range: Close
Price: 3 elixirs

The card is a unit with super abilities !!! Before the attack, the bandit becomes invisible and in stealth mode makes a dash towards the enemy, dealing double damage.

The stealth mode is turned on just before the throw, which allows the bandit to inflict damage ahead of the enemy.

The card works ideally on single opponents with a small supply of health. The entrance to stealth and the throw is made only if the opponent's card falls within the radius of its throw, which is 4-6 cells. If the opponent lands any unit next to the Bandit, at a distance of less than 4 cells, then she will not make a roll, but go into close combat.
Against cards with a lot of units, the Bandit is useless.

When playing this card, you must consider the distance between the opponent's cards before landing.

The bandit is able to quickly move between opponents and destroy them if the distance to the enemy unit is within 4-6 cells.

A very good card that will find use in various decks.

Javelin Goblin is a rare burr in the Clash Royale, available in Arena 9.

Javelin Goblin, this is an ordinary Masked Goblin, with a very high movement speed and shoots darts at a long distance both at air and ground targets, with a high rate of fire.

Attack tactics:

A goblin with darts is suitable for attacking an enemy tower from behind the tank, due to its 6.5 cell range, it will not be reached by enemy buildings such as a Cannon, Tesla. Going out immediately behind the bridge behind the tank's back, the goblin will calmly reach the enemy's tower, like the Royal Giant.

This goblin has a very fast rate of fire!

In defense of the Goblin with darts, it is advisable to use it from behind the tower, having a high range and rate of fire, it is capable of not badly holding back massive concentrations of units, for example, the same Minions, Goblins, Goblins-spearmen, etc.

You can defend against a Goblin with darts with various cards that have splash damage, Log, Arrows, Fireball, or inexpensive units. It is not advisable to use more expensive cards in relation to the Goblin with darts, it is not profitable. The same Fireball costs 1 more elixir.

Description of the card.

The Thunderer is a legendary card that opens at arena 7. The cost of calling this card is 4 elixir.

The Thunderer is essentially a Mage, the main difference is that he does not hit with splash damage, but attacks only 2 targets at the same time, while stunning for 0.5 seconds with each attack. Damage to one target is cumulative. The Thunderbolt's attack is similar to Discharge, it removes charges from cards such as Sparky, Flame Dragon, Infernal Tower. Also, after each discharge of electricity, enemy units may change their target, that is, the focus on the nearest opponent will be lost.

When the Thunderbolt is landed on the arena, it deals damage and stuns opponents, similar to the Charge, but with great damage.

As already mentioned, the Thunderer is very good at knocking down the charge from the Infernal Tower, Flame Dragon, Sparky. But he will not always have time to do this, it is especially difficult to get to Inferno, while your tank will take damage, the Thunderer can easily be distracted. In this situation, Discharge is preferable.

If the enemy's Inferno is at a distance of 3 cells from the river, then the thunderer can calmly reach him from behind the river and shoot down the charge. With Flame Dragon and Sparky, things are easier, these cards become almost useless against the Thunderer.

Also, the Prince and the Dark Prince will lose their skill, acceleration with x2 damage at the moment when the electric magician deals damage.

The card is good both in defense and in attack in the form of support. Send the Thunderbolt for a tank in the form of a Giant, Royal Giant, Golem, etc. it will provide good defense for these units, especially against the Inferno Dragon. The card will find use in almost any decks of players, with different compositions.

Rank is a common card available from Arena 5.

It is a small, short-range lightning bolt that paralyzes the enemy for 0.5 seconds. Discharges the charge from cards such as Inferno Tower, Flame Dragon, Sparky, etc.

It is mainly used to destroy the small things of the enemy, to deal damage to Minions, Horde of Minions, Hellhound puppies, as well as to knock down charges, as mentioned above.

A very good exchange for the elixir, when the Shock is used against the Horde of minions and the Tower of Archers finishes them off.

Crossbow is an epic card available in Arena 3.

It is a building that shoots at a long distance at ground targets with a very high rate of fire.

The crossbow is suitable both for defense and for attacking enemy towers. The crossbow can easily and very quickly destroy both buildings (including towers) and small units such as goblins, archers and others. In addition, due to the high range and high rate of fire, the Crossbow can cause serious damage to single tanks (Giant, Prince, Royal Giant, etc.). But be extremely careful, the crossbow is easily destroyed by spells such as Fireball, Rocket and Lightning.

Defense tactics with the Crossbow:

Place the Crossbow where it will not accidentally attack enemy towers and, moreover, have side protection (for example, between the towers), plus periodically do not forget to protect it with units that hit the air (Archers, Little Dragon, etc.) ).

The crossbow under protection will withstand the onslaught of any opponent.

Attack tactics: First of all, lure out of your enemy such Spells as Fireball and Rocket (if any), they cause a lot of damage to the Crossbow, up to complete destruction. Place a crossbow on your side of the bridge and land units in front of it for protection. Your goal is to protect the Crossbow while it does its job.

Mage is a rare card available in Arena 5.

The magician is a good card, he attacks with splash damage both on ground and air units.

Using the sorcerer correctly, you can achieve quite high results. It is immediately worth understanding that the Sorcerer is not a tank, he is only suitable for covering the main tank or a group of units.

Game tactics:

While driving your tank forward, you need to think about its good cover ... This is where the Sorcerer will help. High damage rate, fast attack, and so much without the fact that it can protect your tank from any type of unit, be it ground "pincers" or even an air "mass" of opponents. In general, as usual, we send our tank and while the units are distracted by it, we cover it with a magician and watch how everything goes according to plan, if the sorcerer does not receive damage, he does wonders. Defense tactics with the help of the Sorcerer: The Sorcerer has enough HP (Health, Life), so sending him in front of the enemy is not the best idea, try to send the sorcerer behind your towers or, for a tank with a large amount of HP, giving the Sorcerer the necessary time so that he can deal with the attacking units.

Defense tactics against the Warlock:

Cleaver is afraid of almost all offensive spells, use that. In addition, it is enough to simply kill him if he is alone, attacking with a large mass of units. Well, plus to everything, you can wait until the Enemy sorcerer is distracted by the attack of your tower / unit and send a lot of your units or a unit that has a lot of damage behind him.

The Witch is an epic map available from Bootcamp.

It is a unit with an area attack, both on ground and air targets. Periodically, the Witch releases skeletons that distract enemy units and deal damage to them.

The witch is well suited for both defense and attack.

Game tactics:

The witch is not a tank, so she can only go behind the tank and cover it from any type of troops. In general, we send a tank, after him a witch and other little things. The witch is capable of splashing (massive attacks), which will provide cover for our tank.

The witch attacks a large number of units well, use this as an additional plus in your favor. Also, skeletons perfectly aggro such tanks as: P.E.K.K, A, Prince, Giant Skeleton, etc. (those who are distracted by units). Thus, while the enemy tanks are distracted, the witch will inflict a lot of damage on them along with the tower.

Defense tactics against the Witch: Musketeer and Valkyrie are the witch's sworn enemies, the musketeer quickly kills the witch at a long distance, and the Valkyrie is best sent close to the witch, she will immediately destroy the skeletons and the witch herself. In addition, almost all offensive spells are very effective on the witch.

Valkyrie is a rare card available in Arena 1.

It is a unit with a good amount of health, dealing damage in an area around itself.

Valkyrie is extremely effective against a large number of enemy units (Skeleton Army, Barbarians, various trifles, etc.). She is capable of destroying not only a large number of clusters of units, but also extremely effective against buildings and units with a large amount of health.

Game tactics:

It is mainly used in conjunction with a tank, for example, the Giant or the Hog Rider. By dropping the Valkyrie in front of the hog and sending them to attack, you can get a good combo. The Valkyrie will provide protection for the Hog Rider, and if the whole thing is covered from the air, a successful attack is guaranteed.

In defense, the Valkyrie is very good against ground units, especially against massive clusters.

Gravestone is a rare card available in Arena 2.

The gravestone is a structure from which skeletons periodically emerge. After the destruction of the Tombstone, a small crowd of skeletons runs out from it.

A fairly common card, it serves to distract enemy units as a building, for example, from the Hog Rider. Also, skeletons coming out of the Gravestone distract enemy units, and can be great to spoil your nerves. For example, lonely skeletons prevent Sparky from shooting, prevent the Prince from accelerating, etc. They attack everything that moves, and the enemy does not really want to spend the elixir to destroy this undead.

