Hey there! Jack Kumi here with my second Clash Royale strategy guide.
Yes, two decks in one guide. This is to see if you don’t have a few cards in one deck, you could go to the next one! Now, I will talk about “Raging Support PEKKA” then the “Giants and Bombs” Now, this is one thing: I barely see anyone saying that the graveyard is from the skeleton spell…
Required: P.E.K.K.A. (All Levels) This robotic warrior (or a controlling barbarian) fiercely uses his black smooth sword with his strength, destructing solo troops one by one. Surprising that it got upgraded to resist x2 damage on electricity! This thing is your ultimate win condition, tearing down towers, but it will need support. Hey, Valkyrie, kill these skeletons! Also, it’s best to hide it until x2 elixir. Until then, learn his counters.
Substitutional: Valkyrie (Level 4+) The axe legend who has an amazing talent of not throwing it when she stops spinning. She is famous everywhere when the Red Dead Head combo appeared in Arena Screens, like in New York. Anyways, these take on weak group troops that will help the P.E.K.K.A. aka Perfect Enraged Knight Killer of Assassins (I googled it) get to the enemy towers. However, we need more AIR. Substitutions: Bomber, Wizard, Ice Wizard.
Substitutional: Archers (Level 5) The sharpshooters who had taken a gold archery class that lasts 24 seconds at the Village’s Barracks. They hurt balloons and baby dragons, but the dragons could potentially kill them with and without an arena tower. These can help the P.E.K.K.A. from air troops like minions. Substitutions: Ice Wizard, Spear Goblins, Wizard
Substitutional: Minion Horde (Level 4) This flock of minions uses dark elixir that were put in testing at the Village Laboratory. These hit hard on towers if left unattended, but it won’t kill a full HP tower. This card in this deck is for DEFENSE, rarely offense. Substitutions: Minions.
Required: Rage (Level 1) Any level will boost the P.E.K.K.A., strong enough to do hard damage. Raging this with P.E.K.K.A. and support=awesome destruction, unless fireball or rocket, but that is rare on my second account battles. Onward to next!
Required: Musketeer (Level 4) These strong independent balloon-killers uses small iron balls and load a few, potentially acting like a walking cannon. If she wears iron, it’s a wonder electricity still won’t do x2 damage. These kill Balloons with no support easily.
Substitutional: Skeleton Army (Level 2) You don’t want these pile of bones from the dead. These can kill Hogs, Giants, and other single-damage melee troops. Substitutions: Skeletons, Graveyard, Tombstone.
Substitutional: Fireball (Level 4) This fireball is casted by clash magic, created not too long ago. These can take out Musketeers if it is one level under Fireball, making it real good. This can take out multiple skeleton armies, hordes and hordes of weak troops grouped together! Substitutions: ALL Damaging Spells
Now for the Gameplay
At the beginning, do NOT place the P.E.K.K.A. immediately. If you do, he will always keep his counters at his hands for her, so don’t. Instead, play defense and a few offense to learn his defenses and tactics. Good Defense: Skeleton Army; Archers+Musketeers; Minion Horde; Skeleton Army+Minions; Valkyrie+Archers/Musketeer. Good Offense: Valkyrie+Archers/Musketeer, Archers+Musketeer. Counter-pushes: Valkyrie+Archers+Musketeer (or Valkyrie+Musketeer+Archers), Minion Horde+Musketeer.
On x2 elixir, now that you have learned his tactics, place the PEKKA behind your King Tower. Then, counter with about 3-5 elixir only. When the PEKKA is about to cross the bridge, place in Valkyrie behind the PEKKA with archers and musketeer. Counter something with anything two times, and place Valkyrie and more. This will make the opponent worry and place everything he has. If he rockets, the PEKKA has a chance if she is at the tower with at least 1/2 of the HP. If he had successfully defended, you know he can defend another, so play defense for the rest of the game so you don’t LOSE any either.
Inferno Tower: You can put a skeleton army or a Minion Horde in front of the PEKKA so the Tower only hits them. If you don’t like Fireball, get Lightning instead. All works.
Inferno Dragon: Stated above.
