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Top Cards of Clash Royale

Hi Guys..!! Here are some of the top 10 Cards of Clash Royale, let us Know about them and their Strategy to use it.After the update of...


Hi Guys..!!
Here are some of the top 10 Cards of Clash Royale, let us Know about them and their Strategy to use it.After the update of 2017.
Top ten cards are:-




1.Executioner:

"He throws his axe like a boomerang, striking all enemies on the way out AND back. It's a miracle he doesn't lose his arm."
The Executioner is unlocked from the Jungle Arena(Arena 9). He is an area damage, ranged troop with high hitpoints and moderate damage. He throws his axe in a straight line; it will then fly back to him, dealing its damage twice. It cost 5 Elixir to deploy. 

Strategy:-

  • Its long range, area damage, ability to attack both air and ground units, and ability to deal double damage can allow it to become a decent alternative for a Witch or Wizard in a Giant Combo.
  • Although his range is 4.5 tiles, his axe throw actually reaches 6.5 tiles away, allowing him to damage other units that are just behind his targeted unit. His aggression range is 4.5 tiles, so he will have to walk up to the enemy before hitting it with his axe, even though the axe can reach troops 6.5 tiles away. Taking this even further, when the axe is flying through the air it has a 1 tile radius. Thus, the Executioner can technically reach 7.5 tiles.
  • His hit speed comes in two parts: his axe travels for 1.5 seconds and after the axe returns to him there are another 0.9 seconds where he does not attack. This sums up to an overall 2.4-second hit speed. Rage and slowing effects only affect the 0.9-second portion of the attack where he is not attacking and does not affect the 1.5 seconds in which the axe is in motion. Hence, Rage and slowing effects do not greatly affect the Executioner's damage output as they only change the overall hit speed by about 0.3 seconds. 
  • Because of its damage and other perks listed above, countering swarms with the Executioner can also be extremely effective. However, keep in mind it has a very slow attack speed (2.4 seconds), almost as slow as a Bowler's.
  • The Executioner has moderately low damage per second, so medium-hitpoint units such as Mini P.E.K.K.A. or Knight can counter him.
  • Since the Executioner has a linear attack similar to the Bowler, he can attack glass cannons that are behind a tank.
  • Like most splash units,  surrounding the Executioner only allows him to target one unit at a time making his splashing mechanic useless.
  • The Executioner pairs well with the Bowler as the Bowler can take care of ground swarms and the Executioner can help the Bowler with ground troops and defend against air swarms. This combo is also durable, surviving Fireball + Zap or Fireball + The Log. It is, however, vulnerable to a Rocket.



 
2. The Log

"A tree trunk with spine on it form into 'The Log'. Now, the log seeks revenge by crushing anything in its path!"

The Log is unlocked from the Builder's Work Shop onwards. It is a spell card with a width (3.9) and range (11.6).It costs 2 Elixir to cast in battle. When the Log is cast, it rolls through the Arena, dealing damage to any troops in its path and disintegrating after rolling for 11.6 tiles. Any ground troops in the way will be pushed back by The Log. But the card is only effective for any ground troop not for air troops.

 

Strategy :-
  •   The Log can be used to damage and push back multiple ground troops that come in your way, such as Barbarians , Royal Giant, Elite Barbarians, P.E.K.A, Sparky,etc.
    •   It pushes back mechanic is similar to the Fireball, but log push all the troops back.
    • It can be used as a counter to the Skeleton Army, Princess , all types of Goblins.
  • If placed three tiles away from the bridge, The Log can damage Princess Tower or King Tower with reduced damage.
  • But the most important thing being a spell, it can only be placed on the player's side, which reduces its effectiveness in certain situations.
  • It is effective for buildings also like Bomb Tower, Goblin Hut, Barbarian Hut,etc.
  • The Log + Fire Ball or Rocket can take out Three Musketeers, if The Log is placed correctly. Ice Golem can be an alternative to The Log as it is easier to execute. The Log can stun the Three Musketeers and the Fire Spirits and Ice Spirits will do damage, while the tanks and slows the troops after it dies, so you can use both these effects to your advantage.
  • If a Miner is placed very close to the King's Tower you can actually use the side of The Log and push the Miner towards the King's Tower, activating it.
  • Hog Rider can jump over the Log, but only when they are jumping over the river as well. This means that The Log rarely fails to hit its target. 







