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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 !!
Hi Guys this is Troy and Today i am going to tell you about a Big predicament that may be about to Happen in Clash Royale !!



There is a Huge Chance That the Archer Queen will be released into Clash Royale in the next set of cards After the new Cards for Jungle Arena . Yes that means Afer about 2 months There is a chance of Archer Queen Coming in Clash Royale

Watch Daredevil  Sahil's Video to know more...



Hey Guys Today i am Going to Show you a X Bow Deck for Arena 6 7 and 8. I used it in Arena 8 and got quite a few wins and a third place in a Tournament.


Arena 6 X-Bow Control Deck

It has been a long time since the last X-Bow Deck posted on Clash Royale Arena, right? X-Bow is one of the most underused cards in Clash Royale, even much lower than Mortar, because of its risky nature. Hopefully after reading this guide, you will find it easier to place the X-Bow in your deck and give it a try!
Clash Royale X-BowClash Royale Minion HordeClash Royale Mini P.E.K.K.AClash Royale Fire Spirits
Clash Royale BomberClash Royale ZapClash Royale fireballClash Royale elixir collector
X-Bow is the main win condition of this deck, obviously. You should never start the battle with the X-Bow. You should also not use it on defense unless you can’t make any move. If your opponent places a high cost card at the back, consider placing your X-Bow on the other lane. If the placed troop is a tank, have your Fire Spirits ready to protect the X-Bow because most likely you will face either Barbarians or Minion Horde. If the placed troop is not a tank, you should wait and react fast when the X-Bow is getting targeted. Sometimes, you can use the X-Bow when you are in an Elixir advantage but most of the time you will need high reflexes to react properly!
Minion Horde is one of the secondary win conditions of this deck. It is extremely useful at protecting not only the X-Bow but also your Towers in tons of situations. Minion Horde can easily shred most troops and can deal tons of damage on Towers If ignored. Watch out for Arrows and Fireball anyway!
Mini P.E.K.K.A is the another secondary win condition of this deck. She is also the main defensive unit of this deck. She can easily shred any tank, Hog Rider, Musketeer… She will give you so many doors to counterpush! You can couple her with most cards in this deck for the stunning counter-pushes. 
Fire Spirits is definitely the best anti-swarm card at the moment. This card also offers a great distraction in lots of situations (vs. Mini P.E.K.K.A, Prince, Musketeer…). Use Fire Spirit to kill Minion Horde and Goblins immediately. Fire Spirits + Zap = 1 hit Barbarians + 3 Musketeers.
Bomber is the nightmare of Barbarians and Goblins. When coupled with Fire Spirits for a small push, they can deal up to 1000 damage to the Tower. This is an awesome counter-push card. You can use Princess instead!
Fireball is for dealing with any kind of defensive building, which is placed down to deal with X-Bow. Fireball is also excellent at killing troops behind the tanker and finishing off Towers.
Zap is a must in almost any deck nowadays. In this deck, Zap is mostly used to couple with Fire Spirits and Fireball to clear troops. Zap can be also used to reset Inferno Tower, Prince, Sparky, Royal Giant,… This is definitely one of the most versatile cards in game!
Elixir Collector: Obvious choice for most players! Use Elixir Collector to gain Elixir advantage and force your opponent to attack first. 

Matchups

Here are some hard matchups you will face every day:
  • Royal Giant: The only way to defeat Royal Giant deck is to place your X-Bow wisely when you know the Royal Giant is not in your opponent’s hand.
  • Mini P.E.K.K.A: When she is approaching your X-Bow, use your P.E.K.K.A to deal with her. This is the smartest move we have. In addition, don’t hesitate to drop the extra Fire Spirits down to deal with the opponent Mini P.E.K.K.A easier.
  • Giant Skeleton: It will be GG If he can reach your X-Bow. You can try to use Mini P.E.K.K.A but it’s not a smart move. It’s better to play for the draw!

This is a very good and funny deck to play win, indeed. You should give it a try If you are feeling tired with Hog Rider, Royal Giant or Giant Poison.
Good luck!
I have been playing this game before legendary cards were even a thing, I am also F2P, not because I want to, but because of the US restrictions against my country, anyways, I have a single legendary that is Lavahound [  :'(   ] and I managed to get into Legendary Arena with fairly low level cards 9.3/7/3.5.




