Download Clash Royale PC
Best Decks for Clash Royale PC
Here's the breakdown of the cards
Electro Wizard- Good at eliminating small incoming hordes and a very versatile support unit when you finally counter push. pair it with zap to wreck then Miner-Minion Horde Combo. Pair it with a building and it can destroy most Hog pushes. Useful alternative to zap if your opponent runs a zap bait deck. Especially effective when used on defense and translated into a counter push. Can be replaced with Wizard or Ice Wizard or Bowler
Zap- Electro Wizard is no replacement for zap. The most used spell in the game is still necessary for defending against most swarms. It's also a tactical card which can be used to defend your hog during a push and stun the tower for a bonus. No Replacements
Fireball- One of the most used rares nowadays. Paired with zap it can kill medium health units such as Musketeer, Barbarians, Witch, Wizard, and Ice Wizard. If one of the listed troops are placed at the back. Its always good to fireball them and inflict 200 or so damage to the crown tower. It's also used for clutch wins. I'm pretty sure everyone has this card. But if not it can be replaced with Rocket
Tombstone- Cheap and has amazing defensive capabilities. It can shut down a solo Giant, Prince, and PEKKA for a positive elixir trade. Paired with any other defensive unit, say Mega Minion or Ice Golem, it can completely shut down elite Barbarians. Can be replaced with inferno tower.
Hog Rider- Your main win condition. Support him with Electro Wizard, Ice Golem, Archers, or Mega Minion he will deal devastating damage to the tower.
Ice Golem- No doubt one of the best cards in the game right now. At tournament standards, he can clear Skeleton Army and Clones. He can be used to distract Lava pups when the Lava Hound pups (pun intended), he can force Miner, Giant Skeleton, Elite barbarians, and more to re target and works very well with the other cards in this deck. if you can't use him, I recommend knight but it's also substitutabe with Ice Spirit
Archers- The twins synergize very well with most cards. Splitting them is very effective to start since you can chose to defend or attack. It's also a counter to Graveyard and sometimes even a fireball bait
Mega Minion- last but not least the Mega Minion can counter most things when paired with another unit. It's sturdier than normal minions so it's better suited against splash units and Air tanks since it can't die to to arrows or fireball. It can be replaced with Minions since they have higher DPS but they do die to arrows.
Good against Pump decks, other Electro Wizard decks, Elite Barbarian decks and even three musketeer decks.
3.1 Elixir Average cost.
Effectively counters air, clone, zap bait, sparky, inferno dragon, and siege decks
Not everyone has the Electro Wizard
Weak against freeze graveyard or spawned decks but at higher arenas spawned deck usage is low.
For the first minute or so, push softly with Hog-Ice golem. Refrain from using Electro Wizard as an offensive card. Defend using whatever you have on hand and translate whatever remaining troops into a hog counter push. Once you see your opponents win condition\s, save the primary counter for that unit/spell. Example Graveyard-Archers Goblin Barrel- Zap Sparky- Electro Wizard etc. ( I will explain more on countering later) during this period you want to defend any incoming attacks and fireball any annoying spawners, pumps, and support troops placed in the back at The same time clipping the tower. Once an attack has been repeled, any surviving troops can be easily turned into a counterpush. Take note of your enemies rotation so you know when to mini push
The Next Minute each player should know what the opponent is keeping in their hand. Keep up the strategy of counterpushing and mini pushes.
But if you can afford to strike big why not?
The double elixir period is when most decks shine. This is no exception since it's a control deck. Start with the slowest moving troops at the back then add in the faster more powerful ones when they reach the bridge. Tip. If you can cycle 2 electro wizards it can shut down slow attacking troops such as wizard, musketeer, bowler, and more. Simultaneous Electro wizard blasts can deny most troops from reacting and fighting back.
Countering Popular Cards
Inferno Tower- if your enemy's primary defense is the Inferno, then it would be reasonable to support him with an Elctro Wizard.
Sparky- if the Ewiz is in the house, Sparky doesn't stand a chance
Elite Barbarians- Kite with ice golem and destroy with Mega Minion or tombstone.
Skarmy- Zap, Electro Wiazrd or Ice Golem can shut down this popular defensive card.
Graveyard- Archers, Electro Wizard, or Ice Golem
Lava Hound - Archers/Mega Minion kill the Hound, Ice Golem and Electro Wizard can mitigate a bulk of the damage.
Hog Rider- Tombstone + any other troop
PEKKA- Tombstone Elctro Wizard can stop him
Princess- Archers or Meagaminion are the cheapest counters in this deck
Spawners- fireball the spawners+ the tower for an elixir advantage
Ok so I need to clear some things up:
YES: this deck works.
YES: this deck is legit.
YES: I have two spell cards that do the same thing.
YES: There is no Tombstone, and
YES: There is no Collector.
Option A: (Golem on first draw)
Play the golem behind the king tower at 10 elixir. Most people wait for the other player to make the first move but this is an aggressive deck. If the other player drops cards before you get golem off, then counter his push and wait for a safer time to place golem when you know he can't instantly counter it.
Option B (No Golem on first draw)
You can check for arrows or zap with horde. Yes if he has arrows than you just ruined a perfectly good horde but if he has zap this can be important to know for later since we have inferno dragon, if we have a push going you can bait the zap again with horde before dropping the dragon so it can melt his tower.
Mid Game: After the first 30-60 seconds you should have a good idea of the deck your up against so now you should get a push going when safe. remember to put the golem behind the king so you can gain elixir before you cross bridge. without a collector it is important that you have elixir by the time he reaches the bridge. If the golem triggers a push on the other bridge then counter has cheaply as possible so you can still place 1-2 cards behind your golem after the tower starts to hit him.
2X Elixir: Hopefully before 2X elixir you have gotten at least one tower and can play defensively. If the game is tied it might be your best move to go all out for one of his side towers. This deck can be very aggressive but a lot of its push cards can still be used together as a solid defense in the last 60 seconds of the match.
Overtime: If the game goes into overtime then I would again recommend you turn defensive counters into a powerful offensive push. your towers take priority over the opponents. this is one of the only times I would say it is safe to Place a golem in front of a tower, the Defensive golem can work decently but it can only do so much, and if he is using a hog-cycle deck then your wasting your elixir.
Inferno tower + Skarmy(most of the time)
Ice Wizard + Inferno Tower
Ice Wizard + Skarmy
Alone Inferno Tower(Hog pushes)