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Royale flush cards to print. Clash Royale Maps

11. Skeletons

The May update made these undead much better. Now, in order to distract the enemy army, you only need to spend 1 elixir - that’s how much skeletons cost. So in Clash Royale the best cards couldn't do without them. Drop them on Sparky and destroy her (if your tower helps). Benefit - 5 points.

10. Barbarians

Combine these guys with Skeletons and you can easily take out the enemy Sparky. They work in many combinations and will help in any situation. They have a lot of lives and good damage, so let the Golems, Giants and PEKKI be afraid and wait in the wings.

9. Discharge

Nice spell. Destroys almost all cheap troops and can harm Minions so much that they will quickly die from the fire of your Tower. A few more benefits - Discharge stuns enemies for 1 second. This will allow your Hog Rider to hit the Tower again or reset Sparky's charge (this will give you a 5 second head start while it recharges).

8. Princess

The best legendary card there is yet. At least she's much easier to play than the others.

The princess dies easily from arrows, really. But most often, the opponent spends them on the Horde of minions, so he sends other warriors to the girl - and pays heavily for it.

7. Valkyrie

Recently, the characteristics of the red-haired warrior were increased, so now she is much stronger. She easily deals with crowds of enemies like Goblins or their brothers with spears. It tanks damage from the Prince quite well.

6. Musketeer

The girl in the hat is good at supporting tanks if she shoots from behind them. Anyone who comes close will get punched in the nose, so her appearance is one of the best cards in Clash Royale. The Musketeer has a long attack range, so it can damage the Tower, and it will not be able to respond. Thanks to this, the girl can be used to destroy protective structures.

5. Hog Rider

In the arena, I often see players who focus on this card, which makes sense given the characteristics of this rider. The Horseman has many lives, he is fast, and is capable of demolishing his opponent’s Tower alone.

4. Freezing

Often this spell is used in conjunction with the previous card. If you throw Freeze correctly, you can immediately win the round. For example, if your Horseman is hitting an enemy tower, and enemy troops are flying towards him, it’s enough to immerse them in icy freshness and buy yourself more time - and that’s it, there’s no tower. All we have to do is wait for the end of the round.

3. Arrows

The card you get at the very beginning is good in all eight arenas. So don’t skimp on gold, improve it as often as possible. Plus, the spell will give a positive elixir exchange if you take out any group of enemies - almost in any case.

2. Cannon

Even after two serious nerfs, the Cannon is capable of setting the heat. She's worth 3 points and has plenty of lives. She perfectly counters the Horseman and distracts the attention of other units that are encroaching on your fortress. Almost two thirds of top players take this card into their decks.

1. Elixir Collector

They did not expect? 80% of the people at the top of the standings prefer the Collector, so it ranks first among the best cards in Clash Royale. This says something.

Now, after the improvement of the Royal Giant and the appearance of Sparky and the Hellhound, this building is even more useful than before. You will quickly accumulate points for the desired unit and show your opponent that he shouldn’t even have gotten involved in the battle.

Craft Royale is an incredibly fun Minecraft map, which, as you can tell by the name, was inspired by the extremely popular game Clash Royale, which has been used for mobile devices for a long time. The Craft Royale map does a pretty exceptional job of replicating the gameplay of Clash Royale into the world of Minecraft to give players an experience that is engaging and interesting. If you have ever played Clash Royale on your phone before, you should definitely try this map because it allows players to enjoy the same experience in the world of Minecraft.

Just like in a real game, The goal of the Craft Royale map is to destroy enemy towers before the enemy can destroy you. To destroy the enemy base, you will have to send troops to destroy your troops and ultimately their entire base. The gameplay may sound very simple on paper, but in reality there is crazy depth because there are different types of troops that players can use, and each type of troop unit is a different type, so you need to be thoughtful and strategic when choosing which forces to send to the base your enemy.

The Craft Royale map also comes with an amazing 2v2 mode, which allows players to team up with a friend to take down another pair of opponents in strategic and fast-paced combat. The amount of features on this card is insane and we simply can't cover it all here, so it's recommended that you try the card for yourself even if you haven't played the actual game. It's extremely important to remember that the map does have a few technical issues that may crop up from time to time, but all things considered, these issues won't hinder your experience much.

Barrel of Skeletons is an ordinary card, it does not have much health. Inside the barrel there are 8 skeletons that come out of the barrel when it is destroyed or when it reaches any enemy structure. You can only defend yourself with units with air attack and preferably splash damage, since after killing the barrel itself you will still need to destroy 8 skeletons. For attack, it is a support card. You just need to bring the barrel to your opponent’s tower or defensive structure, and there the skeletons will deal with it.

Card playing tactics

The skeleton barrel is only suitable for attacking with other units as damage to a tower or buildings. Very good against Inferno. Before use, you need to make sure that the opponent does not have Arrows or Discharge. Before this, you need to try to lure the necessary spells from your opponent, for example, with Goblins or ordinary skeletons. In defense, this card is unlikely to be useful. Only if you no longer have protection, this card is suitable as a distraction, but nothing more.

Goblin Gang is a common card, available in Arena 9.

A Goblin gang consists of 3 Goblins and 2 Goblin Spearmen. The cost is 3 elixirs, if these cards are used simultaneously but planted separately, then the price will be 4 elixirs.

Game tactics:

You can use this fun crowd with different card combinations, such as Hog Rider. If you plant a gang behind the hogu, then some of the goblins will go with the hogu to the tower to attack, and some of the spearmen will cover from a distance.

The weakness of this card is its vulnerability to Zap, Arrows, and Logs. Having spent 3 elixirs on a Goblin Gang, the enemy will simply sweep it away, for example, with a Log, costing 2 elixirs, and will win in terms of the amount of elixir.

You can defend yourself against a bunch of goblins with anything that has area damage.

The bottom line is this: this card can be used to replace regular goblins and goblin spearmen, but you need to use it wisely so as not to lose out on elixir every time the gang is destroyed by a cheap card.

Tornado is an epic map, available from Arena 6. A spell that creates a tornado in the arena with a radius of 5 cells and a duration of 2.5 seconds, deals small periodic damage to all enemies and, most interestingly, pulls all enemy units into the center of the vortex.

The uses of this card are varied, both in defense and attack with very great potential. Very good in combination with cards that have area damage. Allows you to pull the entire crowd into a heap and dismantle this mass of enemy units, for example with cards such as Mage, Demoman, Little Dragon, Fireball, Rocket, etc. In defense, for example, by setting up a Bombing Tower, you can gather the attacking troops at one point and destroy them. In general, this card is the best partner of a splasher card.

The most important thing is to throw a tornado behind the backs of enemy units. They will be pulled back and slow down. If you throw it in front of units, they will, on the contrary, speed up.
- Essentially, this is a new poison. Excellent counters to many small units (horde of flies/skeletons/goblins).
- If you play with a twin, then with the help of a tornado you can attract enemy units to his own tower in order to cause more damage with one shot.
- You can “drag” units from one track to another.
- The tornado does not damage buildings, so you can throw it at the enemy’s central tower and not be afraid that the king will wake up.
- Using a tornado, you can lure a miner, goblins from a barrel, hound puppies, etc. to its central tower to awaken the king.
- If the enemy throws a tornado, then you can use it to your advantage. Launch your units so that the center of the tornado is in front of them. Then they will speed up. Just consider the speed of the units! Fast warriors should be launched shortly before the end of the tornado, so that they are not sucked into the center. Also remember that weak units can take a lot of damage.

