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Clash Royale Guide Part 1

Updated on August 3, 2017

Clash Royale is a free mobile strategy game which combines elements such as collectable items, tower defenses, and multiplayer online battles. It's a real time PVP game which has epic battles and troops from the Archers to the Mighty P.E.K.K.A. Here I'm gonna walk you through the game.

First of all you'll be in the training camp were you'll play a series of games to get to know the matches. In the matches you won you'll be rewarded with chests and a small amount of gold, depending on which arena you are in. Then within the chests you'll get gold and cards. Cards are the troops. Gold is used to upgrade the cards. You can get a free wooden chest every 4 hours which make 6 per day and a Crown chest every day by winning 10 crowns. There are three towers with each one counting as one crown. You can win a battle by just destroying a tower of your opponent's which makes the score 1-0. You have to defend your towers at any means necessary. The King tower is the main tower and by destroying it you can win the battle instantly ( it's the middle tower). And then there's the Arena. Arenas are like the level of difficulty with a total of 11 Arenas. Each arena has its players cause there's the trophies. Trophies are rewarded with each match you win and deducted each match you lose. The trophies you win are deducted from your opponent's trophies count and vice-versa.

Cards

You begin by 8 default cards for training. Cards have a level of rarity:

1) Common: Easily found in chests. They are the blue ones.

2) Rare: 20 times rarer than common. They are the orange ones.

3) Epic: 20 times rarer than rare cards. They are the purple ones.

4) Legendary: 20 times rarer than epic cards. They are the hexagon shaped cards. You have the least amount of chance of obtaining a legendary card in a chest. They can appear in the shop, but only in Arena 10 & 11.

Without cards you can't play your path through the arenas. Cards are what used to play the matches by deploying them. Each card has an elixir price. You can hold a maximum of 10 elixir. You have to play your match carefully with a strategy and understand the abilities of each card so you can win the match. The cards are upgradable with certain amount of gold increasing with each level. The common cards are easy to upgrade, the rare cards are harder, the epic cards are more harder, and the legendary are the hardest. You have to win the matches so you can be rewarded with a chest, trophies, and Gold. Chests contain the cards. To upgrade cards you need a certain amount of the same type of card. If you have excess cards you can donate some to your clan mates. Chests are the second most important aspect of the game along with gold. Cards are more easier to be upgraded at higher arenas. And how do you move up to other arenas? With a high level of cards and a high number of trophies. And how to have access to them? You need to win matches. There are also different types of cards:

1) Troops: The warriors that play in the match.

2) Spells: Spells are important kind of cards which aid in battle.

3) Buildings: There are 2 types of buildings. The first one is the defensive building which helps destroy enemy troops. And the other type is the building which helps spawn troops to help with other types of cards.

After reaching a new Arena you have access to newer and stronger troops. Fight for those trophies.

And now I'm going to talk to you about every single card from Arena 1 till Arena 10, but since it's a long guide it'll be divided into 2 parts..

Training Camp Cards

Common
Rare
Epic
Arrows
Fireball
Prince
Bomber
Mini P.E.K.K.A
Skeleton Army
Archers
Musketeer
Baby Dragon
Knight
Giant
Witch

Knight

He has a relatively high amount of hit points and a fast attack speed. Used with backup can be a deadly push. Used in some decks and doesn't work that well in others so be careful when making your Battle Deck. Can be destroyed when there are other powerful troops like the P.E.K.K.A and other defensive buildings like the Hidden Tesla. A fireball can weaken him but won't kill him unless if he is already at low health. It's actually a good trade of 3 elixir. You'll have a 55% of winning if he's included in your deck.

Archer

They're one of the best I troops I personally use cause they shoot with range, fast attack speed, and shoot on both land and air. They have a decent amount of damage per arrow but low health. I highly advice to let the archer towers alone finish them off by themselves. When used behind a Giant they are very dangerous. Killed easily by all troops and defensive buildings. They're are considered to be hard to counter than the Minion Horde. An Electro Wizard will kill them but with taking a lot of damage.

Arrows

Used on the enemy troops or buildings, but I recommend using them on low level and hitpoints troops such as the minions, goblins, and skeletons. Nothing can destroy a spell. They are low priced spells which makes it an advantage to use in battles. Another advantage is there wide range which covers an insane space of area which makes them even better. One of the most used cards in Clash Royale with a usage rate of 28%.

