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Clash Royale with TRoy

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Hey guys, it’s yah boi, Troy, back at it again with a special guide to buildings.
This was requested by several old friends who argued about which one was better: Cannon or Tombstone.
In the end, I’ve decided to make a guide about EVERY SINGLE BUILDING in the game so far.
I have spent some time on this. You can just skip around to find some information on the building you want. With that said let’s move on.


Clash Royale Buildings – The Ultimate Guide


Each of these buildings has unique, although sometimes similar, properties. Some of them spawn troops. Others have long range. Still others even produce elixir!
We will be looking at their pros and cons.
Clash Royale Barbarian HutBarbarian Hut
This spawner lasts for a full minute and spits out two barbarians every 14 seconds. This means that you will get 8 Barbarians in total. It costs 7 elixir, so it is pretty expensive.
At tournament standards, it has almost 2000 HP, and can easily counter Hog Rider and Royal Giant when facing 1 on 1.
However, due to the rise of the new metas, this card has been very unpopular recently, and is easily countered with spells or air units.
It cannot target air. However, this card does provide some some excellent chip damage and support for countering.
Setting it in the middle is a good position.
Clash Royale Goblin HutGoblin Hut: Costs 5 elixir, it produces a Spear Goblin every 4.9 seconds and lasts for a whole minute, meaning that it can spit out 12 Spear Goblins in its lifetime.
It has 1,232 health, pretty modest, and because of it’s fairly fast spawn rate, it can allow a massive buildup of troops when targeting a tank such as Giant, or God forbid a Lava Hound.
This also provides a steady stream of chip damage and is not bad for 5 elixir.
The disadvantages are the same with Barbarian Hut: It is vulnerable to spells and can be easily countered.
Placing it behind the arena tower is advised.
Clash Royale Bomb TowerBomber Tower
At tournament standards, it has about 1670 HP, and lasts for 40 seconds. It has the hit speed of 1.6 seconds, a little faster than the actual bomber itself. It does 176 damage at tournament standards, and its DPS is 110.
Surprisingly a little tanky, it is good for taking out swarms and kiting building troops.
Although weak to air, it is surprisingly resistant to most spells other than rocket or poison.
Placing it in the middle is a good idea.
Fun fact: If you take out both arena towers and set it as close as you can to the King tower, if the opponent places a troop right next to the King tower, the splash damage can damage it. This has been confirmed many times.
Clash Royale CannonCannon
Has a 5.5 range, a 0.8s hit, and lasts for 30 seconds. At tournament standards, it has 742 HP, does 127, and has a total DPS of 158. It is cheap and costs only 3 elixir.
This is the perfect counter to Hog, and can draw Balloons and Giants to it as well.
Musketeer can outrange the Cannon and take it out. However, it is also good at taking out Skeleton Army and small troops such as Goblins, Spear Goblins, and even Archers.
When protected, it can provide some serious damage at countering. A good example would be Guards and Cannons against a charge of Elite Barbarians.
Fairly popular card.
Clash Royale elixir collectorElixir Collector
Pretty self-explanatory. It produces Elixir. It is somewhat expensive, costing 6 elixir. It lasts for 70 seconds and produces one elixir every 8.5 seconds. This means it will give 8 elixir in total. At tournament standards, it has 1020 health.
This building is perfect for big pushes and beatdown decks such as Golem or P.E.K.K.A.
Because of its cost, you might want to put it where it is not vulnerable to spells, Miner, or Goblin Barrel. A good spot is right in front of the King Tower, in between the other Arena Towers. This is awkward for Miners and Rockets to go too. Miners will be subject to being crossfired by the two Arena Towers, and might even activate the King’s Tower. The same goes for Rocket.

