Here are some the best top 5 common cards in Clash Royale (CR). So, lets us know about the top 5 cards along with their abilities,wea...
Here are some the best top 5 common cards in Clash Royale (CR).
So, lets us know about the top 5 cards along with their abilities,weakness,etc..!!
The Top first 5 Comm card after the update of 2017 are :
1.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.
2.Archers:-
"A pair of twins with
lightly armored ranged attackers. They'll help you take down ground and
air units."
The Archers is a troop card which gets unlocked in the Training Camp .
It spawns two single-target, medium-ranged Archers with both medium hitpoints and damage. It costs 3 Elixir to deploy.
They wield a bow and bear an aqua-blue/red (color depends on side of Arena) cape and an emerald green dress.
3.Ice Spirits:-
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.
3.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.
4. Minion Horde:-
"Six fast, unarmored flying troop attackers. Three's a crowd, six is a horde, therefore they work fast when they are in horde!"
The Minion Horde is a troop card,it get unlocked from the P.E.K.K.A's Playhouse (Arena 4),it cost 5 Elixir to deploy.
It spawns six single-target, short-ranged, flying Minions with low hitpoints and moderate damage,for both air & land troop.
Strategy
- The Minion Horde is mainly used to defend against tower-targeting troops or tanks like the Giant or the Golem, but beware of splash damage like the Wizard or Arrows.
- They may be strong, but they cannot stop some troops from damaging the player's tower since they are air troops. For example, they can take out Giant Skeleton or Prince, but while they are at it, the target can often reach the Arena Tower, dealing massive death damage or a powerful hit respectively. The player should keep that in mind and use troops such as Goblins or Skeletons to distract such troops while the Minions take them out.
- The Minion Horde can be used effectively to support higher hitpoints troops, such as Giants, eliminating any opposing ground troops and distractions for the high hitpoints troops.
- If the opponent is low on Elixir and Zaps incoming Minions, a Freeze cast on the tower can effectively help the Minions to make short work of the Tower.
- The Minion Horde can be directly countered by Arrows, eliminating the entire horde of Minions for a 2 Elixir advantage.
Arrows are not in the player's deck, other area damage spells like the Fireball can be used to effectively take out the Minions instead, though for a reduced Elixir advantage.
The Zap is a cheaper alternative, causing each Minion to be eliminated in one hit by the Arena Towers and completely eliminating them if the Zap is 2 or more levels higher than the Minion Horde.
- The Wizard is useful as a counter to the horde. He can kill Minions up to 3 levels higher than him with one shot.
- The Witch also works, as with the help of the towers she can kill Minion Hordes in just a few hits, and just 3 by herself. Due to her distracting spawned Skeletons, the horde typically cannot do major damage to her, and she can continue to be part of an offensive push.
- The Executioner is another great counter, due to his large range and damage. A level 4 Executioner can bring even level 13 Minion Hordes down to the point where an Arena Tower can defeat them in one hit.
5. The Goblin gang:
" The mighty six Goblins - three with knives and the other three with spears - at a discounted,they are much more strong when they are together(with knives and spears).
The Goblin Gang is a troop card, it gets unlock in Jungle Arena(Arena 9), the count in 6 single-target troops, 3 ranged and 3 melee (Spear Goblins and Goblins, respectively). The deployment is always 3 Goblins in the front and 3 Spear Goblins behind them and cost 3 Elixir to deploy.
Strategy
- Using both Goblins and Spear Goblins as two cards in the same deck has the advantage of being able to be deployed separately, such that they cannot be countered all at once.
- Because of their placement, the Goblins in front, which have more health, will tank for the Spear Goblins behind, creating a mini-push, though the Goblins actually deal much more damage than the Spear Goblins.
- It can be risky to deploy the Goblin Gang on one lane, since The Log can take the Goblins and Spear Goblins with ease, causing Elixir advantage. However, the Goblin Gang can be used as a Log-bait or Arrows-bait card, considering it's not wise to ignore the Goblin Gang since they can deal heavy damage to Crown Towers.
- An Electro Wizard or Valkyrie can make short work of this card and will keep plenty of health for a counter push.
- This card can provide a decent distraction for enemy high damage single-targeting troops like P.E.K.K.A. or Prince, giving time for you to finish these troops off.
- The Goblin Gang can be used to surround and destroy non-360 degree splash units as they will not be able to kill all of the spawned Goblins and Spear Goblins at once.
- An Ice Spirit can tank one or two hits and freeze a Crown Tower, potentially allowing the Goblins and Spear Goblins to deal even more damage.
- Using a Mirror and a Clone together on this card is a risky strategy unless the player is certain the opponent has no splash damage, but it has the potential to swarm or rush the enemy.
- The Goblin Gang is decent at taking out tanks like the Giant due to their high damage per second, but are vulnerable to splash and spells.
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