Clash Royale Cards – Cards are the only real approach to deploying troops, spells, and buildings on your battlefield. Spells could be cast anywhere inside the battlefield, while buildings and troops should be spawned in your territory. There will be four levels of card rarity: Common (signified by gray or pale blue ), Rare (signified by orange ), Epic (signified by purple ) and Legendary (signified using a rainbow ). Each rarity has a special quantity of levels. Common cards have 13 different levels; rare cards have 11 different levels, epic cards have eight different levels, legendary cards have five different levels. Deploying cards costs Elixir, and that is gradually gained during battle. Cards can be acquired through buying all of them with Gold inside the Shop or finding them in assorted Chests.
Chests can always contain cards from Arenas you have already passed. Unlocking a brand new arena adds new cards towards the Chest rewards – none are taken out. After you have unlocked a Card, you won‘t ever need to unlock it again. Even though you donate your only copy in an unlocked card, you will get to make use of the Card permanently.
Additional cards obtained will fill up an upgraded meter. When the meter is full, you can upgrade the card to Gold. Upgrading the card occurs instantly. Card levels in combat are displayed next to their health bar. For cards, all health and damage stats are increased by roughly 10% per level. Cards that can spawn troops, such like the Goblin Hut and Witch may have their spawned troop level increased by 1 per level.
- 1 Clash Royale Cards
- 1.1 Skeleton Army
- 1.2 Arrows
- 1.3 Musketeer
- 1.4 Giant
- 1.5 Mortar
- 1.6 Tesla
- 1.7 Guards
- 1.8 Clone
- 1.9 Bandit
- 1.10 Dart Goblin
- 1.11 Goblin Hut
- 1.12 Ice Wizard
- 1.13 Royal Giant
- 1.14 Minions
- 1.15 Mini Pekka
- 1.16 Goblins
- 1.17 Minion Horde
- 1.18 Spear Goblins
- 1.19 Fireball
- 1.20 Skeletons
- 1.21 Barbarians
- 1.22 Zap
- 1.23 Princess
- 1.24 Valkyrie
- 1.25 Hog Rider
- 1.26 Elixir Collector
Clash Royale Cards
In here I will share to you about Clash Royale Cards information. For more information about this, check this out guys!
The Clash Royale Cards first is Skeleton Army. With no doubt, the Skeleton Army is among the most used cards in the game today. They could fairly stop bulky units such like the Royal Giant, P. E. K. K. A as well as the Elite Barbarians. They could be simple to kill, but there are lots of workarounds to prolong their existence. If left ignored, wrecking towers would also be their forte.
The next Clash Royale Cards is Arrows. Because of today’s trend, the Arrows are again considered as a handy spell card in arenas. It may wipe out air and ground swarmers inside a flick. Though it cannot kill bulky HP units, by applying this spell with your current arena remains recommended. Be sure to apply it inside a right some serious amounts of position.
Her HP and damage are just fit for a very good support and tower smasher. She will help your team in killing bulky troops, sniping pesky units in both air and ground and even more. Remember to position it behind your bulky troops or stiff towers for full protection.
This chunky troop will have any sorts of meta inside the game. Whenever you say slow-push decks, the Giant will continually be included. Teaming him up using the classic or new cards is straightforward. This will make him viable in almost all arenas. Hey, I believe He‘s the only real unit that each one player used inside the game. Perhaps you have thought about this?
Next Clash Royale Cards is Mortar. In a typical player’s game record, one from 10-20 decks contains the Mortar. Aside from great supporting units, the Mortar may need just a little revamp for it to become popular. A faster blast of cannon balls, maybe?
The Tesla remains probably the most unused cards inside the game today. Though it received a buff during the past, players cannot still see its worth. Aside from coming from the Cannon, Crashers select the Furnace and / as well as Inferno Tower. Can we view another buff for that defensive building sooner or later?
Guard is best Clash Royale Card if you would win in every time. Inside my honest opinion, the Guards aren‘t worst; they‘re just underrated. Becoming an Epic Card maybe gave the players the difficulty to look out for a very good deck with these. Epic cards are a challenge to acquire, thus leveling them is basically an enormous challenge, especially for F2Ps. That‘s why They‘re Not usually seen in a lot of the decks. I hope Supercell can perform something for that unit in subsequent updates.
Just a few uses this duplicator spell. Maybe due to its almost no good cost inside the user’s deck inside the ladders. At this time, We‘re sensing that it spell is a good choice during Clan Battles. Let us just leave it to that.
Let us just await a few weeks and months to the Bandit to become viable in subsequent updates. Besides, it just debuted inside the arena lower than a month.
Low HP could be the most important factor why this Masked Goblin Isn‘t climbing the ladders. It could be stopped and killed quickly which makes it less useful in lots of situations. Truly understanding that it features a 3-elixir cost, a lot of the users will select the Goblin Gang. GG are common cards that may be upgraded quickly. A far more valuable pick compared to the DG.
