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Clash Royale with TRoy

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Hey Guys its Troy and now since coming up with your deck ain't working in the ladder right now , I thought i would write about the Top Deck in the World Copied from CRASH MP from Arab Empire.
















This Deck is a Log/Zap bait Deck with the Rocket. This Deck May not do well against the Three Musketeers because of having the Rocket as the Only Direct Damage which is pretty difficult to aim and very costly if missed.





General Gameplan:-

The Main Damage dealer in this deck is the Goblin Barrel which can be easily countered since a lot of people have log these days so our aim would be to bait it out with the Goblin Gang or the Princess.

For Stopping Big Pushes with the Golem , Royal Giant or The Giant we need to bait out a zap if your opponent has one or just deal with them with the Inferno Tower + Knight Combo. Inferno Tower for the Tank and Knight for the support troops.


Also if its a Giant+Night Witch or Golem+Night Witch combo , just deploy your princesss in the other lane to take care of the bats while your Inferno Tower does the trick .


Also this deck is Very versatile with Pushes. You can make mini-pushes so you dont spend too much Elixir on the single push and get left with nothing to defend. 

Some Mini Pushes:-
Goblin Barrel+Ice Spirit
Princess+Knight
Knight+Goblin Barrel
Lone Goblin Gang(If you already have bait out your opponent's Zap/Log)

Rocket to take down Wizard/Witch/Musketeer/Executioner/Sparky etc. if dropped in the back.

Keep Dropping the Princess to Chip Away at the Tower and Stop pushing a lane if you're at Log+Rocket range i.e. at Tournament Standerd 589 . 


Check out MOLT's video here to know more about this Deck :-


Thats it for now. Clash on !! 
Have you ever tried to Rage your Golem? Want to have fun with an off-meta deck?
What do you think of a deck that consist of some underrated cards that is capable to win against a lot of matchup?

So here it is the GoWiLum Deck!
Clash Royale GolemClash Royale LumberjackClash Royale Mega MinionClash Royale Wizard
Clash Royale Ice GolemClash Royale ZapClash Royale TornadoClash Royale elixir collector

Royal Lumberjack helped me push to 4,000 trophies!

Pros
  • Destroy any troop combination.
  • Easy to 3 crown.
  • The troops synergies each other very well.
Cons
  • No multiple cards so weak at distracting.
  • No building damage spell other than Zap.
  • Hard to master. (Tornado positioning, when to place Golem etc)

Cards Breakdown

Golem – The highest hitpoint tank in the game that outclasses by the Giant. This Giant rock is one of my favorite card because how tanky it is and not completely countered by the Inferno Tower.
Never place this rock as a first card unless you want to lose because the enemy will push the other lane and leaving you an option to defend it or the support the Golem.
Wizard – One of the most underrated card at the moment because there is always better alternatives like Musketeer or Executioner.
This is my most level dependent card at the game. Try to always level this card first so that it cannot be killed by Fireball.
You will want to pair this card with a tornado for a complete execution!!
Decent counter to Elite Barbarians when put behind the tower ( yes it hurts, but your Wizard wont die and thus give you 6 elixir profit.
Lumberjack – Again, also one of the most underrated card and also the worst leggy according to Unstoppable’s opinion.
Honestly, this card is the reason why this deck works, Why? because this card can :
  • Defend your Elixir Collector against miner and goblin barrel.
  • Defend you against their Royal Giant and Hog Rider
  • Paired with Ice Golem, it can fully counter Elite Barbarians and still survive with a bit of health.
  • If this card dies first, the rage it gives will be a huge help for the push.
  • If this card doesn’t die, the damage it contribute will let you successfully win the push.
Well this is what i think and you do not need to agree but Lumberjack definitely is my favorite Legendary that is not level dependent.
Meta Minion – A flying card that has been nerfed a lot of times but still makes it own place in the meta.
If Golem is the Main tank, Wizard is the splash commando, and the Lumberjack is your ground general. Mega Minion would be your air general.
Mega Minion function on this deck is as your Golem primary support since it is cheap and able to kill ground or air threat as a 3 elixir card.
Ice Golem – One of the most used troops in the game and the second tank in charge of this deck.
This is also my main card to make positive elixir trades since it is capable to :
  • Health insurance for your Lumberjack, Mega Minion or Wizard when defending against Royal Giant or Elite Barbarians.
  • Make your half wounded Mega Minion a threat by placing this in front of the meta minion.
  • Pair it with any of the trio DPS cards to completely shut down an Elite Barbarian push.
  • Shutdown an Unsupported minion horde.
  • Lightning Bait and Ambush Valkyrie defender for your relatively weak supports.
Tornado – The huge playmaker of this deck. This windy card allows you to win a lot of pushes.