Three Musketeers is a rare card available in Arena 7.

Three Musketeers are three ordinary musketeer units. They are extremely effective against any units and for destroying enemy towers.

Game tactics:

Basically, you can use working tactics from the regular Musketeer, but they will differ slightly on the Three Musketeers. It is best to use the Three Musketeers in cover, not leaving them "naked" for free damage, and in this case they can bring quite a few benefits. Send a slow Tank (Golem, Pekka, Giant) closer to your royal tower, wait for your elixir to fill up to 9 and send the Three Musketeers behind him. Then add, as far as possible, such units as "Minions" for mass and better cover. Such a simple combination will play a cruel joke on the enemy if he does not put up the proper defense.

Defense tactics against the Three Musketeers are to use a Spell such as Lightning Bolt, Fireball with Discharge, or Log on them. You can also use the Barbarians by landing them on the musketeers.

Tesla is a common card available in Arena 4.

It is a structure that is hidden in the ground and is not vulnerable in this state. When an enemy approaches Tesla's affected area, it is activated and begins to inflict damage.

Used in defense. Has a good rate of fire, which allows you to destroy massive concentrations of enemies with a small amount of health.

Goblin Spearmen is a common card available in Arena 1.

Goblin Spearmen are quite effective and cheap unit type in Clash Royale, but they have very low HP.

There are a lot of options for using the Goblin Spearmen, because they are well suited both for covering attacking troops and in defense against air-type units (meaning that they are more effective against air-type units than ordinary "pedestrians").

Game tactics:

There are a number of different strategies using Goblin Spearmen, but they are basically used as a cheap mass, which, alas, is easily destroyed by all attacking Spells (Discharge, Arrows, etc.).

Goblin Spearman Attack Tactics:

Send Goblin Spearmen behind the back of your Tank (Giant, Prince, etc.), so they can cover it at the proper level from Flying Units or other large masses that may be sent against your Tank. Well, in addition to this, of course, the Goblins-spearmen are also used as a mass for attack (for a more heightened amount), let's say - instilling fear in the opponent, especially effective if the opponent does not have spells.

Defense Tactics with Goblin Spearmen:

Goblin Spearmen can be very helpful in the fight against "Air" tanks (for example, the Ball), of course, if they do not receive side damage. In other words, it is better not to put Goblin Spearmen in the center of all events and hide them behind buildings / towers, then they will be much more effective. Defense Tactics against Goblin Spearmen: Goblin Spearmen are easily destroyed by any attacking spells, you can also wait until they come to your side and place such units as Valkyrie, Barbarians, Goblins, etc. close to them. In these cases Goblin Spearmen will fall on the field very quickly, inflicting almost no damage on you.

Skeletons is a common card available in arena 2.

The card releases 3 skeletons onto the field, with weak health

Only 1 elixir, and in skillful hands this card can destroy enemy attacks, disrupt his psyche. With skeletons, you can lure enemies, hold the enemy's forces, inflict damage and quickly draw the desired card from the deck, as well as several interesting game techniques for you.

Skeletons can be used in very different decks, this is a very useful card.

You can read more about the tricks of the game with Skeletons in the article How to use Skeletons in Clash Royale - tactics, tips

Skeleton Army is an epic map available at Boot Camp.

The Skeleton Army is a crowd of 16 skeletons capable of destroying absolutely everything

It should be noted right away that the Skeleton Army simply has no equal against single units with a large amount of HP, or rather against tanks (Giant, Prince, Golem, etc.).

Skeleton army is practically powerless against units with area damage, for example Demoman, Mage, Witch, etc. Also, this card is very vulnerable to Discharge, Log, Arrows.

The skeleton army is mainly used for defense.

Battle Ram is a rare card available at Arena 6.

Battle ram represents two barbarians carrying a ram-log. They have the ability to accelerate and attack x2, like the Prince. The ram only attacks buildings and ignores enemy units. After hitting the building, the battering ram disappears and 2 Barbaras carrying the log appear. If the ram did not manage to reach the structure and was destroyed, then the Barbarians also appear.

Game tactics:

The battle ram can be used in conjunction with different cards, for example, with the Hog Rider. Imagine how these units are rushing to the structure and if, for example, you stop the ram, then barbarians will immediately appear and will protect the hog and distract him while he smashes the building.

You can defend against the ramming with various units, it is advisable to stop the ram before it reaches your tower. For example, with the help of the Ice Spirit or Discharge, and destroy for example with Barbarians.

The combinations can be completely different, everything is limited only by your imagination.

The Executioner is an epic card available in Arena 9.

The executioner is a ground unit, when attacking, throws an ax, which, flying 5 cells, deals damage to all enemies, and also returning like a boomerang, again damages everything in its path. Attacks both ground and air targets.

Game tactics:

Although the Executioner has a good health reserve, it is advisable to use it in a pair with a tank or in a group with other units, the Executioner's attack speed is rather slow. He is somewhat similar to the Bouncer in playstyle, but deals damage to flying units as well.

It is advisable to defend against the Executioner with single units, for example, mini Pekka, Lumberjack, etc. or you can use small units, such as goblins, but plant them behind the Executioner's back when he is distracted.

This card will find application in player decks and will be quite popular =)

Elite Barbarians is a common card available in arena 7. 2 improved barbarians with more damage and movement speed than their fellow barbarians.

Game tactics:

Elite barbarians are more adapted to attack than their counterparts; due to their high movement speed, they will very often run to the tower and inflict great damage on it. They have a good supply of health, which makes it difficult to defend against them.

In defense, Elite Barbarians perform worse in relation to four Barbarians. The same Giant, they will destroy longer, but after repelling the attack, they can very quickly switch to a counter offensive, for example, with cards such as Fire spirits, Ice spirit or other support cards, this can become a big problem for the enemy. If, in the counter-attack, add a Miner to the attack, for example, it will be a very good combo.

Decks With Elite Barbarians

Hellhound is a legendary card available in arena 4.

It has a lot of health, when destroyed, it disintegrates into 6 hellish puppies, similar in principle to the Horde of minions.

Card Tactics Hellhound:

By itself, a card without help is not a formidable weapon, it requires support. One of the tactics is a game with a miner, when the hound has little health, let the miner go to the tower, he will divert all the damage to himself, and the hellish puppies will do their job.

It is quite difficult to repel the attacks of the Hound and Ball, especially under the Rage card or with the Lumberjack.

It is possible to defend against the Hellhound with the help of Minions, Ice Mage, Musketeer, that is, any cards that destroy air targets, but you need to understand that the enemy will try to nullify your def, the most important thing is to quickly destroy the puppies, for example, with the help of arrows. The hound itself does not do very much damage, unlike its pets.

More detailed game tactics and decks with a hound can be found in the article ""

Royal Giant is a common card available in Arena 7.

It is an advanced Giant with a cannon. Attacks only buildings, ignores enemy units.

Game tactics:

The royal giant is mainly released in front of the bridge, as close to the river as possible, support units are planted behind the back, these can be Minions, Ice Mage, Demoman, Fire spirits. It is advisable to be guided by the opponent's deck, analyzing the situation.

Let's consider one of the tactics:

If at the beginning of the game you have the Royal Giant and Minions, then we release the Royal Giant near the bridge and immediately after it we release the Minions and, as appropriate, something to help (Ice Mage, Demoman, Fire spirits, Fireball, Log). Very often the enemy is protected by Barbarians, Mini-Pekka, Minions, Skeleton Army. If we managed to crush the enemy's def and the Royal Giant remained intact, the flies switch to the enemy's tower while it is distracted by the giant. Very often, such an attack can destroy the entire flank.

If you see that the enemy launched an attack with a fat unit, such as a Giant, Golem, PEKKI, Hellhound, immediately try to attack on the second flank, releasing everything you can behind the Royal Giant, hoping that there is enough elixir to defend the second flank.

It is advisable to use the same tactics against various Huts and Stoves, attacking on the other flank, you will destroy the enemy's strategy.

If the enemy has an Infernal Tower, then it makes sense to release the Royal Giant from behind his central tower in order to land barbarians or a trifle in front of him when he reaches the bridge.