Fireball

It covers a smaller area than the Arrows. But still I consider them better. Fireballs can weaken or kill most of the troops if not the high hitpoints troops and yeah buildings also. I won't use the fireball on minions or goblins unless I got no option or I came with only one spell in battle. They can be better than Arrows but that depends on the battle deck. Nothing destroys a spell. It's also considered a low priced spells which costs only 4 elixir more than the Arrows by 1 elixir only. One of the best spells. One of the most used combos in the game are Fireball Zap.

Bomber

His damage is what scares me. A 3 elixir troop with up to 250 damage per hit is terrifying. Oh God, what if a Giant accompanies him. Don't worry you can get rid of him but not with groups of troops cause his splash damage will wipe them off the field immediately. A defensive building can get rid of him like the Inferno Tower. A Valkyrie can kill him also in a matter of seconds. I prefer to use a flying troop since he throws only on ground troops. If alone also counter him since he can get 2 bombs on the tower.

Mini P.E.K.K.A

He's so dangerous especially with a Giant or Fire Spirits;they can rip opponents towers apart. Her damage is a lot-at tournament standards 572 hitpoints per hit . Her attack speed is so low that the skeleton army can take him out quickly. Also if you have an Inferno Tower, you can destroy her quickly cause of the concentrating damage of the Inferno Tower. Goblins with spear goblins can get the job done also. Her attack speed is so low, but I still use him cause his damage can take down an Arena tower alone in a few hits. A Fireball also can weaken him to low health. I recommend to counter her with an Electro Wizard or a flying troop.

Musketeer

She's both for defense and offense troop. Drop some goblins and see the damage. Backup the Giant with her and see the destruction of towers. She can be killed by a Hidden Tesla and Inferno Tower easily. Her damage is half of that of the Mini P.E.K.K.A and half the hitpoints and she is even better with range and can shoot land and sky. She can be killed easily with a P.E.K.K.A and skeletons and some barbarians. Still she is one the best support troops in the game.

Prince

When he starts charging (running) he does double damage. He can take down the MIni P.E.K.K.A on his own. He can even take down a tower all by his own. Mass defense is the easiest way to take him down using skeleton army. Inferno Tower is also good against him. You can distract him with 1 elixir skeletons and then put any defensive building or lure him in the middle of the Arena. A Zap or Log or Electro Wizard stop his charging. He can withstand the Bowler's boulders also which makes him very strong. He is useless against higher arenas players cause probably you'll face skilled opponents.

Baby Dragon

He is a must troop from Arena 1 ---> Arena 7. His splash damage is capable of killing barbarians or skeletons. He is used as backup cause his health is low. Also he is perfect in a P.E.K.K.A or Golem or Lava Hound deck since he wipes out defensive enemy troops. Left alone he can do a hefty amount of damage so you must counter him. Wait till he's locked on the tower so you can kill him quicker. He is also an excellent troop in Arenas 10 and 11.


Skeleton Army

It's not wise to attack with the Skeleton army since the army can be killed by The Log. This army contains 14 skeletons. I use it mainly for defense against high hitpoints troops such as Giants, P.E.K.K.A, Hog Rider. Watch out for Zap, Arrows, or splash damaging troops. A defensive building such as the Bomber Tower can destroy this army with ease. The Skeleton Army is best in a Spell Bait deck. Also it is the most used card in the game with a usage rate of 45%. Actually they're very good.

Giant

What the Giant is used for is his very high health. A 2000 hitpoints troop with a fair amount of damage is pretty good to take down a tower all by his own. Backup is used so the Giant is not killed and to speed up the destruction of the tower. An Inferno tower or Inferno Dragon is the best defensive building to take down the giant due to its concentrating damage. Any mass troops can take down the giant quickly like skeleton army and goblins and watch out for the Valkyrie behind him or the Bomber cause their splash damage is more than enough to kill your troops. Supporting the Giant is almost always with splash damage units like the Baby Dragon or Wizard.

Witch

She is a splash damage troop with a fair amount of hitpoints. Most of the time she is used as a backup for Giants. She can easily kill your skeleton army. She is good cause of the skeletons she spawns about every 7 seconds. She is even better cause she is a ranged troop shooting sky and land. Any defestive building can kill her easily. I say the Cannon is can a distraction and can kill her. Don't risk it you must counter the Witch since if left alone can destroy upwards to 700 hitpoints. Usually counter her with small amounts of troops like the Archers. Zap and Mini P.E.K.K.A can kill her quickly. A Fireball will leave a slither of health.