Hog Push Decks: If he always uses splash with his Hog, place a musketeer or valkyrie somewhere not touching your tower, so that the splash won’t hit the tower as well. If you are willing enough to give them a few hits, wait for the splash to lock onto the tower, then skeleton army/minion horde them. If Baby Dragon, just skeleton army+musketeer.
Lava Hound Decks: When they reveal the Hound, use your Musketeer, Archers and Minions to try to take it out. If he uses splash as support, use Valkyrie as meat.
Alright, don’t have a card that’s required? Go to the next one!
Giants and Bombs
Required: Giant (Level 4) This is in the ultimate combo in Arena 4 which barely anyone defended it when my main account was there. Since new cards came out, I’m try to talk about them. Anyways, this is mainly on defense before x2 elixir and offense while. These can take down about 1/2 HP of a tower if left unattended!
Required: Giant Skeleton (Level 1) No matter the level, his death bombs are strong. He can wipe out an entire push if they are near the bomb, which makes it great. Before x2 elixir, I recommend just defend for a while. If you are greedy or if you know he’s bad at countering, try to push the GS at the tower. That way, the bomb will do more massive damage than a rocket at a tower. On x2 elixir, use the big push I will talk about later.
Required: Balloon (Level 1) This is a small skeleton who was failing as a Bomber. Soon, he decided to climb on a balloon. Strangely enough, his bombs explode with more damage than the bomber can. This air card is also in the combo. Basically the first three are in this deck’s combo. Even before x2 elixir, you should sometimes try to reach the tower with Giant+Balloon. Not much counters this at Arena 4, so it sometimes works.
Substitutional: Minion Horde (Level 4) This flock wants dark elixir, but somehow forms with elixir. I think I throw in update ideas here too much, but what about a dark elixir tank? Anyways, this is for defense only. Again, defense only. Don’t go offense unless it’s just after a counter. Substitutions: Minions, Skeleton Army
Required: Barbarians (Level 4) These yellow-haired warriors aren’t kidding with their mustaches. With their mighty sword, they chop and slice troops. Use this to counter the Hog if you want, even if it’s a negative of 1. If you don’t get it, it means a negative elixir trade of 1. Anyways, this is recommended on defense, but offense is accepted. This and the Minions/Skeletons are your two main defenses.
Required: Hog Rider (Level 4) The hammer holder hits towers on his quest for no more buildings of any sort. This rider is mainly on offense, no defense. Try to get these to the tower, or just add a little 4 elixir into the combo.
Substitutional: Fireball (Level 3) This orange sphere can make medium-HP with either 1/32 to 1/2. Use these to take down pushes like a boss. Substitutions: All Damage Spells
Substitutional: Arrows (Level 4) Never play with sharp things, the minions’ parents said. They learned their lesson. Arrows take down weak cards like minions and skeletons. Substitutions: All Damage Spells, Freeze
Now for the Gameplay
When the game starts, have the enemy start first. Then try to counter. If you have the bad hand (Spell, Spell, Balloon, ???), then just use a medium damage spell if it is a tough one and then defend. Do some offensive plays. This is a good play before x2 elixir.
When it’s x2 elixir, cycle to Giant, Giant Skeleton, Balloon, Spell, then place the giant behind the king tower. Choose a lane. When you place the giant, another card has filled in the Giant’s spot. It’s either a spell, Hog, or defense. If it’s a Hog, save it. If it’s any other card, defend. When the Giant is about 2 tiles away from the bridge, place the Giant Skeleton behind the Giant. The OP push begins when you place the Balloon behind all giants. Use the Hog if you would like behind the Giant, also. If the opponent has an inferno, place Minions in front before you place the Balloon. With this, you are applying pressure to the opponent, in which he will worry so hard that he will throw anything, but then you cycle to the next Balloon. If he actually defends, go for the other lane. If all else fails, defend in Overtime.
So that’s it. If you want to ask any questions, email me at firstname.lastname@example.org. See you in the Arena!
Secret: The hog can kite the Mini Pekka from the King Tower. When the Mini Pekka is near the middle line and 5 tiles away from the King, place the Hog on the opposite side of the MP. It will kite and your arena and king tower will kill it easily.