It is better to defend against the Royal Giant with Barbarians, less weak units are also suitable, but it will be easier for the enemy to destroy them.

Rocket is a rare card available in Arena 3.

Rocket is a spell that deals damage in a small area but with very high damage. It is mainly used to destroy a small concentration of enemy units, finish off the enemy Tower, to destroy Sparky, the Three Musketeers, etc.

It is very good to guess the use of the rocket so that when the units are destroyed, they will also hook the enemy's Tower.

Clone - Epic card, sang, at the cost of 3 elixirs. Duplicates friendly troops, sang in the area, but with a very small amount of health. Does not clone buildings.

This link ( click here) you can read a more detailed description, the intricacies of the game and tactics of use.

It makes no sense to use the Clone on tank cards, in view of the fragility of the created twins. It is ideal to use this spell on units with high damage and attack speed, since cloned troops have the same damage indicators as the sample for the double.

This spell is especially effective in conjunction with the Mage, Musketeer, Megaminon or Balloon. The latter can be especially dangerous, since upon death, he, like all his copies, has a chance to drop a powerful bomb.

It's very good to copy the troops behind the tank, especially if the enemy has already used cards with area damage (Discharge, Arrows, etc.).

The Lumberjack is a legendary card that opens at arena 8. A fast attacking ax warrior who spills a can of Rage upon death.

Game tactics:

The lumberjack is mainly used to receive a bonus in the form of Rage after his death, so you need to plan your attacks so that the lumberjack dies at the right moment for you. If this unit has reached the tower unscathed, it will inflict huge damage.

The Lumberjack is not bad in combination with such cards as Three Musketeers, Giant, P.E.K.K.A., he is not bad in defense, fast and strong blows can help in def.

Fury is an epic card available in Arena 3.

It is a spell that is cast on the arena area and increases the attack speed of units and buildings by 35%.

It is very often used with such cards as PECKA, Three Musketeers, etc. Allows you to accelerate the attack of units and conduct a very powerful offensive.

Princess is a legendary card available in Arena 7.

Has an increased firing range, deals area damage.

The princess shows herself very well in supporting the attack, for example, covering the Giant or another tank. It is able to shoot the Tower of enemy archers without entering the enemy's territory, thereby making the defender nervous and spending the elixir on defense.

In defense, the princess is also not very bad against the accumulation of enemy units, place her a little to the side of the enemy's attack line and watch how she methodically disassembles the enemy.

You can protect yourself from the Princess with the help of a Log, Arrows, or, for example, let her go closer and when she is distracted, release Goblins, Fire spirits, etc.

The Prince is an epic card available at Training Camp.

The Prince, a unit with a good health reserve, has good damage, before the attack, the Prince accelerates ("Assault" ability) and deals double damage to the first hit.

The Prince's weakness is a large accumulation of trifles, so you should not send him into an attack alone, without support. Sometimes the prince can be used on the second flank, away from the main attack, when the enemy has spent the elixir and does not expect such a turn of events.

You can protect yourself from the Prince with various trifles, Goblins, the Skeleton Army, the Guardians hold his blow very well, and so on.

Poison is an epic card available in Arena 5.

The poison deals periodic damage in the area to all types of enemy units and buildings. Used both in defense and attack. Ideal for destroying massive concentrations of enemy units.

P.E.K.K.A. - an epic card available in Arena 4.

P.E.K.K.A. a powerful tank with very high damage, low movement speed and high cost.

The tactics of the game P.E.K.K.A. is to use this card in the form of a tank with high damage, with obligatory cover by support units, for example, the Witch, Goblins - spearmen, Mage, Musketeer, Minions, Demoman, etc.

Defend against P.E.K.K.A. it is possible with the help of Minions, Barbarians, Guardians, Skeleton Army, various little things. P.E.K.K.A. very easily distracted by units, this can be used to control the situation.

The Musketeer is a rare card available at Bootcamp.

Musketeer is a universal card, very good in defense and attack in the form of support, it shoots both at ground targets and at air targets. Finds use across different decks of Clash Royale players.

In an attack, the Musketeer is usually used with a tank, as a cover, but if this unit has targeted the enemy's tower, it will inflict great damage.

Musketeer is very good in defense, especially against flying units such as Shar, Hellhound, Little Dragon, Flame Dragon, Minions.

Mortar is a common card available in Arena 6.

The Mortar is a long-range weapon that deals area damage. The mortar has a blind spot next to it and it cannot shoot in this area.

The tactic of playing with a mortar is to place it near the bridge, at a distance of one cell from it, in its own half of the arena. The mortar from this place calmly reaches the enemy's tower and methodically destroys it. The main goal is to save this weapon from enemy units as long as possible by all means.

Sometimes you can switch from attacking with Mortar, to defense. For protection, this weapon is placed between their towers in the middle.

You can defend against the mortar in different ways, with the help of such cards as Rocket, Fireball, Lightning, as well as various units of Barbarians, Horde of flies, etc. The Royal Giant does very well with the mortar.

The Mirror is an epic card available in Arena 5.

Mirror is a very interesting card, it is able to copy the previous card that you used, the cost of the copy will be equal to the cost of the copied card plus 1 elixir. For example, you used Goblins for 2 elixirs and after that with the help of the Mirror you can release Goblins again, but they will cost 3 elixirs. The level of duplicated troops depends on the level of the Mirror card itself, for example, 1 card level: summons a Common card of level 7, Rare card of level 5, Epic card of level 2, Legendary card of level 1, then +1 for each level.

The tactics of using the Mirror are very numerous and it all depends on your imagination, go for it, experiment and you will succeed

Mini PEKKA is a rare card available at the Training Camp.

One of best cards for novice players and not only, has good speed and great damage. It is used with success both in defense and in attack. If Mini PEKKA, under cover, reaches the enemy's Tower, the Tower will be destroyed in a matter of seconds.

Finds use in different decks, a very common card. It can be used, for example, in conjunction with the Giant as cover, with the Miner as the main striking force, and so on.

In defense, Mini PEKKA is able to disassemble almost any fat enemy, for example, Giant, Royal Giant, Golem.

You can defend against Mini PEKKI with any little thing, such as Goblins, Guardians are very well suited for this purpose.

Minions is a common card available in Arena 2.

Minions - 3 flying units, extremely useful in attack and defense. This card is used in so many decks.

In the attack, these units are used in the form of support, for example, in conjunction with the Giant, Royal Giant, etc. Often there is a combination with the Miner, when the digger is a kind of tank and distracts the enemy's Tower, while Minions do a lot of damage in the meantime.

If you use minions with the Royal Giant, then very often you can observe the following development of events: We plant the Royal Giant and release flies after it, the enemy will try to kill a giant with a cannon, for example, Mini PECK, but the flies are right there, not only will they destroy Mini PEKKU , so they will fly to the Tower of Archers and while it is distracted by the giga, they will deal with the building. If the enemy drops Mini PEKKI, for example, Barbarians, then the Minions will deal with them and prevent the opponent from organizing a counterattack.

In defense, Minions are able to deal with any unit, but they are very sensitive to such cards as Arrows, Discharge.

Minion horde - simple card available in Arena 4.

The horde of minions are simple minions, only there are twice as many of them and they cost 5 elixir (6 minions), which ultimately comes out cheaper than simple minions for 3 elixirs (3 minions).

The card is capable of inflicting a lot of damage if the enemy does not have Arrows or Discharge or he has spent them, the Horde of minions is able to deal with the Tower in a matter of seconds, destroy the thickest tank, for example, the Giant.

To lure arrows before using the Horde of minions, cards such as Minions, Goblins, Princess are very often used.

The horde of minions is found in different bundles, combinations with the Hellhound, Miner, Ball, etc. are especially popular

You can defend yourself from the Horde of minions with different cards, ideally cheap ones in order to get an advantage in the elixir, such as Fire spirits, Discharge, Arrows. You can also use the Ice Mage in conjunction with the Tower of Archers.

Lightning is an epic card available in Arena 1.

It is a spell that deals huge damage to 3 units or buildings with the highest amount of health. At the same time, it stuns for 0.5 seconds like a Zap card.

Lightning is used both in defense and in attack, for example, to finish off the enemy's tower with the ability to damage 2 more units standing nearby. It is very often used to damage buildings.

The Knight is a common card available at the Training Camp.