Arena 1/ Goblin Stadium Cards

Common
Rare
Epic
Spear Goblins
Goblin Hut
Lightning
Goblins
Valkyrie
Goblin Barrel
 
 
 

Spear Goblins

The spear goblin is a goblin that throws spears. He is often used as a backup with the Giant or the Hog Rider. He is low in hitpoints and damage but high in speed. Can be killed easily by every troop or defensive building. He is low in elixir which makes it an advantage cause the card has 3 spear goblins. Watch out from the arrows or Zap.

Goblin Barrel

The Goblin Barrel is perfect with any tank like the Giant, P.E.K.K.A, or the Hog Rider. The Goblins barrel is chosen where to throw but has a low area space cause it only contains 3 goblins. It is one of the best spells. 3 goblins with decent amount of damage and can make up to 106× 3 = 318 per hit but low health. Killed easily by any troop or defensive troop but a has bit more health than the Spear goblins. This spell is different cause the it contains troops. It will be deployed anyway but still nothing can stop it from deployment. A level Zap higher than the Goblins' will kill the Goblins immediately. A same or lower level won't. For example. a level 13 Zap will kill level 12 or lower Goblins, but a level 12 Zap won't kill a level 12 or higher Goblins. They're still very good since in a Spell Bait they can make tons of damage.

Lightning Spell

The lightning spell is so strong with damage up to 600 hitpoints. It targets the 3 highest hitpoints units in its area. Used on buildings or even high hitpoints troops. It has a much larger space than the fireball but smaller than the arrows. Nothing can stop a spell. Actually it's very good. Best paired with Golem and Lava Hound decks. It can also restart the Inferno Tower concentrated damage.

Valkyrie

The best thing about the Valkyrie is that she does splash damage. Stopping the barbarians or the skeleton army shouldn't be a problem to her. But she can be killed any defensive building. Some troops are more easier to kill her such as the Minion Horde. She has a very high damage with high health which makes her an amazing troop to use. Disadvantage is that she can't target flying troops. I usually don't use her because of being countered easily as said above.

Goblins Hut

The Goblins hut spawns spear goblins only every 4.9 seconds which is equivalent to 20 spear goblins per hut. It is used as a distraction sometimes but most of the time it is use behind the archer towers. Has a lifetime of 1 minute meaning that if not any hurt happened to it it will still be losing health. Actually very good cause if the opponent doesn't pay attention of it in the overtime it can do devastating effects. Best in spam decks.

Goblins

The Goblin has a fair amount of hitpoints with high damage compared to its health. I use the Goblins as backup with the Hog Rider most of the time. Deployment occurs in a second, costs 2 elixir deploying 3 goblins. Killed easily by any troop or defensive building. Can kill a Giant so quickly if they stick with him from the start. Any spell like arrows, zaps and fireballs are also capable of killing them. Using a Fireball is highly unrecommended cause you'll have a negative elixir trade.

Arena 2 / Bone Pit Cards

Common
Rare
Epic
Skeletons
Tombstone
Giant Skeleton
Minions
Bomb Tower
Balloon
 
 
 

Skeletons

Obliviously, I wouldn't attack with them. A single shot from the Arena towers can kill the skeletons. There are 3 skeletons deployed when using this card. Mainly used as a distraction or can kill a high hitpoints troop. All troops and defensive buildings can wipe them off easily. Use them to lure the opponents' troops n the middle of the arena so both Princesses Towers can shoot the troops.

Minions

They are one of the fastest troops in the game along with the Goblins and Bats. I could use them to attack only as a support group with the Hog Rider or the Giant. The Arena towers usually kills them in 3 arrows, but that depends on the level of the minions and the towers. Zap can weaken them to be shot with only 1 arrow. Arrows can kill them immediately- depending on the level of the Minions and Arrows. Any defensive building can kill them except the Cannon and Bomber Tower. Sparky is useless against them as it shoots on ground only. Any troop who can shoot the sky is able to kill them.

Tombstone

It spawns a skeleton every 2.9 seconds. It has a lifetime of 40 seconds which means it spawns 14 skeletons every time the building is deployed. Also it spawns 4 skeleton upon death or time limit is reached. I use the Tombstone as a distraction for all troops who are strong. It can be destroyed easily by defensive building or any troop such as the Prince or the Hog Rider. It's elixir price is considered an advantage. Mostly used in Lava Hound decks as they can be the only ground units.