3. Electro Wizard

 He lands with a "POW!"(like Zap), stuns nearby enemies and shoots lightning with both hands! What a show off."
The Electro Wizard is unlocked in the Royal Arena(Arena 7) onwards. He is a double-target, ranged troop with moderate hit points and damage. His attacks briefly stun his targets.With his both hands and reset the opponent's troop target. He stuns and deals minor area damage upon deployment. An Electro Wizard card costs 4 Elixir to deploy in battle.


Strategy :-

  • Keep in mind that an Electro Wizard zaps or electrify two single targets at once. He does not do splash damage. Do not treat him as a splash support unit as he can still be surrounded.
    • Each of his zaps or electric shocks deals half its damage, i.e.  should he be faced with two targets, the level 1 Electro Wizard will deal 100 damage to each target.
    • However, if there is only one target in his range, he will zap or stuns that target with both his hands, dealing the full damage.
  • Since he can attack two targets at once and has decent spawn damage, he is good against small swarms or troops.
  • Due to the Electro Wizard's low health and high damage, he is best used behind tanks such as the Royal Giant ,Giant, Peka, Knight. However, an Electro Wizard will still be able to do considerable damage to the Crown Tower if it is sent in alone so don't ignore him. 
  • As the Electro Wizard stuns when deployed, the player can place him above an approaching Sparky,Inferno Dragon or Inferno tower and force it to recharge.
  • Its spawn damage can also be effectively used against the Skeleton Army since it has enough damage to kill skeletons. It acts like a Zap.
  • The Electro Wizard can cripple slow enemies due to him shooting his stunning lighting bolts frequently. Despite this, troops with slower attack speeds than the Electro Wizard such as the  P.E.K.A. or Mini P.E.K.A will still be able to attack. Just like a normal Zap , an Electro Wizard's zap does not reset non-charge attacks but rather freezes the attack frame in place for a short amount of time.
  • The Electro Wizard can effectively suppress the Prince , Dark Prince and the Battle Ram, preventing them from doing double damage with their charge attacks. In the case of the Dark Prince, it will also lose the 360-degree splash bonus.
  • The Electro Wizard resets all charge attacks. This includes troops buildings, Elixir Collectors and also Mortars.
  • If timed precisely the Electro Wizard's spawn damage, when placed directly behind an Arena Tower, can hit all 3 Goblins from a Goblin Barrel  but will not kill them instantly.
  • An Electro Wizard is vulnerable to the Fire Ball, so you should be careful about deploying it together with other troops that are also vulnerable to the Fireball like the Musketeer, Wizard, Ice Wizard or Witch.
  • Even though he has spawn damage, it is a bad idea to place him in the middle of a Minion Horde, as the Minions will survive the spawn damage and kill the Electro Wizard very quickly.
  • Since the Electro Wizard deals moderate damage and stuns, he is good against the Hog Rider, only allowing one hit on the tower and surviving for a strong counter attack.  


 4.Mega Minion:


"Flying, armored and powerful. What could be its weakness?! Cupcakes."
The Mega Minion is unlocked from the Royal (Arena 7). It is a single-target, short-ranged, flying troop with moderate hitpoints and high damage. A Mega Minicard costs 3  to deploy.
It spawns one large Minion wearing a full suit of armor. 




