Wow, I have been playing Clash Royale for the past month or two and it’s really very easily my favorite game in a long time. It is a simple card battle game played against other players in real-time. The battles are quick (most last just 3 minutes) and the gameplay is fun. I haven’t spent any real money on it yet but I think it is just a matter of time. Haha.
The meat and potatoes of the game are the cards that you collect. These are the troops that you put into battle to achieve glory! Here is a very simple rundown of the tips and strategies you can put into place with the cards available in Clash Royale.
I also got a lot of ideas here: Clash Royale Cheats and Tips.
OK, here’s the skinny on all the troops.
Arrows – These currently counter groups of small troops. Not a ton to say about it, but it’s been one of the most popular cards in the game since the soft launch due to how versatile it is. Great against minion horde, goblin barrel, and princess.
Musketeer – I see a lot of people do this, but don’t put her in front of a charging prince. You’re better off taking the tower damage than donating 4 elixir. Musketeer is possibly the best troop counter against princess, out-ranges a cannon (good for punishing someone playing defensively), and does a lot of standalone damage. She’s good by herself both offensively and defensively, so she synergizes with everything. Weak against lightning and any high damage troop you can put on top of it.
Valkyrie – Does damage in an area around her in a circle. You can drop her right in the middle of a bunch of squishy troops (spear goblins, skeletons, etc) or between a witch and her skeletons. Great with freeze and great against small troops in general.
Freeze – This can be not bad against any large group of troops that would do damage for you. It goes well with any high damage, balloon, or hog low well-being troops like goblins.
Elixir Collector – This trades 5 elixir now for 7 elixir later (assuming it doesn’t take damage). This is more significant than it sounds, because it allows for some expensive push combinations that wouldn’t otherwise be possible. For placement, I think your first should always be in the middle of the map.
Skeleton – High damage, super low cost, super low well-being. Much the same to goblins. They’ve absurdly high damage for their elixir price when you can keep them living, making them really great against to use with halt or hog pushes.
PEKKA – TThere is a tooltip in Battle of Families that says that HER armour is too heavy to get launched from a spring snare. Valk, great against double prince, golem. Poor against inferno and little troops.
Knight – Cheap tank, surprisingly good damage to tower if it gets ignored. This is a very good card to drop on squishy ranged troops as they cross the river (witch, musketeer, bomber). Good for split pushes, a cheap front line, or defense. Weak against air and in the current meta barbs seem to be more popular.
Fireball – Good defensively or offensively because you can very easily hit multiple targets. I actually don’t think this card is very good for the current meta because most of what it can 1 shot will die to arrows for cheaper. It’s great against 3 musketeers, barbs (they’ll survive but your tower will 1 shot them all), huts, and minion horde.
Witch – She does splash damage and summons skeletons in front of her. Good defensively, especially against things like prince pushes or skeleton army. Countered by dropping damn near anything on her as soon as she crosses the river.
Skeleton Army – Good against any single target troops like PEKKA, mini pekka, prince, etc. Countered any sort of splash like witch or bomber.
Baby Dragon – Air, tanky, and splash but does so little damage it wouldn’t make a small cry if it with a hit directly to the face. Good vs poorly placed spear goblins (kills them all in 1 shot) or minion swarm (needs to be placed in front of them so he doesn’t get beaten up during the deployment time)
Archers – Great standalone damage to tower, hits air units, lots of range. Additionally for spreading troops outside vs hog a superb economical option / balloon or freeze freeze. Mainly countered by position (like losing goblins immediately on top of them).
Mini PEKKA – Lowish health, high damage, single target. This is really useful with freeze or for countering hog. It’s also a great card to split push with because if ignored it will take out their tower.
Bomber – Cheap, high splash damage, doesn’t hit air. Good to put behind a golem but you’ll be in danger against air. Hard counter to barbs and any small troops.
Giant – Tanky and only goes for buildings. Good to put as a front line for any sort of squishy high damage troops. Also good for drawing tower fire before you throw a goblin barrel in.
Prince – Very high single target damage. Don’t drop anything squishy directly in front of him! Can be a good choice defensively to deal with troops such as the hog then counterpush hard. Weak against groups of small troops like skeletons.
Goblins – Similar in gameplay to skeletons. Also worth noting that they’re a bit better at higher level due to towers requiring 3 shots to kill them (as opposed to 2 at tournament levels). High damage, low cost, low health.
Spear Goblins – Cheap, ranged, and they hit air. Good if you’re struggling against air and good if you’re trying to keep your elixir cost down. Decent to send in behind any tanky troops.