Bomb Tower

It's a defensive building that helps in destroying enemy's troops. The Bomb Tower has a splash damage which is considered good. It can wipe out barbarians with ease or even skeleton army. It's disadvantage is that it can't target air troops like Minions. Any troop with high damage and hitpoints can destroy the building. Mass troops are useless cause it has splash damage. Any facing defensive building can also take it out.

Giant Skeleton

. Known for his large bomb which he carries on his back, when he dies he drops it and causes a massive damage for anything around it. He has fast attacking speed and a fair amount of damage. The bomb that he drops is strong that it can take down a tower only if it is weakened. He is not much of a threat if he didn't carry the bomb, so destroy him by any means necessary. Defensive buildings such as the Inferno Tower or Hidden Tesla can take him down on there own. Strong troops such as the P.E.K.K.A can destroy him and destroy themselves cause of the bomb has splash damage. Mass skeletons are one of the easiest methods of taking him down. I use him in different decks and pair the Baby Dragon with him. His most useful advantage is that he is deployed in 1 second.

Balloon

Just drop it and it can wipe buildings out of the battle. Upon dying the balloon drops a bomb similar to that of the Giant Skeleton but is much weaker. He can't take down the towers unless if they are already so weakened. His bomb delivers about 50 to 70 damage far less than the Giant Skeleton who delivers 700 to 900 damage. Minions can take him down easily. Defensive building as the Inferno Tower can take him down also. I don't recommend the Hidden Tesla cause of its low hitpoints. Any troop which can shoot air can take him down. If you want a strong push pair him up with the Giant and watch the beautiful view of your enemy towers being destroyed.

Arena 3 / Barbarian Bowl Cards

(click column header to sort results)
Common  
Rare  
Epic  
Cannon
Rocket
Rage
Barbarians
Barbarian Hut
X-Bow
 
 
 

Cannon

The Cannon is a defensive building. It shoots only at ground troops. Mainly used for a distraction. The Cannon has a fair amount of damage, but for its low health it's used for a distraction. An advantage is that it has a low price of only 3 elixir. The disadvantage as I said is that it shoots only on ground. Most troops could destroy it with ease. Defensive buildings faced to each other and near each other can destroy each other. With the help of the Arena Towers and placed correctly will take down Hog Rider and sometimes the Giant.

Barbarians

The Barbarians are so strong cause of their muscles. The problem is that any air troop can kill them ease. Any splash damage troop such as the Bomber or defensive building such as the Bomb Tower can kill them also quickly. I don't attack with them immediately; I use them as backup or defend the towers with them. A Fireball weakens them to their last breathe. A Bowler will counter them easily cause his boulder will always push them away.

Rocket

It's so powerful that it can take down the tower on its own just by playing it. It's disadvantages are it's price and space area. The rocket comes with a high price of 6 elixir which will make you broke. The second disadvantage is that it shoots on a very small space area. But it's so powerful, which can take down so weakend buildings or troops with high hitpoints. I personally don't use it that much.

Barbarian Hut

It spawns 2 barbarians periodically every 14 seconds. It has a lifetime of 1 minute and it decreases if it is attacked. During its lifetime it produces about 8 barbarians. A Fireball or Rocket can destroy the Hut. A Hog Rider or Giant can destroy it cause it won't pay attention to the barbarians.

Rage Spell

The Rage Spell boosts your cards which I mean everything from the main towers to the troops. That includes the troops, huts, and even defensive buildings. The cards gets boosted by 40%. It's relatively cheap with a price of 2 elixir. But the problem is that I want direct damage, let me explain. For example, I used the Rage Spell on my troops but get distracted now thats a waste of 2 elixir. I have used but for a try and left now. The Rage Spell, in fact, just boosts the speed of the troop. But some people use it.

X-Bow

It's an attacking and defensive building. Once it started shooting on the Main Towers nothing will distract it except if it's restarted by a Zap. It's advantage is that it can shoot on the main towers and even taking one down. The problem is the price of it which is 6 elixir. Another disadvantage is its deployment time which is about 5 seconds. While it's shooting on the main towers you can take it down easily cause it's already distracted. Another disadvantage is that it only shoots on ground units. I don't use it cause it's a building. And also mass armies can take it down with ease such as the Skeleton army or Barbarians or even Minion Horde.

Arena 4 / P.E.K.K.A's PLAYHOUSE

Common
Rare
Epic
Legendary
Tesla
Inferno Tower
Freeze
Inferno Dragon
Minion Horde
Hog Rider
P.E.K.K.A
Lava Hound
 
 
 
 

Tesla

The Tesla is a defensive building. It's disadvantage is that it has low hitpoints, destroyed easily by the balloon. Keep in mind that the Tesla won't be damaged when under ground. The Tesla can destroy most if not all of the troops. Defensive buildings can also destroy the Tesla. One of the advantages is the ability of shooting air units. Another one is its low price of just 4 elixir.