Tornado can in some cases replace cards such as Discharge and Arrows. But it will not help to finish off the enemy tower, since damage does not affect it.

Night Witch is a legendary card available from Arena 8.

Rarity: Legendary
Type: Troops
Target: Earth
Speed: Average
Disembarkation time: 1 sec
Price: 4 elixirs

Unlike a simple witch, this card is an improved version, costing 4 elixirs, which periodically releases 2 bats every 6 seconds. After the death of the Night Witch, 3 bats appear.

The Night Witch only attacks ground units in melee combat, but her bats deal damage to both air and ground enemies.

Night Witch, a support card, is advisable to use in conjunction with tanking units.

The card will undoubtedly find use in many decks, especially good for air setups.

Healing is a rare card available from Arena 10.

Healing is a spell that covers a small area and heals allied units every 3 seconds.

A lvl 7 card heals 176 health units per second, that is, in 3 seconds the healing will be 528 xp, you can decide for yourself which troops are worth healing and which are not.

Healing is very good for treating large concentrations of units.

Healing cannot heal buildings or towers

Bats are a common map available from Arena 8.

Bats - Five tiny bats with big ears. Don't think that if you ask them to stop attacking you, they will stop. After all, big ears are not an indicator that they will listen to you!

Bats have a small reserve of health and can even be destroyed by a Discharge. But thanks to the price of 2 elixirs, the card will find its way into player decks.

Not a bad combination of Hog Rider + Bats. Due to its movement speed, the card can cause a lot of trouble for the enemy, especially when he does not have Zap and Arrows.

In some situations, Bats can be used to lure Arrows and Discharges from the enemy.

Bandit is a legendary card, available from Arena 9.

Rarity: Legendary
Type: Troops
Target: Earth
Speed: Fast
Dash Range: 4-6
Disembarkation time: 1 sec
Range: Short
Price: 3 elixirs

The card represents a unit with super abilities!!! Before the attack, the bandit becomes invisible and, in stealth mode, makes a dash towards the enemy, dealing double damage.

The stealth mode is activated just before the throw, which allows the bandit to deal damage ahead of the enemy.

The card works ideally on single opponents who do not have a large supply of health. Entering stealth and throwing is performed only if the opponent’s card falls within the radius of its throw, which is 4-6 cells. If the opponent lands any unit next to the Bandit, at a distance of less than 4 cells, then she will not make a throw, but will go into melee combat.
Against maps with a lot of units, Bandit is useless.

When playing this card, you must consider the distance between your opponent's cards before landing it.

The bandit is able to quickly move between opponents and destroy them if the distance to the enemy unit is within 4-6 cells.

A very good card that will find use in various decks.

Goblin with darts - a rare card in Clash Royale, available in Arena 9.

The Dart Goblin is a regular Goblin wearing a mask, with a very high movement speed and shoots darts over a long distance at both air and ground targets, with a high rate of fire.

Attack tactics:

A goblin with darts is suitable for attacking an enemy tower from behind the tank; thanks to its range of 6.5 cells, it will not be reached by enemy buildings such as Cannons and Teslas. Going just beyond the bridge behind the tank, the goblin will calmly reach the enemy tower, like a Royal Giant.

This goblin's rate of fire is very fast!

In defense, it is advisable to use the Goblin with darts from behind the tower, having a high range and speed of fire, he is capable of holding back mass accumulations of units, for example, the same Minions, Goblins, Goblin Spearmen, etc.

You can defend against the Goblin with darts with various cards that have splash damage, Log, Arrows, Fireball, or inexpensive units. It is not advisable to use more expensive cards in relation to Goblin with Darts, it is not profitable. The same Fireball costs 1 elixir more.

Description of the map.

Thunderer is a legendary card, unlocked in the 7th arena. The cost of summoning this card is 4 elixir.

The Thunderer is essentially a Mage, the main difference is that he does not hit with splash damage, but attacks only 2 targets at the same time, while stunning for 0.5 seconds with each attack. Damage to one target is cumulative. Thunderbolt's attack is similar to Zap, knocking down charges from cards like Sparky, Flame Dragon, Inferno Tower. Also, after each discharge of electricity, the target of enemy units may change, that is, the focus on the nearest opponent will be lost.

When Thunderbolt is deployed into the arena, it deals damage and stuns opponents, similar to Zap but with more damage.

As already mentioned, Thunderbolt is very good at knocking down the charge from Inferno Tower, Flame Dragon, Sparky. But he won’t always have time to do this; it’s especially difficult to get to Inferno while your tank is taking damage; Thunderer can easily get distracted. In this situation, Discharge is preferable.

If the enemy’s Inferno stands at a distance of 3 cells from the river, then the Thunderer can easily reach him from behind the river and knock down the charge. Things are simpler with Flame Dragon and Sparky; these cards become almost useless against Thunderbolt.

Also, the Prince and the Dark Prince will lose their skill, acceleration with x2 damage at the moment when the electric magician deals damage.

The card is good both in defense and in attack in the form of support. Send the Thunderbolt after a tank in the form of a Giant, Royal Giant, Golem, etc. it will provide good protection for these units, especially against the Flame Dragon. The card will find use in almost any player deck, with different compositions.

Rank is a regular card available from Arena 5.

It is a small bolt of lightning with a small radius of action, paralyzing the enemy for 0.5 seconds. Removes the charge from cards such as Inferno Tower, Flame Dragon, Sparky, etc.

It is used mainly to destroy the enemy's small items, cause damage to Minions, Minion Horde, Hellhound puppies, just as mentioned above, to knock down charges.

A very good exchange for elixir when using Discharge against a Horde of minions and the Archer Tower finishes them off.

Crossbow is an epic card available in Arena 3.

It is a structure that shoots over a long distance at ground targets with a very high rate of fire.

The crossbow is suitable for both defense and attack on enemy towers. A crossbow can easily and very quickly destroy both buildings (including towers) and small units such as goblins, archers and others. In addition, due to its high range and high rate of fire, the Crossbow can cause serious damage to single tanks (Giant, Prince, Royal Giant, etc.). But be extremely careful, the crossbow is easily destroyed by spells such as Fireball, Rocket and Lightning.

Defense tactics using a Crossbow:

Place the Crossbow where it will not accidentally attack enemy towers and, moreover, have third-party protection (for example, between the towers), plus periodically do not forget to protect it with units that hit the air (Archers, Small Dragon, etc. ).

A protected crossbow will withstand the onslaught of any opponent.

Attack tactics: First of all, lure such Spells from your enemy as Fireball and Rocket (if any), they cause very high damage to the Crossbow, up to complete destruction. Place the crossbow at the bridge on your side and plant units in front of it for protection. Your goal is to protect the Crossbow while it does its job.

Mage is a rare card available in Arena 5.

Mage is a good card, attacks with splash damage against both ground and air units.

Using a sorcerer correctly, you can achieve fairly high results. You should immediately understand that the Sorcerer is not a tank, he is only suitable for covering the main tank or a group of units.