The Knight is a hybrid of a tank warrior, has a good supply of health and a fast attack. Suitable for attack support, defense. Recommended for use in a team with other units.

With a cost of 3 elixir, the Knight can do a good exchange of cards, destroying more expensive enemy cards and be in the black in the amount of elixir.

The Cemetery is a legendary card available at Arena 5.

A cemetery is a spell with which, at any point in the arena, you can get an area from which one skeleton crawls out for a long time once every 0.5 seconds.

You can use the graveyard in conjunction with a tank, for example a Golem. While the Archer Tower is distracted by this fat unit, place a graveyard on the tower itself and watch hordes of skeletons tear it to pieces. You can also use this card with Hellhound, Giant, Miner, etc. The whole point is to distract the Tower of Archers and the enemy himself from the graveyard, to the attacking thick map.

In defense, this card can also be used successfully, for example, against PEKKI, Prince, etc.

Infernal Tower is a rare card available in Arena 4.

Infernal Tower is a defensive structure with huge damage, capable of destroying any single target. Ideal for confronting fat units, enemy tanks such as Giant, Golem, PEKKA, Shar, Royal Giant, etc.

The tactic of playing the Infernal Tower is to install it in your own half of the arena, between two towers. It is advisable to do this unexpectedly for the enemy, when a fat unit, for example a Golem, attacks you. This is necessary so that the enemy does not release any trifles in front of the tank, which will distract the Infernal Tower from its main goal. If, nevertheless, the enemy cranked such a technique, your task is to destroy all small units, with Discharge, Arrows, etc.

It is also necessary to use the Infernal Tower against the Royal Giant correctly, if you put this building too early, the Royal Giant will simply shoot it from afar, since its range is higher than that of the inferno. You should wait for the Royal Giant to come closer and only after that put the Infernal Tower.

The weakness of the Infernal Tower lies in several things, these are small units, Discharge, Freeze. These spells reset the inferno charge to zero and the damage starts again from the minimum.

Ice Sorcerer is a legendary card available in Arena 5.

Ice Sorcerer deals damage in an area and at the same time freezes enemies, slowing them down.

This legendary card is one of the best support cards for tanks (fat units), the Ice Spirit will deal damage and slow down both ground and air enemies, and if you add more attacking units to help, you will get a great combination.

In defense, the Ice Sorcerer is capable of performing miracles in tandem with the Tower of Archers. Are you attacked by a Horde of minions for 5 elixir? It doesn't matter, in just 3 eliks, the Ice Mage and the tower will destroy the horde. Various goblins, Princess, Megaminion, all this is within the power of the ice wizard in his half of the arena.

The Ice Sorcerer finds use in most decks, with different card combinations.

The Hog Rider is a rare card available in Arena 4. ()

Hog Rider, a popular attacking card for fast-paced play. It attacks only the defenses and towers of the enemy, ignores enemy units, can easily jump over the river and destroy, for example, the Crossbow or Mortar.

There is a great variety of decks and combinations of cards with this card, from cheap attacking decks to expensive siege ones. Everyone can pick up something for the soul =)

Often the Hog Rider is sent to attack under the cover of Goblins, Ice Spirit, etc. Detailed tactics and secrets of the game are in a separate article on our website.

You can defend yourself from the Hog with protective structures (Cannon, Tesla, etc.) that are installed in the middle of the map, as well as Barbarians, Goblins, Minions and other units with good damage.

Golem is an epic card available in Arena 6.

Golem is a very powerful tank, with a low movement speed, it attacks only enemy defenses and towers. When the Golem is destroyed, it disintegrates into 2 small golems and an explosion occurs, damaging nearby enemies.

The golem is a very expensive card, it is worth planting it as far as possible, behind the King's Tower, this will allow you to accumulate an elixir for support units while the Golem goes to the enemy's territory.

In the game, you can often find the Golem in conjunction with the Cemetery, the tactic is to distract the Archer Tower to the Golem and place the graveyard directly on the tower. It will be difficult for the enemy to defend against this tank and against the skeletons crawling out of the ground at the same time.

You can also use various combinations of cards with the Golem, it all depends on your imagination =)

You can defend against the Golem with the help of the Infernal Tower, Flame Dragon, Barbarians, Horde of minions, etc.

Sparky is a legendary card available in arena 6.

Differs in huge damage and good health. For many players, this card is the ultimate dream.

Game tactics:

Sparky is capable of demolishing an opponent's tower in a couple of hits, making it an ideal killing machine. The big drawback of this card is that it is very vulnerable, since it has a long recharge, so Sparks must be used in conjunction with tank cards, such as the Giant, Hellhound, etc., under the cover of small units. Sparky is greatly accelerated by the Rage card or the Lumberjack after death.

In defense, this card is not very bad, especially if a successful defense turns into a counterattack. Putting Sparky in defense follows the tower.

You can defend yourself from this killer card in the following way, first, lure a shot with small and cheapest units or knock down the Zapom charge, and then, while Sparky is on recharge, destroy it with barbarians, flies, etc.

The Bouncer is an epic card.

The purple big guy throws huge stones that sweep away and damage anyone who gets in his way. Becomes available in Arena Eight.

Bouncer Card Tactics:

Basically, the bouncer is used as a support for the main army, having a long attack range and splash damage, which in addition knocks back enemy troops. Works great with barbarians, knight, giant and other melee units. It is rather difficult to beat off a bunch of bouncers with a tank in front and a little support in the form of a trifle in the back. For example, the bouncer + giant + musketeer combination is very good!

The bouncer is a very good defense unit. Protection is an innate specialization of the big guy. He throws boulders at the enemy like a natural bowler! It is enough to release the bouncer in front of the tower and all enemy ground units will be very badly damaged. The Air Force is the Bouncer's weak point, he is powerless against them.

How to protect yourself from a bouncer:

The bouncer can be destroyed with flying units or distracted by ground troops and countered from the side of the attack line with any trifle.

Fire Spirits - a common card, it becomes available in the fifth arena.

Kamikaze spirits are ready to sacrifice their lives for you =)

Tactics for playing the Fire Spirits card:

Fire Spirits cannot be an offensive card, it is a support card. They can be sent into battle with cards that the enemy will counter with trifles or flies. For example, spirits can be used with the Hog Rider, or you can protect the Royal Giant from flies and goblins.

In defense, Fire Spirits behave more confidently than in attack. A very good exchange, when you are spirits worth 2 elixir, protect the tower of archers from a horde of minions worth 5 elixir. If Barbarians go to your tower, the spirits are able to harm them very much. Very often, Fire Spirits can be thrown into a large pile of batch and thereby turn the tide of the game on your side.

Furnace is a rare card that costs 5 Elixir. Available from the fifth arena.

Card game tactics:

The furnace is able to make the enemy nervous, the balls of fire reaching his tower, slowly and methodically destroy it. The stove is often used in the "Spam" tactics in conjunction with other houses, such as the Barbarian Hut and the Goblin Hut. The built structures are able to fill the enemy with a huge crowd.

The stove is mainly placed behind the tower of archers, but sometimes it can be placed in the center, which allows you to distract the attack from the tower towards yourself.

You can protect yourself from the stove with the help of a Fireball, Rocket, Lightning, just guess the moment when the balls came out and let the Miner go. If the enemy Furnace is in the center, an attack on the other flank shows itself very well. For example, the Royal Giant does a good job with this.

Guardians is an epic card consisting of three skeletons wearing armor and a shield, like the Dark Knight. Unlocks in the seventh arena.

Tactics for playing the Guardian card:

Three dead warriors are able to withstand one-time damage of any strength, be it a Rocket, a P.E.K.K. strike and a Sparky shot, etc.

In attack, these are wars of support. Can be used in different combinations of cards.

This card is very good in defense, it can withstand Sparky's shot, which will only knock down the shields, while the skeletons will destroy the hellish machine on wheels. Guardians are good at stopping the attack of such units as Prince, Mini P.E.K.K.A, P.E.K.K.A. A big plus of the def with this card is that the enemy cannot just destroy the Guardians, for example, with a Fireball or Discharge.

You can defend yourself from the Guardians, for example, with such cards as Fire Spirits, Bomber, Mage, Minions, Little Dragon.

Ice Spirit is a common card for 1 elixir. You can get it in arena 8.

