Clash Royale: Basic Guide attack and deployment

Today, I’ll give my own advice to attack and deploy bases in Clash Royale . I hope you guys will like it!

When beginning the battle, you must first allow Elixir bar fill

You should not recklessly spread your cards without first loading up on a full bar Elixir like this will only give your opponent the advantage. For example, say Prince implement card when battle has just begun and has Elixir 6. Your opponent can simply place a tombstone, which costs 2 less Elixir and quickly against his prince and take advantage of Elixir 2. Another example is play one tower defense as hell immediately. This is a bad idea that his opponent can only wait a few seconds to load the full Elixir, plan a good accountant and also weaken the hell tower without even touching because 40 second lifetime of hell tower.Therefore, it is important that you first load bar with Clash Royale Gems hack.

clash royale game hack

Usually, will face opponents who also wait to deploy until they have a full bar Elixir. In this case, you have two options:

  • It deploy your card first, if you reach 10 Elixir and deploy deploy your card first, you will then be given a greater advantage of Elixir for every second of your opponent remains in full Elixir.
  • Deploy your second card, if you reach 10 Elixir and decide to wait and deploy your card after your opponent to play a better accountant, then give your opponent an extra 1 Elixir.

Generally, it is best to deploy your first card at the time or just before you have a full bar Elixir.

At the beginning of the battle, it is often a good idea to start with a card Elixir low – cost

Start slow. In this guide I have said numerous times that their battle should start with a slow pace and this is a fundamental key to win.

For example, you have the prince and Archer card in your opening hand. Do you start with the archers or your prince? It is often best to start with the archers for its significantly lower cost Elixir (Elixir 3 compared with 5 Elixir Prince). Because it is important? This is important from a high-costing Elixir card is often dangerous. If your opponent simply places a card Tombstone (3 cost of Elixir), then you are quickly losing the race Elixir by 2. While playing a card costs under Elixir such as the archer comes with less risk that also will allow your opponent’s first move without losing the Elixir in a full bar. If your opponent decides to send its giant Musketeer at the same time, then you are ready to make a good accountant with the remaining 7 Elixir. While if it had deployed his prince, then the giant + combination of musketeer quickly take her prince.

A good idea is to load in Elixir to create a stronger combination of the cards is todeploy card troop at the end of the battlefield ( behind its towers)

As your troop (s) takes time to travel to the opposite side, allow a greater load Elixir.Therefore, to create a deadly combination as a giant, musketeer + witch, then this requires 14 Elixir do. To achieve this, you can place your giant on the other side behind one of its towers and the time traveling to the bridge crossing, you have the Elixir additional 9 to complete the combination.

What tower Arena must attack first?

When beginning the battle, you can choose any of the towers Arena your opponent attacks first. However, if your opponent decides to attack first, you should prepare a counter to the threat to protect its tower instead of ignoring the threat and attack the other tower. For example, if your opponent sends archers against his left tower of the arena, ignoring the archers and goes to the right tower Arena with card prince is a bad idea because the archers significant damage to his left tower Arena although there is no guarantee that your prince will right tower Arena as your opponent can simply place a tombstone or skeleton to tread her prince army. And so, ignoring the threat and make a reckless move like that can cost you the battle back one.

Focus on destroying a tower of sand at a time

A big mistake I see new players often is to keep switching Torres. You should focus on destroying the tower with the lowest first HP and then move to attack the second tower playing defense also if you are in the lead (to leave out the clock).

Attempting to change the momentum of the battle towards the direction of its tower healthier Arena

for example, they say the left tower of the sand has 1000 horsepower and right tower Arena has 2000 horsepower (and towers Arena of both your opponent comprehensive health). In this scenario, your opponent will try to constantly attack your left tower of the Arena since obviously weakened. However, it is still very possible to win even if you are losing. What you must do to make a comeback is trying to force your opponent to attack the right tower of the arena instead of his left debilitada.Para this tower, you must load the Elixir and play little defense in the left tower of the Arena (remember towers Arena have archers on them to help in the defense so Seize that) and then take the first step in attacking tower Arena right of your opponent with a good combo (ie, giant + musketeer). This will make it difficult for your opponent to ignore the threat and will have to change their offensive to protect your tower Arena. With his offense shifted to the right, you can now focus on repeatedly pressing toward this side (preventing rival Elixir spending for the left side). This strategy will even allow playing field while going for a victory crown.

The most powerful attacks are attacks that are played in combinations

For example, a card like the giant is no big threat just because it is a troop very slow.However, when combined with an attacker distance such as Archer card or musketeer, it becomes a much bigger task to stop this threat. A giant can only be demolished by a Minion card Elixir 3, but with the help of archers, the subjects will not be able to get the giant (as he makes his way to the tower of your opponent). Therefore, you must constantly try to upload Elixir (and also win Elixir trade-offs) and attack combinations!

There are many different ways to classify a troop card and its specialties:

  • Ground troop = a troop ground attacks.
  • Troop air = a troop that can fly and attack from above. Air troops can avoid being targeted by ground troops cannot attack flying units (as a bomber, Prince, Knight, Valkyrie, etc.).
  • Troop combat = a troop fighting hand to hand (combat).
  • Troop range = a force that can attack from a distance. Troops rank as archers are able to attack from afar and so they are best used it behind the troops combat troops as close combat are able to protect their long-range attacker.

There are two types of cards to inflict damage

Letters trying to “point of damage” (damage to a single troop or building) and dealing cards “area or splash damage” (damage to multiple troops or buildings). Point cards include damage musketeer, Prince, Archer, Pekka Mini, etc .. Cards AOE include Valkyrie bomber, witch, baby dragon, arrow, fireball, etc .. Although it may sound like damaged area cards are the best option, are among the weakest cards in the game. Thus, these two types of cards have different functions. With the ability to damage multiple units AOE cards are best used to defeat hordes and swarms of HP under the troops such as skeletons, goblins, barbarians, etc .. While point-harmful cards tend to have the more DPS (damage per second) between all cards and thus better used to destroy horses units high strength. For example, you can use a Mini Pekka to end quickly with a giant. While an attacker area as the Valkyrie will struggle to make decent damage giant.

Thank you for reading! Please share this post with your friends, if you find it useful, it will help a lot to this blog. Thanks to my friends!

Leave a Reply

Your email address will not be published. Required fields are marked *