I really like Supercell’s Clash Royale and the key to the game is knowing all about the different troops in the game. Here is a brief run-down of everything you need to know to play the game successfully.
Arrows – These currently counter groups of little troops. Not a ton to say about it, but it is been among typically the most popular cards in the game due to how versatile it really is since the soft start. Great against princess, goblin barrel, and minion horde.
Musketeer – I see lots of people do this, but do not place her. You are better off taking the tower damage than giving 4 elixir. Musketeer is maybe the best troop counter against princess, outranges a cannon (great for punishing someone playing defensively), and does lots of standalone damage. She is great by herself both offensively and defensively, so she synergizes with everything. Weak against any damage troop that is high and lightning you’ll be able to place on top of it.
Valkyrie – Does damage in a place around her. It is possible to drop her right in the centre of a bunch of squishy troops (spear goblins, skeletons, etc) or between a witch and her skeletons. Great with great and freeze against troops that are small in general.
Freeze – That is not bad against any large group of troops that would do damage to you personally. It goes well with balloon, hog, or any damage that is high low well-being troops like goblins.
Elixir Collector – This trades 5 elixir now for 7 elixir later (assuming it does not take damage). That is more important than it seems, because it allows for some pricey push combinations that wouldn’t otherwise be possible. For placement, I think your first should forever at the center of the map.
Skeleton – High damage, super low cost, super low health. Much the same to goblins. They’ve absurdly high damage for their elixir price if you can keep them living, making them very great against to utilize with halt or hog pushes. Weak against splash damage.
PEKKA – There is a tooltip in Conflict of Clans that says that HER armor is too heavy to get launched from a spring snare. Valk, great against double prince, golem. Weak against small troops and inferno. It’s also worth noting that at lower levels (I think cutoff is around player amount 11) she can not 1 shot barbs which makes them HARD counter her.
Knight – If it gets dismissed affordable tank, astonishingly great damage to tower. This really is a very good card to drop on squishy ranged troops as they cross the river (witch, musketeer, bomber). Good for split pushes, an economical front line, or defense. Weak against air and in the present meta barbs seem to be less unpopular.
Fireball – Good defensively or offensively because you can very easily hit multiple targets. I really do not think because most of what it can 1 shot will perish to arrows for more economical this card is really great for the present meta,. It’s fantastic against 3 musketeers, barbs (they will live 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 drives or skeleton military. By dropping damn near anything on her as she crosses the river countered.
Good against any single target troops miniature pekka, like PEKKA, prince, etc. Countered any form of splash like bomber or witch.
Baby Dragon – Good vs ill put spear goblins (kills them all in 1 shot) or minion swarm (needs to be placed in front of them so he does not get beaten up during the deployment time)
Archers – Hits air, great standalone damage to tower, lots of range. Also for spreading troops out vs hog a good economical alternative / balloon or freeze freeze. Mostly countered by position (like dropping goblins immediately on top of them).
Mini PEKKA – Damage that is high, lowish well-being, single target. That is actually for countering hog with freeze or useful. It’s also a great card to split push with because if dismissed it’s going to take out their tower.
Bomber – Affordable, high splash damage, does not hit air. You will be in risk against air although great to put behind a golem. Hard counter to any little troops and barbs.
Giant – Tanky and just goes for buildings. Good to place as a front line for any form of high damage troops that are squishy. Also good for drawing tower fire before you throw a goblin barrel in.
Prince – Very high single target damage. Do not drop anything squishy directly! Could be a alternative that is great defensively to handle troops like the hog subsequently shove challenging. Weak like skeletons against groups of troops that are small.
Goblins – Similar in gameplay to skeletons. Also worth noting that they’re a bit better at higher amount as a result of towers requiring 3 shots to kill them (as opposed to 2 at tournament degrees). High damage, low well-being, low cost.
Cheap, ranged, and they hit on air. Good if you are attempting to keep your elixir price down if you are fighting against great and air. Decent to send in behind any troops that are tanky.
