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How to download Clash Royale latest version for Windows PC

I was stuck at around 2300 trophies for a while, found Clash Royale for PC, got to 2700, and platued. I needed to find a deck that was a good enough counter for Elite Barbs, that still had a low cost, no need for a Collector, and enough damage. After a lot of tweaking, I found what I consider to be the perfect deck. I have an 85% win rate with this deck after 65 games.

In my (VERY STRONG) opinion, every deck needs a tank. Spam decks are just too weak to Poison, Fireball, and Zap. In this deck, you'll have 1 main tank, and what I'll consider 2 off-tanks.

(TL;DR version: Lava Hound, Inferno Drake, Minions, Zap, Fireball, Fire Spirits, Skeleton Army, Baloon).

MAIN TANK:

Lava Hound - The Lava Hound is an incredibly powerful card, and one I overlooked for nearly 6 months, even though it was my first Legendary. With an enourmous HP pool, a secondary ability that enlists the help of 8 mini-pups when killed, and the ability to ignore damage from over half the troops in the game (it flies, sorry Elites, Goblins, and the ever so hated Skeleton Hoard), the Lava Hound might be the strongest tank in the game.

TWO OFF TANKS:

Skeleton Hoard - Spawn an army of skeletons, easily countering nearly every tank or bruiser the enemy can throw at you. Hogs, Royal Giardian, Elite Barbs, Knight, the list goes on. Can also be used offensively, but this is basically your only ground card, so use it wisely. A large counter is Elite Barbs + Zap, but we'll cover that later.

Baloon - Most people consider the Baloon an offensive asset, and I do too, but if worst comes to worst, and the enemy has a mega minion, a tank, and some other air-attacking troop, this can be a life saver. The Baloon drops a bomb on death that can easily kill a group of Minions, especially when paired with a Zap. Don't underestimate the defensive capabilities of this card. One of the main issues people have when using it and only using it offensively. Wrong, simply wrong.

So we've gone over 3/8 cards, focusing on our tanks/off tanks. Next, let's cover spells. There are tons of spells in the game, but many people only take 1 per deck, which is ill advised.

SPELLS:

Zap - Zap is pretty self explanatory. Low damage stun that resets Infernos (Dragon, Tower), and MOB aggression (including towers). Basically, if an inferno tower is on a tank of yours, you can zap it and it'll restart the damage-load. What happens if a tank gets behind a DPS troop, and something is attacking the DPS over the tank? This can reset aggression, making the enemy attack your tank instead (given that the tank is the closest MOB now). Zap is a 2 elixir spell that can literally change games. MANDATORY spell.

Fireball - Another card I refused to use for the longest time, now is a favorite of mine. It's like zap, but more damage. It knocks back troops, causing a reset on AGGRESSION on some MOBS. This spell WILL NOT EVER reset Inferno damage, as it will not move the Tower or Drake. Very useful for taking out minions after you toss down a Lava Hound or Baloon. Also great at taking out Barbarians, 3 Musketeers, and other large group MOBs.

I used to never use spells, which I know realize is a huge error. Check the Royale TV, and flip to Arena 10. I guarantee you 90%+ of the games have 2+ spells on each side. This should be all the proof you need. Spells are a must.

So 5/8 cards in, and everyone is wondering "WHERE IS THE DAMAGE MAN?" Stop worrying, we're covering that now.

DPS (Damage Per Second):

Fire Spirits - One of the most powerful cards in the game, guaranteed. Fire Spirits can take down pretty much any group MOB (including 3 Musks, if they're already occupied on a tank), do a quick 300-500 damage on a tower, or defend against tanks/pushes. The great thing about Fire Spirits is that their attacks are AOE (Area of Effect) that hits BOTH air and ground. A quick example. A popular push is the Royale Guardian + Minion push. That's 9 elixir. Fire Spirits, 2 elixir, can counter this push by damaging both the RG and minions at the same time, leaving you with minimal tower damage and a 7 elixir advantage. As long as troops are stacked, both Air and Ground will be damaged. This is an incredibly strong and overlooked card.

Minions - Minions are the opposite of the fire Spirits. What your plan is with the Minions isn't so much tower damage as much as it is getting a player to waste elixir. The main counter for Minions is Zap. However, Zap needs to be 2+ levels higher than the opponents Minions to 1 hit them. This nearly never happens, so not only does your opponent waste his/her zap, but they're also forced to play another card. If they can't counter, the minions will make quick work of a tower following up any of your tanks. Defensively, the Minions are a strong counter when paired with Fire Spirits. It's a 5 elixir combo that can make quick work of pretty much any card (except those pesky, pesky wizards).

Inferno Drake - Ahhh, the bread and butter of this deck. You already have a few tank killers, but what's one more? This card won't die from any single spell (literally, not a single one), can take down any tank in a few seconds, or take down a tower from full health in 6 seconds (timed). Placing an Inferno, then luring troops to the middle with Fire Spirits is a crazy good 6 elixir Counter combo.

 

So, we've gone over the card and their specialties, but what's the plan? "Brazilz, how do I actually climb though? This deck doesn't make sense." It's ez-pz, I promise.

FIRST, hope you get one of your Air-tanks (Baloon or Lava Hound). Place them behind your King Tower. They're atrociously slow, and you should have a full Elixir Bar by time they hit the river.

FOLLOW UP with minions, always. The best part about minions was already stated. People will waste and waste elixir trying to kill these things, and half the time they won't succeed. The main counter to them is the Wizard, and your counter to that is the Inferno Drake.

