Common Cards in Clash Royale Rule

Everyone in Clash Royale seems to be focused on the Legendary Cards, like the upcoming Electro Wizard. Not me. I really enjoy playing decks with just Commons and Rares. No Elites. No Legendaries. Here is my current “go-to” deck that’s carrying me through the final arena.

  • Giant
  • Musketeer
  • Bomber
  • Spear Goblins
  • Rocket
  • Arrows
  • Valkyrie
  • Barbarians

The thing about Commons is that they’re easy and cheap to level up.

Here is a little more in-depth to several of the best common cards in the game.

Archer

The Archers are unlocked from the Training Camp (Tutorial). It spawns two single- moderate, target-ranged Archers with moderate hitpoints and damage that is low.

An Archers card 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.

Archers are successful at supporting high hitpoint troops, like Giants. They can be used efficiently to counter low hitpoint troops like Minions, Spear Goblins, and Goblins. Put properly and with assistance from Crown Towers, they can additionally counter somewhat higher hitpoint cards just like the Mini P.E.K.K.A.

Archers might be countered with the defensive support of the player’s Crown Towers and also low hitpoint troops. Wait for the Archers to come to the player’s territory, then spawn low hitpoint troops to divert them. The Ice Spirit is excellent with this, as it survives one or two shots from your Archers, and suspends them, making them freeze in place for just 1 Elixir.

When facing a Baby Dragon it is possible to carve the Archers so when the Baby Dragon is targeting the first Archer, the quick Baby Dragon will enter the next Archer’s aggro range permitting the next Archer to target the Baby Dragon from a safer space, shutting it down. This technique also works using a Mini P.E.K.K.A.

Combined with the Zap, they can easily eliminate a Minion Horde, which may usually survive a Zap. Nevertheless, Spear Goblins really are a much better option for that as they result in a elixir advantage.

They can be similar to Spear Goblins since both are affordable ranged troops, but Archers have somewhat better stats in every manner except for 1 extra Elixir, for speed and quantity. As a result of Archers’ health and damage, they are better suited than Spear Goblins for defense. For example, Archers can survive one hit from your Baby Dragon, which allows for more damage.

Bomber (used in my deck!)

The Bomber is unlocked from the Training Camp (Tutorial). It’s an area damage, medium-ranged troop with damage that is average and low hitpoints. 3 is cost Elixir to deploy by a Bomber card.

The Bomber’s look looks similar to that of a Skeleton, the exceptions being that it carries a black bomb and wears a blue/red (colour depends upon the side of the Arena) cap with gold-rimmed pilots’ goggles.

The Bomber may be used as a defensive troop, having the ability to take Skeleton Army Skeletons, Goblins, and Spear Goblins out more efficiently than most other cards. Barbarians and archers take multiple hits for the Bomber to eliminate, so when engaging these targets with the Bomber, be sure to supply protection just like a Knight or a Giant.

It is also useful to protect high hitpoint troops against hordes of low health ground enemies, e.g protecting Giants against an opposing Skeleton Army. He has to be taken care of and if your Bomber is on his own, the player can execute a fast-drop to dispose with Goblins and Guards.

To do an instant drop, the Skeletons card must be selected by the player and pull them where they want them to go without releasing their finger. Then, the Goblins card must be selected by them by tapping on it. Ultimately, they need to drop the Skeletons first the Goblins. The Bomber will kill the Skeletons as well as the Goblins will take him out. Note that it is likely to perform a fast-drop with any two units while following this formula.

The Bomber cannot attack air units, making it vulnerable against Minions and flying troops. But when utilizing the Bomber the player can set protective troops such as the Baby Dragon or the Giant.

As a troop that was really light, the Bomber can be virtually shoved by nearly every other troop in the match. Particularly, Spear Goblins can shove the Bomber at their rate. Together they could engage targets of their range that is cozy, making for a fast ranged point- splash and target damage copy to your other troops over the river, or perhaps a fast and little Arena Tower push.

For only three Elixir, the Bomber deals solid damage per degree and is one of the cheapest counters to Barbarians due to his range. In reality, it takes a Bomber only three throws to kill same level Barbarians.

Though it has low hitpoints, it really is competent to live Arrows of a similar amount. Consequently, using any other spell as squandering a Lightning or Fireball Charm to damage a Bomber ends in an Elixir advantage for the opposition is a waste of elixir. The player must use either damage that is high or air troops / high troops that are hitpoint. He can be countered by the Log, nonetheless.

The Bomber can be utilized to take out reasonable hitpoint troops like Mini P.E.K.K.A.s if deployed correctly.

The Bomber is interchangeable with Wizard, according to the player’s preference and tactics.. The Bomber has a larger splash radius as opposed to Wizard, making him a more appropriate alternative to destroy hordes of ground troops. Nevertheless, he has less hitpoints and cannot assault air troops.

Goblins

The Goblins are unlocked in the Goblin Stadium (Arena 1). It spawns three quick, melee Goblins with medium damage and low hit points and it costs 2 Elixir to deploy.

Goblins are powerful as a distraction for high damage single target troops, including the Prince and Mini P.E.K.K.A., offensively and defensively.

Wait for him to start charging when using it against Prince. Then, deploy Goblins diagonal to the centre facing him. This will probably not be unable to soak up the damage and also make it so that he must go an extended distance. Be sure when the Prince is near the tower that you deploy the Goblins. Otherwise, it’s going to start charging again, leading to a waste of Elixir.