Game tactics:

When sending your tank forward, you need to think about good cover... This is where the Sorcerer will help. High damage rate, fast attack and what’s more, it can protect your tank from any type of units, be it ground “pincers” or even an air “mass” of opponents. In general, as usual, we send our tank and while the units are distracted by him, we cover him with a magician and watch how everything goes according to plan, if the sorcerer does not take damage, he works wonders. Defense tactics with the help of the Sorcerer: The Sorcerer has quite a bit of HP (Health, Life), so sending him in front of the enemy is not the best idea, try to send the Sorcerer behind your towers or, for a tank with a lot of HP, giving the Sorcerer the necessary time so that he can deal with attacking units.

Defense tactics against the Sorcerer:

The cleaver is afraid of almost all attack spells, use this. In addition, it is quite easy to kill him if he is alone, attacking with a large mass of units. Well, plus everything, you can wait until the Enemy sorcerers are distracted by the attack of your tower/unit and send a lot of your units behind its back or a unit that has a lot of damage.

The Witch is an epic card available from the Boot Camp.

It is a unit with an area attack, both against ground and air targets. Periodically, the Witch releases skeletons that distract enemy units and cause damage to them.

The Witch is good for both defense and attack.

Game tactics:

The Witch is not a tank, so she can only act behind the tank and cover it from any type of troops. In general, we send a tank, followed by a witch and other little things. The witch is capable of delivering splash (mass attacks), which will provide cover for our tank.

The witch attacks a large number of units well, use this as an additional plus in your favor. Also, skeletons perfectly aggro such tanks as: P.E.K.K,A, Prince, Giant Skeleton, etc. (those who are distracted by units). Thus, while the enemy tanks are distracted, the witch will inflict a lot of damage on them along with the tower.

Defense tactics against the Witch: The Musketeer and the Valkyrie are the sworn enemies of the Witch, the musketeer quickly kills the witch at a long distance, and the Valkyrie is best sent close to the witch, she will immediately destroy the skeletons and the witch herself. In addition, almost all attack spells work very effectively on the witch.

Valkyrie is a rare card, available in Arena 1.

It is a unit with a good amount of health that deals area damage around itself.

Valkyrie is extremely effective against a large number of enemy units (Skeleton Army, Barbarians, various small things, etc.). It is capable of destroying not only a large number of clusters of units, but is also extremely effective against buildings and units with a large amount of health.

Game tactics:

It is used mainly in conjunction with a tank, for example a Giant, or with a Hog Rider. By landing the Valkyrie in front of the hog and sending them to attack, you can get a good combo. The Valkyrie will provide protection for the Hog Rider, and if the whole thing is covered from the air, a successful attack is guaranteed.

In defense, Valkyrie is not very bad against ground units, especially against mass concentrations.

Tombstone is a rare card, available in Arena 2.

The tombstone is a structure from which skeletons periodically emerge. After the Tombstone is destroyed, a small crowd of skeletons run out from it.

A fairly common card, it serves to distract enemy units like a building, for example from the Hog Rider. Also, skeletons coming out of the Tombstone distract enemy units and can really ruin your nerves. For example, lonely skeletons prevent Sparky from shooting, prevent the Prince from accelerating, etc. They attack everything that moves, and the enemy doesn’t really want to waste elixir to destroy these undead.

The Three Musketeers is a rare card, available in Arena 7.

Three Musketeers are three units of a regular musketeer. Extremely effective against any units and for destroying enemy towers.

Game tactics:

Essentially, you can use the working tactics from a regular Musketeer, but they will be slightly different on the Three Musketeers. It is best to use the Three Musketeers in cover, without leaving them “naked” for free damage, and in this case they can bring quite a lot of benefit. Send a slow Tank (Golem, Pekka, Giant) closer to your royal tower, wait until your elixir is replenished to 9 and send Three Musketeers behind him. Next, add units such as “Minions” as much as possible for mass and better cover. Such a simple combination will play a cruel joke on the enemy if he does not put up proper defense.

Defense tactics against the Three Musketeers is to use a Spell on them such as Lightning, Fireball with Discharge or Log. You can also use the Barbarians by landing them on the musketeers.

Tesla is a regular card, available in Arena 4.

It is a building that is hidden in the ground and is not vulnerable in this state. When an enemy approaches the Tesla's range, it activates and begins to deal damage.

Used in defense. It has a good rate of fire, which allows you to destroy massive concentrations of enemies with a small amount of health.

Goblin Spearmen - a common card, available in Arena 1.

Goblin spearmen are a fairly effective and cheap type of unit in Clash Royale, but they have very low HP.

There are a lot of options for using Goblin Spearmen, because they are well suited both for covering attacking troops and for defense against air-type units (meaning that they are more effective against air-type units than ordinary “pedestrians”).

Game tactics:

There are a number of different strategies using Goblin Spearmen, but basically they are used as a cheap mass, which, alas, is easily destroyed by all attacking Spells (Zap, Arrows, etc.).

Attack Tactics with Goblin Spearmen:

Send Goblin Spearmen behind your Tank (Giant, Prince, etc.), so they can cover it at the proper level from Flying units or other large masses that can be sent against your Tank. Well, besides this, of course, Goblin Spearmen are also used as a mass for attack (for greater numbers), let’s say - instilling fear in the opponent, especially effectively if the opponent has no spells.

Defense Tactics with Goblin Spearmen:

Goblin Spearmen can be very helpful in the fight against “Air” tanks (for example, Ball), of course, if they are not hit by third-party damage. In other words, it is better not to place Goblin Spearmen in the center of all events and hide them behind buildings/towers, then they will be much more effective. Defense Tactics against Goblin Spearmen: Goblin Spearmen are easily destroyed by any attacking spells, you can also wait until they come to your side and place units such as Valkyrie, Barbarians, Goblins, etc. close to them. In these cases Goblin spearmen will fall onto the field very quickly, causing almost no damage to you.

Skeletons are a common card, available in Arena 2.

The map releases 3 skeletons onto the field, with low health

There is only 1 elixir, and in skillful hands this card can destroy the enemy’s attacks and disrupt his psyche. With skeletons you can lure out enemies, hold back enemy forces, deal damage and quickly draw the desired card from the deck, as well as several interesting game techniques for you.

Skeletons can be used in many different decks and are a very useful card.

You can read more about the tricks of playing Skeletons in the article How to use Skeletons in Clash Royale - tactics, tips

Skeleton Army is an epic map available in the Boot Camp.

The skeleton army is a crowd of 16 skeletons capable of destroying absolutely everything

It’s worth noting right away that the Skeleton Army simply has no equal against single units with a lot of HP, or more precisely against tanks (Giant, Prince, Golem, etc.).

An army of skeletons is practically powerless against units with area damage, such as Demoman, Mage, Witch, etc. This card is also very vulnerable to Discharge, Logs, Arrows.

The skeleton army is used mainly for defense.

Battle Ram is a rare card, available in Arena 6.

The battle ram represents two barbarians carrying a log ram. They have the ability to accelerate and attack x2, like the Prince. The ram only attacks buildings and ignores enemy units. After hitting the building, the ram disappears and 2 Barbarians appear carrying a log. If the ram did not have time to reach the building and it was destroyed, then the Barbarians also appear.

