Best Clash Royale Decks. Die besten Decks Die besten Clash Royale Decks Deck-Finder. In welcher Arena bist Du? 3 4 5 6 7 8 9 10 11 12 Was für ein Deck brauchst Du? Ladder. Die besten Decks fr Clash Royale: Von Arena 4 bis Arena 9. Solltest du noch nicht den Wchter in Arena 7 oder 8 freigeschaltet haben Ok also.
Clash Royale: Das sind die besten Kartendecks für Arena 7-9Erfahrene Spieler von Clash Royale haben schon Arena 7, 8 oder 9 erreicht Wir verraten euch die besten Kartendecks für Clash Royale, und. Best Clash Royale Decks. Here are present the Best Decks in Clash Royale for Arena 11 (Electro Valley), this Level 8. The Log. Level 9. Elite Barbarians. Level 9. Princess. Level 9. Bats.
Best Arena 8 Deck Post navigation VideoClash Royale \ Hier befinden sich alle Decks, die ab dem Gefrorenen Gipfel (Arena 8) verfügbar sind. Die besten Decks Die besten Clash Royale Decks Deck-Finder. In welcher Arena bist Du? 3 4 5 6 7 8 9 10 11 12 Finde Decks mit den beliebtesten Karten. Die besten Decks Die besten Clash Royale Decks Deck-Finder. In welcher Arena bist Du? 3 4 5 6 7 8 9 10 11 12 Was für ein Deck brauchst Du? Ladder. Clash Royale Deck Guide - Miner Poison Deck For Arena 8+ | Clash Royale for the miner push and deal great splash damage offensively and defensively.
It is a spell card that hit troops and buildings in an effective radius. Also, it slows and knock-back units in its radius.
Giant Snowball does little damage to targets. So, it is very difficult to say that it is a damage spell. Giant Snowball is huge ball. Once it began to rolling on the arena, there was no way to stopping it.
Enemies hit are knocked back and slowed down. There is no card to stop it because it is not possible to neutralize the spell effects.
Ice Golem is a rare card. It targets buildings, does area damage and has slow speed. You can play it from behind and progress your push.
It is a ground troop and can be dangerous after death with its splash damage. But Ice Golem weak when its level is low then tournament standart. Ice Golem is tough, targets buildings and explodes when destroyed.
Upon destroying him it will show its frosty face and slow nearby enemies. Elixir Collector is a rare card. It is a building that generates some elixir in over time.
Elixir Collector is an important threat for your opponent. You can play it then progress your push. Other than that, you can sometimes use it as a distracting building.
It is a card that acts independently of its level. Elixir Collector can present you some elixir. You have to spend elixir to make more elixir but if you done that you will become rich.
It is an effective solution against Elixir Collector as it is a building card that produces elixir. Freeze is an epic card. It is a spell card that targets ground and air and does area damage.
Also, it freezes every enemy unit in its radius. Freeze does little damage to targets. Freeze can freeze and damage enemy troops and buildings, makin them totally unable to move or attack.
I added these to the deck to specifically deal with these new troops. However, they also counter the golem and pekka really well. Great at distracting troops and also let us cycle through to the cards we need really fast.
This decks most likely has a lot troops you are already familiar with playing, which helps a lot when trying this deck out for the first time.
The way to be successful with this deck is to start out defensively and react to what your opponent is doing. Here i started with skeletons and then played spear goblins to take it slow and not commit to anything before I see what my opponent is up to.
The only time you should be aggressive from the start is when your opponent puts down an elixir collector or another slow expensive troop far back, then you will attack with all you have as long as you have the hog rider in your hand.
Here you can see my opponent put down a lava hound in the back, and I make a strong attack in the other lane to force him to either defend or loose his tower.
I would have done the same if it had been an elixir collector. If it had been a ground troop I would probably have saved my barbarians and backed the hog rider up with some other troops instead.
The most common push you will face is still the hog rider push, often followed up with goblins or spear goblins.
Here are a few ways to defend it. Barbarians by themselves do a fine job stopping the hog rider even if goblins are coming along to back him up.
They will tank the damage from the goblins while they kill the hog rider. In most cases the hog rider will only get one hit on your tower.
Another advantage is that the cannon will help with taking out the goblins so that your barbarians make it out of the battle at close to full health.
The minion horde can also be used to take out the hog rider. The advantage with the minion horde is that they will all survive with full health. With all the new troops and buffs to older troops there are some pushes now that are really hard to stop.
We have sparky, royal giant, musketeers, pekka, goblin and other hard to stop troops. When it comes to sparky and the royale giant specifically, I would refer you to the stop sparky and stop royal giant articles.
Those articles show you how to use the troops in this deck to stop those troops. When it comes to stopping other types of pushes I suggest you use the same strategies.
I will also show you one example on how I stopped push with three musketeers and a princess behind a Pekka.
Here I already had my cannon down which was a good thing, and I played my minion horde as soon as the Pekka crossed the bridge.
Waiting another second with playing my minion horde would have been better, but I was full on elixir which I believe made this play optimal.
Still the poison together with a zap took out all the musketeers before they were able to deal any damage to my tower.
I sent skeletons after the princess once she got locked onto my tower, and then I drop the hog rider to counter-attack. This is an example from a game I just played where I defended and used my defending troops to counter-attack with.
Here I first defend my own tower with barbarians. It is a bit hard to see, but here I played a hog rider and spear goblins.
They both join my barbarians on the attack. My opponent played a minion horde which I countered with zap.
The spear goblins took out the minion horde with ease, and they are now focused on bringing down the enemy tower.
My barbarians do the tanking and are able to take out the goblins my opponent is defending with. For example, Arena 8 Golem decks rarely carry the Freeze spell because of its heavy cost compared to Zap and poor damage compared to Lightning.
But Freeze can be handy to reset the charged Inferno, get your Golem to the tower for that sweet explosion damage or just to force troops to retarget and buy your Night Witch more time to kill off that PEKKA.
Title says it all. Keep in mind that Horde is also weak to spell damage Arrows, Zap, Fireball and gives away elixir value. The last card in your Arena 8 deck should be a building.
All of these buildings can take at least two hits from an incoming Hog Rider and many of them can take four hits from a Giant. Mortar is a very unique card to defend with.
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