Tornado if paired with Wizard will absolutely wreck any push combination. Wiznado RULES!
This card is capable to do a lot of other things like:
  • Make enemy miner that is aiming to your Elixir Collector pushed to king tower.
  • Trigger your king tower with enemy Hogs or Elite Barbarianss.
Pull that frustrating Royal Giant that is placed on the middle to the left/ right and making it attack the king tower instead of your second tower.
Pulling enemy Giant or Golem to your king tower is not recommended, mostly because the extra firepower of the king tower will not do much against that tank.
Always use this card with your Wizard most of the time because tornado without a Wizard is like a mentos without a coca-cola.
Tornado with no Wizard is also good to delay enemy push but it is not that terrifying for the enemy, always pair it with the Wizard whenever possible.
Zap – The card that always have been used by me even before the added stun mechanies.
Its main function on this deck is to reset those annoying Inferno Tower, inferno drag, or that sparky.
Never use this card to defend a goblin barrel anymore unless you know your Zap is 1 level ahead of them, otherwise use your tornado to pull them to the king tower.
Elixir Collector – Your card that makes you full passive on the first 2 minutes of the game, Always pump this card whenever possible unless they are going full push.
It is always worth it to take some tower damage for some elixir since this is a full beatdown deck.

Deck Matchups

Easy Matchup

Lava Balloon
  • Wizard + Tornado. and all of their troops are gone.
Hog Rider, Miner cycle
  • Always save your tornado to make them trigger the king tower.
  • Losing a tower early on is acceptable just make sure you have a decent elixir lead.

Normal Matchups

Lava Hound
  • All of lava hound decks are easy to deal with but it will be a problem if those lava hound deck carry a lightning.
  • If you know they have a lightning spell, defend with a Mega Minion and/or Ice Golem to bait their ligthning. If they respond it with a lightning, you can respond it with a Wizard and followed by tornado if needed
Giant Beatdown
  • Sometimes an easy matchup but sometimes dont.
  • Save your Lumberjack for their Giant and place the Ice Golem on the front if needed.
  • Wizard + Tornado for complete annihilation.
Royale Giant
  • Can be A normal/hard matchup depends on the player.
  • If the Royal Giant is supported, use any of your DPS troops with Ice Golem.
  • Usually if battling against an Royal Giant deck, i would sacrifice 1 tower early on for 3 crown win, just make sure to keep getting a lot of elixir advantage.
Mortar
  • Distract it with Ice Golem and kill it with Mega Minion.
  • Could be a hard matchup if the enemy mortar defended by Inferno Tower,
  • Tying the game can be an option if you know it is hard to breaktrough.
  • To break their mortar-inferno cycle, sent your Ice Golem followed by Lumberjack as the Golem distractor.
  • Or make a lot of elixir possible to make a double Golem push, lul.
Three Musketeer Split
  • Try to keep them in one lane with tornado.
  • If you have no tornado in your hand when their triMusk is deployed, Try to cycle it and tornado it to the middle of your arena side when they reach the bridge.
  • Always tank your Wizard with one of the Golem when Wiznado-ing.

