Showing posts with label clash royale. Show all posts
Showing posts with label clash royale. Show all posts

Friday 24 February 2017

Make Golem Great Again !

       Hey what is up guys it's DEMOLITION here and TODAY , in the #10 blog ever , we are going to see a new deck here.Before that I would like to share with you that according to the Blogger my blogs have lot of images and very low text content.It's a gaming blog, how would it have no images! so due to this guys our blogs from now on wards will contain a lot of text and a few pictures.
       So without any further  ado we will start with our new deck.It is a golem lightning deck.It is similar to the lava lightning deck but I consider it much more deadly in double elixir time.


It is a classic golem deck which a lot of global players have used during big tournaments and other battles but the best part about this deck is that it still works.You may say that by emergence of the new cards like Elite barbs,Executioner etc it may not work but believe me it does ! recently I was a part of a college level clash royale tournament held and I reached the semi finals of it and beleive me I have seen a lot of golems and hounds there used effectively.
 So we will go in detail of each and every card its use,its strength and its weakness.Every card will be discussed to its detail.

1) Golem

  • Golem is a slow and a massive tank with health equivalent to nearly a crown tower and it also takes 3 sec to get deployed.It may seem a small thing but Its a great deal for this kind of a slow massive build up deck.
  • Recently the P E K K A got a buff of decreament in it's deploy time from 3 sec to 1 sec.I do not consider it a buff technically as it is a Nerf to big and slow decks.
  • Your elixir fills with a rate of 2.8 sec per elixir and 1.4 sec per elixir in  double elixir time.So as your golem takes 3 sec to get deployed you will ave an extra elixir to support the push till the golem starts moving.
  • As it is a tank you naturally have to play it at behind the king tower to get advantage of its slow speed to support the push.
  • Till the time your golem reaches the bridge you will have a bar full of elixir to support your golem push.
  • Cycle your cards such that you will always have the Lightning spell ready with you while you have your golem on the ground. It will definitely help you.

2) Lightning

  • The lightning is your best support spell of the deck.Since it has got the stun buff to it it has become the favourate of most of the top players.
  • As you are playing a golem deck it is most likely that your opponent will place an inferno tower for the defence as it is the best defensive card of the game right now.you will rarely See bomb tower at the higher arenas.
  • As it provides you with the total of 3 bolts make sure that you make the use of all the three bots to damage the crown tower and tand take out two troops.
  • You should mainly use this when your opponent places an inferno tower and it is locked on to your golem and it starts heating . It is the perfect time to use the lightning.
  • You can also use it defensively in conditions when elite barbs are charging at you and you have no other defence.

3) Elixir collector

  • It is the most important factor of your deck as it helps you build your push.Remember the deck which you are using is very heavy and you will need a lot of elixir to support your golem so you must carry a elixir collector.
  • It is also important that when you are going to place a pump. You can either go aggressive pump placing it as our first move or you can wait for your opponent to play his move , counter it and the you can play your pump . this is called as passive pumping.
  • You can pump either way depending on the turn of events in the battle.But remember pump only when you have a bar full of elixir or else ou wont have any elixir to defend your opponent's push.

4) The log

  • The log is going to be your secondary spell to get rid of the princess, skeleton army , skeletons , barrel etc.
  • you are going to see alot of skeleton army and the princess in the upper arenas so you must keep the log.  
5) Mega minion and The Musketeer

  • These are your basic support cards behind your tank that is golem. These two cards have the ability to target both the air and the ground troops. They can take out enemy's counter pretty easily.
  • first you have to play yous muskeeter and the you should play your mega minion as your muskeeter has slightly more health than your mega minion.
  • these can also be used as defensive cards before and then the golem can be played afterwards at the bridge to tank for these.
  • These are your high damage dealing cards behind your tank golem.
  • mega minion can take out a horde pretty well and a muskeeter can take out a hog and inferno tower also.