Game tactics:

Battle Ram can be used in conjunction with different cards, for example with Hog Rider. Imagine how these units rush towards the building and if, for example, you stop the ram, then the barbarians will immediately appear and protect the hog and distract him while he destroys the building.

You can defend against ramming with various units; it is advisable to stop the ram before it reaches your tower. For example, using the Ice Spirit or Discharge, and destroying it, for example, with Barbarians.

Combinations can be completely different, everything is limited only by your imagination.

The Executioner is an epic card, available in Arena 9.

The executioner is a ground unit, when attacking, it throws an ax, which, flying 5 cells, causes damage to all enemies, and also returning like a boomerang, again damaging everything in its path. Attacks both ground and air targets.

Game tactics:

Although the Executioner has a good amount of health, it is advisable to use it in tandem with a tank or in a group with other units, the Executioner’s attack speed is quite slow. He is somewhat similar to the Bouncer in terms of playstyle, but also deals damage to flying units.

It is advisable to defend against the Executioner with single units, for example mini Pekka, Lumberjack, etc. or you can use small units, such as goblins, but they should be planted behind the Executioner when he is distracted.

This card will find application in player decks and will be quite popular =)

Elite Barbarians are a common card available in Arena 7. 2 improved barbarians with greater damage and movement speed than their Barbarian counterparts.

Game tactics:

Elite barbarians are more capable of attacking than their counterparts; due to their high speed of movement, they will very often reach the tower and cause great damage to it. They have a good health reserve, which makes it difficult to defend against them.

In defense, Elite Barbarians perform worse in relation to four Barbarians. They will destroy the same Giant longer, but after repelling the attack, they can very quickly go on a counter-offensive, for example with cards such as Fire Spirits, Ice Spirit or other support cards, this can become a big problem for the enemy. If, during a counterattack, you add, for example, a Shakhtar to the attack, it will be a very good combo.

Decks with Elite Barbarians

Hellhound is a legendary card, available in Arena 4.

It has a lot of health; when destroyed, it splits into 6 hellish puppies, similar in principle to a Horde of minions.

Tactics for playing the Hellhound card:

The card itself is not a formidable weapon without help; it requires support. One of the tactics is to play with a miner, when the hound has little health left, let the miner go to the tower, he will divert all the damage to himself, and the hellish puppies will do their job.

It is quite difficult to repel the attacks of the Hound and the Ball, especially under the Fury card or with the Woodcutter.

It is possible to defend against the Hell Hound with the help of Minions, Ice Mage, Musketeer, that is, any cards that destroy air targets, but you must understand that the enemy will try to reduce your defense to zero, the most important thing is to quickly destroy the puppies, for example, with the help of arrows. The hound itself does not do very much damage, unlike its pets.

More detailed game tactics and decks with the hound can be found in the article ""

Royal Giant is a common card available in Arena 7.

It is an improved Giant, with a cannon. Attacks only buildings, ignores enemy units.

Game tactics:

The royal giant is mainly released in front of the bridge, as close as possible to the river, support units are planted behind the back, these can be Minions, Ice Mage, Demoman, Fire Spirits. It is advisable to navigate your opponent’s deck while analyzing the situation.

Let's consider one of the tactics:

If at the beginning of the game you have a Royal Giant and Minions, then we release the Royal Giant near the bridge and immediately after it we release Minions and, as appropriate, something to help (Ice Mage, Demoman, Fire Spirits, Fireball, Log). Very often the enemy is defended by Barbarians, Mini-Pekka, Minions, and the Skeleton Army. If we managed to crush the enemy’s defense and the Royal Giant remained intact, the flies switch to the enemy’s tower while it is distracted by the giant. Very often such an attack can destroy the entire flank.

If you see that the enemy has launched an attack with a thick unit, such as a Giant, Golem, PEKKA, Hellhound, immediately try to attack along the second flank, releasing everything you can behind the Royal Giant, with the expectation that there will be enough elixir to protect the second flank.

It is advisable to use the same tactics against various Huts and Stoves; by attacking on the other flank you will destroy the enemy’s strategy.

If the enemy has an Infernal Tower, then it makes sense to release the Royal Giant from behind his central tower in order to land barbarians or small items in front of him when he reaches the bridge.

It is better to defend against the Royal Giant with Barbarians; weaker units will also do, but it will be easier for the enemy to destroy them.

Rocket is a rare card, available in Arena 3.

The rocket is a spell that deals damage in a small area but with very high damage. It is used mainly to destroy a small concentration of enemy units, finish off the enemy Tower, to destroy Sparky, the Three Musketeers, etc.

It’s not a bad idea to use the rocket in such a way that when destroying units it will also hit the enemy’s Tower.

Clone - Epic card, sung, costing 3 elixirs. Duplicates friendly troops in the area sung, but with a very small amount of health. Does not clone buildings.

From this link ( click here) you can read a more detailed description, subtleties of the game and tactics of use.

There is no point in using Clone on tank maps, due to the fragility of the created twins. It is ideal to use this spell on units with high damage and attack speed, since cloned troops have the same damage rates as the sample for the double.

This spell is especially effective in conjunction with a Mage, Musketeer, Mega Minion or Balloon. The latter can be especially dangerous, since upon death he, like all his copies, has a chance to drop a powerful bomb.

It’s a good idea to copy troops behind the tank, especially if the enemy has already used cards with area damage (Zap, Arrows, etc.).

The Lumberjack is a legendary card that opens in Arena 8. A fast attacking warrior with an axe, spilling a can of Fury upon death.

Game tactics:

The Lumberjack is mainly used to receive a bonus in the form of Fury after his death, so you need to plan your attacks so that the Lumberjack dies at the right moment for you. If this unit reaches the tower unharmed, it will inflict very huge damage.

The Lumberjack is not bad in combination with cards such as the Three Musketeers, Giant, P.E.K.K.A., he is not bad in defense either, fast and strong blows can help a lot in defense.

Fury is an epic card available in Arena 3.

This is a spell cast on the arena area that increases the attack speed of units and buildings by 35%.

Very often used with cards such as PEKKA, Three Musketeers, etc. Allows you to speed up the attack of units and carry out a very powerful offensive.

The Princess is a legendary card available in Arena 7.

Has an increased firing range and deals area damage.

The Princess performs very well in supporting an attack, for example covering a Giant or another tank. Capable of shooting the enemy Archer Tower without entering enemy territory, thereby making the defender nervous and wasting elixir on defense.

In defense, the princess is also not very bad against a cluster of enemy units; place her slightly to the side of the enemy’s attack line and watch how she methodically dismantles the enemy.

You can defend yourself from the Princess with the help of Logs, Arrows, or, for example, let her get closer and when she is distracted, release Goblins, Fire Spirits, etc.

The Prince is an epic card available in the Training Camp.

The Prince, a unit with a good amount of health, has good damage; before the attack, the Prince accelerates (the “Assault” ability) and deals double damage to the first target it hits.

The Prince's weakness is a large accumulation of small items, so you should not send him to attack alone, without support. Sometimes the prince can be used on the second flank, away from the main attack, when the enemy has spent the elixir and does not expect such a turn of events.

You can defend yourself against the Prince with various little things, Goblins, an Army of Skeletons, Guardians can withstand his blow very well, etc.

Poison is an epic card available in Arena 5.

The poison deals periodic area damage to all types of enemy units and buildings. Used both in defense and attack. Ideal for destroying mass concentrations of enemy units.

