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My nickname is Clash Royale Chest Tracker. I've been playing the game for only a couple of weeks, spent some time reading the guides, tried and failed at least a couple of suggested decks, until I've finally found my favorite one. Right now I'm on Arena 7 2100+.

  1. Hog Rider
  2. Valkyrie
  3. Musketeer
  4. Elite Barbarians
  5. Zap
  6. Spear Goblins
  7. Fire Spirits
  8. Skeleton Army

This deck has at least a couple of quick tanking and quick defense options. Let's take a look at them.

Main tanks: Hog Rider / Elite Barbarians

Support for the tanks: Spear Goblins / Fire Spirits / Musketeer

Defense: Valkyrie / Zap / Skeleton Army / Fire Spirits / Musketeer

Strategy:

This deck works great at doing fast pushes and fast defenses, works great against taking down your opponents tanks.

Usually at the very start of the match I wait until 6-8 elixir and drop the main tank and support at the bridge. Then I wait for my opponent to show their defense strategy, and check out what cards they have so I can plan my next move.

Starting Options and main tanking:

  1. Hog Rider/Elite Barbarians + Fire Spirits. The Fire Spirits work well against any small counter-options, such as Skeleton Army / Goblins / Spear Goblins / Minions / Minion Horde. However, it's weak if your opponent decides to play out Witch / Magician, then your countering strategy should be dropping a Valkyrie when they are finishing your starting option and cross the bridge.
  2. Hog Rider / Elite Barbarians + Spear Goblins. This combo is good if your opponent doesn't have Fireball / Zap / Arrows / Minion Horde / Dragon / Poison as their starting option. Spear Goblins can help speed up taking down a tower.
  3. Hog Rider / Elite Barbarians + Musketeer. This combo needs 10 Elixir and should only be used if you have nothing else available / coming up, because your opponent could take you out using Skeleton Army (3 elixir) and you would have -7 elixir disadvantage. Musketeer works better for defense, anyways.

Both of these tanking options have disadvantages and lots of possible counter-options, but that's where your counter-option against the opponent is important.

If you don't have any of these combos at the start, you should wait until your opponent starts tanking. Swapping

Mid-game and afterwards / Countering options:

Usually if an opponent drops an Inferno Tower / Barbarian Hut / Graveyard / Elixir Collector / Tesla, I prefer to wait until these buildings die out and save up some elixir. Your tanking combo should be dropped behind your tower.

Valkyrie: use her if your opponent drops a Witch / Magician / Skeleton Army / Goblins / Spear Goblins / Barbarians / Elite Barbarians. Drop her when your opponent crosses the bridge and right in the middle of an incoming army. After she's done with them, she could be used as a counter-push, but is slow and could be taken out by an air troops. Drop a Musketeer at her back only if your Valkyrie has enough XP to reach your enemy's tower and do at least a couple of swings.

Musketeer: is one of the best defense cards at the game, if used accordingly. She can be taken out by melee in a couple of seconds. She is also great in countering air troops. Drop her either on the tower side or in the middle of arena, so she could distract incoming troops and your tower could do extra damage.

Zap: this is one of the best spells in the game. Works great against Minion Horde / Minions / Princess. Zap them before they reach your tower, so your tower would take them out one by one before they do any damage.

Skeleton Army: your best weapon against Prince / Giant / Royal Giant / Hog Rider / Elite Barbarians. Just make sure to distract the support (if there is any) and be prepared if your opponent drops a Zap against them.

Countering air-troops:

a) Minion Horde. Use Zap when they reach the bridge and your tower will take them out one by one.

b) Baby Dragon / Balloon. Make sure it's focused on your tower and drop a Musketeer on one side, Spear Goblins / Fire Spirits on the other. Baby Dragon can take out your Spear Goblins / Fire Spirits on

c) The only disadvantage of it's deck is the fact that it's weak against Lava Hound, as it has a lot of HP and cannot be distracted.

Countering tanks:

a) Giant / Royal Giant / Prince / Giant Skeleton. Your best bet is Skeleton Army. If you have already used it, drop a Valkyrie right at your tower or Musketeer + Fire Spirits / Spear Goblins combo. Make sure the Giant Skeleton doesn't get to your tower and distract him with a combo of Musketeer or Valkyrie in the middle of the arena first + drop Spear Goblins / Fire Spirits at his back. Don't forget about possible support options from your opponent, so counter them accordingly so your elixir doesn't go to waste.

b) X-Bow. Use Skeleton Army / Valkyrie + Musketeer. Valkyrie is great because she can take a lot of damage, whereas Musketeer cannot. Drop the Valkyrie right in front of it and Musketeer in the middle of the arena.

Now these are only a couple of strategies I listed you could do with this deck. There are countless other options. You could swap out any card if you like, because, in the end, it's more about the strategy you use rather than the cards you have.

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