6) Archers

  • you can use archers as a cycle card or can support your golem by these as they attcack both the air and ground units.
  • they can take out a skeleton army by their own for a positive elixir trade and your opponent has  to counter them.
  • They also can take out minions and minion horde and now also the goblin gang.
  • This is one strong support card !

7) Tombstone

  • Tombstone will serve as a defensive building in your deck helping to counter the Hog,Royal giant ,giant , bowler and etc.
  • It is cheap and can be used instsntaneously as your opponent plays the hog rider.
  • It will also trickle down the skeletons which will help your golem push distracting the inferno tower and the inferno tower.
  • It will also counter your enemy's counter push.  
So this is it for today guys.Hope it was useful.Show your support by following to muy blog and share this to every one.
Thank you guys ! keep clashing !

Monday 20 February 2017

Lava Lightning Loon !

       Hey guys ! What is up Its DEMOLITION here and TODAY in the #9 blog ever We are gonna see a new deck.Before We start I would Like too thank you guys for all the massive amount of support you are showing on the previous blogs . keep supporting in the same way guys It means a lot for me !
       So without any further ado let us discuss the Deck. This deck is basically a Lava Loon deck with lightning and other support troops.It somewhat looks like this.


  • This i a quite heavy deck and your kill cards here basically are The lava hound and the balloon. Since the balloon received the buff it made its way back to meta. It's ok if your balloon dosent make it alive to the crown tower it will still get death damage on the crown tower.
  • If you are successful in taking the balloon to the tower only once even then you will gurantee yourself a crown.
  • On the other hand the lava hound will act as a Air golem just with 1 difference that the lava pups will be more dangerous and fragile than the Golemites.
  • I would recommemd you to deploy the Lava hound from the extreme positions of the map As it may bypass your opponents Inferno tower or any other defensive building and the balloon behind the lava hound as a support card.



  • Now, let us go one by one in detail of the other support cards.

1) Lightning

  • The most important support card In your deck is the lightning spell. It has been back in the meta since the stun effect was added to the lightning.In that Period I saw many people replacing the poison by the Lightning spell even though It was 2 elixir heavier than it.
  • Make sure you get a great value out of this spell as this costs 6 elixir ! It provides you with 3 lightning bolts.
  • Use lightning when your opponent places a inferno tower and a unit is deployed such as a musketeer , wizard or something else.
  • make sure you hit the inferno and the crown tower . In case your opponent places tower on the edge of his map near the river then try to hit Inferno tower and atleast one troop.
  • It also acts as a great direct damage spell.

2) Tombstone

  • Tombstone is a great spawnner defense as it keeps trickling down the skeletons which can be of great use.The tombstone is of great use against the Furnace which , trust me , you will be seeing a lot in the upper arenas,
  • It is great to pull a hog rider from the crown tower towards itself and it can completely take it out.
  • It also helps in locking the bowler and the princess onto it saving you quiet of your tower damage.



3) The Ice spirit

  • It is one of the best card in the game right now. For just 1 elixir it can freeze your opponent for 1.5 sec ! it is like a mini freeze spell.And the main advantage is that it is the cheapest card of your deck.
  • You can usehis card in many ways , such as a cycle card to get to your Lava Hound or  the balloon  or you can use it asa support troop behind your Lava hound in case you dont have the elixir available for your llightning. It will stun the opponents inferno tower momentarily.
  • Combined with the mega minion and the minions it can take out offensive troops such as the elite barbs , royal giant , giant , hog rider etc.


4) Arrows

  • Remember you are using nearly a all air deck so expect that your opponent will also have some air-to-air and air-to-ground defense.
  • In case your opponent dosent have or doesnt use the inferno tower and uses minion horde or minions against your lava hound then you can use your arrows against him.
  • Once you get to know your opponents method of playing you can also predict and arrow before the deployment of the troops.
  • Do not use arrows if your hound has a solid support of the mega minion or the minions.