Goblin Hut – Spawns spear goblins and is for setting up to push good. Because it is extremely challenging to push into this can work defensively. Countered by shoving on the opposite lane – additionally vulnerable to spells hitting at the hut tower.
Greatest when the tower is somehow distracted, countered by arrows or partly countered by dropping troops nearby to kill them fast.
Lightning – Good againts 3 musketeers, assembling based decks, baby dragon, musketeer, sorcerer.
Minion – Damage air that is high, low health. Since air ca n’t be reach by lots of troops can be useful. Also great in decks that utilize lots of little components (like goblin barrel). Countered by zap, sorcerer, or any dash.
Bomb Tower – Can’t hit air but is really great against clumps of earth troops. It’s not bad against hut decks, barbs, witch, etc. Countered by air and lightning.
Tombstone – The skeletons can help a bit for making pushes with pricey single target troops like prince or PEKKA or for shoving on a lane near hopeless.
Balloon – Due to being air, this troop is really about being pulled toward the middle 1 square sensitive than hog,.
Giant Skeleton – That is great for countering guys who perpetrate to all in strikes on you, particularly from moderate health units that can lose most of the HP in the blast (musketeer, valk, double prince, etc).
Barbarians – If you play these in the middle of the map you’re able to split them into a 2×2 attack driving your opponent to either counter both sides or take a bunch of damage.
Cannon – Hits earth and is a really low cost building selection for dragging hog or balloon from the tower. This card can get more value from disrupting than it does from the genuine cannon fire pathing if played right.
I do not think they have to be played together, although normally played with Goblin hit as part of a gimmick deck.
Rocket – Maximum crown tower damage charm in the game.
Rage – This seems to be best used within a slow push (hut decks, PEKKA or golem starting from your back, elixir collector up). They are likely going all in with their elixir if your opponent plays with this.
Minion Horde – What a steal! If you are using these against arrows play them defensively.
The dash is not bad against troops that are small and the slow is not bad against everything. Because the slow is enough to let your tower get in lots of extra shots can be useful against balloon.
Tesla – This can be frozen by you before it pops up to prevent it messing with hog/balloon pathing. A little more pricey than cannon but it hits on air. Time spells for your attack helps with this as you go in.
Magician – He can devastate a minion horde that is whole in 1 shot with the right timing. Greatest against best and little units placed behind something tanky.
Mirror – Lets you play exactly the same card twice for 1 extra elixir. If you are going to use this you should be playing a card that’s difficult to counter because you are overpaying to begin with.
Poison – Good against little troops. Also a good alternative although so far in the game it appears to happen to be beamed by freeze, to play with hog.
Mortar – 4 elixir siege unit. Plays similar to Xbow but you’ve more options to defend because it is more economical. Plays well with anything that can defend it (inferno, tesla, minion horde, barbs, cannon).
Golem – The tank of all tanks. By putting him in front of double prince pushes it’s possible for you to use him,.
Royal Giant – Frankly, I’ve never seen this used effectively and in my own opinion it is because it is an unit that was really badly designed. Who needs their tank in the back? I hear it works well against mortar, but I’ve never seen it used effectively. By just pushing random buttons in your telephone countered.
3 Musketeers – This really isn’t as laughable of an unit as people make it out to be. If your adversary does not have the right troops up to defend against this (for example, if they merely played hog freeze) they are going to be in huge trouble.
Princess – Has long enough range to shoot from the bridge. She deals splash, which makes her difficult counter goblins and minions. Arrows counters up her until level 5.
He also deals splash damage, which makes him a great nominee in front of the prince.
Zap – Damage that is a bit less than arrows but has a stun. Useful against skeleton horde, minions (particularly for the decks that attempt to force you to waste arrows), and the stun is useful against just about everything. The chief complaint seems to be that it can not 1 shot minions, so spear goblins tends to go in these decks.
Inferno – Hard counter to PEKKA and golem. It will win against a single prince for the same elixir price and can be useful simply to have presence in the centre of the map (drawing troops into the “kill zone”).