Strategy:-

  • The Mega Minion is mostly usable as a defense card as it has high damage but is slow.
  • A Fireball 3 levels higher than the Mega Minion can kill it in one shot except at level 1.
  • To defend against a Minion Horde, the player can place this card in the middle so the horde of Minions will be pulled to the center, delaying them from reaching a Crown Tower and killing at least two of them. However, a few Minion will likely survive.
  • The Mega Minion pairs well with the Lava Hound since it protects the Lava Hound from troops trying to defeat it while the Lava Hound soaks much of the incoming damage. When the Lava Hound explodes, the Mega Minion's moderate health allows it to take the damage and allow the Lava Pups to attack the tower. 
  • It is also quite helpful with the Double Dragon strategy, as it deals high damage per second, allowing it to deal serious damage to Musketeers and Wizards.
  • Mega Minion is not as effective as Minions when it comes to large quantities of weak troops, such as Skeleton Army or Graveyard, as the Mega Minion is one, opposed to three Minions.
  • Due to the Mega Minion's low speed and moderate health, it is most effective when used on defense, then is supported with a tank like the Giant or similar cards to be used in a counteroffensive.
  • Its high damage and medium hitpoints allow it to be able to defend relatively well against many ground-based pushes, while not being as vulnerable to Zap, Arrows, or Fire Ball as a Minion Horde or Minion.
  • The Mega Minion is capable of reaching a Crown Tower on its own, due to its medium hitpoints, but will not be able to do very much damage. This is also due to the fact that it can be easily countered by cards such as the Musketeer.
  • The Mega Minion is effective against Balloon combos as due to its damage and health it can survive Arrows or Fireball and still have some health to take out the Balloon before it attacks a Crown Towers.
  • Mega Minion is slower than Minions and the Inferno Tower can easily take him out. 




5.Hog Rider:

"Fast melee troop that targets buildings and can jump over the river. He followed the echoing call of "Hog Riderrrrr" all the way through the arena doors."
The Hog Rider is unlocked from the P.E.K.K.A's Playground(Arena 4).
He is a fast for attacing building-targeting, melee troop with both moderate hitpoints and damage. It cost 4 Elixir to deploy. He appears just like his Clash of Clans counterpart; a man with brown eyebrows, beard, a golden body piercing in his left ear, riding a pig.

Strategy:-

  • With his high amount of damage, the Hog Rider can be placed with a high hitpoint card, such as the Gaint, to distract enemy troops or with support units such as Goblins, dealing lots of damage. However, you can counter this combo with the Skeleton Army, Barbarians, or a Minion Horde.
  • The Hog Rider in conjunction with the Freeze can be extremely effective. Firstly, the Hog Rider is spawned, and if the opponent spawns troops to defend the Tower, cast the Freeze. As the Freeze freezes the defending troops & Crown Tower, and the Hog Rider will remain unhindered to attack the enemy's Tower. It is also recommended to drop cheap ranged troops or Goblins to go with the hog in order to deal additional tower damage and lighten the counterattack that will support the frozen troops.
  • The Hog Rider only attacks buildings. This means that it can easily be distracted by building cards, but he can also help out by destroying them. A Cannon  is a good counter as it can pull the Hog Rider away, distracting it and giving the towers ample time to damage or kill him. Tombstone is also effective as the spawned skeletons can damage the Hog, but can often be more easily countered. 
  • A Tornado placed in front of your King's Tower when a Hog Rider is approaching one of the Crown Towers can activate your King's Tower, helping you in defense.
  • This combination of troops is dubbed the Trifecta by the community.
    This can be effectively countered by Lightning, killing the Musketeer and severely damaging both the Valkyrie and Hog Rider. Minion Horde is also effective, but the enemy can Zap them and the Musketeer will one shot them all. Even if the Musketeer is killed, the Hog Rider and Valkyrie will have enough time to severely damage the Tower.
  • Both Goblin and Fire Spirits can compliment the Hog Rider's very fast move speed. Melee Goblins and Fire Spirits can be devastating since they offer high damage, but are however susceptible to splash that can hit the Hog and supporting units at the same time. The Ice Spirits also devastating since it can freeze the Arena Tower, but is does not offer as much damage. Spear Goblin are also great since they are ranged and chip away from a safe distance when facing splash units, and hence they're less vulnerable to splash units.
  • Goblin Barrel is deployed directly before the Hog Rider, they will distract the Crown Tower while the Hog Rider deals damage. This can also be useful in the reverse. The Hog Rider can act as a tank for the Goblins so that the Goblins can deal great damage.
  • Sending out a Miner right before the Hog Rider is sent can be an effective combo. As the tower is distracted by the Miner, the Hog Rider can deal extra damage.
  • Pairing the Hog Rider with the Balloons can deal devastating damage. If executed properly, the Hog Rider will act as a tank while the Balloon deals damage, and the Hog Rider can also destroy any buildings attempting to slow down the combo. Remember that this combo is very vulnerable to the Minion Horde, as neither of the troops target anything but buildings. Plus, it is easy to separate, since the Hog is very fast and the Balloon quite slow.
  • Barbarians, Elite Barbarians, and the Skeleton Army can also be used to counter it, but be careful because the Hog Rider may be backed up by area-damage troops, such as the Bomber, or spells, such as the FireBall or Zap.
  • The Hog Rider can kite any troop that does not attack buildings due to its very fast speed and placement.


