Our Ambassadors from the Northern Arena Clash Royale Tournament Clyde is back with another Card Tier List! Original post on Reddit here.
Surprise! Clyde here with an early rendition of Clyde’s Tier list. With a new card coming every two weeks, I thought it would make more sense for me to make these about a week after each new card comes out. I think that gives me ample time to determine how the meta shifts and what tier the new card belongs. One thing I will say about this update is that it allows for a little more versatility. Giant-Bowler (although still very good), is not as oppressive as before, you’ll see why in a minute. Without further ado, here goes!
If you missed my last tier list, here is the link:
Clyde’s Tier List V4
DISCLAIMER: This tier list is for TOURNAMENT play and is based on my opinions and it may differ from yours or others opinions. My opinion is not better than yours. Just because a card is in a high tier does not mean that every deck should have it. Vice versa, just because a card is in a low tier does not mean that it can’t be used in a competitive deck. A deck with all S tier cards will not necessarily be the best deck; the cards have to complement each other. Within the tiers, I listed the cards by rarity, not by superiority (Legendaries first, Commons last). The cards in bold are the movers and their old tier is listed in parentheses.
S – Ice Wizard, Miner, Princess, Bowler, Mega Minion(NR), Poison, Giant, Elixir Collector, Zap
A – Lumberjack, Lava Hound, Guards, Hog Rider, Musketeer, Mini Pekka, 3 Musketeers, Inferno Tower, Ice Spirit
B – The Log(C), Prince , Pekka(C), Lightning(C), Valkyrie, Fireball, Furnace, Rocket, Skeletons, Goblins, Fire Spirits, Knight, Minions, Barbarians, Minion Horde
C – Sparky(B), Goblin Barrel, Dark Prince, Witch, Giant Skeleton(D), Golem, X-Bow, Tombstone(D), Spear Goblins, Arrows, Tesla, Cannon, Mortar
D – Baby Dragon, Balloon(B), Mirror(F), Rage(F), Freeze, Goblin Hut, Barbarian Hut, Bomber, Archers, Royal Giant
F – Skeleton Army, Wizard, Bomb Tower
The OP cards. You’ll see multiples of these cards in top tier decks. They’re either versatile and can fit in many decks or have extremely strong stats.
- Mega Minion(NR) – First week in the Clash Royale Arena and the Mega Minion has definitely made its impact. It does a ton of damage for an air targeting troop, at only 3 elixir! One of its most important aspects is its interactions with other cards. It has enough HP to survive a single Fireball or Poison, meaning it won’t be as vulnerable to a Giant-Poison push. It does enough damage to one shot cards such as Princess and probably more important, Minions (meaning it is a good card to back up your push if you know your opponent’s response will be Minions or Minion Horde). All of this for only 3 elixir, meaning even if your opponent counters it, you’re not as badly punished as say, using a Sparky badly. It might be too early to deem the card as good as the other S tier cards; however, I feel like it will be a staple in most decks once people get it to tournament cap.
These cards are not seen as often as S tier cards. They’re not as versatile as S tier cards, but are still seen in many top tier decks.
No new entrants this week!
Used right, these cards will make some great elixir trades; however, they are really situational and against some decks, these cards will be ineffective.
- The Log(C) – #lovethelog. This small card interaction change has made The Log MUCH more viable and MUCH more fun. Is there anything funnier than seeing a huge Pekka or Golem get knocked back by a single piece of lumber? Being able to knock back the big tanks in a push allows you to buy time for your tower or defensive buildings to get an extra shot in before their push reaches you. Its low cost and increased versatility will create room for deck lists to potentially omit Zap (the most prevalent card across all deck lists) in their decks.
- Lightning (C) – Zap’s bigger brother. This card is the savior that the OG tanks (Pekka, Golem, Lava Hound sort of) have been asking for. The Inferno Tower kept these cards at bay because even though they may outduel the Giant decks (Pekka and Lava Hound do exceptionally well against Giant decks), they have a much harder time dealing with Inferno Tower decks. Enter Lightning. Lightning was already a spell that already had a place in the meta with the popularity of medium HP single troops instead of spawners. Now that it resets Inferno Tower, it has a great chance of knocking Poison’s use down a peg. The increased viability of Lightning is helping deck types such as Pekka, Lava Hound, or even Golem, stage a comeback and these decks easily outduel Giant decks!
