Best Clash Royale Strategy Collection
What is the best strategy at the moment?
Recommended card levels (Arena 9) are 8-9 for common, 6-7 for rare, 3-4 for epic, and 1-2 for legendary.
Giant: Your main tank. Use him to absorb the damage of the troops your opponent deploys to counter your attack, while the sparky blasts away! Be wary of skarmy/Minion Horde though, since they can decimate your push if you don't have an executioner down behind the sparky. Have arrows/zap ready just in case.
Inferno Tower: A great defense against many things. The Inferno tower is your main defense against Tanks/Hog Riders. It can decimate a golem/lavahound/royal giant if played correctly. It can also distract and kill hog riders thanks to its high health and damage. You should play it when your opponent's tank is about to cross the bridge, as to give him less time to react.
Minions: Minions are a great support to your push and can be used to kill an incoming mid-health unit if dropped on top of them. Don't use them if you know fire/ice spirits are coming though.
Sparky:Your main damage dealer. This beauty will two-shot a tower if it reaches it, and that's pretty easy with the push. Use her on defense if you absolutly have to (such as he plays elite barbs, try to stall them while the sparky charges up and one-shots them. It can then be used to counter attack) It's important to know that you should never send a sparky in alone, unless you know your opponent is very low on elixir, and he doesn't have cheap troops in hand.
Skeleton Army: Great for countering a lot of the units in the current meta such as the elite barbs/hog rider/Royal giant/giant/etc... Beware of Zap/Arrows/Log though, since this will decimate them. They can be used offensively if you're feeling lucky.
Arrows/Zap: Used to counter your opponent's cheap troops that he might play to slow down your push. Can also be played on defence, such as using them on an incoming minion horde/skarmy. You need to have at least one of them ready when doing a push, since your opponent might surprise you, which you don't want. Sometimes prediction arrows are worth it if they take out a minion horde before they get deployed, which is satisfying as well as great for keeping your push alive.
Executioner: An amazing support unit and mini-tank. Place him behind your sparky so that he can take out all the swarm troops your opponent places down, and do some decent damage to the tower too. The great thing about the executioner is that he has a lot of health (about 900 at level 3) and he's basically an improved wizard at the same price. His axe has longer range than a wizard's fireball and he has more health, plus, he deals with swarms faster.
Starting the Match
How the match starts depends on your starting hand. If you have a bad starting hand (such as 2 spells and minions), you have to wait for your opponent to make the first move. If they rush you with elite barbs, you could use your skeleton army/minions, and a giant if you absolutely don't want to take any damage. If they put a tank in the back, you should get your inferno tower and executioner ready (inferno tower takes out tank, while executioner takes out support behind it) This deck relies on your knowledge of your opponent's deck (does he have minion horde/skarmy?) and being prepared to counter what he is probably gonna put down. (sometimes a prediction arrows could be great and would guarantee you more hits from your push if it hits something) another important thing to keep in mind while playing with this deck is that you should try to gain positive elixir trades throughout the match, and then strike when you know you have a huge elixir lead. You can try your luck with some small pushes during the match using giant and executioner, but it works way better with sparky in the mix.
As stated earlier, you need to keep making positive elixir trades at the first minute of the match or so, since the deck is a bit expensive. Once you have enough elixir, you can start your push by placing the giant/sparky in the back. Never start by placing the executioner, since this will alert your opponent and he will quickly think of another way to counter your sure-to-come push. After the Giant reaches the bridge, deploy the Sparky behind him followed up by the executioner. Your opponent will do one of two things: either defend (which will happen 90% of the time) or push the other lane (very rarely). If he rushes the other lane, counter using your skarmy. if he decides to defend, reinforce your push with minions, and make sure to have arrows/zap ready just in case something goes wrong. Your opponent will probably panic and start placing random units down. The giant will continue to absorb the hits while the executioner decimates any cheap troops he tries to put down, and the sparky takes out the other troops. If the push fails, try to regain elixir and don't overcommit or you'll find yourself in deep trouble.
The last minute of the game is your best friend. You make 2x elixir, which in addition to your elixir advantage over your opponent, will give you more than enough elixir to start a successful 3-crown push. With knowledge of your opponent's deck, you should know what to expect. Start by the giant, followed by the sparky and the executioner behind her. Add minions if possible, which can only help. If the battle drags into overtime, you have even a better chance at getting the tower. Add your skarmy if you know your opponent doesn't have zap/arrows or if its out of rotation. This will make him panic even more and you will win the battle quickly.
I hope you found this clash royale strategy helpful, and thanks for reading!
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