6. Ice Golem:

"He's tough, targets buildings and explodes when destroyed, slowing nearby enemies. Made entirely out of ice... or is he?! Yes."
 
The Ice Golem is unlocked from the Frozen Peak(Arena 8). It is a building targeting, melee troop with moderate hitpoints and low damage that deals small death damage when defeated. The Ice Golem is a cheap mini-tank that explodes when killed, dealing area death-damage like the Golem, while additionally slowing down anything nearby for around 2 seconds.
It cost 2 Elixir to deploy.

Strategy:-

  • A simple strategy is to put the Ice Golem in front of a Hog Rider as the Arena Towers and any other troops will target the Ice Golem, giving the Hog Rider more time to deal damage and it will also slow defending units.Once the Ice Golem is eliminated, the Ice Golem's slowing effect of the supporting troops and buildings will give the Hog Rider 1-2 extra hits. A common counter to Hog Rider is the Skeletons, and the Ice Golem will take care of that once the Ice Golem dies.
  • The Ice Golem can be used defensively as a slowing tank for any attacking troops and buildings.
  • The Ice Golem can be paired with ground troops such as Prince or Dark Prince and Mini P.E.K.K.A. or P.E.K.K.A. , to kill swarms that were deployed to execute the troop. If the opponent uses Minions, the Ice Golem's Death Damage and a Zap can kill the Minions. 

  • It can be used with cheap, fast troops such as Goblin and Fire Sprits to deal high damage to a Crown Tower.
  • The Ice Golem is a good counter to the clone spell as his death damage can kill the clones easily.
  • The Ice Golem counters many solo mini-tanks such as Mini P.E.K.K.A. and Valkyrie. Pulling the troops to the center of the arena lengthens the time it takes for the units to reach the tower, as well as bringing them within range of the other tower. This can also be done to counter small melee units like Goblins or Minions.
  • The Ice Golem should not be used to attack solo, as his damage is very small. He is much more effectively used to tank for other troops.
  • An Ice Golem with Fireball can easily take out Three Musketeers. Place the Ice Golem first so the Musketeers lock onto him, then quickly drop the Fire Spirits to cripple the Musketeers. The Ice Golem's death damage will slow them down and damage.
  • As it is the cheapest mini-tank, it can be an addition to cycle decks, which usually lack high hitpoint units.
  • Due to its low cost, it is disposable. While defending, its death explosion can slow down surrounding troops. During attacks, it can tank for a while and slow down surrounding troops, giving you an upper hand. In addition, it can be used as a lightning rod - attracting one hit from the Lightning due to its high hitpoints, and possibly saving another more valuable troop - such as a Musketeer or Wizard.
  • The Ice Golem is not a replacement for a Golem in any deck, and their play styles are very different. Ice Golem costs much less elixir, has fewer hitpoints, does less death damage, has no golemites, and slows troops. Golem serves the role of being a huge tank for a large, tower-taking push, while the Ice Golem is the cycle deck's mini-tank that is useful on both offense and defense for cheap and reactive enemy control. 

7.Zap:
"Zaps enemies, briefly stunning them and dealing damage inside a small radius. Reduced damage to Crown Towers."
The Zap is unlocked in Spell Arena(Arena 5). It is an area damage Spell Card with a medium radius and low damage, card costs 2 Elixir to cast. This spell can stun enemies in its effective area for 0.5 seconds.