5) Mega Minion and Minions

  • These two will be your main defensive cards when combined or not with your tombstone or ice spirit.
  • These two can be used defencively as well as support cards for supporting your lava hound.Balloon and lava hound can also be taken out with the help of these two cards.
  • You can use both these card s or even one of the cards to fully take out Hog , elite barbs , Giant , Bowler and grave yasd AS LONG AS you defend these both.
  • Balloon can also be used as defensive card against the minion horde.


How to play the Lava Hound deck

  1. Deploy lava hound from Extreme side of your map from behind like a giant so as to fill your elixir bar and be ready for supporting your hound.
  2. Support Your hound by a balloon on the bridge and keep arrows or lightning ready as per your elixir available.
  3. Add ice spirit to your push In case to stun the inferno tower or the opponents defense.
  4. In case you are short on the elixir support your lava hound by mega minion or  minions but make sure you have some elixir for defence.
  5. Use your tombstone when your opponent pushes with giant or the hog.

Friday 17 February 2017

The Miner Barrel !

       Hey what is up guys! DEMOLITION here and TODAY I'm going to share a new , fast cycle deck with you. I found this deck on the Royale TV  and I found it very good after trying out in couple of friendly battles and thought to share it with  you guys.Before we go through it I would request you guys to show your support by following my blogs and checking my old blogs too as it would mean a world to me and feel free to comment your hearts out !
       So without any further ado lets get right into it ....

The Miner Barrel


So this is the very deck that I was talking about.As you can  see its very cheap cycle deck and has a lot of cycle cards such as ice golem , minions and cannon.Remember guys here your kill cards could be Miner, barrel and the Executioner depending on how you use them.
I am going to tell you How I would have used this deck but you guys can use this as you want !


I love it when I have my miner and the barrel for my starting hand. As this deck has an average of 3.3 elixir It's ok to rush.If i get them in starting hand i would wait for my elixir to fill and then would push with the miner and the barrel and then use my poison on the top of it.

  • In this deck the placement of the troops , and its timing is very important as they can be easily countered by cards such as the log and the skeleton army.
  • I recommend placing of the miner in two positions that are in extreme rights or lefts of the respective towers or behind the towers.You constantly have to keep changing the Miner's position so that your opponent finds it impossible to predict your miner play.




  • After deploying your miner you have to instantaneously throw your barrel. As the goblins dont die to the zap now you have to expect Logs.Its ok if your opponent logs your barrel , you have to keep in mind that you have a Cheap deck and you eventually are going to outcycle your opponent.
  • keep in mind that throw the barrel in such a position that your miner isn't affected by the log.
  • Now the final touch in your push will be the Poison Spell.After the recent buff it has become more useful in the current Meta.
  • Most of the people will use minions or the Skeleton army to counter the Miner-Barrel as it would be a positive elixir trade.I would suggest to let go of your first push and observe the move of your opponent.
  • Remember you can also use the Tornado but it will take time to kill the skeletons and your miner would have to bear some damage of few of the skeletons.
  • Remember to pull the defense of your opponent away from his crown tower.
  • Remember guys you also have a solid defense against against Cards like the Hog rider , Giant , Royal giant , Elite barbs etc. And most important of your defence is The Executioner and the Tornado combination.
  • So earlier I was insisting on using of the Poison on the offence as you will require the tornado for the defense.
  • lets talk one by one about the defencive cards.
Executioner-Tornado



  • The most important thing about these cards is that they must be used always in combination to cause more damage to your enemy's counter push.
  • For example there is a giant reaching to your crown tower and has just crossed the bridge and your opponent drops a support card such as a musketeer or a wizard Then first deploy your executioner and then pull the opponents whole push opposite side from your tower such that your tower still targets the giant but any of the support cards don't.
  • And pull in such a way that the whole push is concentrated on one point and the executioner's axe passes through all of them , Damaging them all.
Ice Golem