They can be used as a damage dealing troop behind high hit point troops such as Golem, Giant Skeleton and the Giant. Several even the pair, a group of Barbarians, or Goblins set behind a Valkyrie can easily shove these slow moving high hit points troops right into the adversary’s Crown Tower. This blend has more than enough damage to kill the tower ahead of the tank troops are conquered, if not countered.

For merely two Elixir, significant DPS is added by the Goblins card to a player assault, or may be used on the opposite end to protect against an opponent’s assault. If given enough time, they are able to dispose of threats like Golem, a Giant, or tank that is similar. As there are only three of them, the Goblins will likely want some help, though.

Their damage and speed can induce an opposing player to make use of Elixir on quitting a group of Goblins. Goblins have low hit points so that they are easily killed by charms, for example The Log, Arrows, and Zap, taking under consideration the charms’ little duration to project, to lead the charms’ impact point.

An unsupported and un-countered group of Goblins will figure out how to acquire a single hit on the opposing Crown Tower of exactly the same degree. That is a very elixir-saving method of finishing off a low-wellbeing tower, assuming if they are ignored by your opponent, or the enemy doesn’t have the elixir and/or the troops to counter it.

With perfect time, you can encompass a splash damage troop just like the Wizard with the support of the tower with the Goblins. This provides you with an Elixir advantage to counterattack.

Goblins certainly are a cheap way to deal high harm to building -targeting troops, such as for example Hog or Giant Rider. Goblins can shove a Mini P.E.K.K.A., Barbarians or a Valkyrie if set behind them.

They certainly are a potential substitute in their opinion, and are quite much like Skeletons, offering stats that are better in every way but for 1 added Elixir. The Miner will act as a tank while the Goblins do most of the damage when combined using a Miner. This strategy is extremely affordable, fast, versatile, and certainly will be played frequently, surprising your opponent. For 5 Elixir, it could be damaging and extremely useful.

They could be used to great effect with the Hog Rider, by dropping them right next to him without defenses deflected him, and pushing him to the side of the Stadium. He continues straight for the tower, along with the Goblins can do major harm to the tower or the defense. This really is known as a “pig push”.

They may be the perfect counter for slow, feeble, or single -target components just like the Ice Wizard and Witch as they will demand too long to kill the Goblins and so will probably be overwhelmed.

Goblins can take the Princess to get a positive elixir business out if she is unprotected by the enemy troops.

Spear Goblins (used in my deck)

The Spear Goblins are unlocked in the Goblin Stadium (Arena 1). It spawns three single- objective, medium -ranged Goblins with very low and hitpoints damage. A Spear Goblins card costs 2 Elixir to deploy.

They resemble the normal Goblins, but are not shorter and thinner, have sharper elven ears and a six-pack, wear a blue/red bandana, have a spear-instance tied to their backs with a rope, and always have a wooden spear in their own hands. They share their outfit with Goblins.

Spear Goblins can be a good relief to higher hitpoints troops including the Giant.

If reflected behind a tank, Spear Goblins will supply protection (6 Spear Goblins will take out single-unit glass cannons or Minion Horde effectively) and also a strong push for the cost of 5 Elixir; if coupled together with the less expensive tanks for example Giant or Balloon, this is going to result in a near instant increase of just one Crown. This strategy continues to be very vulnerable of spawning troops between its support and the tank to the approach.

They may be used effectively to take down air troops including the Minions, Balloons, and Baby Dragons when they’re diverted. However, if the Spear Goblins are next to the tower, the Baby Dragon will take them out readily with 1 or 2 of its dab attacks with respect to the degree of the Baby or Goblins Dragon.

Spear Goblins really are an adequate defense for Towers against enemy air and earth Cards. As with other low hitpoint cards, the Spear Goblins can be readily removed by charms and troops that cope area damage, for example the Bomber along with Arrows.

The Zap is extremely powerful to remove fighting Spear Goblins, because of the enchantment’s identical Elixir cost of TWO. But, the player should really be careful about when they use their Zap, as the adversary send cards where the Zap would have been more appropriately used, such as for example a Goblin Barrel or Minions and may take advantage of this.

Because of the low Elixir cost, Spear Goblins are often disposable and can be utilized to block an enemy Prince’s charge. Spear Goblins may also be a more affordable alternative to the Archers.

The Spear Goblins are best used with high hitpoint troops set in front of those in association. For only two Elixir, the Spear Goblins may add high DPS and are not as vulnerable to splash damage when supported behind a tank as the Goblins for their range.

They are easily able to deal high injury to the opponent’s tower if Spear Goblins have anything in front of these. This can be not bad because most players are not willing to counter the Spear Goblins by themselves, allowing for rapid damage.

Spear Goblins are powerful as lures, air troop destroyers, or tower whittlers, nevertheless they truly are not powerful when used on offense. Spear Goblins are extremely similar to Archers in just about all stats, but Archers cost 1 more Elixir and are marginally better in every way (except speed and variety of troops spawned). When paired with all the Zap, for instance, they can easily defeat a Minion Horde.

Spear Goblins with the aid of Crown Towers can in fact take a Prince out. They should place the Spear Goblins 4 tiles to the facility and 3 tiles upward. When the Prince assaults the Spear Goblins the 2nd Crown Tower may also damage the Prince, taking him out.

 

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