P.E.K.K.A. - epic map, available in Arena 4.

P.E.K.K.A. a powerful tank with very high damage, low movement speed and high cost.

Game tactics P.E.K.K.A. is to use this card in the form of a tank with high damage, with obligatory cover with support units, for example the Witch, Goblin Spearmen, Mage, Musketeer, Minions, Demoman, etc.

Defend against P.E.K.K.A. You can use Minions, Barbarians, Guardians, Skeleton Army, and various little things. P.E.K.K.A. very easily distracted by units, this can be used to control the situation.

Musketeer is a rare card available in the boot camp.

Musketeer is a universal card, very good in defense and attack in the form of support, shoots at both ground and air targets. Finds applications in various decks of Clash Royale players.

In an attack, the Musketeer is usually used with a tank as cover, but if this unit takes the target of an enemy tower, it will cause great damage.

The Musketeer is very good in defense, especially against flying units such as Balloon, Hellhound, Small Dragon, Flame Dragon, Minions.

Mortar is a common card, available in Arena 6.

A mortar is a weapon that fires over a long distance and deals area damage. The mortar has a blind spot next to itself and cannot shoot into this area.

The tactics of playing with a mortar is to place it near the bridge, at a distance of one cell from it, in your half of the arena. The mortar from this place calmly reaches the enemy tower and methodically destroys it. The main goal is to save this weapon from enemy units as long as possible by all means.

Sometimes you can switch from attacking with a Mortar to defense. For protection, this weapon is placed between its turrets in the middle.

You can defend against mortars in different ways, using cards such as Rocket, Fireball, Lightning, as well as various units Barbarians, Horde of Flies, etc. The Royal Giant handles the mortar very well.

Mirror is an epic card, available in Arena 5.

Mirror is a very interesting card, it is able to copy the previous card that you used, the cost of the copy will be equal to the cost of the copied card plus 1 elixir. For example, you used Goblins for 2 elixirs and after that, using the Mirror, you can release Goblins again, but they will cost 3 elixirs. The level of duplicate troops depends on the level of the Mirror card itself, for example, 1st level of the card: summons a Level 7 Common card, Level 5 Rare card, Level 2 Epic card, Level 1 Legendary card, then +1 for each level.

The tactics for using the Mirror are very numerous and it all depends on your imagination, go ahead, experiment and you will succeed

Mini PEKKA is a rare card, available in the Training Camp.

One of the best cards for beginners and not only, it has good speed and high damage. Used successfully both in defense and attack. If Mini PEKKA runs to the enemy Tower under cover, the Tower will be destroyed in a matter of seconds.

Finds application in different decks, a very common card. It can be used, for example, in conjunction with the Giant as a cover, with the Shakhtar as the main striking force, etc.

In defense, Mini PEKKA is capable of tearing apart almost any thick opponent, such as a Giant, Royal Giant, or Golem.

You can defend against Mini PEKKA with any little thing, such as Goblins; Guardians are very well suited for this purpose.

Minions are a common card available in Arena 2.

Minions - 3 flying units, extremely useful in attack and defense. This card finds use in so many decks.

In attack, these units are used as support, for example in conjunction with the Giant, Royal Giant, etc. Often there is a combination with a Miner, when the digger is a kind of tank and distracts the enemy’s Tower, while the Minions inflict very high damage.

If you use minions with the Royal Giant, then very often you can observe the following development of events: We plant the Royal Giant and release flies after it, the enemy will try to kill the giant with a cannon, for example Mini PEKKA, but the flies are right there, not only will they destroy Mini PEKKA , so they will fly to the Archer Tower and while it is distracted by the giga, they will deal with the building. If the enemy places, for example, Barbarians in place of the Mini PEKKA, then the Minions will deal with them and not allow the opponent to organize a counterattack.

In defense, Minions are capable of dealing with any unit, but they are very sensitive to cards such as Arrows, Zap.

Minion Horde is a simple map available in Arena 4.

A horde of minions are simple minions, only there are twice as many of them and they cost 5 elixir (6 minions), which ultimately comes out cheaper than simple minions for 3 elixir (3 minions).

The card is capable of inflicting a lot of damage, if the enemy does not have Arrows or Discharge or has spent them, a Horde of minions is capable of dealing with the Tower in a matter of seconds, destroying the fattest tank, for example a Giant.

To lure out arrows before using Minion Horde, cards such as Minions, Goblins, and Princess are often used.

The horde of minions is found in different combinations, combinations with Hellhound, Miner, Ball, etc. are especially popular

You can defend against the Horde of minions with different cards, ideally cheap ones to get an advantage in the elixir, such as Fire Spirits, Discharge, Arrows. You can also use the Ice Mage in conjunction with the Archer Tower.

Lightning is an epic card available in Arena 1.

This is a spell that deals massive damage to the 3rd units or buildings with the most health. At the same time, it stuns for 0.5 seconds like the Discharge card.

Lightning is used both in defense and in attack, for example, to finish off the enemy’s tower with the possibility of damaging 2 more units standing nearby. Very often used to damage buildings.

Knight is a common card, available in the Training Camp.

The knight is a hybrid of a tank warrior, has a good supply of health and a fast attack. Suitable for supporting attack, defense. It is recommended to use in a team with other units.

At a cost of 3 elixir, the Knight can make a good exchange of cards, destroying more expensive enemy cards and be in the black in terms of the amount of elixir.

Cemetery is a legendary map, available in Arena 5.

Cemetery is a spell with which, at any point in the arena, you can create an area from which one skeleton crawls out every 0.5 seconds for a long time.

You can use the cemetery in conjunction with a tank, for example a Golem. While the Archer Tower is distracted by this fat unit, we place a graveyard on the tower itself and watch as hordes of skeletons tear it to pieces. You can also use this card with Hellhound, Giant, Miner, etc. The whole point is to distract the Archer Tower and the enemy himself from the cemetery to the attacking thick map.

In defense, this card can also be used successfully, for example against PEKKA, Prince, etc.

Infernal Tower is a rare card, available in Arena 4.

The Infernal Tower is a defensive building with enormous damage and is capable of destroying any single target. Ideal for countering thick units, enemy tanks such as Giant, Golem, PEKKA, Ball, Royal Giant, etc.

The tactics of playing with the Infernal Tower is to install it in your half of the arena, between two towers. It is advisable to do this unexpectedly for the enemy, when a thick unit, such as a Golem, attacks you. This is necessary so that the enemy does not release any little things in front of the tank that will distract the Inferno Tower from its main goal. If, nevertheless, the enemy pulled off such a trick, your task is to destroy all small units, with Discharge, Arrows, etc.

You also need to use the Infernal Tower against the Royal Giant wisely; if you place this building too early, the Royal Giant will simply shoot it from afar, since its range is higher than that of the Inferno. You should wait for the Royal Giant to come closer and only then place the Inferno Tower.

The weakness of the Infernal Tower lies in several things, these are small units, Discharge, Freeze. These spells reset the inferno charge to zero and the damage starts again from the minimum.

Ice Sorcerer is a legendary card, available in Arena 5.

The Ice Sorcerer deals area damage while freezing enemies, slowing them down.