  • Ice golem can be used as a cheap tank to sponge up the damage , to kite or tank for offence.I would recommend using the ice golem defensively against the Elite barbs.
  • Use the ice golem to kite them and the minions or the executioner to finish them. You will be seeing a lot of them in tournaments and as well as on the ladder.
  • It can be used effectively in taking out the support cards and tanking for miner or the executioner.
Cannon




  • The cannon is one of the best defensive buildings for its cost.It can be used in many different ways and different positions.
  • It is most effective against the Hog rider as it gives you a Positive Elixir trade.It also does a good job against the giant.
  • if you don't have good troops for defense in the hand against Charging troops like the elite barbs the cannon will do a great job for you by taking out one of them.
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So this is it Guys ! the whole deck is explained to you. Try out this deck and comment how well you did with it and don't forget to Comment and follow to my blog for more clash content like this and keep  checking my previous blogs .Thank you.

Keep following and keep clashing ! Peace out.  

Tuesday 14 February 2017

Balance Changes : Unbalanced



       Hey what's up guys ! its DEMOLITION here and TODAY we will take a look on the balance changes which have gone live. Before we jump into it I would request you all to show support by following my blog and also read my old post and comment what you feel your feedback is very much appreciated and look forward to.
So , lets jump right into the new balance changes.in this balance there are both nerfs and buffs and the cards affected are Executioner,Poison,witch,P.E.E.K.A,baby dragon,Skeleton army skeletons and dark prince.


Here some cards were espected to go through the balance changes such as Executioner,Skeleton army,The dark princee and baby dragon but the rest all were food for thought.Now lets go one by one and see how the changes affect the game

1) Executioner

Damage -6%, Range to 4.5 (from 5), axe hit radius -10%


  1. The executioner was the most expected of all the  cards to undergo nerf as it was so OP.It's damage is reduced by 6% in a hit that means 12 % totally as its axe hits the units second time on the way back.Thiis is a  huge nerf of 12 % reduction in damage but it will still be able to  take out a horde completely on way back at the tournament standards
  2. .As the  range is decreased by  half a tile it will get one hit extra from tower before it starts attacking on the crown tower.this means in all it willl get one hit  less and that means its double damage will be avoided.
  3. Now coming to the hit radius as it is reduced by 10% now it will make the placement of the minion horde on the top of the executioner crucial as now it cannot take the entire horde out due to reduction in attack tile.Earlier its axe radius was 1 and now it will be 0.9 as a result 2 minions will not be affected on right placement.

2) Poison

Duration to 8 sec (from 10 sec), Damage per second +24%


  1. According to supercell they have buffed this card but after doing the math the overall interaction of this card remains same as its damage is increased but its duration is decreased.
  2. Overall it will do the same damage to the crown tower but now the difference is that will do the damage quicker.It is totally a advantage during Clutch moments.
  3. Now it will pop the skelletons in one second ass it used to earlier,This is a huge buff for the hog poison and giant poison users and against the Graveyard.
  4. But I think as long as the slow doesn't comes back it wont come back to the meta  according to me.

3) The Witch

Witch: Damage +6%


  1. The witch is highly used in the lower arenas but rarely used in the later arenas. Supercell wanted to make it more usable in the later arena by buffing it just enough I think they have done a pretty good Job !
  2. Now the witch will pop the skeletons in just one hit as it used to do before.So be ready to see more  of her in the later arenas. Witch is coming with a Giant Giant in the front !

4) P.E.K.K.A

Deploy Time to 1 sec (from 3 sec)

  1. This is my favorite balance change , now the pekka will be more usable and handy as the Mini pekka as it can be quickly deployed to clean up  cards like the hog rider and Royal giants quickly.
  2. Now it will act as a 7 elixir giant. It is a nerf for the players who like to play it slow building Huge pushes for the win.
  3. Over all great update for the P.E.K.K.A. Now it will surely be used more in the upper arenas.Beware of PEKKA three musketeers.

5) The Dark Prince.

Hitpoints +5%


  1. This is not a considerable buff for the dark prince as mathematically it will just get 1 hit more on the tower.
  2. It has always been a bad splash card and even this buff wouldn't make it a more used card .
  3. It surely needs more buffs for its users.

