Hi clasher of Clash Royale. Here is the best defensive deck, let us know about it. 1.Tomb Stone "Troop buil...
Hi clasher of Clash Royale.
Here is the best defensive deck, let us know about it.
1.Tomb Stone
"Troop building that periodically deploys Skeletons to fight the enemy. When destroyed, spawns 4 Skeletons. Creepy!"
Strategy
- The spawned Skeletons are very good at distracting high damage, slow hit speed enemy units, such as the P.E.K.K.A., the Prince, the Mini P.E.K.K.A., and the Giant Skeleton. This is especially effective against units that target buildings, such as the Giant and Golem — the Skeletons spawned after the Tombstone's destruction can damage, if not destroy, the unit.
- It can also distract other units for a while, such as the Princess or Mortar.
- Royal Giant is locked onto a tower, the player can use the Tombstone to push the Royal Giant so it retargets to the Tombstone. This cannot be done with any defensive building as they do not have a large enough hitbox to push the Royal Giant but the Tombstone works because the spawned Skeletons have enough hitbox space to push the Royal Giant.
- The Tombstone can be placed near the center of the player's territory so that the troops are drawn further away from the Crown Tower. They will be distracted by the Skeletons and the building and will be unable to target the Crown Tower. Also, both of the Crown Towers will be able to attack the troops, assisting in their defeat.
- The Tombstone can spawn up to 18 Skeletons, 14 of which are spawned normally over the lifetime of the Tombstone. It then spawns 4 more when it is destroyed. Considering that a Skeleton Army costing the same amount of Elixir spawns 14 Skeletons in total, playing a Tombstone would profit 4 Skeletons, but note that they don't spawn all at once!
- Do not place this card in a lane offensively without any support since the Skeletons it spawns get destroyed by Crown Towers in 1 shot and do not function well as cover troops.
- An easy counter to this card is the Fireball which can near instantly destroy the Tombstone. However, this is a negative Elixir trade of 1 unless other troops or buildings are also damaged.
2.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."
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.
3.Mega Minion:-
"Flying, armored and powerful. What could be its weakness?! Cupcakes."
The Mega Minion costs 3 Elixir, which gets unlocked from the Royal Arena (Arena 7).
It is a single-target, short-ranged, flying troop with moderate hitpoints and high damage.
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. However, it is often used on the offensive as a support card, being able to clear out small units and deal good damage.
- Its high damage and medium hit points allow it to be able to defend relatively well against many ground-based pushes, while not being as vulnerable to Zap, Arrows, or Fireball as a Minion Horde or Minions.
- The Mega Minion is capable of reaching a Crown Tower on its own, due to its medium hit points, 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 Tower.
- Mega Minion is slower than Minions and the Inferno Tower can easily take him out.
- 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 Minions 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.
2.Archers:-
"A pair of twins with
lightly armored ranged attackers. They'll help you take down ground and
air units."
They wield a bow and bear an aqua-blue/red (color depends on side of Arena) cape and an emerald green dress.
Strategy
- Archers are effective at supporting high hit points troops, such as Giants . They have the advantage of being more resistant to spells than other support troops such as Spear Goblins and Goblins. Archers can survive a hit from equal level Arrows and the equivalent levels of The Log, as well as survive a Zap that is 4 levels higher than the Archers or below.
- If protected by a tank, Archers can do heavy damage to a Crown Tower for 3 elixir. Make sure you place high damage troops like Minions or Goblins on top of the Archers to take them out.
- They can be used effectively to counter low hit points troops like Minions, Spear Goblins, and Goblins. Although Archers are not splash troops, they are an effective counter to a lone Skeleton Army or Graveyard if paired with their respective Crown Tower at a safe distance. Their decent damage and fast attack speed plus the Crown Tower's damage and attack speed easily cut down the Skeletons without taking any damage to the Crown Tower or themselves.
- Archers can be countered with low hit points troops and the defensive support of the player's Crown Towers. Wait for the Archers to come to the player's territory, then spawn low hitpoint troops to distract them. The Ice Spirit is excellent for this, as it survives one or two shots from the Archers, and freezes them, causing them to freeze in place for only 1 Elixir.