Clash Royale FurnaceFurnace
Spits out two Fire Spirits every 10 seconds, and lasts for 50 seconds, meaning that it will spit out 10 spirits total. At tournament standards, It has 1056 health and spawns level 9 fire spirits, which is important because they will only die at two shots from an arena tower.
If left alone, it can chip away the tower for almost 850 damage. It deals with Hogs OK and can draw in Giants and Golems.
This building can spawn troops that actually attacks air, so if you don’t have Fire Spirits or really any air defense card in rotation, you can use this against Minion Hordes. Just remember this: Baby Dragon are Fire Spirits’ worst nightmare.
This card has been increasingly popular in the past (especially with most of my decks that you can search on the net including Furnace :D). 
Clash Royale Inferno TowerInferno Tower
Costs 5 elixir, and has a hit speed of 0.4 seconds, with a range of 6 and lasts for 40 seconds. At tournament standards, it has about 1,400 health. It’s damage can range from 35 to 705, and its total DPS is 87-1,760.
With that insane damage, you might be thinking, well heck yeah! This building is the best!
But before you add this to your deck, here are some disadvantages.
  1. It takes time to get that insane damage. It needs to charge up.
  2. It can only target one thing and retargets slowly. This makes it vulnerable to large swarms of troops.
  3. It can be reset by Zap, a card that 90% players have in their decks.
Still, I love this card because of its ability to shred tanks. Giant falls to its knees. P.E.K.K.A. follows next. Lavahound bursts in a fiery death. Even Golem, the most tankiest of all, with a large of HP even the King Tower cannot compare to, bows down before this tower.
Clash Royale MortarMortar
Costs 4 elixir, has a hit speed of 5 seconds, a deploy time of 4 seconds, a range from 3-11, and to top that off, only lives for 30 seconds, meaning that will only get 6 hits off. No wonder that many people use it.
At tournament standards, it has 1,272 HP, damage of 229, and a small total DPS of 45.
There are SO many counters to this card: Rocket, Minions, Giant, even Skeleton Army. However, it does have a few advantages.
Because of its blindspot, this is PERFECT for Giant pushes. It cannot target the Giant, so it will hit the support units instead. Add in a tank killer and something else to kill the Giant, and boi you just got something to counter Giants with.
Also with its long range, it can easily get a few hits off the Arena tower.
If it landed every single blow on the Arena Tower, it would do only 1,374 damage. Yep.
Clash Royale X-BowX-Bow
X-Bow has a slightly expensive cost for 6 elixir. It has the highest hit speed in the game (0.3 seconds), its deploy time is 4 seconds, and it has the lifetime of 40 seconds.
It has insane range, and although it does only 29 damage, it has a DPS of 86. If it locked onto the tower and never got hit, it will do about 3400 damage, more than enough to take a tower, and some more.
This card is usually used in siege decks, and although not enough alone, it can help take out a tower with some support and a tank.
Can be countered when alone, but of course X-Bow users never send it alone. Sigh.
Clash Royale TombstoneTombstone
Cheap and is 3 elixir, has a spawn speed of 2.9 seconds, and lasts for 40 seconds.
This allows 13 Skeletons to spawn out and plus four more when it dies.
This card is very useful in many decks, such as Lavahound decks, and it can be a cheap counter to Hog Rider, Prince, and Mini P.E.K.K.A.
When couple with Ice Golem or Archers, it is perfect against Elite Barbarians.
It can be countered with spells, and air troops, but I still think that this card is really good.
You can read more about Tombstone at here.
Clash Royale TeslaTesla
The Telsa costs a good 4 elixir. Tesla has a really interesting property. Besides the 0.8 attack speed, lifetime of 40 seconds, and its damage of 112 at tournament standard, or a DPS of 140, it can hide underground when not attacking. This means that an enemy has to be in range for it to attack each other.
Good against small hordes and moderate health troops, it can draw Giant, Hog Rider, and other building targeting troops once again, and if hiding, cannot be affected by any spells, except for one.
If frozen underground, it will stay underground. If frozen while attacking, it will stay open.
Fun fact: If frozen while about to go underground, the retreating sound will loop.

Well there you have it, a guide on every single building in the game.
What did we learn? Not much really.
But thanks anyways for reading this tiring guide of mine. Feel free to comment and support us .
Happy Clashing !!

Hey guys its TRoy and in this post i am gonna show you a great deck for Arenas 2, 3, 4 and 5 .
This is the fifth installment in the Free 2 Play Series with GamingWithMelkor.

For Other Episodes go to :-  Gaming with Melkor

                                 Free 2 Play Deck 





Also Read :- Recreated Hog Poison Trifecta

Now i am Going to Explain the Card Roles


Giant - He is the Main Tanker of this Deck . Use him either on Defense to stop and Counter big Pushes or on the offence combined with the Valkyrie or the Mini Pekka with the Baby Dragon.

Mini Pekka - The main Damage Dealer in this Deck . Use him Reactively to Counter your opponent's cards and launch a Counter Push.