This legendary card is one of the best support cards for tanks (thick units), the Ice Spirit will deal damage and slow down both ground and air enemies, and if you add more attacking units to help, you will get a great combination.

In defense, the Ice Sorcerer is capable of working wonders when paired with the Archer Tower. Are you being attacked by a horde of minions for 5 elixir? It doesn’t matter, for just 3 elics, the Ice Mage and the tower will destroy the horde. Various goblins, a Princess, a Mega Minion, the ice wizard can do all this in his half of the arena.

Ice Sorcerer finds use in most decks, with different combinations of cards.

Hog Rider is a rare card available in Arena 4. ()

Hog Rider, a popular attacking card for dynamic play. It attacks only enemy defenses and towers, ignores enemy units, and can easily jump over a river and destroy, for example, a Crossbow or Mortar.

There are a great many decks and card combinations with this card, from cheap attack decks to expensive siege decks. Everyone can find something for their soul =)

Often the Boar Rider is sent to attack under the cover of Goblins, Ice Spirit, etc. Detailed tactics and secrets of the game are in a separate article on our website.

You can defend against Hog with defensive buildings (Cannon, Tesla, etc.) that are installed in the middle of the map, as well as with Barbarians, Goblins, Minions and other units with good damage.

Golem is an epic card, available in Arena 6.

The Golem is a very powerful tank, with a low movement speed, and attacks only enemy defenses and towers. When a Golem is destroyed, it splits into 2 small golems and an explosion occurs, causing damage to nearby enemies.

Golem is a very expensive card, it is worth planting it as far as possible, behind the King’s Tower, this will allow you to accumulate elixir for support units while Golem goes to enemy territory.

In the game you can often find the Golem in conjunction with the Graveyard; the tactic is to distract the Archer Tower to the Golem and place the cemetery directly on the tower. It will be difficult for the enemy to defend against this tank and against the skeletons crawling out of the ground at the same time.

You can also use various combinations of cards with Golem, it all depends on your imagination =)

You can defend against the Golem with the help of the Infernal Tower, Flame Dragon, Barbarians, Horde of Minions, etc.

Sparky is a legendary card available in Arena 6.

It has huge damage and good health. For many players, this card is the ultimate dream.

Game tactics:

Sparky is capable of demolishing an enemy's tower in a couple of hits, making it an ideal killing machine. The big drawback of this card is that it is very vulnerable, as it has a long cooldown, so Sparky needs to be used in conjunction with tank cards, such as Giant, Hell Hound, etc., under the cover of small units. The Fury or Woodcutter card greatly speeds up Sparky after death.

In defense, this card is not very bad, especially if a successful defense turns into a counterattack. Placing Sparky on defense should be behind the tower.

You can defend against this killer card in the following way: first lure the shot with the smallest and cheapest units or knock down the charge with Zap, and then, while Sparky is on reload, destroy it with barbarians, flies, etc.

Bouncer is an epic card.

The purple big guy throws huge stones that sweep away and damage everyone who gets in the way. Becomes available in the Eighth Arena.

Tactics for playing the Bouncer card:

Basically, the bouncer is used as a support for the main army, having a long attack range and splash damage, which in addition repels enemy troops. Pairs well with barbarians, knights, giants and other melee units. It is quite difficult to fight off a combination of a bouncer with a tank in front and a small support in the form of small change behind. For example, the combination “bouncer + giant + musketeer” is very good!

The bouncer is a very good defensive unit. Defense is the big man’s innate specialization. He throws boulders at the enemy like a natural bowler! It is enough to release a bouncer in front of the tower and all enemy ground units will suffer greatly. Air forces are the weak point of the Bouncer; he is powerless against them.

How to protect yourself from a bouncer:

The bouncer can be destroyed by flying units or distracted by ground troops and countered from the side of the attack line with any little thing.

Fire Spirits is a regular card that becomes available in the fifth arena.

Kamikaze spirits are ready to sacrifice their lives for you =)

Tactics for playing the Fire Spirits card:

Fire Spirits cannot be an attack card, it is a support card. They can be sent into battle with cards that the enemy will counter with change or flies. For example, spirits can be used with the Hog Rider or protect the Royal Giant from flies and goblins.

In defense, Fire Spirits behave more confidently than in attack. A very good exchange when you use spirits worth 2 elixir to protect the archer tower from a horde of minions costing 5 elixir. If Barbarians are attacking your tower, the spirits can greatly harm them. Very often, Fire Spirits can be thrown into a large pile of mix and thereby turn the tide of the game in your favor.

The Furnace is a rare card that costs 5 elixir. Accessible from the fifth arena.

Card playing tactics:

The furnace is capable of making the enemy nervous; the fire balls reaching his tower slowly and methodically destroy it. Often the stove is used in Spam tactics in conjunction with other houses, such as the Barbarian Hut and the Goblin Hut. The built buildings are capable of overwhelming the enemy with a huge crowd.

The stove is usually placed behind the archer tower, but sometimes it can be placed in the center, which allows you to divert the attack from the tower to yourself.

You can defend yourself from the stove with the help of a Fireball, Rocket, Lightning, you can also guess the moment when the balls came out and use the Miner. If the enemy Stove is in the center, an attack on the other flank works very well. For example, the Royal Giant copes well with this.

Guardians is an epic card consisting of three skeletons wearing armor and a shield, like the Dark Knight. Unlocks in the seventh arena.

Tactics for playing the Guardian card:

Three dead warriors are able to withstand one-time damage of any strength, be it a Rocket, a P.E.K.K.I strike, a Sparky shot, etc.

In attack, these are support wars. Can be used in different combinations of cards.

This card is very good in defense, it can withstand Sparky's shot, which will only knock down the shields, while the skeletons will destroy the infernal machine on wheels. Guardians are good at stopping attacks from units such as Prince, Mini P.E.K.K.A, P.E.K.K.A. The big advantage of defusing with this card is that the enemy will not be able to simply destroy the Guardians, for example with a Fireball or Discharge.

You can defend yourself against Guardians, for example, with cards such as Fire Spirits, Bomber, Mage, Minions, Little Dragon.

Ice Spirit is a common card that costs 1 elixir. You can get it in Arena 8.

Tactics for playing the Ice Spirit card:

This inexpensive but very useful card has found application in many player decks; it goes well with any attack cards, allowing you to freeze enemy units. For example, a very good combination of “Hog Rider + Ice Spirit”, it will be difficult for the enemy to defend such an attack or he will have to spend a lot of money on the elixir.

This card can be a good help in def, you can use it to neutralize goblins, freeze Sparky and thereby start recharging, there are a lot of options for using it.

How to fight against the Ice Spirit? The ideal option is Skeletons, of course you can use other little things, but they are more expensive. Let's consider a situation when a Boar Rider is running towards you, followed by an Ice Spirit. We release the skeletons and they will take the freezing on themselves, then we calmly deal with the hog. If there are no cheap units in the deck at the moment, but they are on the way, we release units against Hog and launch the skeletons that appear a little to the side. The Ice Spirit will jump to the side and thereby not freeze your defense.

Ice Golem is a common card available in Arena 8.

The Flame Dragon is available from Arena 8.

The Flame Dragon is a flying Infernal Tower that is capable of incinerating any single target, but is very weak against mass concentrations of units. Very effective in attack and defense, when used correctly. Has a decent amount of health and huge damage, increasing every second.