IF YOU CANT use the minions, use your Inferno Drake. I prefer to save my Inferno for their tank, but if they're using only ground troops, or if they're trying to counter push on the other side, follow up with this for massive damage. You'll win the Tower Push. I promise.

Keep your Fire Spirits for defense. Defense isn't always on your side! Defense also means if they surround your Lava Hound with a minion hoard, you send in the Fire Spirits to kill and DEFEND your Hound, even on the ENEMIES side.

Keep your Zap and Fireball for killing off pushes, or for killing off counter-pushes. Fireball + Zap can take down almost any counter push combo, including all Wizards, the Baby Dragon, and the Witch (three most used counter pushes). You'll be rolling in glee when your opponent drops 9 elixir on 3 Musks and you take them out with a 6 Elixir Fireball/Zap combo. It's utterly embarrassing, trust me.

AIM FOR 1 MINUTE LEFT. This deck is stupid strong in the last 60 seconds. Your Skeleton Army is almost always up for that dreadful Elite Barb push, and if you can get Lava Hound + Baloon + Minions/Inferno off, you'll win. There is basically nothing an enemy can do against this, because you'll have Fireball and Zap waiting for any of their counters.

Your biggest fear is probably going to be the Elite Barb + Log/Zap, as it'll take out all your Skeletons. To counter this, Just use Fire Spirits + Zap. If, and ONLY if, you're running low on Elixir and you already have a tank out, leave the Elites. They'll get a Tower, yes, but so will you. And if they weren't successful in killing your Lava Hound, or at least getting it to 50% health, this should be your last push. You can spam spawn Baloons, Minions, and Lavas right on their King Tower, which they'll have to defend against, or face losing. They can't win with a second Elite push, due to the two towers attacking + your Fireball (that you were smart enough to save FOR THIS. EXACT. MOMENT.).

If you get lucky, or you're god-tier (leave this guide), this is how the ideal card-placement should go.

Lava Drake > Baloon > Minions > Inferno. You'll save all other cards for a counter push, or defending your troops on the enemy side.

Keep in mind, this is a guide for HIGH LEVELED PLAYERS WHO ARE STUCK. We have ALL been there, not able to reach 3K trophies, especially now with these Elite Barbarians. This deck will give you all the power you need. In my FIRST DAY using this deck, I went from 2700 to 3000, only losing 1 time.

My cards are leveled 2 (leg), 4 (epic), 7 (rare), and 10 (normal).

 

Again, my name is Clash Royale for PC, and thank you for take the time to read my Elite Laferno Counter.

Hey guys its me Clash Royale for PC with my first deck guide, Today i am going to share a deck that you might've seen before. I call it the Elite Golem and it is very fun to play and you can overwhelm people very easily. Before i start i got this deck from nickatnyte and have gone 12-2 in a grand challenge

The cards are: Golem Elite Barbarians Musketeer Ice golem Elixir Collector Fireball Zap and Mega Minion

Elite Barbarians = Currently One of the best cards in the game and have climbed to the meta very quickly. If one elite barbarian gets one shot on the tower it deals like 300 damage and tournament standard. Elite Barbarians Are good at offence and defence just like the mega minion.

They are very good tanks and and will shred anything in their path.

The thing about Elite Barbarians are they have to be addressed if they are not the tower is pretty much dead

Golem= A Golem is a tank for the elite barbarians and a rekker in general the golem is often countered by elite barbarians so get ready with your elite barbarians.

The Golem should only played when it is 1:05 in game and when you have two pumps down. Remember When the Golem explodes it deals death damage to take out skarmies if they are at tournament standards.

Musketeer= Musketeer is also currently in the meta she deals high dps and has to be answered this is also a defensive card to beat down any air troops. An alive musket can deal 1000 damage if left alone at tourney standards.

Can be substituted by archers to stop graveyards but is not recommended.

Ice Golem= This is another card strongly in the Meta right now. Therefore there are numerous ways it can provide insane value.

In this deck it could be substituted for the fire spirits or ice spirit. It’s main role however is on defence and mini pushes.

Elixir Collector: This card dropped out of the meta when it went up to 6 elixir but it can still help you in a lot of scenarios it can generate elixir. By 1:15 i like to have 2 pumps down.

Fireball:  An excellent spell. Along with Mega Minion this card also makes this deck a very defensive deck. Use this card to take out Barbs, Musketeers, Wizards, or Minion Horde or the infamous three musketeers Read this guide to see how to use it to maximum efficiency.

Zap: A pretty self explanatory spell. Its one of the best spells in the game right now  it can kill swarms reset inferno dragons and inferno towers. And whats a deck without the zap right?

A substitute is log but it is not recommended as it can not hit air troops but it does knock troops back so its a 50-50

Mega Minion = The badass himself he is known as the meta minion and the king of defence he can stop most pushes and IMO is one of the best cards in this game.

1x elixir: Try and go on a push with elite barbarians and don't show the golem. Place pumps down but if you only have 6 elixir and you know your opponent has a royal giant, make sure you already have one pump down to get 2 elixir for the elite barbarians, After you place the pump

It is perfectly fine for you to lose one tower in 1x elixir as it is very easy to come back.

2x elixir: Oh baby this is when this deck shines. So what you need to do is place Golem and the back support with musket and mega minion and at the bridge place your elite barbarians. this push is almost unstoppable with fireball and zap. Just remember don't abandon your push if they place hog and fire spirits just keep it going. Keep Adding things to your push and don't stop and keep the pressure up

In my Opinion this deck is beast as it can come out of nowhere and annihilate anyone

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Take a look at this website for more details!

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