Tactics for playing the Icy Spirit card:

This inexpensive but very useful card has found application in many decks of players, it works well with any cards in the attack, allowing you to freeze enemy units. For example, a very good combination "Hog Rider + Ice Spirit", it will be difficult for the enemy to deflect such an attack, or he will have to spend a lot in the elixir.

This card can help a lot in def, it can neutralize goblins, freeze Sparky and thereby start reloading, there are a lot of use cases.

How to fight against the Ice Spirit? Ideal Skeletons, you can of course, and another trifle, but they are more expensive. Consider a situation when the Hog Rider is running at you, followed by the Ice Spirit. We release the skeletons and they will take the freeze on themselves, then we calmly deal with the hog. If at the moment there are no cheap units in the deck, but they are on the way, we release the units against the Hog and let the skeletons that appear a little to the side, the Ice Spirit will bounce aside and thus will not freeze your def.

Ice Golem is a regular card available in arena 8.

Flame Dragon is available from arena 8.

Flame Dragon is a flying Inferno Tower that can incinerate any single target, but is very weak against massive clusters of units. Very effective in attack and defense, if used correctly. Has a decent amount of health and huge damage, increasing every second.

Game tactics:

A fiery dragon is good to use with a tank, and covering with units with splash damage such as Mage, Princess, etc. which will allow you to destroy small change damage in the area.

You can defend against the Flaming Dragon with a trifle, this is its weak point, as well as Lightning, Discharge, Freeze, Ice Spirit nullify the increasing damage and help switch the dragon's target to the nearest one, if suddenly he is aiming at your tower or a fat warrior.

Megaminion is a rare card available at arena 7.

Game tactics:

Megaminion is used in the same way as minions, but it is more resistant to enemy attacks, since it has an increased amount of health, unlike its counterparts. An armored fly is not bad at supporting an attack with a Giant, for example. Good for defending against Ball, Hellhound, Sparky, and more. It should be borne in mind that the enemy can send, for example, Minions along with the tank, and they will rather quickly deal with their older relative.

To oppose in defense against the lonely Megaminion is quite simple, for example the Ice Mage copes with it, along with the tower of archers.

Miner is a legendary card, available in arena 6.

One of the most popular cards. Moves underground to any specified point in the arena. A very interesting map that you should pay attention to.

Game tactics:

It is very often used in attack, together with Goblins, Minions, Goblin Spearmen, Hellhound, Graveyard. The attack is quite simple, we send a miner and after him, for example, goblins. While the tower of archers is distracted by the digger, the goblins are doing their job =). The tactics with the rest of the cards are similar. A miner can destroy the enemy Princess, it's very good if you can destroy the Elixir Collector.

Protection from a miner comes down to destroying it with Skeletons, Goblins and similar cards, but there is one point to which you should pay attention, rarely a miner is allowed to attack one and if Goblins or Minions go to help him, for example, then first of all it is worth destroying them, otherwise while you deal with the digger, his support will deal a lot of damage to the tower.

The Log is a legendary card that appears at arena 6. ()

This is the perfect map for destroying small units, princess. It also repels enemy warriors, which is undoubtedly a very good bonus. With a cost of 2 elixir, when you destroy enemy units, for example, a Princess (3 elixirs), you will be in the black on the elixir, and this is one of the keys to a successful game.

Game tactics:

If the enemy is often protected by small warriors, try to guess the moment and throw the log ahead of the curve, try to catch the archers' tower when using this card. The log is very good to use against large concentrations of enemy units when defending or attacking. You can also use this card if you want to push away enemy units. Highly recommended to use against the princess.

Little Dragon is an epic card.

A flying unit with a good supply of health, deals damage in an area, both on the ground and in the air. It is used to cover fat units, from the accumulation of enemy small things, such units as Goblins, Barbarians, Skeleton Army, Minions, etc.

It can be found in conjunction with Shar, Hellhound, Flame Dragon.

Barbarian Hut is a rare card that opens at arena 3.

After being installed, the Barbarian Hut releases 2 Barbarian every 14 seconds. The most common use in the "Spam" tactics, in conjunction with other similar buildings (Furnace, Gravestone, Goblin Hut), in order to crush the enemy with a large number of units.

To defend against the Barbarian Hut, you can use a Rocket, Lightning, Fireball. It makes sense to attack on the other flank, especially after the very construction of the hut, since the enemy has spent almost all the elixir. To restrain the emerging Barbarians, you can use the Ice Mage, Bomber, Bombing Tower, etc. The main goal is not to let the enemy build up, otherwise he will crush you with a huge crowd.

Ball is an epic card available in arena 2.

Ball - A flying unit with a lot of health, it attacks only buildings and defensive structures. Deals last area damage on death.

Game tactics:

Often, the Ball is used in conjunction with the Giant, Hellhound. These combinations are quite difficult to stop with competent play.

To protect against the Ball, you can use various cards that deal damage to air targets, for example Minions, Musketeer, Flame Dragon. The Infernal Tower works very well, which does not only damage, but also distracts the ball's attack from the archer's tower. Any building in the center between the towers is capable of distracting the flying Ball, this will give time to destroy it.

Barbarians is a common card available in arena 3.

Barbarians - 4 ground units, with good health, attack in melee.

Game tactics:

Barbarians, a support and defense card, a very versatile card. Barbarians are able to support an attack in conjunction with different attack cards. If these big guys get to the enemy tower, then she will be in trouble. This is one of the most popular cards in defense, Barbarians can stop almost any ground attack, they are able to destroy the Hog Rider, Royal Giant, Giant, Sparky, Golem, etc. It is ideal to plant barbarians on the head of an enemy unit so that they surround it from 4 sides, this will provide a smoother damage deal (barbarians will not push in front of the target), barbarians will live longer, if, for example, the enemy releases a magician on them, who will not be able to inflict damage to everyone barbarians immediately, thanks to their location. It is better to meet the boar rider with this card in the forehead, landing not far from the tower. If you are attacked by a Giant Skeleton, then it is worth dropping the Barbarians after him, this will save them from the lethal bomb left by the skeleton after death.

Barbarians are very weak against cards with area damage, such as Fireball, Bombing Tower, Bomber, Mage, Fire Spirits, etc., that is, they can be countered very easily with these cards.

Demoman is a common card. You can also find its second name "bomber". Deals area damage to ground enemies.

Game tactics:

The Demoman is not expensive, but perhaps the most effective warrior against the accumulation of enemy troops, he is very good at dealing with such units as: Barbarians, Goblins, Goblin Spearmen, Skeleton Army, etc.

The Demoman behind the back of a fat attacking unit is capable of clearing the road in front of the tank very well. By adding air escort, you can be sure that all your army will go to the enemy tower.

The Demoman is very good at defense, single-handedly able to disassemble Barbarian, not to mention the little things like Goblins, Skeleton Army, etc.

Bomb Tower is a rare card available in arena 2.

It is a defensive structure with a sitting Demoman that deals area damage to ground enemies.

It is installed mainly in the middle between the towers. An irreplaceable defensive structure against the "Spam" tactics, capable of destroying huge concentrations of opponents. Can be used to distract archers from the tower from such units as Shar, Giant, Hog Rider, etc.

If your opponent has a Bomb Tower, you can try to remove it using various flying units such as Little Dragon, Minions, etc., or using the Fireball, Lightning, Rocket spells.

Cannon is a common card available in arena 3.

The cannon is a defensive structure that deals damage to ground units.

Card game tactics:

They use this card in defense, they are installed mainly in the center between the towers, it serves to distract enemy units from the tower of archers, does good damage. Vulnerable to air forces. If you are annoyed by the enemy's Cannon, you can try to destroy it using flying units or using spells such as Fireball, Lightning, etc.

The Dark Prince is an epic card available in arena 7.

A ground unit with a shield, thanks to which even Sparky cannot destroy it the first time. The dark prince strikes in an area, at once to several opponents in front of him.

Game tactics:

The Dark Prince looks like an ordinary Prince, but at the same time they are completely different, they are often used together and they complement each other, the attack of the two princes is terrible. The Dark Knight is able to destroy crowds of enemy units with a couple of pokes, be it Goblins, Skeleton Army, Barbara. Its weak point is flying units.