Game tactics:

It’s good to use the Flame Dragon with a tank, and covering it with units with splash damage such as the Mage, Princess, etc. which will allow you to destroy small items with area damage.

You can defend yourself against the Flame Dragon with little things, this is its weak point, also Lightning, Discharge, Freeze, Ice Spirit will nullify the increasing damage and will help switch the dragon’s target to the nearest one if he suddenly targets your tower or a fat warrior.

Mega minion is a rare card, available in the 7th arena.

Game tactics:

A mega minion is used in the same way as minions, but it is more resistant to enemy attacks, as it has an increased amount of health, unlike its counterparts. The armored fly is not bad in supporting an attack, for example with a Giant. Good for defense against Ball, Hellhound, Sparky, etc. It should be taken into account that the enemy can send, for example, Minions along with the tank and they will quickly deal with their older relative.

It’s quite easy to defend against a lone Megaminion; for example, an Ice Mage can handle it, along with a tower of archers.

Miner is a legendary card, available in Arena 6.

One of the most popular cards. Moves underground to any specified point in the arena. A very interesting map that you should pay attention to.

Game tactics:

Very often used in attack, together with Goblins, Minions, Goblin Spearmen, Hellhound, Graveyard. The attack is quite simple, we send a miner and after him, for example, goblins. While the archer tower is distracted by the digger, the goblins do their job =). The tactics for the other cards are similar. You can use the Miner to destroy the enemy Princess; it’s very good if you can destroy the Elixir Collector.

Protection against a miner comes down to its destruction with Skeletons, Goblins and similar cards, but there is one point that should be paid attention to, rarely a miner is allowed to attack alone and if, for example, Goblins or Minions come to help him, then first of all it is worth destroying them, otherwise While you are dealing with the digger, his support will cause a lot of damage to the tower.

The Log is a legendary card that appears in Arena 6. ()

This is the perfect card for destroying small units, princess. It also repels enemy warriors, which is undoubtedly a very good bonus. At a cost of 2 elixirs, when destroying enemy units, for example the Princess (3 elixirs), you will be in the black on elixir, and this is one of the keys to a successful game.

Game tactics:

If the enemy often defends himself with small warriors, try to guess the moment and throw a log ahead of the curve, try to catch the archer tower when using this card. The log is very good to use against large concentrations of enemy units when defending or attacking. You can also use this card if you want to push away enemy units. We highly recommend using it against the princess.

Little Dragon is an epic card.

A flying unit with a good supply of health, deals area damage, both on the ground and in the air. Used to cover thick units from the accumulation of enemy small items, such units as Goblins, Barbarians, Skeleton Army, Minions, etc.

Found in combination with Ball, Hellhound, Flame Dragon.

Barbarian Hut is a rare card, unlocked in Arena 3.

Once installed, the Barbarian Hut releases 2 Barbarians every 14 seconds. The most common use is in the “Spam” tactic, in combination with other similar buildings (Oven, Tombstone, Goblin Hut), in order to crush the enemy with a large number of units.

To protect against the Barbarian Hut, you can use Rocket, Lightning, Fireball. It makes sense to attack on the other flank, especially after the construction of the hut itself, since the enemy has spent almost all the elixir. To contain the emerging Barbarians, you can use an Ice Mage, Bomber, Bombing Tower, etc. The main goal is to prevent the enemy from building up, otherwise he will crush you with a huge crowd.

The Ball is an epic card available in Arena 2.

Ball - A flying unit with a large amount of health, it attacks only buildings and defensive structures. When he dies, he deals final area damage.

Game tactics:

The Ball is often used in conjunction with the Giant, Hell Hound. These combinations are quite difficult to stop if played correctly.

To protect against the Ball, you can use various cards that deal damage to air targets, for example Minions, Musketeer, Flame Dragon. The Infernal Tower works very well, which not only deals damage, but also distracts the Ball's attack from the archer tower. Any building in the center between the towers can distract the flying Ball, this will give time for its destruction.

Barbarians are a common card available in Arena 3.

Barbarians - 4 ground units, with a good supply of health, attack in melee.

Game tactics:

Barbarians, a support and defense card, is a very versatile card. Barbarians are able to support the attack together with different attacking cards. If these big guys get to the enemy tower, then it will be in trouble. This is one of the most popular cards in defense, Barbarians can stop almost any ground attack, they are able to destroy the Hog Rider, Royal Giant, Giant, Sparky, Golem, etc. It is ideal to plant barbarians on the head of an enemy unit so that they surround it on 4 sides, this will ensure more even damage (barbarians will not push in front of the target), barbarians will live longer if, for example, the enemy releases a mage on them who will not be able to deal damage to everyone barbarians immediately, thanks to their location. It is better to meet the boar rider with this card head-on, landing him not far from the tower. If you are attacked by a Giant Skeleton, then it is worth landing the Barbarians behind it, this will save them from the deadly bomb left by the skeleton after death.

Barbarians are very weak against cards with area damage, such as Fireball, Bombing Tower, Bomber, Mage, Fire Spirits, etc., that is, with the help of these cards they can be countered very easily.

Demoman is a common card. You can also find its second name “bomber”. Deals area damage to ground enemies.

Game tactics:

The Demoman is not expensive, but perhaps the most effective warrior against accumulations of enemy troops, he is very good at dealing with such units as: Barbarians, Goblins, Goblin Spearmen, Skeleton Army, etc.

A demolition worker behind a thick attacking unit is capable of clearing a path in front of a tank very well. By adding air escort, you can be sure that your entire army will reach the enemy tower.

The Demoman is very good in defense, single-handedly capable of dismantling Barbarians, not to mention small things like Goblins, Skeleton Army, etc.

Bomb Tower is a rare card, available in Arena 2.

It is a defensive building with a seated Demoman, causing area damage to ground enemies.

It is installed mainly in the middle between the towers. An indispensable defensive structure against Spam tactics, capable of destroying huge concentrations of opponents. Can be used to distract archer towers from units such as Ball, Giant, Hog Rider, etc.

If your opponent has a Bomb Tower, you can try to remove it with the help of various flying units such as Small Dragon, Minions, etc., or with the help of Fireball, Lightning, Rocket spells.

Cannon is a regular card, available in Arena 3.

The cannon is a defensive building that deals damage to ground units.

Card playing tactics:

This card is used in defense, installed mainly in the center between the towers, serves to distract enemy units from the archer tower, and deals good damage. Vulnerable to air forces. If you are annoyed by the enemy's Cannon, you can try to destroy it with the help of flying units or with the help of spells, for example Fireball, Lightning, etc.

The Dark Prince is an epic card, available in Arena 7.

A ground unit with a shield, thanks to which even Sparky cannot destroy it the first time. The Dark Prince strikes an area of ​​several enemies in front of him at once.

Game tactics:

The Dark Prince is similar to the regular Prince, but at the same time they are completely different, they are often used together and they complement each other, the attack of two princes is scary. The Dark Knight is capable of destroying crowds of enemy units with a couple of pokes, be it Goblins, Skeleton Army, Barbarians. His weak point is flying units.

As mentioned above, the Dark Prince is often used in tandem with a regular Prince, P.E.K.K.A is good for this pairing. This entire trio can successfully hit all three enemy towers.

