Clash Royale is a simple-looking game, but mastering all of its mechanics can take some time.
So let’s explain some basic notions and offer several tips for you to play in the best possible way in your future games.
The victory in Clash Royale depends on certain factors such as observation, patience, good knowledge of the game, luck and, above all, recognize the ideal time to carry out a move.
It is of vital importance to improve our game to know in detail two primordial elements that are present in all the Games: the towers and the Elixir.
There are two types of towers in Clash Royale, and these are the king’s towers and the sand towers.
These two types of infrastructure are the key to winning the games.
The requirement to win is to have destroyed at least one tower more than the rival after the three minutes that lasts a standard game. That, or destroy the King’s Tower, which translates into an instant victory.
But trying to destroy the King’s Tower at all costs is not always the best strategy to follow.
Sometimes, depending on the type of deck we are using, it is better to move to the defensive after Derruir one of the enemy’s sand towers, since the king’s Tower is much more difficult to destroy – it has a 60% more life – and deals more damage to our troops.
By default, the King’s Tower is inactive at the beginning of the game.
Destroying a tower of the sand or attacking the King’s Tower will make this awaken from its lethargy to defend against our offensive.
Be careful, therefore, to damage the tower with area damage if what you’re trying to do is destroy a sand tower, as the slightest damage will make the king’s Tower come into action.
The Elixir is the fundamental resource of the game that allows us to invoke our recruits and cast spells.
In Clash Royale, the Elixir is used to perform any action, so its correct use is essential to win the games.
The amount of Elixir is measured by a violet-colored bar located at the bottom of the screen. This bar is filled automatically throughout the game, and has a maximum limit of 10 units.
Although both players start the game with 6 units of Elixir, we should not make the mistake of using our cards just to start.
The most accurate will always be to wait for the bar to reach at least 9 units.
Why? Any worthy opponent will carry out this strategy, leaving us in the lurch if we spend the 6 Elixir points right at the start of the game. By having more elixir points, the enemy will be able to use more cards than us and easily counteract our first move.
Save some Elixir
A mistake that is often given among beginners, in addition to the above commented, is to use the whole Elixir at once.
Using multiple punch cards almost never ends well.
Let’s say we played three cards consuming 9 units of Elixir. Then, our enemy casts a spell that remains only 4 units of Elixir but is capable of fulminating all our troops.
What do we have left? An empty elixir bar and an unprotected base with which our opponent, with his half-full elixir bar, can play at his leisure.
The gameplay of Clash Royale revolves around the decks, and like any good game of cards, the creation of the mallets is the primordial mechanics from which all the others are configured.
In the game of supercell are often recognized several prototypical models of deck, being the most recurrent the following.
The Beatdown deck
That we could quickly translate for something like “the bat deck.”
As its name suggests, this deck archetype sits on a clear maxim: attacking, attacking and attacking.
The strength of this type of deck resides in constant aggression by means of attack troops like the Golems, the prince, the Goblins or the hounds of lava.
Because these are decks with few spells on the deck – priority is given to troops with strong attack and moderate cost – the strategy to follow is always the same: the victory by brute force.
Although they are easy to create and play cards, they are also easy to counteract, and the cards with a more defensive approach will put them in trouble.
The control deck
This type of decks have a very specific use: resist the offensive of the enemy while we do light but constant damage.
But the fact that they are defensive decks does not mean that they do not have offensive capacity. In fact, to squeeze its full potential we will have to include in the deck cards of Chip damage.
This, the Chip, is a type of damage that despite being small, is inflicted in a way that is very difficult to avoid by the enemy, so it will end up destroying their towers later or earlier if the player rival does not manage to overcome your defense and end your Base.
Letters like the miner, the goblins with spear or discharge seem essential in this type of deck.
In addition, as the strategy will be to defend our base while slowly hurting the enemy’s tower, we must also add letters to protect our base. The most common is the Infernal Tower, which successfully repels the attacks by land and air.
The Siege Deck
The siege deck employs attack tactics from a distance to end the enemy base.
Unlike the beat down deck, the siege unit emphasizes immobile attack units such as mortar or crossbow, although they also like siege troops – whose attacks are concentrated in the enemy’s towers – such as the Ice golem or the giant.
Letters such as lightning or fireball are necessary to assist in the assault on the enemy’s base by ignoring the most basic attacking troops.
The main objective of this type of deck is to destroy the enemy base – in full, if possible – at all costs, even if it leads to neglecting the defenses of our base.
Hopefully, the enemy will try to destroy our most remote siege units, such as the crossbow and its wide range of attack, which will deter its troops from concentrating their attacks on our towers.
Whatever type of deck we use, the most important thing is to adapt to the game of the opposite.
It is inevitable that some of the decks share some advantage over others, as is the case in the vast majority of card games.
The control decks, for example, diminish the effectiveness of a beat down deck based on the constant attack by cheap troops.
That is why it is always advisable to keep an ace in the manga-never better-to get out of situations that we can not foresee. It is necessary to always have letters that allow us to defend ourselves from the air attacks, in addition to – as little – a couple of spells.
Discerning which card is most useful for a given occasion, managing our Elixir bar and quickly recognizing the type of opponent’s deck are the three basic principles to be controlled.
They are knowledge acquired through practice. More hours of play, more understanding of their mechanisms and intricacies, and with this knowledge, greater probability of victory in our games.
In short, getting acquainted with the different decks and memorizing the cards and their effects will allow us to strip ourselves of the beginner’s rank.