As mentioned above, the Dark Prince is often paired with a regular Prince, good for this bunch of P.E.K.K.A. All of this trio can successfully walk all three enemy towers.

Elixir Collector is a rare card available in arena 6.

Elixir Collector is a 6 elixir construction that produces 1 unit of elixir every 10 seconds for 80 seconds. That is, for the entire period of existence, 8 elixir will be produced and you will be in the black by 2 elixirs. In simple terms, the collector will speed up the production of the elixir, which will allow you to use cards more often.

Also, the Elixir Collector in some cases can be placed in the center, between two towers and thereby distract the attack of enemy units from the Archer Tower.

Fireball is a rare card, spell. Available from the start of the game.

Used to inflict area damage on massive enemy clusters or to finish off an enemy tower. It can be used both in attack and in defense, it must be used wisely and according to the situation.

In an attack, for example by a Giant, the Fireball can serve to destroy units that the enemy will release in defense (Barbarians, Skeleton Army, any accumulation of small things.) If you provide cover for the Giant, then this can all result in a very good attack.

In defense, the Fireball very often saves from a large concentration of enemy troops, for 4 elixirs you can destroy an expensive enemy army and be in the advantage of the elixir, and this is a very great success. Often the Fireball is used to inflict great damage or destroy such units as Barbarians, Three Musketeers, Horde of minions, etc.

Freeze is an epic card, a spell. Available in arena 4.

Freeze - freezes everything within a radius of 3 cells, after freezing, the charges of such cards as Sparky, Flame Dragon, Infernal Tower are discarded.

Freezing can be used both defensively and defensively.

In an attack, for example, with a Giant, a Ball, a Hog Rider, etc., sometimes it is very nice to freeze the enemy's tower and the troops that the enemy has released in defense. During the duration of the Freeze, the Archer Tower can lose a lot of strength.

In defense, Freezing can also contribute, there are a lot of use cases, the main thing is not to forget the rule of saving the elixir and the victory will be yours!

The Giant is a rare card available at the Training Camp.

Giant is a tank, a big man with a large pile of health, attacks only buildings and ignores enemy troops.

A very slow unit, needs protection. If the Giant, under good protection, gets to the tower, he is able to inflict great damage on it and even destroy it.

When attacking with a Giant, they usually drop him behind their central tower, while he walks slowly, plant support for him and accumulate an elixir. It is recommended to use an air card such as Little Dragon, Minions, Megaminion, etc. and a card with splash damage, such as Mage, Bouncer, Witch, etc. There are a lot of options.
You can defend yourself from the Giant with the Infernal Tower, Barbarians, Flaming Dragon, and so on. It's a good idea to destroy the giant's support units. You can also distract the Giant with various buildings, placing them in the center.

The Giant Skeleton is an epic card. Available in Arena 2.

A giant skeleton, not a bad tank, with good health and good damage. A feature of this unit is the bomb, which he carries with him, after death it falls and deals great damage in the area to both enemies and towers nearby.

The tactic of playing the Giant Skeleton is to use it in the form of a tank, followed by units to attack. If you provide good protection and the skeleton reaches the Tower of Archers, it will inflict huge damage, even after its death, at the same time it will take the enemy army with it.

You can defend yourself from the Giant Skeleton with the Infernal Tower, Flame Dragon, small units, Barbarians, etc. But it is very important to land the units behind the back of the skeleton, so that after his death they would have time to get away from the bomb.

Goblin Barrel is an epic card available at Arena 1.

The card represents 3 goblins in a barrel, which can be thrown anywhere on the map.

Game tactics:

The goblin barrel can be used in different ways, for example, by throwing it into the enemy's tower, you will almost certainly lure Zap or Arrows from the enemy, this will help plan a further attack, for example, with the support of the Horde of Minions, the Skeleton Army, etc.

The tactic of playing with a tank is very common. For example, letting the Giant go, we wait until the Tower of Archers is distracted by it and throw the barrel, if the enemy has little elixir or he used Zap, Arrows, then these little creatures will instantly take apart the tower brick by brick.

To defend against the Goblin barrel, as mentioned earlier, you can use Zapa, Arrows, small units.

Goblin Hut is a rare map available at Arena 1.

It is a structure that releases one Goblin Spearman every 5 seconds. During its lifetime, it will release 12 units.

Goblin's hut finds use in different decks of cards and causes inconvenience to the enemy, each Goblin Spearman deals small but stable damage to the tower, if not stopped, thereby making the enemy nervous. Also, running out goblins distract enemy units.

Very often the Goblin Hut is used in "Spam" decks in conjunction with other similar buildings (Barbarian Hut, Tombstone, Furnace). Together with these cards, you can crush the enemy with a large mass of units.

Goblins is a simple card available in Arena 1.

Launches 3 goblins into the arena, with good damage and high movement speed.

They are used in different combinations of cards, both in attack and defense. A very versatile card with a low cost allows you to build different combinations.

In the attack, you can often find goblins in combination with the Miner, in support of various tanks such as the Giant, the Royal Giant.

In defense, Goblins are not bad against single targets, they easily counter Mini PECKU, Miner, Prince. They can and will deal with the Hog Rider, the Giant, etc. After a successful defense, the Goblins very quickly turn into a counter-attack, if at this time the Miner is sent to distract the tower, it can turn out very well.

Sometimes you can turn a tricky move, distracting flying units from the Archer Tower, for example, if a single Megaminion is flying towards you, land the Goblins in front of the tower, and while he is dealing with them, the tower will do its job.

The main enemy of the Goblins is Discharge, Arrows, Log.

Let's take a look at the basic Clash Royale sercretes. What are the secrets of our favorite game? Let's figure it out together. And be patient. The article is not short.

The basics

  • Each player has three buildings on the field, you need to save your own and destroy the enemy. This is achieved thanks to the heroes who are summoned to the field using cards. Cards consume an elixir, which is the only resource in battle and accumulates over time.
  • New cards can be obtained by opening chests, winning battles, or purchasing them in the store.
  • Each card has a specific cost to use. When composing a deck, an index "average elixir consumption" appears, which shows which cards there are more in the deck: "expensive" or "cheap".
  • Be sure to check out the TV Royale section, which contains the most significant matches of the best players, from which you can learn different tactics and deck builds.
  • There are two currencies in the game: gold and crystals (gems), you earn gold by participating in battles, crystals, knocking out achievements. The easiest way to get 100 crystals at once is to reach the third level and join a clan. You will need them to purchase epic cards.
  • Sometimes, when you start a match, you may see a pig rider or someone else rushing towards you. This is not a bug. If you click on the screen while the players' names are highlighted, you can start the battle immediately. This is exactly what your opponent does when he releases his troops early.

How to get gold

Most of the coins fall out of chests: wooden, silver, gold or royal. Wooden chests appear every 4 hours, so don't forget to check them as often as possible. Silver coins are available every 3 hours, and they are also issued in case of victory in the battle. Gold chests can be opened once every 8 hours, and royal ones only once a day.

There is a very small chance (about 1 in 30) that for winning a battle you will be awarded a magic chest, in which, in addition to gold, there will be 41 cards, including at least 1 epic and 8 rare cards.

Save your wealth for really important purposes.

Don't waste gold buying regular cards in batches. Every day, a unique card worth 2,000 gold coins appears in the store. Any of them are precious, but while you are saving, you can find out what unique cards exist in general. At the same time, there are always those cards in your deck that require improvement, but before upgrading them, be sure that you really need it.

If you urgently need gold, then you can buy it for the accumulated crystals, for only 60 gems, you will receive 1000 gold.

How to build a deck

There are only 42 cards in Clash Royale, of which you are only allowed to take 8 in the deck, which makes the choice and their combinations very difficult to achieve optimal results.

To make it easier to come up with combinations and combine cards yourself, you can distribute them according to the classification:

  • Ground troops - only attack from the ground
  • Air forces - flying units capable of attacking from the air and at the same time being protected from some ground troops (bomber, prince, knight, valkyrie)
  • Melee troops - attacking only at close range
  • Long-range troops - attacking from long distances (it is better to place them behind melee)

All cards, be they heroes or spells, are divided into two categories: inflicting point damage and distributing it over a wide area. The former are good for destroying enemy tanks, the latter are good for killing a group of weak units at once, like an army of skeletons. In the deck, both are needed to resist various attacks and at the same time be able to launch, for example, a fireball at the enemy's fortress.