- Since Archers summon in pairs, you can easily split them by placing them in the middle of the arena. Splitting Archers is beneficial for split pushing or defending against splash units. For example, when facing a Baby Dragon you can split the Archers so when the Baby Dragon is targeting the first Archer, the fast Baby Dragon will enter the second Archer's aggro range allowing the second Archer to target the Baby Dragon from a safer distance, shutting it down. This technique also works with other melee attack troops, such as the Mini P.E.K.K.A., Valkyrie, and the Mega Minion.
- They are similar to Spear Goblins since both are cheap ranged troops, but Archers have slightly better stats in every way except for speed and quantity, for 1 extra Elixir. Due to the Archers' health and damage, they are better suited for defense than Spear Goblins. For example, Archers can survive one hit from the Baby Dragon, which allows for more damage.
5.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 costs 2 Elixir which gets 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.
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 Skeleton Army, 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 and Mini 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 Goblins and Fire Spirits to deal high damage to a Crown Tower.
- The Ice Golem is useful for kiting all units, primarily slower troop targeting units like P.E.K.K.A., to the adjacent Arena Tower due to its slow movement speed.
- The Ice Golem is a good counter to the clone spell as his death damage can kill the clones easily.
- If the player encounters a lone Ice Golem, they can simply ignore it, as it does minimal damage to a Crown Tower.
If they must defeat it quickly, they can use Skeletons or Spear Goblins.
Bear in mind that its death damage can kill Skeletons at tournament standards.
- 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 Fire Spirits 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 them even more, if not finish them.
- 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.
6.Ice Spirits:-
"The lonely one, but the brave lively little Ice Spirit to freeze a group of enemies. Stay frosty."
Ice Spirit in a single troop,it gets unlocked in the Frozen Peak (Arena 8, the deploy cost is 1 Elixir
It is an area damage, short-ranged troop with low hitpoints and damage.The Ice Spirit will launch itself at its target when attacking, which kills the Ice Spirit.
The Ice Spirit will temporarily freeze any troops targeted for 1.5 seconds.
It is an area damage, short-ranged troop with low hitpoints and damage.The Ice Spirit will launch itself at its target when attacking, which kills the Ice Spirit.
The Ice Spirit will temporarily freeze any troops targeted for 1.5 seconds.
Strategy
- Ice Spirits are good support/defense units, freezing enemy units so that the player's other troops can take them out in time.
- An Ice Spirit paired with a Hog Rider is a great combination, as the Ice Spirit will freeze any troop or buildings trying to counter the Hog Rider.
- Due to its attack range being 2.5 tiles, the Ice Spirit can manage to throw itself onto the Prince or Dark Prince without them being able to attack the Ice Spirit with its charge strike, stopping them for 1.5 seconds and resetting their charge attack, unlike Fire Spirits which will die to the Prince or Dark Prince's slightly longer attack range.
- Because this card is so fragile, placement is important. Placing it incorrectly will cause the oncoming troops to kill the Ice Spirit before it has a chance to act, allowing troops like Minions to continue to deal damage.
- The Ice Spirit can be useful to help a Crown Tower or other troops take out some horde troops, such as Minion Hordes or Spear Goblins. However, it is only a single troop with low hitpoints, so it can be one-shotted or two-shotted by almost everything. If this is the case, you can use a distracting/tank troop before using an Ice Spirit.
- The Ice Spirit+Zap Combo can easily take down Minions, Minion Horde, Princess, and other low-hitpoint troops.
- The Ice Spirit can serve as a replacement for the Zap, as it freezes troops for three times as long while having only half the cost. However, it does noticeably less damage than the Zap, having trouble killing even Spear Goblins unless the Ice Spirit is one level higher. It also cannot be directly placed on the opponents side. The player can place cheap troops such as Skeletons to soak up the Ice Spirit's attack.
- For just one Elixir, the Ice Spirit is a strong card to have in many Decks due to its ability to cycle the deck, and to stall for time for other troops or even the Tower to defeat an oncoming threat.
- At tournament rules levels, it is able to tank three shots from the tower and still manage to freeze it. It is also able to withstand a single shot from high damage units such as Musketeers, Baby Dragons, lone Barbarians, Knights, a single Fire Spirit, and Giant Skeletons
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. 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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