Editor’s Note: We would like to welcome our newest contributing writer Dreamz to the MoEsport family! Dreamz is a long time Clash Royale veteran and will be sharing with us advanced strategies for Clash Royale.
Ever wondered why somebody just seems to know the game? How can people win when you are least expecting it? Do you want to have absolute control over the game? Here are some assorted tips and tricks to help you gain the upper hand that are sorted starting from the most basic concepts that many gamers know to more advanced ideas used by the top players of the game! This guide will be broken down into sections due to the fact that so much material is to be covered. This article from Dreamz of MoEsport explains spell placement.
Spells are the easiest way to “get stuff done” in a match. However in many instances, they are not always the best.
Yes, prediction spells are risky, but they can win games in an instant if dropped correctly. In such an Elite Barbarian-dominated meta, Skeleton Army’s use in decks has increased due to the fact that they are a good counter. However, what if a player dropped Elite Barbarians and then a spell to deal with the Skeleton Army beforehand that kills the Skeletons the instant they are deployed? The basic rule of an offensive prediction spell is to never even attempt it unless your opponent has dropped the card you want to predict in generally the same area of the arena twice. Also, when dropping prediction spells, don’t drop them immediately after your attacking troop. Time it so that your opponent has time to react ,and drop the card you want to kill.
Prediction spells can also be used defensively. If a player drops something you want to kill with a spell (ex. Princess) behind their King Tower, wait until it approaches the bridge to kill it with a spell (ie. Log). Only do what this player does (killing it early) if you are at full Elixir or on the offensive. The reason to wait is that most people will drop follow up after the initial troop to attack your tower. This strategy can destroy the initial troop and deal damage to the follow up is it is dropped.
Used with Elixir and card counting (tips coming later!), prediction spells can make the most ordinary player appear to be a psychic mind–reader to their opponent. Just remember: All spells take time to drop and travel except Zap, Lightning, and Poison.
Getting Better Elixir Trades
Many players will gladly Zap a Goblin Gang for what they think is a positive elixir trade. Technically, it is, but it really is not. If you, for example, drop a Valkyrie onto the Spear Goblin part of the Goblin Gang, your 75%+ health Valkyrie will continue to head towards your opponent’s tower, leaving the option for a counter-push. If you choose not to counter, your opponent still needs to play some defense to prevent a few hundred damage on their tower. Compared to a Zap, you are paying 2 more elixir for a 75% health Valkyrie that does a few hundred tower damage if left alone (this is a great deal). When I drop spells on troops defensively, I multiply the spell cost by 1.5 and compare it to the cost of all of the troops in range to determine whether it is a good trade or not. However, if I am attacking, I typically divide by 1.5 to determine cost. However, if you are low on Elixir or have an Elixir disadvantage, just drop the spell. The only exception is the Princess; as mentioned above, wait until the Princess approaches the bridge before you drop spells unless your Elixir bar is full.
Along with damaging a unit, some spells also knock them back (ie. Fireball, Log). The Fireball only knocks non-heavy troops but the Log knocks back everything. The most important thing to remember when using Fireball and Log is that they have 360 degree knockback (Yes, even the Log). The Log can knock a unit towards your tower if it is dropped directly on it. It can also knock troops sideways if the targeted unit is on its side. Groups of units or grouped troops (ex. Three Musketeers) can be split up – you can separate a tanking unit from the support using the Log. Aim your spells accordingly!
Tornado can drag non-ranged units from your Crown Towers to your King Tower, thus activating it. Currently, not many people realize the potential of the Tornado – use it before it’s nerfed! Some popular Tornado uses are pictured.
Don’t save a spell that wins the game or ties the game for the last second! Although it is impressive and flashy, a spell that ties up the game dropped at the last second gives you an Elixir disadvantage going into overtime. Also, don’t save the spell for the last second; you never know if your opponent has a card in their rotation that they have not shown to you yet that can win the battle in an instant. When dropping a game-winning spell, you want it to take effect in as less time as possible. If it is not Zap, Lightning, or Log, drop it so that the upper edge of the targeted area barely touches the tower and as close to your side of the map as possible. Log should be dropped as close to the tower as possible. If dropping Lightning, try to make sure that the tower has the highest hitpoints of anything in the area of effect so it is targeted first. Zap and Poison are reliable spells to end a game with because they both target everything in its area of effect almost instantly.
Suggestions? Comments? New Strategies? Questions? Leave a comment below!