Shortly after the start of the game, maps will open, allowing you to attack not only on the ground, but also from the air. You always need to be prepared for such a development of events. Therefore, in any deck, be sure to include combat units capable of attacking air targets, for example, musketeers or a horde of minions.

If possible, it is worth including buildings in the deck, they are a great help, both in attack and defense, diverting enemy troops directly from your main buildings.

You should never forget about offense, because this is the best defense tactic. To do this, you always need to have a couple of attacking tanks in the deck, such as a giant, a rider or a balloon.

In addition to the extremes that need to be combined, at first you will be provided with an irreplaceable service by universal cards that are good for any tactics of the game. These include archers or a knight, the latter is especially useful against a witch, which he kills with almost one blow.

The most important indicator for your deck will not even be the uniqueness of the units used in it, but the "average elixir consumption", which shows what tactics you are using. Better to keep this figure between 3.7 and 4.5. If you drop the indicator below the first, then most likely you will continuously throw out light troops, trying to hold back the siege, and if you exceed the second, then you will simply not have time to empty your hand.

In the later stages of the game (starting with the fourth arena) when building a deck, keep in mind that each card must interact with at least two more others (as was the case with point and wide attacks) so that any combination of them in your hand gives an advantage when attacked.

How to win a battle

Wait until the elixir bar is full before starting the battle. It makes no sense to rush headlong to immediately throw your troops into the attack. For example, if you put up a prince immediately, then the enemy will easily resist with the tomb of skeletons, spending 2 less units and accumulating the same amount before that. The situation is similar with defense: place the infernal tower immediately, and the enemy will not only have more time to think about tactics, but also it will not take long to destroy the tower, it will last only 40 seconds.

Usually you meet with those who are waiting for the full filling of the elixir scale. In this case, you have two options:

  • start the turn yourself, then you will get a small, but still advantage in the flow of resources
  • respond to the attack, you will be able to better defend yourself, but you will lose in the difference of elixirs. The former is usually preferred.

Start with light troops. There is no need to play the beginning of the game right away with expensive units. Be in the hand of a prince and archers, it is always better to choose archers, since they are less costly of an elixir.

This will help determine the tactics of the enemy. Both from the prince and from the archers, the opponent will be able to fight off with the tomb of skeletons, and then go into a counterattack. With the loss of a small detachment, you will not only know what strategy he chose, but you will also be able to oppose a significant force to the giant and the musketeer if a massive offensive has begun.

To create a dangerous combination, withdraw your troops from the end of the map. You can often see how experienced players land their units not at bridges, but behind their own towers. This is done with the aim of assembling a deadly squad. If you want to create an explosive mixture of a giant, a musketeer and a witch, then it is best to let the giant out of the corner of the field, until he reaches the bridge, you will accumulate 9 units of elixir in order to attach the remaining two to it.

Always attack one tower. There is no need to dissipate forces into two at once or rush between them. One destroyed tower can give you victory and open access to the enemy's field in order to destroy the basis of his entire base.

If you started the battle with a weak starting hand, then it is best to go on the defensive, using the army of skeletons if a knight attacked you, and arrows if a barrel with goblins fell on the tower. If you manage to repel the first wave of the attack, then you will have the advantage in the counterattack.

As already mentioned in the section on building a deck, there are two types of cards: designed for a point strike, and those that deal damage to all at once. When attacking enemy towers, try to combine these two types of troops, placing tanks in front, like a shield in front of the attacking archers. This will keep your punching power for longer.

Optimal Attack Combinations: knight and dragon baby; a giant and an army of skeletons.

If possible, have a "slow" card in hand. In the game, there often comes a moment when both players are exhausted and are waiting for action from the other, this is the ideal time to inflict even a minimal attack, for example, with skeletons.

There are two ways to play: offensively and defensively. Despite the fact that there are universal cards, you need to understand which ones should not be defended, and which ones should not be attacked.

Never use anti-aircraft units, such as hordes of minions or numerous troops, such as an army of skeletons for an attack, they will not have time to reach and inflict damage, which means your elixir will be wasted (this is if you expose them alone, but in combinations with other cards it can work ).

For an attack, the following are best suited: knight, valkyrie, giant. Use the balloon and the rider when you are sure that the enemy will not be able to resist them.

Please note that when one of the opposing player's defensive towers is destroyed, a small piece of the map appears on his half of the field, where you can put your heroes, use this if you want to destroy the main tower.

Protective cards are needed primarily in order to change the balance in the supply of the elixir in your favor. For example, if you destroy a barrel of goblins with arrows immediately after it lands, then the difference between the enemy's elixir spent on attack and yours on defense will be 1 in your favor, which will give you a stronger card. Rockets kill goblin huts, giving you 2 elixir points. Lightning kills witches, musketeers and wizards, making your costs equal.

Never fill the elixir strip to the maximum, you still won't be able to set all the top heroes, but the purple substance will stop flowing for a while, and in this game even a second of delay is catastrophic.

As opposed to wasting accumulation, you shouldn't waste all your supply of elixir on an attack, as you make yourself an easy target for a crushing enemy attack. Save some of the elixir for a backup plan.

Not all enemies require your direct intervention. Always assess the threat to your camp, Clash Royale is about offense rather than defense, so focus your efforts on offense without worrying about minor threats.

If, nevertheless, it happened that the situation seems hopeless: you have only the main tower left to stand, a knight is heading towards it, and you do not have enough elixir points to call the necessary units. In this case, it is best to have a couple of light cards in charge of building buildings in reserve. While the knight is busy destroying them, your tower will fire at him (and it is very likely that it will kill him), and you will accumulate more elixir for a retaliatory strike.

Each unit has its own spawn time, this must be taken into account so as not to waste the elixir in vain. For example, if you release a little dragon in front of a horde of minions, you can destroy it, and if you are late, it will fall into their clutches and everything will be exactly the opposite.

There are times when you have no cards left in your hand that are suitable for defense, then the best solution would be to start up all available units in the attack on the other lane.

Video

Clash Royale is an online multiplayer arena that requires a stable internet connection to enter. In terms of gameplay, Supercell did not reinvent the wheel, but created a kind of hybrid of Clash of Clans and Hearthstone: Heroes of Warcraft, which captivates the player from the first fight.

In each three-minute set, players will have three buildings: two princess towers and the central tower of the king. The task is to demolish the central tower or more defense towers than the enemy with your troops. The gameplay proceeds according to the following principle:

  • fight with the enemy in the arena with your deck of cards;
  • we get a chest with a reward for winning;
  • We spend the reward on pumping the deck.

Chests

In Clash Royale, chests are designed to receive new units and upgrade existing ones. In addition to cards, you will find gems and gold in chests. The chests themselves are of seven types, they open after a certain time and they can be divided into three classes.

Temporary:

  • Wooden - drops out every four hours. In addition to ordinary cards, they can contain epic ones. Opens within 4 hours.
  • Crown - Bonus chests for collecting crowns. The crowns themselves are collected from the destroyed towers, even if you lose. These chests often contain valuable items. It also has two to four crystals guaranteed. Available once a day.

Cyclic:

  • Silver- are won as a victory in a duel. Depending on the arena, the number of cards will vary from three to eleven. Gold is distributed in the same way - from 20 to 95. But this type of chest never comes across epic or rare cards... It takes three hours to open.
  • Gold- appear after defeating the enemy. Up to and including the third arena, there is one rare card in the chest. Two will fall from the fourth to the seventh and three - in the legendary arena. Cards from 10 to 38, gold - from 70 to 304. Opens after 8 hours.
  • Giant- dropped after a victory. In the first arena, we get eight rare cards, and with each new level the number of cards will increase by two or three jokes. The available maximum of rare cards in such a chest is 30, and of common ones - 304. Gold in a giant chest is from 550 to 2470. Opens after 12 hours. If desired, the chest can be purchased in the store.
  • Magical- give from 200 to 950 gold, but out of the maximum possible 114 cards, three or four will be epic and 22 rare. In the first three arenas, more than one epic card and ten rare cards practically do not drop out. Opening hours - 12 hours, available in the store.

Random:

  • Supermagic- contain huge reserves of gold (1200 - 5700) and 180 - 684 cards, of which 6 - 22 are epic and over 36 are rare. These chests drop out randomly per battle. Opening time - 24 hours, available in the store.