Baby Dragon - Your only Aerial Card in this deck . Use to Stop small Pushes of Low HP cards.

Musketeer- A good point Damage Dealer. Stop Balloon, Minions, Minion Horde, Baby Dragon etc.

Goblins- These Little creatures can deal unbelievable damage. Use them Reactively on defence and combine them with the Mini Pekka on Offense.

Arrows - Counter the Minions, Minion Horde, Skeleton Army , Goblins + Spear Goblins Push . 
Use on offense if required.

Valkyrie - A mini Tank to support your troops . Deploy with the Giant to avoid getting stopped by Barbarians on the Skeleton Army.

Spear Goblins - Support for the Valkyrie or the Giant to Take down Aerial Troops.


Some Strategies and Matchups -

Attack Strategies - 

  1.  Giant + Valkyrie + Spear Goblins
  2. Giant + Mini Pekka + Valkyrie
  3. Giant + Spear Goblins + Goblins
  4. Giant + V alkyrie + Musketeer
  5. Mini Pekka + Valkyrie
  6. Valkyrie + Musketeer
  7. Baby Dragon + Musketeer
  8. Mini Pekka + Arrows
Defence Stragies depend on the Push coming your way  so react wisely to get a positive elixir trade. 

For more details watch this video -


Are you looking for an easy to use Clash Royale Arena 3 Deck which help you deals with high level players easily? Yeah, use this one!
Hey guys, I’m TRoy and today I am going to show you my Clash Royale Arena 3 Deck for Balloon and Giant. A few days ago, I saw another Balloon deck but it requires the Ice Wizard and I don’t have any. I’m along the train. No Legendaries. It sucks doesn’t it? Everyone around you getting Legendary arena, but you’re the only who can’t get there because you don’t even have a Legendary. Let’s change that. I started using this deck at 2100 and within 2 weeks (casually playing) I climbed to Legendary Arena today! This is my Clash Royale best deck!


The Best Clash Royale Arena 3 Deck with Giant and Balloon

I’m a level 9 with 9/6/2 cards. That may be a little high, but I’ve reached 2800 with 8/5/2 before when I was still lvl8.
Although this is an Arena 3 Deck, You can absolutely push to even Arena 9 with it.
Clash Royale GiantClash Royale BalloonClash Royale SkeletonClash Royale Arrows
Clash Royale CannonClash Royale BarbariansClash Royale fireballClash Royale Musketeer
  • Skeleton: A versatile card, this is used mainly defensively against Wizards, Musketeers (surround them) or to drag troops such as the Mini P.E.K.K.A, Giant Skeleton, etc. If you have Fire Spirits, you can try to use them instead as they will help you deal with Minion Horde and Barbarians easily for positive Elixir trades. Can be replaced for goblins.
  • Arrows: You cannot win in Arena 3 without this card. It helps you deal with Hut Decks much easier. Always try and predict enemy Minion Hordes in order for your Balloon to get to the crown tower alive. If your opponent does not play the Minion Horde (and you know he has one) you still have the Fireball.
  • Cannon: Very good cheap defense building. Use it against Giant, Royal Giants, Hog Riders, Golems, Giant Skeletons. Be sure to time it or the Royal Giant will get free hits on your crown tower!
  • Barbarians: Great card to counter most ground troops. If you don’t have a Cannon in your hand, this is a good counter to the Hog. Place Barbarians on Royal Giants. I rarely use them offensively due to their super slow movement speed.
  • Musketeer: Substitution for Ice Wizard. Very good card to counter air troops such as Baby Dragon and Balloons. Can also be used against Wizard for a +1 Elixir tradeoff. (lvl6 Fireball kills lvl5 Musketeer, lvl7 -> lvl6 etc.)
  • Fireball: Good use if you miss arrows. Good against Barbarians, but please HOLD it if they have 3-Musketeers. You can use Cannon and Skeletons to pull Barbarians away saving the Fireball.
  • Giant: The tank for your Balloon push. This is just a damage eater shielding your Balloon. It can also be used to stall out games if you have like 10 seconds remaining and you cannot defend a huge push.
  • Balloon: Your win condition. Remember to protect this guy with predicted Arrows for Minions/Spear Goblins (if necessary). Be careful of Zap and Ice Wizard! This will make your balloon shoot every 6 seconds instead of 3.