6) Baby Dragon

Range to 3.5 (from 3)

  1. It is a underused cards in the upper arenas and just seen in the Golem decks just for countering the minions and minion horde.
  2. Now it has been given a buff in its range to make it more usable.Now it will get few burps more on the tower as compared before.
  3. Even with the golem it will be more helpful as it can quickly start attacking due to its increased range.
  4. Overall its a good buff and we will be seeing slightly more dragons in the arenas !

7) Skeleton Army

Skeleton Count to 15 (from 16)

  1. This is one of the most critical change as the Scarmy is heavily used in both lower and the higher arenas.
  2. Now  as its count is reduced by 1 it will be easier to catch all the skeletons in zap radius earlier it wasn't possible as there were too many of them no entire army can be zapped,
  3. Now it is not a very good idea to defend a hog rider on E barbs with the Scarmy.

8) Skeletons.

Skeleton Count to 4 (from 3)

  1. The lone skeleton which quit the army has now joined the quad pack with his brothers!
  2. They have buffed this card because after the release of the ice spirit it became favorite cycle defensive cards of the players around the globe.
  3. Now Skeleton will be used more against Mini pekka,Prince ,Hog and the giant.
  4. We will see more bones in arena than ever before !!



So this it guys for today.See you guys in the next blog.Keep reading keep following and keep clashing.Stay Awesome bros.Peace out ! and thanks for your awesome support .

Sunday 12 February 2017

R.I.P

       Hey what sup guys its DEMO here and TODAY we will take a look on those cards which killed your favourate cards ! Oh you filthy murderers . Before we jump into it Show your support by following  my blog and commenting your thoughts out!
       So without any further ado lets get started..

1) Electro Wizard


This Favourate card of the top players has killed many of its fellow troops . It targets two units at the same time resetting their attack stance and also it lands with a zap spell. for just 4 elixir it gives you a great value for just 4 elixir.
It has killed cards like sparky and inferno deragon as they require time for building the charge and laser. Its a great card but I mean what Supercell was thinking ?


 




It used to ddie to a fireball at tournament standard but after it received a buff now it doesnt and this makes it so dangerous.It also makes the Bowler useless as its attack speed is more than that of the bowler and can keep it stunning with receiving 0 hits.


I think its OP but i dont think it will get any nerf in the future.

2) Executioner

This is a great card with a great concept but it had heavily affected the rest of the cards such as Valkyrie , Clone , lava hound , minions and etc.

People using Valkyrie now have shifted to the executioner as it also  targets air units and makes up to the +1 elixir cost. This card has been controversial since its release and had some glitches like the stun.Its stun is different from the zap as it just pushes back the units just similar to the log.You can check Orange Juice videos on you tube about it.

Clone is literally useless in front of it as on the way back its axe takes out all the cloned units.I think the clone must be given a buff so that cloned units must have some %age of the units  health. only then we will see some of it in battles.


So this is it for today guys.Will do its part two in the future.I know this blog is short but i have a lot going on lately.Keep supporting guys.Keep clashing.Thank you. 

Saturday 11 February 2017

Arena 4 to Arena 10 : How ?

       Hey, What's up bros , Its me DEMO here and TODAY,in the 4 blog, we will see how to get into the jungle arena ( Decks and Strategies).Before we begin I would again like to thank you guys for the massive support on the last blog and also would like to tell that now the follow button is active Please show your support by hitting the follow button for more of the Clash content !
       So let us begin ! I get a lot of questions about getting into the legendary arena.So the deal is you have to get at the jungle arena before and then it is all skill that will take you in the legendary arena.


Decks to use



The hog rider has to be my favourate card in the game , it is very well balanced and gives a great value for the cost of 4 elixir.You unlock this card in Pekka's  play house (You can easily reach to the play house if you follow my first blog).Do not donate this card , keep collecting it it will be useful for you in the long run.
Assuming  you guys are in the arena 4 having unlocked most of the cards I would suggest some of the decks to you.