Hard Matchups

Every deck does have a weakness doesnt it?
here is a list of my hard matchup deck and how to win against them
X-Bow
  • The real pain in the ass of this deck, some could say just tank it with your Golem but the enemy will put an Inferno Tower to counter my Golem.
  • The option to win is pushing the other lane so you will not fight the xbow and if you can get a tower trade, the game is already won since siege deck is very easy after the first tower is down.
Giant Three Musketeer
  • No Wiznado is not enough, The Musketeers can kill your Wizard if your Wizard is not tanked.
  • Your Wiznado is not enough to hit all of those Musk with Giant in front of it. Try to tank those Musks with your Golem and kill their Giant first. If it succeed, you can do Wiznado to hit all of those troops.

Conclusion

  • Sacrifice your tower early on with elixir is recommended.
  • Never sacrifice your tower on double elixir time if you haven’t got any tower yet because when you are going to push, the game is likely to be ended soon.
  • This Deck is very good with deck full of troops but on the other hand, Very weak against a building deck since it got no direct building damage spell other than Zap.
Well that’s all about my deck, I am Lvl 10 with 5000/30000 exp that have just reached 4k with this deck with 10/7.5/4.5/2 Deck level also sorry for a lot of grammar mistakes because English is not my main language.
Hey Guys its Troy back with another guide on a deck which one of my clan mates recommended.  It’s the first time that I’m actually posting a Lava Hound deck , i thought of using a lavahound So, I went on looking for Lava Hound decks and my clan mate Getsuga Tensho  (big shout out to him for this amazing deck.) recommended this one.


Image result for lavahound 3 musketeers


Clash Royale Lava HoundClash Royale Elite BarbariansClash Royale Three MusketeersClash Royale elixir collector
Clash Royale MinionsClash Royale Clone SpellClash Royale ZapClash Royale Arrows

3M Elite Lava Clone Deck

I already knew this deck because he has been using it for a long time and is sitting comfortably at 3700-3800 trophy range. But the two things that attracted me to this deck were the inclusion of two spells which is Zap and Arrows and the fun and craziness of this deck.
The first reason attracted me because after the balance changes it’ll be very hard to counter Zap Bait Decks as Zap has been nerfed. So, this deck pretty much counters Zap bait. I’ve played this deck too and got some decent wins against Zap Bait.
This deck consists of Lava Hound, Elite Barbarians, Three Musketeers, Clone, Elixir Collector, Zap, Arrows and Minions. I know this deck is expensive as its average elixir cost is 4.9 but if you practice well in friendly battles and classic challenges you’ll get to consume the fun and benefits of this deck.
A lot of chit-chat, so now without anymore let’s hop into the strategy of this deck.
ProsCons
Good against Royal Giants.Weak to Cycle Decks.
Good against Beatdown Decks.Very expensive.
Good against Siege Decks.Weak to Air.

Cards Breakdown:

