Tips for Every Card in Clash Royale

Tips for Every Card in Clash Royale

Brief Summary

This video provides tips and strategies for effectively using every card in Clash Royale. It covers both offensive and defensive tactics, highlighting specific interactions and placements to maximize card potential and counter opponents. Understanding these tips can significantly improve gameplay by allowing players to use cards more effectively and anticipate opponent strategies.

  • Card-specific tips for offense and defense.
  • Strategic placements to maximize card effectiveness.
  • Interactions and counters for various units and spells.

Bowler and Bandit

The Bowler can defend against a Goblin Barrel by hitting all three Goblins with its rock, preventing tower damage. The Bandit is immune to damage during her dash, which can be used to absorb attacks from Sparky or Prince, negating their damage.

Golden Knight and Archer Queen

The Golden Knight can be paired with a Tornado spell to guarantee a dash connection on the opponent's tower, regardless of defensive unit placement. The Archer Queen can be used to tank for units in front while invisible, increasing her damage output.

Skeleton King and Mighty Miner

The Skeleton King's high mass allows it to push win conditions away from buildings and towards the enemy's Crown Tower. A well-timed Mighty Miner ability can fully counter a Goblin Barrel.

Monk and Earthquake

The Monk's ability converts spawning units to your side, effective against Barbarian Barrel, turning the Barbarian into an ally. Earthquake can counter Graveyard because its damage is spread across three waves, killing skeletons and providing area denial.

Log and Tornado

The Log can activate your own King Tower against a Monk by pulling the Monk to the middle and baiting their ability. Tornado can pull units like Hog Rider, Skeleton Barrel, Balloon, or Graveyard to your King Tower for activation, especially if the Tornado is underleveled.

Zap and Giant

A well-timed Zap can force enemy towers to retarget, allowing even low-health units to deal significant damage. The Giant can knock back a Miner towards your King Tower if used in the right location.

Barbarian Barrel and Arrows

The Barbarian Barrel can pull air units away from a push or assassinate support units behind a tank. Arrows can damage units outside the Monk's ability radius, as the Monk only reflects arrows within its range.

Royal Delivery and Poison

Royal Delivery needs to be played early to counter a Goblin Barrel or Skeleton Barrel, denying death damage. Poison can prevent a Knight from supporting a Balloon due to its slowing effect.

Rocket and Lightning

The Rocket should be placed on the inside corner of a tower for the shortest path, saving crucial time. Lightning always targets the three highest HP units, allowing strategic placement of high HP units to protect critical targets.

Freeze and Rage

Freeze can stop an Electro Giant's counter-attack, allowing swarm units to destroy it. Rage synergizes with Ram Rider, increasing movement speed and allowing her to one-shot Goblins or Bombers.

Clone and Mirror

Clone can push units towards an enemy tower, like a Giant Skeleton, to sneak a bomb within range. A +1 level Mirror can make a Goblin Barrel more effective, as Goblins take three tower shots instead of two.

Hog Rider and Royal Giant

Hog Rider can be used defensively to distract and pull enemy units away from your tower. When using a Royal Giant deck, place the first Royal Giant behind your King Tower and cycle to a second one to catch the opponent off guard.

Elixir Golem and Ram Rider

The Elixir Golem is best used in double elixir time with support like Battle Healer and Electro Dragon. Ram Rider can defend against unsupported Balloons and other win conditions, providing counter-push value.

Sparky and Goblin Barrel

Sparky can be paired with a Zap spell to stun Electro Wizards or Bandits, allowing Sparky to fire. Varying Goblin Barrel placements can maximize damage potential and catch opponents off guard.

Magic Archer and Giant

The Magic Archer can snipe towers from various locations; avoid placing cards in front of your tower where it can be targeted. The Giant can pull enemy support units to the opposite lane, especially effective with Sparky decks.

Battle Ram and Three Musketeers

The Battle Ram can pull units to the opposite lane or distract support units behind a tank. Three Musketeers are best split behind the King Tower to prevent spell value.

Royal Ghost and Skeleton Barrel

Royal Ghost and Battle Healer can float over the river to take out enemy range cards or critical defenses. Skeleton Barrel can distract enemy support units, and its death damage can be combined with a spirit for heavier swarms.

Ice Wizard and X-Bow

Ice Wizard can destroy spawning skeletons from a Skeleton Barrel and can be paired with Ice Spirit to destroy a minion horde. If playing X-Bow, use The Log to push units out of its range.

Golem and Miner

If you drop Golem in the bottom corner of the arena it helps increase your your chances of bypassing enemy defenses. The Miner can pull key defenders to the opposite lane, creating a clear path for your tank.