Elixir Collector is a rare card, available in Arena 6.

The Elixir Collector is a 6 Elixir building that produces 1 Elixir every 10 seconds for 80 seconds. That is, during its entire existence, 8 elixirs will be produced and you will be in the black by 2 elixirs. Simply put, the collector will speed up the production of elixir, which will allow you to use cards more often.

Also, in some cases, the Elixir Collector can be placed in the center, between two towers, and thereby divert the attack of enemy units from the Archer Tower.

Fireball is a rare card and spell. Available from the beginning of the game.

Used to deal area damage to enemy masses or to finish off an enemy tower. It can be used both in attack and in defense and must be used wisely and according to the situation.

In an attack, for example with a Giant, the Fireball can serve to destroy units that the enemy will release in defense (Barbarians, Skeleton Army, any accumulation of small items.) If cover is provided for the Giant, then this can all result in a very good attack.

In defense, the Fireball very often saves you from a large concentration of enemy troops; for 4 elixirs you can destroy an expensive enemy army and have an advantage in elixir, and this is a very big success. Fireball is often used to deal great damage or destroy units such as Barbarians, Three Musketeers, Minion Horde, etc.

Freeze - epic card, spell. Available in Arena 4.

Freeze - freezes everything within a radius of 3 cells, after freezing the charges of cards such as Sparky, Flame Dragon, Infernal Tower are reset.

Freezing can be used both defensively and defensively.

In an attack, for example with a Giant, Ball, Hog Rider, etc., sometimes it is very good to freeze the enemy’s tower and the troops that the enemy has released in defense. During the Freeze effect, the Archer Tower can lose a lot of strength.

In defense, Freeze can also contribute, there are a lot of options for use, the main thing is not to forget the rule of saving elixir and victory will be yours!

Giant is a rare card, available in the Training Camp.

The giant is a tank, a big guy with a lot of health, attacks only buildings and ignores enemy troops.

Very slow unit, needs protection. If the Giant, under good protection, gets to the tower, he is able to inflict great damage on it and even destroy it.

When attacking with a Giant, they usually plant him behind their central tower while he walks slowly, plant support for him and accumulate elixir. It is recommended to use an air card such as Small Dragon, Minions, Mega Minion, etc. and a card with splash damage, such as Mage, Bouncer, Witch, etc. There are a lot of options.
You can defend against the Giant with the Infernal Tower, Barbarians, Flame Dragon, etc. It's a good idea to destroy the giant's support units. You can also distract the Giant with various buildings by installing them in the center.

Giant Skeleton is an epic map. Available in Arena 2.

A giant skeleton, not a bad tank, with good health and good damage. The peculiarity of this unit is the bomb that it carries with it; after death, it falls and causes great damage in the area to both enemies and nearby towers.

The tactic for playing with the Giant Skeleton is to use it as a tank, followed by units to attack. If you provide good protection and the skeleton reaches the Archer Tower, it will cause enormous damage, even after its death, and at the same time take the enemy army with it.

You can defend against the Giant Skeleton with the Inferno Tower, Flame Dragon, small units, Barbarians, etc. But it is very important to plant units behind the skeleton, so that after his death they have time to get away from the bomb.

Goblin Barrel is an epic card, available in Arena 1.

The card consists of 3 goblins in a barrel, which can be thrown anywhere on the map.

Game tactics:

The Goblin Barrel can be used in different ways, for example, by throwing it at the enemy’s tower, you will almost certainly lure the enemy’s Zap or Arrows, this will help plan a further attack, for example, with the support of a Horde of Minions, an Army of Skeletons, etc.

The tactic of playing with a tank is very common. For example, having launched a Giant, we wait until the Archer Tower is distracted by it and throw a barrel; if the enemy has little elixir or he used Zap, Arrows, then these small creatures will instantly dismantle the tower brick by brick.

As mentioned earlier, you can defend against the Goblin Barrel with the help of Zap, Arrows, and small units.

Goblin Hut is a rare card, available in Arena 1.

It is a building that produces one Goblin Spearman every 5 seconds. During its life it will release 12 units.

Goblin Hut finds use in various decks of cards and is a nuisance to the enemy, each Goblin Spearman deals small but consistent damage to the tower if left unchecked, thereby making the enemy nervous. Running goblins also distract enemy units.

Very often, the Goblin Hut is used in “Spam” decks in conjunction with other similar buildings (Barbarian Hut, Tombstone, Oven). Together with these cards, you can crush the enemy with a large mass of units.

Goblins is a simple card, available in Arena 1.

Releases 3 goblins into the arena, with good damage and high movement speed.

They are used in different combinations of cards, both in attack and defense. A very versatile card with low cost allows you to build various combinations.

In the attack, you can often find goblins in combination with the Miner, in support of various tanks such as the Giant, the Royal Giant.

In defense, Goblins are not bad against single targets; they can easily counter Mini PEKKA, Miner, and Prince. They can and will deal with the Hog Rider, the Giant, etc. After a successful defense, the Goblins very quickly launch a counter-attack; if at this time you send a Miner to distract the tower, it can turn out very well.

Sometimes you can pull off a cunning move, distracting flying units from the Archer Tower, for example, if a single Mega Minion is flying towards you, drop Goblins in front of the tower, and while he deals with them, the tower will do its job.

The main enemy of the Goblins is Zap, Arrows, Log.

Local Legolas, who came with the onset of spring 2018. So cool that his arrows fly through obstacles. Read everything at the link.

An excellent character for playing defensively: if he hides behind a tower, no one will reach him. In attack, it is also capable of giving heat, especially if it hits several opponents with one shot.

After the latest update, rumors about the map are circulating. It's all the fault of the art that leaked online.

Fans immediately began to speculate about the possible characteristics of the character, his appearance and the date of his appearance in the game. But since then, no reliable data about the ghost has appeared.

But the fans did a little magic, so you can try it out here. Enjoy killer gameplay with a never-before-seen hero.

A little later it became known that all the rumors are no longer rumors, but confirmed information. This character will begin to delight us from January 5th.

The development of Brawl Stars affects Supercell. There are a lot of heroes with shotguns - and, apparently, the developers decided to add one to their main creation. This is how it appeared. This is a healthy guy with a mustache who shoots a lot of pellets that fly in different directions.

This character opens in the ninth arena. He shows himself best in close combat, almost point-blank - in this case, all the shot from his weapon will hit one hero. And it will kill him. The Hunter will perform well against a Knight or Giant. It does not shoot in the air, so it will be an easy target for Minions.

This unit is literally built to shine on defense. He will deal with tanks one or two times, and then show himself in a counterattack. You can be glad that this new card is already in Clash Royale 2018 - enjoy.

Mini generators

The most controversial map of recent years. Some say that it is terribly useless, others successfully use it in their decks. The truth, as usual, is somewhere in the middle.

How Supercell fights us

It is worth telling you the terrible truth. In the past, fans have found traces of cards in the game files, which is how we learned about Thunderbolt and Bouncer ahead of time. But now there will be no such things...

From now on, all characters will be added during the update. Previously, the guys prepared the game client for the arrival of a new character, but now they will not do this - just so that information about upcoming characters does not leak to the Internet. So if you always want to know reliably what new cards will be in Clash Royale in 2018, then relax and wait - sooner or later everything will be added.

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