- Pekka(C) – With the Giant overtaking the meta, you would think more people would be playing Pekka to counter it. Putting a Pekka in the same lane as Giant destroys the Giant push. Pekka decks probably have the best track record against Giant decks in terms of counters (even ahead of Inferno Tower decks). Even though you may win a matchup against Giants, Inferno Tower decks were extremely hard to get by from the Pekka user’s standpoint. With the buff to Lightning, Pekka has seen an increase in gameplay because it’s still good against and now it has another ally to help it counter Inferno Tower decks!
Most of these cards shine when they’re used in combination with a certain card or deck. Individually, these cards can be lackluster or even useless.
- Sparky(B) – Sparky users are dreading the new update. Not only did SuperCell buff cards to counter Sparky (Lightning and The Log), but it added another card to indirectly counter Sparky (Mega Minion). The Log and Lightning being able to reset Sparky’s attack animation is already a crippling blow. But the Mega Minion gives you a high damage card that takes down the main tank decently fast without having to worry about getting shot by the Sparky behind. Minions used to be a decent counter to a Giant-Sparky push, but Sparky users counter get around that by playing Ice spirit/Fire Spirit/Arrows as a cheap reactive counter to Minions. It is A LOT harder to counter Mega Minion in the same fashion.
- Giant Skeleton(D) – A card that benefits from the ground focused meta. By itself, Giant Skeleton is pretty poor at stopping a ground push, but it excels at acting like a distraction unit for supporting troops such as Bowler or Musketeer, while your own high damage troop deals with the main tank. The Giant Skeleton may even take out the supporting troops with his death damage, leaving your supporting troops alive for a counter attack. Besides its strong defensive capabilities, players are getting creative with using it on offense by pairing it with other cards such as Goblin Barrel or Hog Rider!
- Tombstone(D) – Starting to see more play, especially in Lava Hound decks. Before it was cool, TMD Aaron used Tombstone with his Lava Hound decks and actually did well with it! It’s a strong counter to Prince and Pekka, which have been seeing more play to counter the Giant-Bowler decks. Tombstone and Guards are the 2 of the main reasons (along with Inferno Tower) why Pekka decks haven’t surged like they should have to counter the Giant meta.
These cards either have bad stats, are easily countered, or are just outshined by other cards that do a better job. You’ll see them sometimes, and they may even help win a game or two, but not consistently.
- Balloon (B) – Oh how the addition of one card can drag another card out of the meta. The Mega Minion is a HARD counter to the Balloon. Minions and Minion Horde were formerly the best counters to Balloon, and those counters could be circumvented by Poison, Arrows or Ice Spirit + Zap. The Mega Minion, however, can be safely used to counter the Balloon without you having to worry about your opponent being able to destroy it immediately (except for high cost spells such as Lightning or Rocket, but those result in a MASSIVE elixir disadvantage). Lava Hound + Balloon combos only really allow you to use 1 card to react to their counter for your aerial assault, and even you do manage to counter their Mega Minion, they only spent 3 elixir!
- Mirror(F) – It has potential as an incredibly cheesy card that will catch your opponent off guard when they think they have your deck figured out. I’m not sure how consistent it will be however. The thing about Mirror is that it will be extremely strong in the right deck, I just haven’t seen that deck yet. With more experimentation and time, I believe Mirror decks will become a formidable force in this meta someday. I wouldn’t necessarily say it will be OP, but it will be effective as a cheese strategy similar to Giant-Loon, or more recently Lava-Loon decks. The Mirror’s biggest enemy would be the limited number of card slots. In the current state of the game, there are a number of card slots reserved for essential cards in each decks (for example at least: 1 main tower damage card, 2 spells,1 low elixir troops, 1 main defensive troop/building) and it may be hard to squeeze Mirror in there even if you want to.
- Rage(F) – Although the buff given to Rage was pretty good, I think it’ll still struggle to find play for a similar reason as Mirror. Deck slots are also the worst enemy to the Rage spell. It’s harder to run Rage because you’re essentially forced to run 3 spells. Even for 2 elixir, the gains from using a Rage spell are usually minimal. Although I’m more optimistic in the Mirror spell climbing tiers, I don’t expect Rage to see a huge increase in gameplay anytime soon with the current cards in the game.
The worst of the worst. You will rarely see these cards and it is even rarer to see these cards used effectively.
No new entrants this week!
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