Matchups

I’ll be going over the general threats/counters to this deck.
Archers/Spear Gobs/Minion+Horde: These troops can be killed with arrows/fireball.
Witch: Skeletons can be used (surround) if sent in alone. If sent in with tank, barbarians can kill the witch and the tank.
Baby Dragon: Musketeer. Easy. Be aware of it’s AOE damage on your barbarians if you have them out.
Valkyrie: Can be stopped by musketeer (either drag to middle) or straight up duel.
Mini Pekka/Pekka: Drag with skellies.
Spawner Decks: You can either fireball spawners/huts (not recommended) or defend with cannon/other small troops and push with giant balloon.
Giant Skeleton: Drag with skellies/cannon, try not to use barbarians unless absolutely necessary.
Hogs: Duh. Cannon. If they fireball/zap it, use skellies (AFTER the zap).
Mortar: Mortar decks are weaker than they used to be, your giant/balloon can take it out easily.
3 Musketeers: If you know the enemy has this, do NOT fireball enemy barbarians if they have it. Save your fireball. You may need to fireball+zap if your fireball fails to kill it.
Royal Giant: Use barbarians/skellies to kill it, cannon to draw the aggro.
Double Prince: Giant can be used to tank initial damage, musketeer is good for killing the princes, barbarian can also be used after dp charge is gone.
Freeze: Oh well. In order to do a successful push if the enemy has freeze is to build a large enough push in which your giant will survive and so will your balloon.
Inferno Tower: One of the biggest counter to this deck IMO. Try and play for a draw. You can still go for a win if you surround your giant with barbarians and go for a balloon push.
Lava Hound decks w/ Balloon / Minions: The second you see the opponent place their lava hound down, it’s time for you to push the opposite lane! You can use cannon to slow down the lava hound because it does minuscule damage. You can use arrows on the lava pups because fireball is still there for minion hordes. If the opponent has a balloon use your musketeer on the balloon instead.
Ice Wizard: Can be stopped by one-elixir skellies if sent by itself. This card is annoying to deal with. It can single handedly stop your entire push so either bait the ice wizard with your barbarians after a successful defense, or fireball it while pushing to either change aggro/stop it’s slow for a second.
Princess: Can be stopped by skellies (precise timing) and arrows. (lvl8 arrows kill lvl1, etc). Use musketeer when you are forced to. (e.g. you don’t have fireball but have arrows and you know they have a minion horde).
Miner: This guy doesn’t do that much to your tower, but is a good tank for his other troops. Kill his other troops. Ignore the miner (you can use 1 elixir skellies if you want).
Sparky: Annoying but easy to counter. Surround with one-elixir skellies or barbarians. Be careful of his other troops! You can even use giant to tank 2 sparky shots.

General Gameplan


Depending on your starting hand you have two choices
  • First is to play defense with Cannon / Barbs / Ice Wizard. Then counter attack with the Giant + Balloon. Or to just go in directly with giant + balloon.
  • The second option is much more risky since you won’t have much Elixir afterwards. If you have Skeles in your hand just cycle them out for whatever card you actually need in that specific situation.
This deck absolutely shines in 2x Elixir, so you generally want to play conservative most of the game. When using your Giant + Balloon combo make sure your placement is correct. Giant is 2 tiles away from the bridge, and instantly right after you place the Balloon farthest tile right behind the rock. This allows for two things: First it is timed perfectly so the Giant crosses the bridge first and aggros the Arena Tower, second it also allows for your Balloon to not get aggro’d by most defensive buildings placed in the centre sweet spots.
Additionally, with this deck don’t be afraid to play for more than one crown. As well as knowing when to trade towers. Trading towers is actually very beneficial to you. Of course you probably are in an even better position keeping one alive. When you do take down one of your opponents Arena Towers you can place troops onto their side of the map. Put the Giant + Balloon combo in the absolute corner closest to the king tower and Arena Tower. This is the shortest path for your Giant + Balloon to travel.
Many times opponents panic and drop a building, and you can watch it instantly evaporate. Also when you are going for your last GG push send in absolutely EVERYTHING. Especially during 2x elixir and its your last push just send in the Arrows and Fireballs early around the tower.
Hopefully you have enjoyed this Clash Royal guide my friend! Don’t hesitate to comment If you need any help! Also, please share this deck with your friend If you like it!