Electro Giant and Lava Hound

Against a Fisherman, have Tornado ready to prevent the Electro Giant from being pulled. Lava Hound can be pushed with a Balloon to increase its movement speed.

Wall Breakers and Graveyard

Wall Breakers can pull away enemy units and connect to the tower if not immediately countered. Graveyard placement depends on the opponent's defense: use one location for spell defense and another for unit defense.

Goblin Giant and Bats

Goblin Giant can counter Graveyard or Balloon defensively or pull units to the opposite lane. Bats can distract units in front of the tower.

Minions and Baby Dragon

Minions and Minion Horde can push a Balloon to bypass buildings. Baby Dragon and Skeleton Dragons can push a Balloon to a tower faster.

Inferno Dragon and Mega Minion

Inferno Dragon can attack an Electro Giant outside its counter-attack radius; anticipate Tornado. Mega Minion can body block and redirect a Balloon.

Flying Machine and Furnace

Flying Machine can snipe an Elixir Collector placed between towers. Furnace provides two Fire Spirit spawns, useful for emergency swarm destruction.

Inferno Tower and Tesla

Inferno Tower can be aggressively placed at the river to immediately lock onto tanks. Tesla and Cannon can be placed outside earthquake range.

Mortar and Goblin Hut

Mortar can pull and distract tanks while locking onto the tower. Goblin Hut provides chip damage on the opposite lane.

Elixir Collector and Tombstone

Elixir Collector is surprisingly effective against unsupported Electro Giants. A well-placed Tombstone can fully counter a Mortar.

Barbarian Hut and Bomb Tower

Barbarian Hut can be fully countered by Fireball. Bomb Tower's death damage can destroy a lot of pups.

Goblin Cage and Executioner

Goblin Cage in the middle of the lane can fully counter a Hog Rider. Executioner can clip a tower when attacking a unit in front of it, especially with Tornado.

Fire Spirit and Firecracker

Fire Spirit can fully counter a Fisherman. Firecracker almost always guarantees King activation.

Skeleton Army and Mega Knight

Skeleton Army is a fantastic Goblin Barrel counter. Place Mega Knight slightly off to the side to splash all cards at once.

Elite Barbarians and Electro Wizard

Drop Elite Barbarians directly on top of the Mega Knight to surround it. Electro Wizard can stop split Wall Breakers.

Prince and Pekka

Prince and Dark Prince can jump over the river to assassinate defenses. Place Pekka or Mini Pekka in the middle of the lane to fully counter Giants, Hog Riders, or Ram Riders.

Heal Spirit and Giant Skeleton

Heal Spirit or Ice Spirit can destroy spawning skeletons from a Skeleton Barrel. Giant Skeleton can push units towards a tower.

Goblin Gang and Musketeer

Goblin Gang and Guards can fully stop a Goblin Barrel. Use the Musketeer's range to snipe key defenses over the river.

Dark Goblin and Knight

Dark Goblin's range allows it to attack units at the bridge on the opposite lane. The Knight is a great counter to the Mega Knight, pulling it into the middle.

Princess and Spirit Goblins

Stack Princesses to gain momentum, spreading them apart to avoid spell value. Spirit Goblins are an efficient response to a Goblin Barrel.

Iceberg and Night Witch

Iceberg synergizes with Goblin Barrel, tanking and freezing the tower. Night Witch spawns a bat on the opposite lane if played behind the King Tower.

Hunter and Royal Hogs

Pair the Hunter with a Fisherman to pull units in close. Split Royal Hogs against splash damage.

Goblin Drill and Rascals

Switch up Goblin Drill locations. Split Rascals for extra defensive value.

Zappies and Graveyard Witch

Zappies counter Electro Giant by perpetually stunning it. Place the Graveyard Witch behind your King Tower to defend against a Graveyard.

Fisherman and Royal Recruits

Fisherman can activate your King Tower against tanks or pull high damage units away from your win condition. Royal Recruits can deny both sides of the arena.

Ice Golem and Cannon Cart

Ice Golem offers utility for pulling units, pushing Miners, and destroying skeletons. Cannon Cart can be pushed to lock onto the enemy's tower faster.

Witch and Archers

Witch is fantastic on defense due to her quick skeleton spawn, denying high damage attackers. Archers can be split up in the middle for distraction.

Electric Skeletons and Phoenix

Electric Skeletons and Goblins make great distraction cards. Phoenix can be used in emergency situations with splash death damage to destroy an incoming swarm.

Bomber and Valkyrie

Arrows are the cheapest spell to destroy a Bomber. When defending with Valkyrie, wait for all units to cross the river for maximum splash damage.

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