Strategy:-

  • The Zap can also be used to temporarily stun Balloons from reaching your Arena Tower, giving the defending player's Crown Towers and troops a little more time to eliminate the Balloon.
  • Zapping units or the opposing Crown Tower can possibly change their targets. For example, if an X-Bow is targeting a Tower and the player deploys a troop or building closer to the X-Bow than the Tower, then zaps the X-Bow, it will change targets to the nearest deployed card.
  • The Hog Rider + Zap combo utilizes the Zap to stop most cheap troops (or to stun defending troops) that are played to take out the Hog Rider.
  • With proper timing, Zap can be used to deny a wave from troop spawners such as Barbarian Hut or Goblin Hut, allowing the player to gain a small Elixir advantage. The same strategy can also be used against Elixir Collectors, as it will deny 2 Elixir if timed just correctly, but this is an even Elixir trade.

  • The Zap is valuable for decimating small hordes of troops, as the Zap inflicts area damage.
    Pairing the Zap with Ice Spirits or Ice Golem can easily take out Minions. A well placed Zap can destroy most or all of a Skeleton Army. A well timed Zap on a Minion Horde defensively can allow your Arena Towers to take them out before receiving any damage.
  • The Zap can be also used to briefly stun enemy troops and buildings, reducing the enemy's damage per second.
    The Freeze is more effective at stunning enemies and reducing incoming damage compared to the Zap. However, the Freeze spell costs double the Elixir and does not deal any damage to units. The Zap is particularly good at stopping the Prince or Dark Prince. The Zap will halt them and reset the Princes' charges, allowing the defending player to deploy units to counter.
    It is also an effective counter to Sparky. Zap resets Sparky charge allowing you 5.5 more seconds to defend against Sparky before it can attack again. The Zap can be used to allow a brief lifeline for damaged troops and let them be able to get one extra hit in.
    The Zap can also be used to reset the Inferno Tower and Inferno dragon's charge. 


8. Giant:

"Slow but durable, only attacks buildings. A real one-man wrecking crew!"
The Giant is unlocked from the Training Camp.He is a building-targeting, melee troop with high hitpoints and moderate damage.It cost 5 Elixir to deploy. He wears a large, brown, cloth coat and has ginger sideburns and bushy eyebrows with blue eyes.



Strategy:-

  • Dealing with an opposing Giant that is paired with another troop can be difficult. The player must wait for the troop(s) to cross the river, then take them out with an appropriate counter.  
  • They must not forget to deal with the Giant right after, or distract him with a building to give their Crown Tower more time to take him out.
    Keep in mind that "waiting" at 10 Elixir can give the enemy a strong elixir advantage.
  • A good way to eliminate the Giant is by using high damage troops like the Mini P.E.K.K.A. and Prince or Dark Prince, or using swarms of troops like the Skeleton Army or Minnion Horde. If the enemy has low hitpoints troops behind the Giant, the player can use Arrows to eliminate them, and then deploy any of the above-mentioned cards.
  • One of the most effective counters is the Inferno Tower which can eliminate a Giant in seconds. 
  • When using the Inferno Tower, the player must first destroy small troops surrounding the Giant, as they will distract the Inferno Tower. Also, they must be careful of Zap,Ice Spirits, Freeze, and Lightning as they can reset the Inferno Tower's damage. They can also make it re-target something else. 
  • The Cannon can be an alternative to the Inferno Tower due to its lower cost, just plant it 4 tiles from the river and 3 tiles from the Arena Tower. If your opponent has placed an Inferno Tower in a location where your Giant cannot reach it without being incinerated, a Dart Goblin is best used to take it out, as its range is slightly longer than the Inferno Tower's range, meaning the Dart Goblin will be able to attack it safely.
  • A very strong strategy is a Giant-Ballon combo. Although it costs a heavy 10 Elixir, it is hard to defend and can catch the opponent off-guard, especially if they start a push in the other lane.
  • The Giant can be easily distracted by placing a building in the center, such as the Tomb Stone, as it allows both Arena Towers to attack the Giant. Using a Tombstone is very useful, since once it's destroyed, the Skeletons spawned will aid in eliminating the Giant..
  • Placing a Prince behind a Giant is a good idea since the Prince's charge speed will speed up the Giant. Remember to support them with a troop or spell that does splash damage, as both the Prince and the Giant are weak against swarms of troops and air troops.
  • Countering a spawnr with a Giant is not a very good idea, as he will let the troops build up to a strong push. So instead, support the Giant with area damage troops, such as a Valkyrie, Wizard or Princess to eliminate these spawned troops.  