Hey guys it’s TRoy and this is going to be a quick guide  on one of the most important high level strategies in the game ,Double Lane Pressure. Double Lane Pressure is a strategy I’ve termed in which you pressure your opponent by utilizing both lanes. Usually, most players only focus on attacking one of their opponent’s towers at a time. But in this guide, I’m going to tell you guys a bunch of things on how you can utilize both lanes and when is the best time to attack both lanes and win.

How to Double Lane Pressure in Clash Royale

Example 1:

The first example I want to give is when your opponent deploys an expensive troop like the P.E.K.K.A, Giant, Golem, or Sparky. All of these cards are expensive in Elixir cost and require support, or are easy to counter. For example, the P.E.K.K.A is a very easy card to deal with when she is alone. But when she’s coupled with another troop such as a Wizard, she becomes a much bigger threat. Otherwise, you easily counter her with very little Elixir.
So when your opponent deploys an expensive troop like the P.E.K.K.A, then the first thing in your mind should be to Double Lane Pressure. When your opponent deploys the P.E.K.K.A, he spent 7 Elixir, leaving him with only 3 to defend. So what you should do is to attack and pressure your opponent on the other lane. For example, if he deployed the P.E.K.K.A on the right lane, then you should attack and pressure the left lane. What this will do is, it will force your opponent to react and defend the left lane. This is when your opponent is most vulnerable because he’s only going to have about 4 Elixir to stop your push. So as long as you pressure your opponent on the left lane and keep pressuring him on the left with your Elixir advantage, your opponent is going to have a very difficult time supporting his P.E.K.K.A, or Giant, or Golem, or Sparky. And then once that troop makes it to your side, you can easily counter it now because it’s going to be unsupported as your opponent spent all of his Elixir defending.

Example 2:

Another similar example is when your opponent deploys an expensive support troop like the Wizard or Witch. You can immediately attack the opposite lane and force pressure on your opponent. This will then result in your opponent failing to support their Wizard or Witch a tank such a Giant, allowing you to easily counter that threat.
So as you guys can see, the Double Lane Pressure technique can be used any time your opponent deploys a troop that needs support to be effective or pose a lot of threat. A card such as the Hog Rider is fast and doesn’t need support to hurt you badly. So you can’t Double Lane Pressure against a Hog Rider push. For that, you need to focus on a Counter Push, not Double Lane Pressuring.

Example 3:

The other example I want to share about Double Lane Pressure is when you should initiate attacking both lanes. When is it the best time to attack both lanes?
This one is a little more advanced because it requires you to first scout your opponent’s deck and also your opponent’s moves.
For example, say you’re using the Hog Rider and Prince in your deck. Both the Hog Rider and Prince will do a lot of damage if they make it to your opponent’s tower, but that’s the main challenge, getting them to your opponent’s Arena Tower. So say that your opponent has Barbarians and Minion Horde to easily counter both your Hog Rider and Prince. So what you need to do now is form a plan and Double Lane Pressure your opponent to get to their Arena Tower. Because if you don’t Double Lane Pressure, sending your Hog Rider and Prince together in one lane will allow your opponent to easily counter both of them with ease because both the Hog Rider and Prince share similar weaknesses.
So what you should do is first send out your Hog Rider or Prince with a combo in one lane. This will of course force your opponent into defending that lane. So say you deployed your Hog Rider on the left lane alone to basically bait your opponent into using his Barbarians or Minion Horde. Your opponent probably thinks that he made a smart move and countered your Hog Rider push very easily. But what you’ve done now is created an opening on the right lane. Your opponent no longer has Barbarians, as those Barbarians were already deployed, leaving your opponent with just a Minion Horde to defend your Prince push. So now you send in your Prince on the right lane and couple him with Fire Spirits to instantly wipe out the defending Minion Horde and deal incredible damage to your opponent’s tower.
This would not have been possible if you did not Double Lane Pressure. If you had sent in your Hog Rider and Prince on the same lane with Fire Spirits, then your opponent would have easily countered that with his Barbarians and Minion Horde. And remember, since you’ve pressured your opponent on the right lane with your Prince, this disallowed your opponent of supporting his Barbarians, making it very easy to also counter the unsupported Barbarians.
So this is how you Double Lane Pressure. It’s more of an advanced technique, something you guys will learn to master more of as you keep playing.
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