Looping chests in Clash Royale seem to drop randomly at first glance. In fact, this process proceeds in strict accordance with the prescribed algorithm. To verify this, simply refer to the sequence table below.

Cards

Also, among the players there is an opinion that in Clash Royale legendary cards are found only in Magic or Supermagic chests. In reality, the cards of the Ice Sorcerer or Princess, as well as epic and rare ones, come across in Wooden and Silver ones, only much less often. There are many such examples on the forums and sites dedicated to this game. Just keep in mind that CR has an in-app purchase store for a reason, which increases the chance of getting legendary cards for the impatient real money players. But even if you are a supporter of Donat, before the fifth arena - the Ice Sorcerer, and the Princess - before the seventh, they will never fall out.

Secrets

We would also like to reveal some of the Clash Royale secrets and give some useful tips.

There are a number of ways to level up in the game.

By improving the cards of his deck, the player gains experience. With the increase in the level of cards, the amount of experience for the subsequent upgrade also increases.

For completing achievements in the game, experience is also added, plus crystals are added.

To access another of the options for increasing experience, you must join a clan. Each of the clan members can request the cards he needs several times a day and share his own. For discarding cards to clanmates, you are awarded gold and experience. Perhaps this will be a discovery for you, but in Clash Royale you can cut off the left gold. If you have been asked for a rare card and it is available in the store - feel free to buy. By donating it, you will not only recoup your costs, but also make a profit.

Many novice players do not know how to properly collect epic cards.

As practice shows, the most optimal way to collect epic cards is the rational use of crystals. They should not be sprayed into small change or spent on buying epicarts. There will be more than an abundance of ordinary cards for two to three weeks, and epic cards are guaranteed to drop out during this time. It is better to collect, for example, 500 crystals in order to convert them into 10,000 gold and purchase five epicards, which by that time may not yet be in your collection.

Tactics

The first and most important questions a player is asked are: What tactics to choose and what Clash Royale decks to build? Let's try to figure it out.

There are 42 cards in the game, and all of them either deliver a powerful point strike, or a weak one, but in the area. In addition, there are melee or ranged units, ground and air units. Based on this alignment, we can form three decks at once: offensive, control and defensive.

Regardless of which of them you will form, do not forget about the balance of power and the average consumption of the elixir. Try to get between 3.6-4.6. With a lower specific gravity of the deck, there will be a terrible lack of time to think over the options for choosing a card, if the weight is too much, there will be nothing to cover the opponent's card with. So, the classic attack deck consists of three striking, two defensive and three universal; control deck - of two or three shock, two or three defensive, the rest are universal; defensive - two percussion, three universal and three for defnding. Below are the most successful, one might even say, the best Clash Royale decks, tested in more than one arena. Feel free to put them on your decks.

Attack arena 2:

Not a bad deck for constant pressure on the enemy. The cheapness of the units allows you to throw up to 4 cards at a time. The prince deals significant damage, and the Fireball bombards the enemy while the team prepares for a new attack.

Control arena 2:

Well balanced deck for attack and defense. We release the Giant at the beginning of the card and cover it with the Dragon. To break through the enemy's defense, we can add a Knight or Mini PEKKU.

Defense arena 2:

A very convenient deck for repelling enemy attacks. Allows you to quickly seize the initiative and develop a counterattack. The bomb tower in the middle of the field covers the approaches, and the Musketeer and Bomber cover the Knight or Goblins in close combat.

Attack arena 3:

The power of the deck consists in alternately throwing a Giant Skeleton, Barbarian and Mini PEKKI into the arena, supported by light cards. A Musketeer with a Skeleton or Barbarians make a great alliance. Arrows and Fireball - for protection.

Control arena 3:

The deck involves constant pressure from a mass of inexpensive warriors. We methodically destroy the towers and keep them out of ours. To carry out the attacking units, we use Arrows and a Fireball. The inconvenience is delivered by Bomber and Valkyrie.

Defense arena 3:

The deck perfectly controls both single and massive enemy attacks. Allows you to quickly switch to a counterattack with not very expensive units and a Ball. Minions do not give the opponent's Ball a chance.

Attack arena 4:

Strengthen the attacked side with the Hut and throw the Witch behind the tower. We supplement it with the Giant near the crossing. Finally, add the Hog Rider. While the Spearmen and the Witch engage in battle, the Horseman and the Giant are doing their job.

Control arena 4:

The basis of the deck is the Barbarians plus the Hog Rider. A variation with Lightning is possible to break through the defense. We use cheap units to distract the enemy from the Horseman. The deck is very effective in the last minute of the fight.

Defense arena 4:

The deck allows you to become deeply defensive and constantly have several strong attacking cards at hand for swift and powerful counterattacks. Fireball and Lightning will strike the towers even during defense.

Arena attack 5:

The basis of the deck is made up of the Hog Rider and the Prince, on whose shoulders the task of removing buildings and towers falls. The rest of the cards provide them with a relatively safe passage to their intended goal or complete unfinished work.

Control arena 5:

This deck perfectly parries enemy attacks and allows you to attack yourself. The attack is blocked by either Mini PECCA or Goblins and Minions. A dragon with a Giant or a Sorcerer is great at storming in a spark.

Defense arena 5:

The main advantage of the deck is its solid defense, designed to exhaust the enemy. We ourselves gradually take out the opponent's towers with Rockets and Lightning. At the last minute, you can attack with a Ball.

In addition to a good deck to win fights, you also need skill, because during a battle you need to clearly understand which card to use at what moment and where in the arena. Any attack must be planned and calculated in advance.

The classic variant of the attack is to send a "tank" followed by a support unit. Often, the enemy drops several additional units to protect the towers. This is the moment that it is important not to miss and use the appropriate spell.

During the defense, the player is in a more advantageous position, since in addition to the troops, the tower is also shot back. Also, the attacker has already flashed his cards, which gave the opponent the opportunity to make the right decision. If you manage to save on elixir while defending, this is a great moment to launch a powerful counterstrike.

Adhering to any specific Clash Royale tactics or trying your hand at different ones is a purely personal matter for the player. The main thing is not to change the cards in the deck too often and not to promote a lot of cards. Upgrade the ones that are used in all decks first.

Accounting

An important point during the fight is the rational accounting of one's own and the approximate calculation of the opponent's elixir. With the correct distribution, you can “punish” your opponent very well. Here are some examples of pulling the blanket over yourself:

  • Blocking the Prince by the Skeleton Army - 1 (he often goes with the Giant or Mini Pekka);

Clash Royale decks are the core of the game. From the available 74 cards, you can take only 8 into the deck, and if the player does not understand what to take with him in the set, then he is unlikely to win in the arena. On this page you can choose the deck you need in Clash Royale. The decks are constantly being updated, added, we are monitoring this. We will soon make a "Builder" of decks for the clash royale, so stay with us.

Choose the arena level:

How to build decks in Clash Royale

Balancing your deck correctly is the key to your success. For example, if you take all expensive cards, then with a sharp attack from your opponent, you will have nothing to defend with. The same thing, on the contrary, when attacking, dropping all the small change, you can be left with nothing after one bomber.

In order to properly build a deck in Clash Royale, you need to clearly understand what style of play you like: attack, defense or control. The game should be fun - this is the main key to success. Being in the top 5 of my region, I played against hard defense, smashing towers with spells, this tactic did not bring me pleasure, although I did not raise cups badly. There is no single rule on how to design your deck, and that's the beauty of it.

I will give just 3 basic tips

Maps should complement each other

Try to make all the cards interact. For example, for a boar, freezing works very well, and a dragon works great with a golem, there are a lot of such examples. Make sure that at least 2 cards in your deck interact, attack with them and the result will not keep you waiting.

Clash Royale card rarity solves nothing

Epic, rare cards are not decisive in this game. Yes, each epic card has its own peculiarity, but if you think about it, then each card is special in its own way. Any epic card can be stopped with a rare or ordinary card. For example, a prince can be stopped with ordinary skeletons for just 1 elixir. The game is decided by luck and the ability to quickly respond to a situation, and not cards and their rarity.

Try to play extraordinary

Do not be afraid to lose, there is nothing like that here. Experiment with cards, this is the only way you can understand which cards interact well with each other.

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