Lava Hound: This card has been in the meta for a long time especially after the Balloon buff LavaLoon has become very famous. Great at soaking up damage and then when it dies it does hundreds of damage with the Lava Pups that pop out. So, since we have clone in this deck we very well know why Lava Hound is in this deck but that’s not it there’s a lot more left.
Elite Barbarians: Hmm, so what to say about this card. After the nerf of this card in 23rd January, I don’t think it’s going to disappear from the Meta it just now has become a bit more manageable. So, this guys deal hundreds of damage if left alone and are pretty hard to counter if you exactly don’t know how to. Great at defending as this deck almost has no defense if it has they are very expensive except for the Minions. But I explain later in the guide.
Three Musketeers: Yep, first the Hound then the Elite Barbs and now the Three Musketeers.(I know it’s getting pretty expensive.) Ignoring these ladies would be grave mistake. It’s more fun when you have taken down a tower (which I’m also going to explain later in the guide.) They are great at defense and also offense. They can shred tanks very fast.  Play these very strategically as many players may have fireball/lightning to counter them, so you want to catch your opponent off guard and get the best use out of them.
Clone: This card is one of the underrated cards not one of the most though because they are used in many kinds of decks. As I said earlier Clone plays a very vital role in this deck. You’re mainly going to clone your 3M, Elite Barbs and Lava Hounds. Very good to let almost dead troops to get some shots off for just 3 Elixir, clones everything except buildings. You’re not going to clone your troops always, just in certain situations which I’m going to explain later in the guide.
Elixir Collector: You guys know very well why this card is in this deck. So, in my opinion and many say that every deck over the average cost of 4.0 should contain an Elixir Collector. As this deck is 4.9 the Elixir Collector is used in it. I recommend using it if you have it on the starting hand and you should wait a second after reaching 10 Elixir, to know what your opponent plays  or if you don’t have it on the starting hand it’ll be a bit painful at first but it’ll be okay when you’ve defended against a push and can afford a pump. I don’t recommend using a pump on serious situations like 2x Elixir Time when you’re winning and you have really low hp on your tower and you don’t want your opponent to rush your tower (unless it’s a Tournament or a Challenge.)
Zap:  This card is in almost every deck since the addition of a stun effect. It has been nerfed twice some months ago and another recently which is going to affect the meta severely. Because Zap baits decks are getting better and better and now after this damage decrease Goblin Barrels will be the new meta. But even after that severe nerf , this card is in this deck because of the possibilities of the rise of Sparky or any card that can be countered very easily with Zap.
Arrows: Now, the reason why I said this deck is good against Zap Bait decks because it contains both Arrows and Zap. After the damage nerf of Zap it cannot kill Goblins of the same level because of this fact Zap Bait decks are going to get a big advantage. So, when your opponent baits you Zap or Arrows you’re going to show em’ who’s the real boss, xD.
Minions: Very Cheap, fast and spit dark elixir, these guys counter a wide variety of cards. Don’t play against air targeting splash or these guys will vanish. Deal lots of damage, if behind a tank or not being targeted by any other troop or building. Good in both defense and offense. You can use them behind the Hound if you don’t have anything else to support the Hound. Better than the Mega Minion because they have a better dps. But Minions can be replaced with Mega Minion because it also can be used to support your Hound.

General Gameplan

Offense:

On offense, you have to try to attack your opponent with different and strange kinds of pushes.
Make big pushes only when you have your Pump down and at decent health or you might get hit by a big counter push by your opponent.
  • If you have a Pump down and your opponent just did a push, play a Lava Hound at the back of your Arena Tower and wait till it reaches the Bridge then play Minions if you have them in hand or split the Three Musketeers in the middle of two bridges.
  • If you used Minions with your Lava then wait to see how they counter your Hound combo and keep a track of how much elixir they spent.
  • If they become over-defensive play Elite Barbs on the other side to pressurize your opponent but remember while you do that your Elixir Collector should be at decent health or else don’t rush your opponent.
So, when you have taken down a tower and at full elixir and having a pump, surprise your opponent by throwing the Three Musketeers in your opponent’s map, just the place where only one tower attacks them. If your opponent doesn’t handle them properly then that tower is going to lose hundreds of damage or even go down but I recommend this only on 2x Elixir or when you have a pump down because it’s very risky but gives very good value at times.
Now, let’s get to the Cloning part, when your Lava Combo reaches the tower you’re basically going to clone the Lava Hound just before dying and wait to see what your opponent does against it. Or when you have a large number of troops behind the Lava Hound I recommend to try to Clone as much as troops possible because if 3M, Lava and Elite Barbs get together by any chance and you clone them It’s going TO BE UNSTOPPABLE unless they rocket everything down but that won’t be possible as they would’ve already spent most of their elixir.
You need a lot of practice to play this deck as its super expensive, needs a lot of concentration and you’ve got to think many times before a playing something really expensive. Make sure you do all these high elixir pushes with you Pump down never forget to play your pump or else you’ll be in trouble.

