Gaming
Clash Royale is a mobile game with deceptive depth to it. There are different strategies to use on the battlefield, you have to learn how to counter every one of the cards in the game and you need to think up a killer deck or two to climb through the ranks. That last part is especially difficult; cards that play well together aren’t always immediately obvious and those that are pretty easy to think up can usually be countered hard by most decks.
A good deck isn’t a guarantee for success – you do have to learn how to play it and how to manage your elixirs as well – but it certainly helps. If you find yourself with a deck that has a specific game plan against someone who just picked some cards that looked cool, then you’re probably in for a nice trophy boost. We’ve taken a trip down to arena one and returned with a few decks sure to see you through the first three arenas.
The good old Giant push deck: Giant, Prince, Bomber, Archers, Arrows, Mini P.E.K.K.A, Musketeer, Knight.
This is the deck to try and use if you have the cards when you’re first starting out in Arena 1. Many of the opponents you will face will either use something similar or will just spam all the cards they have whenever they have the chance. This deck is great at countering both.
The general idea here is that you drop your Giant, then once the Giant hits the bridge you drop another damage card or two. Giant combined with Mini P.E.K.K.A or Prince is a pretty scary force to deal with at this level, and even as you climb through the ranks that remains true. If you can add in a few supporting cards for the push such as a Bomber or Musketeer then you can almost guarantee that a tower is going down.
You do still need to be careful of strong air units from your opponents, as you only have the Archers and the Musketeer to really deal damage. If you get the card then it can be a good idea to swap out the Knight for Baby Dragon to help out in this department.
The all in Balloon play: Balloon, Giant, Bomber, Spear Goblins, Fireball, Archers, Musketeer, Knight.
At lower levels, you’ll find that people probably haven’t considered their deck too much and may not have too much in the way of aerial defense. This means that the Balloon card can do some serious damage if you get a little lucky. Stick a decent tank in front of it and chances are that the limited air defence will struggle to take down the high damage Balloon.
Putting a Giant down and then following up with a Balloon after your opponent has just unleashed a pretty heavy attack is a guaranteed way to get some big damage onto a tower. The Balloon only needs a few seconds to take one down and with the Giant soaking up all of the damage, there’s a good chance of that happening. For the most part, you’ll want to lay down this pair if you think your opponent has low elixir, but even then a slower push with some support from a Bomber or Archers can still work out well.
The problem here is that it is pretty all in on the Balloon. If your opponent can easily take it down and twigs onto your deck early then the game will be pretty hard for you. Fortunately, at this level that’s a rare occurrence, so it should bring you some success.
The hut deck: Goblin Hut, Barbarian Hut, Arrows, Giant, Barbarians, Bomber, Archers, Spear Goblins.
This deck, or a slight variation where we change the Spear Goblins for a Tombstone, is the exact one we used to get out of the first three arenas. For us, this is all about the counter attack. When an opponent starts a push, drop a Hut on the lane they want to push, and try to take out the enemy minions with as little elixir as possible. Hopefully when they’re down and out, your Hut will have assembled at least three or four minions on your side of the river. As they head for the bridge drop the Giant in front of them to tank the damage and presto, you have a massive push. Back this up with other lower cost minions and that tower is all yours.
While countering is perhaps where this deck shines, it can also be great for trades. If you drop a Goblin Hut in one lane there’s a chance an opponent might go overboard to kill it. If they do you can just go for a normal push on the other lane and they’ll have little chance of defending. If they don’t go for the hut then you can get a constant stream of chip damage, which can be valuable.
Hut decks are easily countered if the opponent has Fireball or Rocket, but these aren’t the most common cards in these arenas and even if they do pop up you can still go for some good old fashioned Giant pushes.
Aggressive Rage deck: Rage, Mini P.E.K.K.A, Prince, Witch, Minions, Arrows, Musketeer, Speak Goblins.
If you want to play aggressively then this is the deck for you. This group can melt a tower within seconds if left unattended, though your defensive options are somewhat limited and bad card luck can screw you over.
The Rage is the key here. This card buffs up your minions and with the likes of the Mini P.E.K.K.A and Prince can result in a tower going down in just a couple of hits. The issue is getting to the tower in the first place. The best way to do that is to play quickly. Once you hit full elixir drop some smaller minions to scout out your opponent’s deck. If they invest a bit then quickly clean them up and run down the lane with a big hitter or two and then drop the Rage.
Standing back will mostly give you a disadvantage here, so playing aggressive and using that Rage every time you have it is key. If you can build up a decent wave at the opponent's tower then maybe you can save the Rage for the next one, but more often than not, just dropping it to secure the tower is the way to go.
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