Minion Horde

Attacking with this card is useless unless your opponent doesn't have defensive options against them. They are so strong like taking out the Giant and the Golem in a matter of seconds. Killed by spells like Arrows, Fireball, and Zap. The Zap usually weakens them but that depends on the level. Using them as defence is a better option. They're so fast and so strong cause multiplying the damage of the Minion by 6. Also a Zap 2 levels higher than the Minions' will kill them immediately. For example, a level 11 Zap will kill level 9 Minions.

Inferno Tower

Concentrate damage to a troop if you want. Takes out the Giant or Giant Skeleton or Lava Hound immediately. Disadvantage is it takes time to jump from a troop to another. The Inferno Tower concentrates damage on a single troop increasing the damage it does. If it is overwhelmed then say your goodbyes. Can be destroyed by another defensive building also. A Zap will restart it. The best counter to it is the Electro Wizard since it's always restarting the Tower.

Hog Rider

The Hog Rider is one of the best troops in the game. A decent amount of health which makes him so good with his hammer and amazing damage. He can jump off the river. Killed by mass armies like Skeleton Army or Minion Horde. Watch out if he is distracted he will lose half if not most of his health. Defensive buildings like Inferno Tower or Hidden Tesla can destroy him easily. 2 hits from the Mini P.E.K.K.A will kill the Hog Rider. Zap and Fire Spirits are what i usually help support the Hog Rider with, At least get 2 shoots when attacking with him.

Freeze Spell

. Make everything in its range freezing cold. Just drop the Hog Rider or the Goblin Barrel and wait for the opponent's troops to be dropped and Freeze them all. Over and over nothing can stop a spell from being deployed.

P.E.K.K.A

The P.E.K.K.A. is so strong that she can destroy both the Arena towers and the King tower at once. The P.E.K.K.A. has a very high amount of damage per hit and second but still it is so slow. Mass armies can kill her easily. Minion Horde can also destroy her. Defensive buildings like the Inferno Tower only can take her out. Just back her up and everything will turn out to be fine. Disadvantage is her elixir price which is 7. But it's deployment time is an advantage which is 1 second.

Lava Hound

You have the slightest chance of getting this card in chest. Anyways the Lava Hound has one of the highest hitpoints in the game, but low attacking speed and very low damage. Destroying it results in 6 lava pups much stronger capable of destroying towers quickly on their own. An Inferno tower can easily kill the Lava hound. Troops like the Minion Horde also are capable of taking it down. Personally I use the Lava hound cause of its high health it can soak damage and also you can use it to win the challenges and tournaments.

Inferno Dragon

The Inferno Dragon is a versatile flying troop. I usually use him defensively and then build up a push with him in the back mainly supported by the Giant or Golem or a high hitpoints unit. What makes the Inferno Dragon so good is that he is basically like an Inferno Tower which focuses on attacking a single troop or a building while increasing his damage per second. A good Deck with him contains a tank which soaks up the damage while the Inferno Dragon attacks other units. Defend using him against a tank which will wipe it out in a matter of seconds. Disadvantages include being countered easily by a Zap and a troop or using Electro Wizard and also his slow time of switching between attacking units.

Spell Valley

Common
Rare
Epic
Legendary
Zap
Furnace
Poison
Graveyard
Fire Spirits
Wizard
Mirror
Ice Wizard
 
 
 
 

Mirror

The Mirror mirrors your last deployed card for an adding coat of 1 elixir. For example, you just deployed a Hog Rider, if you mirror him he'll cost 5 elixir since his original cost is 4. The main turn down here is that it doesn't add actual value (refer to OrangeJuice). But if you use it, you have to deploy it strategically or you'll face devastating damage.

Graveyard

The Graveyard is a spell that can be used defensively and offensively but mainly offensively. What makes it good is that it spawns anywhere in the arena. Graveyard Freeze is one the best combos to use. You have to take care not to deploy it near the king tower cause if a skeleton makes it and hits it, it will activate the king tower. Deploy it at least 2 times from the king tower. Nothing will ever stop this spell from being deployed. I found the most useful counter to the Graveyard is the Poison. Minions, Archers, and a Valkyrie are also good but they arrow your Minions or distract the Valkyrie with the Miner or Fireball your archers. Unlike the these troops, a Poison can't be countered even if they freeze your Tower and troops a Poison will kill all but 4 skeletons cause it is deployed for 8 seconds, 2 seconds less than the Graveyard which spawns skeletons for 10 seconds 1 per 0.5 second. Also a Poison gives you an elixir advantage of 1 cause it costs 1 elixir less than the Graveyard.