 Hog Freeze Deck

This combo is very famous and every top player has used it at least once in his career.Believe me guys this combo can take you to 3000+ easy in course of time if your cards get at a good level.Even currently it has come back into meta and the legendary arena players are using it again, dont believe me ? chect the TV royale yourself !
playing of the freeze spell after deployment of thehog requires some skill. So you have to deploy the hog right on he bridge and keep the freeze ready.Once the opponent drops defence such as Barbarians , Mini pekka , goblins , muskeeter , Scarmy you immediately have to drop the freeze spell.
Level 1 spell freezes the troops and the building for 4 seconds and the attack  speed of  the hog is 1.5 seconds. So we can say that the hog ider will get 3 hits guranteed as the frozen units attack stance would have been reset.3 hits will be guranteed.
considering the hog rider at level 3 (minium level 3 required before you use it in the battles) it does 181 damage on 1 hit and therefore using hog-freeze combo you will get approximately 543 damage on the tower.
Also, As your opponent will be busy countering your full health hog on his frozen tower you will be able to build up elixir to defend the counter push.

Other Elements of the Ho-Fr deck



The Valkyrie will be an extremely important component in your deck. When you arein lower arenas you will se the giant witch combo a lot. Valkyrie is ery effeective in taking out the witch from the combo giving you apositive elixir trade and leaving your opponent to deal with a full health Valkyrie.
the Vulk can also be used in combination with the hog rider. Putting Valk ahead and the hog rider from behind is a deadly combo as many players in your arenas use mostly barbarians or the skeleton army. Sometimes they may use a minion horde or minions to counterthis combos.
Valk is a great defensive card and takes out many other cards in one on one interaction such as the musketeer,witch,skeleton army , the barbarians and even the mini pekka with the help of the tower.

The Defensive Buildings


Defensive buildings are a must in every deck as they can be used to distract building targeting units like Hog , giant , royal giant , golem , hound etc.They can also be used to sponge damage.Some people prefer spawnner buildings instead of these but I think they are not dependable like these.
I prefer infernoo tower over the Tesla  but if you want to keep the deck cheap Tesla will alsodo a great job, but for the tanks I prefer inferno.Remember your opponents are also  likely to run a Hog deckso buildings are of immense importance for you.

Air to ground and Ground to Air



Remember your deck must be well balanced and hence it must have a flying unit which targets fellow air units and counter ground units as well. Also you should have a ground unit to target the flying units. you can replace minion horde with minions to keep the deck cheap and reducing the positive elixir trades of your opponent to even trades.Also you can trade the musketeer for the wizard but musket will be cheaper and this might be the reason this card is used bu so many top players. Its all your decision in the end.

The numbers game


 The skeleton army, Being very vulnerable,Is a great defensive card against the Giant,hog,musketeer etc.You can use this as a defensive card but ate the higher arenas everyone is running a zap and i would recommend not using this card defensively in the higher arenas.
as in lower arenas there is no zap you can use this card defensively for hog and giant witch deck(But first take out the witch).Even if your opponent arrows them it will be a positive elixir trade.

Secondary Spells

You can use fireball or the arrows as the secondary spells to counter hordes, Skeleton army,Barbarians,minions,musketeer and etc. It is mandatory to have at least a spell other than your freeze spell  for direct damage and defensive purpose.In future you are expected to see a lot of pumps , fireball can shut them down for a even trade.you will be also seeing a lot of princesses and if you dont have a log arrows will shut her down for a even trade. arrows can also shut down a horde for s positive elixir trade.these spells come very handy in the deck and you should have them.


So this is it for today guys, I will discuss other decks in future blogs.Checkout my old blogs.If you want more of the hog decks then comment down and dont forget to follow my blog for more Decks and strategies.See you in the next blog.Thank you.Keep sharing Keep clashing.Peace out.