Defense:

On defense, you have to be very cautious about what you do on defense. First thing, never over-commit on defense because that might cost you the game. Try to use the cheapest counter possible.
  • Against Royal Giants, you have the Elite Barbarians which counter them pretty good or you could use the Minions if you have your 3M already separated.
  • Against Elite Barbarians, now this is where this deck is a bit weak to because the only counter to the Elite Barbs is Elite Barbs in this deck. But no worries if you see your opponent has rushed you with Elite Barbs on a side and you have nothing much to do, go for a push on the other side instead of freaking out by wasting all your elixir but make sure that push is not a 3 crown push try to stop them from damaging your King Tower.
  • Against Lava Hound decks, you can use minions to take the Lava Hound down if not backed up by any other troop and if they are supported by other troops use Elite Barbarians or 3 Muskies to take them down.

So, guys this was it for my 3M Elite Lava Clone Deck, I know after reading this guide you are going to think it very expensive and might not work but I’m telling you just try it and you’ll love it.
The last tips would be same as usual, not to panic, play very cautiously and make sure you have those PUMPS going and you’ll be good.

CLASH ON!
Hey Guys this is Troy . Tornado is the new Clash Royale card which will be available soon in next a few days! In this page, I am going to show you everything you should pay attention to before it’s available in the Arena!
A big thanks to Yarn from Orange Juice for the super informative video as always!
Drags enemy troops to the center of the Tornado while dealing damage over time. Doesn’t affect buildings.


Clash Royale Tornado Spell

Summary
  • The Tornado is unlocked from Arena 6 (Builder’s Workshop).
  • This card is a 3 Elixir arena damage spell with moderate damage and a wide radius.
  • The Tornado pulls troops (only troops) towards the center of the spell, making them vulnerable to splash damage. While being pulled, units are still able to attack.
  • The Tornado doesn’t damage buildings at all so you don’t need to worry about triggering the King’s Tower when using it.
CostRadiusDurationTargetTypeRarity
35.53 secTroopsSpellEpic
LevelDamage per Second
144
248
353
458
564
670
777
884
Changelogs
  • 15/12/16: Radius increased by 10%; Stronger pulling Power.
Strategy

Indirect Buffs to Tornado (Update January 23rd)

As Supercell has released a huge balance change recently, our beloved Tornado got some great indirect buffs. Tornado is now a great alternative to Zap because it:
  • Kills Goblins (Zap no longer can do this). Although this is a negative Elixir trade, do it in the really bad cases.
  • Can pull Goblins from the Goblin Barrel off the Tower, to trigger the King’s Tower. The same thing goes to Hog Rider, Giant etc.
  • Can counter Minion Horde with the help of the Crown Tower.
  • Can bring the Princess in the range of your Tower. Let’s make her taste her sister’s arrows.
  • Kill any Zap-bait troop without assistance: Fire Spirits, Skeleton Army, Goblins, Spear Goblins, Goblin Barrel etc.
Zap is only better at resetting Inferno/Princes/Sparky/etc and dealing damage to Towers.

Below are the best uses of the Tornado

  • Defend a target: Elite Barbarians are coming towards your Wizard? Hold them away from your Wizard while he is mowing them down.
  • Bunch things up: Princess, Ice Wizard, Wizard and any other splash damaging unit love the Tornado! While keeping the enemy troops away from yours, Tornado is also grouping and dealing damage on them, making the most of your Princess, Ice Wizard etc.
  • Deal Damage – Tornado can kill Skeleton Army and put Minions into 1-hit HP. This is probably one of the less useful aspects because there are so many cards doing this better.
  • Force a re-target: Want to force the opponent’s Hog Rider, Miner, Golem, Giant, Lava Hound etc to target your King’s Tower? Yea here you go!
  • Force on target: The opponent’s Barbarians trying to stop your Hog Rider from landing the last hit? Pull them to the back with Tornado!
  • Get extra damage done: Keep the enemy troops far enough so your Inferno Dragon or Inferno Tower can deal tons of more damage!
  • Change order of attack: Assuming that your opponent sends in a Royal Giant and a Mega Minion but your Tower target the Royal Giant instead of the Mega Minion. Use Tornado to pull them away! Due to their different movement speeds, the Mega Minion will be hit by the Tower first.