Ice Wizard

The Ice Wizard is used mainly as a support unit and a defensive unit. He slows troops down and causes damage but he is not that strong at damaging tanks. He can counter the Hog Rider and multiple units at once cause of his splash damage. He can be easily countered with a Fireball but I don't recommend it since troops will kill him quickly. Disadvantage as I said is that he is useless against tanks but that doesn't mean he is not a strong troop actually he is one of the best support troops in the game although I personally don't use him in a my deck.

Zap

The Zap is actually one of the most used cards and spells in the game. 34.4% of the players use it. Simply cause it's a versatile card. It can be used for both defensively and offensively. Pair it with Hog Rider or Battle Ram- as they'll bypass any troop to get to the nearest tower or building- to wipe out Minions, Skeletons, Goblin Gangs, and Fire Spirits. A Zap will kill Minions if it's 2 level higher than the level of the Minions. For instance, a level 13 Zap will kill level 11 Minions. A Zap will also kill GOBLINS if it's a level higher than the GOBLINS. For example, a level 13 Zap will kill level 12 GOBLINS and lower. As a spell, nothing will stop it from being deployed.

Fire Spirits

The Fire Spirits are great for wiping out low hitpoints troops due to their high damage and low price. Fire Spirits can be support units for a Mini P.E.K.K.A or Hog Rider as they can kill Goblins, Archers, Minions, Skeletons, Minions Horde, Goblin Gang, and other Fire Spirits. 3 Fire Spirits spawn from 2 elixir. If only they are attacking 1 will usually die but the other two will hit immediately what's in front of them. Usually 2 will kill other troops. They're also good as they can slow a Prince down. They can be countered by Zap or Electro Wizard or The Log. A Princess Tower will take 2 shots to kill a Fire Spirit that's on the same level or higher of that is the Tower, only a tower can kill a lower Fire Spirit instantly. Fun fact: Level 11 Fire Spirits can kill a level 1 Electro Wizard if he's distracted. I personally use them in my deck.


Furnace

The Furnace is a building that spawns Fire Spirits periodically every 10 waves with a ikifetime of 50 seconds. The Fuarce is actually one of the good cards with a fair price of 4 elixir. If positioned in the middle would be a good plan for the reason of slowing down attacking troops like Hog Rider, Giant, Golem, etc... For a the cost of 4 elixir you get 6 waves pf Fire Spirits 2 per second. The Furnace is so good cause it is a building which helps defend your towers and attack the opposing tower or troop.I would recommend placing it 3 tiles beside the Princess Tower and 4 tiles in front of the King's Tower and make a slight move to your preferred place of the arena. A Furnace will spawn Fire Spirits higher than it's own level. For example, a Level 9 Furnace will spawn level 11 Fire spirits.

Wizard

A high splash attacking troop. Basically he is an offensive and defensive unit. Use him against swarms of troops as his splash damage will destroy them. He is useful against a Giant or Hog Rider. Support the Giant using him as the Giant will soak up the damage as the Wizard wipes out defensive units. He can shoot both land and air. Downside is that he can be countered by a Mini P.E.K.K.A or a Fireball or Bowler. Another downside is that he costs 5 elxir so placing him strategically will allow you to win more games. I usually use him as a support unit. 35% of the players use him also having a 50% of winning when using him. This means he is one of the best cards.

Soon enough I will post Part 2. What matters the most is your skill. What do they think of this guide? Leave your comments. Enjoy playing!!!!!!!

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    • TechGNH profile image
      Author

      TechGNH 6 weeks ago

      Thanks David for commenting. I can give you a good battle deck but tell me first you're Arena.

    • KittenHydra profile image

      David Torem 7 weeks ago from Fircrest WA

      great guide love how you have such a detailed description on each troop

    • KittenHydra profile image

      David Torem 7 weeks ago from Fircrest WA

      I had no legendaries and suddenly got miner and princess as well as ice wizard. Any deck ideas? I currently use a princess deck with both Pekkas as well as a golem pump deck with miner, and my favorite aggro mirror princess goblin barrel deck.