Goblin Hut – Spawns spear goblins and is good for setting up to push. This can be effective defensively because it is very hard to push into. Countered by pushing the opposite lane – also vulnerable to spells hitting the hut + tower.
Goblin Barrel – Best when the tower is in some way distracted, countered by arrows or partially countered by dropping troops nearby to kill them quickly.
Lightning – Good againts 3 musketeers, building based decks, baby dragon, musketeer, wizard. I’d only advise playing this if you’re going to do heavy damage to at LEAST 2 things (likely tower + a 4ish elixir troop or building).
Minion – Low health, high damage air. Can be useful defensively since a lot of troops can’t hit air. Also good in decks that utilize a lot of small units (like goblin barrel). Countered by wizard, zap, or any splash.
Bomb Tower – Can’t hit air but is really good against clumps of ground troops. It’s good against hut decks, barbs, witch, etc. Countered by air and lightning. Can also be countered by saving elixir while it slowly dies to time (playing collector is very good for this).
Tombstone – The skeletons can help a bit for pushing a lane or for making pushes with expensive single target troops like prince or PEKKA near impossible.
Balloon – Due to being air, this troop is actually 1 square less sensitive than hog about being dragged toward the middle.
Giant Skeleton – Blows up for a ton of damage in the area after it dies. This is very good for countering guys who commit to all in attacks on you, especially from medium health units that will lose most of their HP in the blast (musketeer, valk, double prince, etc).
Barbarians – If you play these in the middle of the map you can split them into a 2×2 attack forcing your opponent to either counter both sides or take a bunch of damage.
Cannon – Hits ground and is a very low cost building choice for dragging hog or balloon away from the tower. If played correctly this card can get even more value from disrupting pathing than it does from the actual cannon fire.
Barbarian Hut – Usually played with Goblin hit as part of a gimmick deck, but I don’t think they necessarily have to be played together.
Rocket – Highest crown tower damage spell in the game. People use this a lot with siege decks, but it also has some very good defensive use if your opponent goes all in against you.
Rage – This seems to be best used as part of a slow push (hut decks, PEKKA or golem starting from the back, elixir collector up). If your opponent plays this they’re likely going all in with their elixir.
Minion Horde – Instead of paying 3 elixir for 3 minions you’re paying 5 elixir for 6 minions. What a steal! If you’re using these against arrows play them defensively.
Ice Wizard – The splash is good against small troops and the slow is good against everything. Can be useful against balloon because the slow is enough to let your tower get a lot of extra shots in.
Tesla – You can freeze this before it pops up to avoid it messing with hog/balloon pathing. A bit more expensive than cannon but it hits air. Timing spells as you go in for your attack helps with this.
Wizard – He can devastate a whole minion horde in 1 shot with the right timing. Best against small units and best placed behind something tanky. If you need to defend against him and only have small units wait until he locks onto your tower (or something big) before you drop them.
Mirror – Lets you play the same card twice for 1 extra elixir. If you’re going to use this you should be playing a card that is difficult to counter because you’re overpaying to begin with.
Poison – Good against small troops. Also a good choice to play with hog, although so far in the game it seems to have been outshined by freeze.
Mortar – 4 elixir siege unit. Plays similar to X-bow but because it’s cheaper you have more options to defend. Plays well with anything that can defend it (inferno, tesla, minion horde, barbs, cannon).
Golem – The tank of all tanks. You can use him defensively by placing him in front of double prince pushes.
Royal Giant – Honestly, I’ve never seen this used effectively and in my opinion it’s because it’s a really badly designed unit. Who wants their tank in the back? I hear it works well against mortar, but I’ve never seen it used effectively. Countered by just pushing random buttons on your phone.
3 Musketeers – This really isn’t as laughable of a unit as people make it out to be. If your opponent doesn’t have the right troops up to defend against this (for example, if they just played hog freeze) they are going to be in big trouble.
Princess – Has long enough range to shoot from across the bridge. She deals splash, which makes her hard counter goblins and minions. Arrows counters her up until level 5.
Dark Prince – Similar to the regular prince, but he isn’t quite as tanky and has a shield that absorbs some damage. He also deals splash damage, which makes him a great candidate in front of the prince.
Zap – A bit less damage than arrows but has a stun. Useful against skeleton horde, minions (especially for the decks that try to force you to waste arrows), and the stun is useful against just about everything. The main complaint seems to be that it can’t 1 shot minions, so spear goblins tends to go pretty well in these decks.
Inferno – Kind of like burning ants with a magnifying glass, if this stays on the same target it does bigger and bigger damage. Hard counter to golem and PEKKA. It’ll win against a lone prince for the same elixir cost and can be useful just to have presence in the middle of the map (pulling troops into the “kill zone”).