Giant Balloon Freeze Deck for Arena 9

Clash Royale BarbariansClash Royale ArrowsClash Royale Spear GoblinsClash Royale Minion Horde
Clash Royale ValkyrieClash Royale GiantClash Royale BalloonClash Royale Freeze

General Gameplan

Right now, you have probably figured out that this is a Giant/Loon deck, it is, you are correct, but there is more to it, your wild card will be freeze, it is probably the riskiest card in the deck and it will either make or break the whole matchup for you, as of right now you’re probably wondering, I have the deck, what am I supposed to do? I will give you examples of what to do in different starting scenarios.
  1. You have Giant+Loon at start: This one is simple, as soon as you get up to 10 elixir, place your Giant at the back and wait for your opponents next move, usually they will either place a Elixir Collector or even better do nothing, once your Giant reaches the bridge, you place your Balloon, but do not place your Balloon over the Giant, instead, you place it to the far left/far right(depending what lane your giant is in), for example, if you placed your Giant at the Right lane, then place your balloon at the farthest right tile just behind the river, this way if your opponent places a building chances are the Balloon will ignore it and just continue towards the tower, getting you a hit or two from the Balloon and even at times, completely taking out the tower, if you have Freeze and feeling a bit confident then use the Freeze to help out with taking out the tower, if not, then save up your elixir for your opponent’s counter push.
  2. You have Balloon but no Giant/Vice Versa: Usually your best thing to do in this situation is to cycle through until you have your combo ready, or in better words, wait for your opponent to make the first move, this way you can defend properly and cycle through until you reach the Giant/Loon combo, once done properly, refer to N.1 for your next move.
  3. You have neither Giant nor Balloon in your starting cards: This is a more simple situation that can sometimes completely fuck you over if your opponent plays the right cards, but the chances of that happening are low, usually when I don’t have the cards I need to execute a good offence I would simply do what I would do back in N.2, do the best you can to defend against your enemy and cycle through until you have Giant and Balloon, then repeat N.1.
  4. You have Giant+Loon+Valkyrie/Spear Goblins: Before I go into detail with this one, do note that this is a high risk high reward type of attack strategy, because you will mostly use Valkyrie and Spear Goblins for defense, but in case you are feeling ballsy, you can add them to the Giant and Balloon combo as supporting troops, for example, if your opponent places Barbs to counter your Giant, then your Valkyrie will take care of them completely hence keeping your Giant alive and putting you in an even bigger advantage, but as aforementioned, I rarely do this because it is too risky, proceed at your own caution.

Defense

Alright Blocked buddy, now I have the offense, but what about the defense? Have no fear because this deck can defend against almost any type of combos, whether your opponent is using a payfecta because he’s a massive twat or if he’s using some sort of super weird PEKKA+Doot Army deck, you can take him out, I will mention what cards that are used mostly for defense and what to use them for.
Barbarians: You probably already know the deal, but I will help you out anyway, this card is gonna be super awesome if you know how to play it right, placement is key with Barbarians as one wrong tile to the right can fuck up the whole thing for you, use Barbarians to mostly defend against:
  • Royal Giant
  • Hog Rider
  • Giant
  • Skeleton King (Place them behind the SK so they won’t be killed by his bomb)
  • Golem
  • PEKKA
  • Prince
  • Bowler (If you have no other choice, surround with Barbarians)
  • Musketeer (If you have no other choice)
  • Wizard (If you have no other choice, surround with Barbarians)
  • Bomber (If you have no other choice, surround with Barbarians)
Valkyrie: This card will mostly be used against the splash damage troops, such as Wizard, Bomber, and whatnot, the Valkyrie is quite versatile and can be used to defend against almost everything you place against it, which is why I love this card, use the Valkyrie to defend against:
  • Wizard
  • Ice Wizard
  • Princess (Once at the bridge)
  • Dark Prince
  • Bomber
  • Sparky (If pushing solo)
  • Cheap Troops (Goblins/Spear Goblins/Skeletons/etc.)
  • Bowler
  • 3 Musketeers (Freeze the Musketeers then place Valkyrie in the middle)
  • Guards
  • Barbarians
  • Knight
  • Archers
  • Witch
  • Skeleton Army
  • MPekka tip
  • Valkyrie
Spear Goblins: Spear Goblins are used for defending against pesky troops such as Minions/Goblins, I won’t go into much detail with them because they are supportive defense troops and are mostly used for either luring or mainly supporting the other defensive troops.
Minion Horde: Minion Horde is a very risky troop that can pay you off very well if the enemy doesn’t counter them properly, Minion Horde can be used to defend against either air units or as a substitute for Barbarians, so everything you use Barbarians to defend against you can also use Minion Horde to defend against(Excluding splash damage troops), so to put it into simpler terms, use Minion Horde to defend against:
  • Everything listed in Barbarians section excluding splash damage troops
  • Lava Hound
  • Balloon
  • Barbarians
  • Valkyrie
Giant/Balloon: This is super situational, only use your Giant and Balloon to defend if you have no other choice, basically, you will use your Giant or Balloon as a meat shield to suck up the damage while your Crown Tower takes out the troops, as aforementioned, this should be a last resort type of defense and I would stay away from it as long as I have a different choice.
Freeze: Just like the Giant and the Balloon, this is super situational and should only be used when needed, for example, if your opponent has a Sparky+Wizard combo use Freeze on them then drop Barbarians to defend properly, this card can be used to defend as a “better safe than sorry” type of method.

Conclusion: I would’ve wanted to make this an even longer and more detailed guide but honestly I want to get back to studying, this took a long time to write and I only hope that it will help anyone out there, if you have any questions about the deck and the strategies, please don’t be shy, your question will probably be asked by 10 other people so if I answer yours they won’t have to ask it, have a good day.
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