9.Musketeer:

"Don't be fooled by her delicately coiffed hair, the Musketeer is a mean shot with her trusty boomstick.Beware of her ability."
The Musketeer is unlocked from the Training Camp.She is a single-target, medium-ranged troop with both moderate hitpoints and damage. It cost 4 Elixir to deploy.The Musketeer has a high damage output, but relatively few hitpoints. She has purple combed hair, a musket, and a metal helmet with a tiny crater on it.







Strategy:-


  • The Musketeer can be used to back up higher hitpoint troops such as Giant or Royale Giant. In fact, this is a deadly push as overlooking it can cause the player a three-crown loss. Note that this can easily be countered with a Skeleton Army or another swarm card.
  • As the Musketeer can target both air and ground troops, she is a powerful substitute to Archers, albeit at the price of a higher Elixir cost.
  • Her long range allows the Musketeer to help attack from a distance without engaging the defending troops. The Musketeer's long range (6 tiles) is effective against Crown or Princess Tower will be unable to target her if she is attacking an Arena Tower.
  • The Musketeer is a good counter to the Baby Dragons, as she can destroy it on her own.
  • Due to being a single target card, cheap cards like Guards or Minions can take her out quickly if she is unaccompanied. Mini-tanks and high-damage troops like the Knight or Mini P.E.K.K.A. also work well against her.
  • Musketeers are extremely effective against Balloons, as their slow movement speed enables her to land enough shots to destroy them before they reach a Crown Tower, assuming she is deployed before the Balloon crosses the bridge.
  • A very powerful combo is the hog Riders the Musketeer, and the Valkyrie. The Musketeer is for protecting the Valkyrie and Hog Rider from air troops. The Valkyrie is for protecting the Musketeer and Hog Rider from swarm troops i.e. Skeleton Army, Spears Goblins and the Hog Rider is used to tank for the Musketeer and Valkyrie. This strategy is commonly called the Trifecta for its combination of three troops.
  • Never ignore a Musketeer that is locked onto a tower. Doing so will cause the player to significant damage, numbering in the hundreds, depending on how much health the Musketeer has left.
  • If the player needs to pressure the other lane with the Musketeer, but also needs to defend the Tower on the other side you can place her on the middle lane furthest from the side you need to defend.
  • Pairing her with the Ice Spirits can take down a Mini P.E.K.K.A. + Fire Spirits combo. The Ice Spirit takes out the Fire Spirits and freeze the Mini P.E.K.K.A. while the Musketeer finishes off the Mini P.E.K.K.A. 
 

10. Fireball:

A ball with fire, incinerates a small area, dealing high damage and pushes the troop backwards or separate the troops(Only certain troops)"
The Fireball is unlocked from the training camp.It is an area damage spell card with a medium radius and moderate-high damage.It cost 4 Elixir to deploy.It is a powerful spell, available to cast anywhere in the Arena, dealing immense damage.





Strategy :-


  • The Fireball should be used to used to finish off weakened Crown or Princess Tower  or buildings, or killing large numbers of small troops like Barbarians,Spear Goblins, or Archers.
  • For low-level players, it's recommended to use Lightning instead of using a Fireball, because of its higher damage to Crown Towers and individual troops.(The Lightning can only damage 3 targets.)
  • Wizards, Musketeers,Ice Wizards,Witches, and Barbarians can typically survive the Fireball. One thing that is important to know is that the Fireball pushes back units, so the player may want to time it properly or the Zap might be missed. A Zap-Fireball is safer.
  • If the opponent repeatedly deploys Barbarians or other troops that are weak to Fireballs like Three Musketeers in the same place, a high-risk, high-reward move is to launch the Fireball where the troops have been planted. This can backfire if the opponent does not have enough Elixir to deploy their card in the first place, though. Do this only if you know your opponent has enough Elixir and the card is back in their rotation.
  • The Fireball can be effective against Elixir Collector as it will lower its hitpoints enough to make an equal Elixir trade, which can become very beneficial if it also hits other troops or buildings in the blast.
  • If your opponent places a small troop close to the center of the arena, such as a Wizards, a properly placed Fireball can knock it back so much it heads the other way after recovering from the blast. This can be useful for diverting small troops to the other path, especially if that path is better defended.

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