You are doing it wrong

Don’t use Tornado to force the Miner to activate your King’s Tower more than once!
Tornado is one of the best spell in Clash Royale. Keeping doing that is such a waste. Take a look at many cases I listed above.
Your Tornado Decks should have splash damage. Also, don’t leave this ridiculously OP defense out of your arsenal.

Things you may not have thought of

  1. If you glue your opponent’s defenders to his Tower, your Princess can hit them all at least twice.
  2. Hog Rider can be yanked to the middle and killed quickly without doing a single hit to the Tower.
  3. Split pushes can be yanked to the middle.
  4. While dealing with Royal Giant Deck, If your opponent trying to take out your second Tower by placing the Royal Giant in the middle, pull him away so that he will target the King’s Tower instead.
  5. Use Tornado to help your Inferno Dragon do a lot of more damage and deal with the distractions
  6. Elite Barbarians locked on your Tower? Pull them to the King’s Tower or yank-and-insert your Guards to tank.
  7. Tornado can be also used to split your opponent’s Elite Barbarians! Tornado them to the center then use Ice Spirit.
  8. Always try to pull huge pushes to the middle so both of your Towers can join the fight.
  9. The Royal Giant can be pulled away for 3 seconds while getting hits by your defenders, preventing him from doing 2 shots.
  10. Balloon can never hit your Tower If you have Tornado in your Deck.
  11. Clump defending troops to the Tower so your Sparky can remove them all at once.
  12. Pull the Lava Hound to the middle so your Towers won’t get hit while the Lava Pups also activate the King’s Tower. Even If the opponent’s Miner is soaking damage, you still have 2 Towers (including the King’s Tower) defending.

Update (15/12/2016)

The recent update gave the Tornado a stunning buff, increasing its radius by 10% and making its pulling power much stronger!
Now, you can use Tornado to do these moves reliably:
  • Pull Hog Rider, Giant, Golem etc to your King’s Tower. Just place the Tornado 1-2 tiles from the King Tower, in the center.
  • Switch a unit’s lane when it’s near the center.
  • Kill Princess/Clones for an equal trade.
  • Pull back defending units placed behind the Tower, prevent your troops from being distracted.
  • Group/Hold units to make the most of your Price/Ice Wizard/Inferno Tower/Wizard/etc.
  • Pull the opponent’s support troops to prevent their damage while his tank is being dealt with.
  • Decent counter to Graveyard.

When activated, the Tornado administers 1 tick every 0.5s for 29 damage. So it takes 1.5s to kill Skeletons in 1 tick.
It pulls all units, both air and ground, regardless of their weight. It doesn’t kill anything stronger than the Goblins, meaning it can’t kill Minions. Tornado can’t pull ground units over the river but flying units. Since P.E.K.K.A and Golem load time are pretty long, you can easily use Tornado to pull them to the other lane If they are near the center.

The Tornado can pull units which are not walking (being loaded). You can take the advantage of this to pull the Giant attacking your Tower to the center, force him to attack the Cannon:
But if the unit is already walking and you try to pull it away from where It wants to go, it will resist the Tornado. However, if you pull it towards its intended destination, it will be pulled significantly faster. Use this wisely in different situations.
This spell seriously counters Miner. If your opponent plays the Miner like below, use your Tornado to force him to activate the King’s Tower:

Other tips:
  • When the Inferno Dragon is locked on your Tower rand you don’t have Zap/Lightning, use Tornado to pull him away.
  • If your opponent uses the Pig push to bypass your defensive building in the center, use the Tornado to counter his move.
  • If your opponent uses the Tornado on defense, take the advantage of this by using Hog/Giant to speed them up.
  • Tornado doesn’t break Prince’s charge or Sparky’s charge.
  • You can pull the Royal Giant far away from your Tower, force him to attack the other building (see more in the video below).


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