I hardly ever utilize the goblin hut, but it’s utilized in lots of swarm decks. We do face the goblin hut fairly often and it also can be a challenge to do business with all of the incoming spear goblins if you begin falling behind. The goblin hut can spawn as much as 13 spear goblins as long as it‘s not destroyed, this‘ll provide you with a profit of 3. 7 elixir. Often these spear goblins are ignored from our opponent so each the strategies will deal just a little harm to the enemy tower before dying.
This is actually the first legendary card I got and I’ve used it a great deal. The ice wizard doesn’t deal lots of damage, and it also can be a challenge to even notice what He‘s doing. In big battles however, having an ice wizard in your side can help you plenty.
The royal giant is buffed twice, by 50 percent separate updates ! After both of these buffs He‘s very strong, and I suspect we‘ll see him used much more inside the coming months. The royal giant can now stand in the bridge and deal a large number of harm to enemy towers and buildings.
He‘s liable for almost removing the mortar from the overall game completely, which I‘m very happy with. The royal giant will outrange most defences and can also remove bomb towers and cannons without being hit.
I‘m very keen on minions and also have used them in many decks. Albeit you don’t get just the maximum amount of value as you are doing using the minion horde, 3 flying troops at 3 elixir remains quite strong. The minions do lots of damage, and when they arrive at the enemy tower they‘re going to bring it down fast. Costing 3 elixir they‘re going to trade evenly with arrows.
This really is another card I rarely use, but it’s low elixir cost compared towards the high damage it deals causes it to be a very good card. It’s great at taking down high hp single targets and if this gets towards the enemy tower it will require it down very quickly.
Goblins is yet another of those cards that I didn’t see much value in when I first started playing the overall game. They simply run towards the enemy tower and die. However, once I got more experience I started to discover how well they slot in lots of decks.
First they do deal lots of damage in the event that they survive long sufficient to actually deal it. Should you get the enemy troops or tower to pay attention to something else the goblins can deal damage. You may also use goblins to distract high dps troops while you discover a method to do business with them.
Minion horde is yet another strong card. The damage these 6 minions will deal is incredible, and when your opponent would be out of counters like arrows or fireball He‘s in big trouble whenever you play the minion horde. Even when he does have arrows or fireball ready, the minion horde will require out most troops until the spells land.
Spear goblins is that the cheapest anti-air troops available. At only 2 elixir they provide great value and can also be use both as offence, defence and distractions for dangerous troops. I‘ve spear goblins in the majority of my decks and I face them plenty also.
Fireball is the best Clash Royale Cards ever when the enemy use skeleton or barbarian. Fireball can provide you with positive elixir trades with lots of troops. Counting on card levels fireball may take out barbarians, wizards, witches and musketeers. If two of those troops are close together the elixir advantage you gain will certainly be huge. Also the discharge from the three musketeers card made fireball even stronger, in case you remove the three musketeers having a fireball you‘ll gain a 5 elixir advantage !
The May 2016 patch just made the skeletons more appropriately. It’s awesome in order to distract enemy troops with 4 skeletons which cost 1 elixir. Place these on top of the sparky and you may take it along side your tower for any 5 elixir advantage !
Barbarians offer you lots of value compared as to the they cost. Combined with skeletons for distraction these are excellent at getting the new and annoying sparky. Barbarians in addition have a plenty of other uses, both in offence and defence. They‘ve high hp and deal lots of damage, great at getting tanks like golems, giants and pekka.
I‘ve used zap plenty lately. It will require out most 2 elixir troops for a good trade and damage minions enough to ensure that your tower may take each the strategies in one hit. Another advantage with zap is that the one second stun it gives, this‘ll enable your hog rider damage the enemy tower for an additional hit and likewise reset the charge of sparky.
Princess is the greatest legendary card currently available, and I‘m very annoyed that I Haven‘t been able to obtain her yet. Arrows can counter her for a good elixir trade, but often you‘ll need arrows to counter minion horde or any other troops, so you need to find other methods to do business with the princess.
The Valkyrie was recently buffed, and she happens to be very strong. She deals well with swarms of troops like goblins and spear goblins and can take them in one hit. She will also tank the damage from the prince and dark prince for a long period while your tower takes them out.
The best Clash royale cards ever if the Hog Rider. The hog rider is my personal favorite card, and it’s nice to discover that the highest players on the planet agree it is an effective card. Almost my decks are based all around the hog rider getting the enemy towers. The high rider has lots of hp and can also remove a crown tower completely when the enemy doesn‘t counter it. It moves quickly and can not be distracted by enemy troops.
And also the winner about clash royale cards is…. the elixir collector! Over 80% of the highest 150 players in Clash Royale are by using the elixir collector inside the deck they‘re currently playing. This is huge, and I think the elixir collector will certainly be nerfed again very soon, so definitely apply it while you can.
What defines the elixir collector more appropriately now than before is that the buff the six elixir cost royal giant got, along with the release from the new high elixir legendaries like Sparky and lava hound. Good high elixir cost troops make a building that generates elixir more appropriately. Even in low elixir decks, the elixir collector is working well, and I’ll have the deck I‘m currently using the elixir collector inside it very soon.
I think its enough about Clash Royale Cards. Thanks so much, and glory!