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Everything about Clash Royale PC

Okay this deck is an original. I thought up of it, others might have thought of it before, i don't really know, but this is an original u can take my word for it.

So the deck goes:

1.Elite Barbarians

2.archers

3.Minions (3elixir)

4.Fireball

5. Zap

6. Ice Golem

7.Tombstone

8.Graveyard

The main purpose of this deck can come in a variety. You can play both defensively or go full out assault offense. There are 4 key components to this deck, which makes up its core. Firstly the (cancerous) elite barbs. These Barbarians sure are mean! They walk fast, attack fast, and deal some pain in the ass damage. The only probable disadvantage to this unit is that they are easily distracted. They can be used easily as counter pushes, or just a full out push with an ice golem. The second would be the graveyard. Graveyard in this deck only functions in 2 diff ways. It can function as a very deadly assault weapon, especially right after when your opponent has played a heavy card, like lava hound or a pekka. It can also function defensively, either to gradually swarm the enemy on your side of the base, or to act as a distraction while your tower takes care of the huge guys. When played correctly, it can counter elite barbs, pekka, and other various cards. The third would be the building. I used tombstone in this deck as it could counter princes and to buy time. When played correctly, it can even shut down hogs perfectly, ensuring that it would get zero hits on your tower. However, substituting it with a cannon would also suffice. While tombstone has its advantages, it can be easily countered by other stuff such as bowler or a log.this is where the graveyard/ elite barbs come in and take over, in the event the opponent uses a wizard or bowler, etc. The last core component of this deck would be both the archers and minions. People usually underestimate these guys, but they can be a real pain. While archers can do cheap damage onto the opponent, when played correctly defensively, it can shut down minion hordes, and mega minion. The same goes for the minions. Opponents in the event they do not underestimate these 2 units, rarely, they would have arrows in their deck. This forces them to use fireball to take these units out singularly (you play them separately, where fireball can't hit both) and you are in for a positive Elixir trade.

Key combos of the deck:

While this deck might look deceivingly simple, it can hold quite some fun combos to use:

1. Ice golem and elite barbs

When played together, the ice golem absorbs the dmg and even slows the opponent when it dies, allowing the elite barbs behind to get extra dmg. In the event the opponent fireballs, unless he or she uses another card to back it up, your elite barbs will still get a good 1 or 2 hits in, which is plenty. Even if the opponent backs it up and goes for a counter push, you are in for a positive Elixir trade and you can use archers and tombstone to cycle through for the next ice golem to prepare a counter push against his counter.

2. Ice golem + graveyard

One of the cheapest, but deadliest combos in the game, it can effectively destroy a tower in a mere 15 seconds. When the ice golem absorbs the damage, the graveyard deals some serious dmg onto the tower. Even if the opponent uses a spell like zap or log, it cannot effectively take down all the skeletons in one hit, unless he waits for the graveyard to be over. By then, when the graveyard is over, the ice golem should be dead and the tower would be down (easily). When the ice golem is destroyed, it can also slow down the tower, ensuring more dmg done to the tower. However, this combo is only used at ones risk, as when the opponent plays a heavy card, using this combo also ensures that your Elixir would be running low, and it is used as gamble against time, to see whether you can successfully counter his heavy push before he takes down your tower, while your graveyard does work there. This combo can also be used to buy some time while forcing your opponent to empty his Elixir to counter this, while you counter his counter with a fireball.

3.  Ice golem minions, and archers.

When played, this is an interchangeable combo. This also means that you can replace archers or minions with graveyard to get a more devastating effect (at your own risk). However, while the ice golem tanks, the minions and archers can do some serious damage to the tower if it remains uncountered throughout, possibly even taking out the tower in the process. However, it's a risky move, since archers and minions are your only defenses against air units. Further more, chances are that the opponent would just fireball it, so only use this combo, when you are sure the opponent does not have a surefire counter against this.

As for the functions of the spells I don't believe anyone would require an explanation for each. However, ther reason why zap is used in this deck is cuz while log can push back every unit, log is incapable of attacking air units. Considering this deck only has 2 counters for air, zap is used to counter all swarms, or to stun the opponents to ensure a higher rate of survival.

Okay that's all from me that is my first guide hope you guys enjoyed it, be sure to have fun (in the event you use this deck) and master it! :P

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, This Is My First Time To Enter This Website, Looks Cool, But That Isn't What Iam Here For.

Today I Want To Share My Deck In Clash Royale, Its An Elite Barbarians Cycle Deck. This Deck Got My Personal Best To 4034 Tropheis. WIth : Level 10 Elite Barbarians, Level 10 Archers, Level 11 Minions, Level 10 Canon, Level 1 The Log, Level 7 Ice Golem, Level 10 Zap, And Level 7 Fireball.

Let's Start With The Tank.

1-Ice Golem : Ice Golem Is The Meta Right Now, He Is Great Value For Only 2 Elixer, His abblity To Kite Troops To The Other Side Is So Good, Personally, I SomeTimes Counter Elite Barbarians By Kiting Them To The Place Were 2 Towers Target Them, And Place Archers Between The Two Towers To Finish Them.

 

2-Minions (3) : Minions Are One Of The Best Defensive And Cheap Choices, They Just Crush! I Use Canon To Pull Giant And Pressure Other Side Before It, So If Enemy Places a Support Troop, Fireball And Minions Are Good Enough.

 

3-Archers : They're THE Best Defensive Card In My Opinion. They Don't Die To; The Log, Arrows ( Tournement Standard ) And Zap, And Its a Negative Elixer Trade To Fireball Them, They Crush Elite Barbarians with a destracting Troop, They Crush Graveyard And Kill Sekelton Army's Fast!

 

4-Elite Barbarians : The Win Condition In This Deck, You Can Attack With Zap When Enemy Places a 5+ Elixer Card, They're Beasts With Ice golem To Slow The Tower Down And To Kill/Slow Any Troops. If You Run Out Of Choices To Kill Giant, They Leave You UnTouched With a Counter Push, When Enemy Have Royale Giant, They Are Your Only Choice To Not get Chipped Badly, That Can Translate To a counter Push By Placing Ice Golem First Then Elite Barbarians On Royale Giant.

 

5-Zap : Zap Is The Most Used Card In The Game, The 0.5 Second Stun Doesn't Effect Much, But The 169 Damage Is Good ( Tornement Standard ), When You Attack With Ice Golem And Elite Barbarians, And Enemy Counters With Normal Barbarians, You Can Zap Them So Elite Barbarians Kill Every Barbarian With 2 Hits, That Makes It So They Target The Ice Golem And Slows Them Down.

 

6-The Log : Gives A lot Of Value, Especially To Finish Any Fireballed Troop, Like Any Ground Support Troop, I Fireball Them And Wait For Enemy To Place Giant, Then I Log Them To Slow Them Down And Finish Support Troops. It Abblity To Destroy Tombstone And Kill The Sekeltons In it, Is Great Value For 2 Elixer. Especially When You Predict Sekelton Army,Barbarians ( To Damage Them And Restart There Attack), Elite Barbarians, ( Same as Normal Barbarians ).

 

7-Fireball : When Attacking With Ice Golem And Elite Barbarians, It Sometimes Wins You Games When You Predict ( Barbarians, Elite Barbarians, Bowler, Minion Horde,etc ) So Elite Barbarians Finish Them Fast And Go To The Tower To Crush It.

 

8-Canon : Isn't Used Much In Ladder, So It Takes Opponents Off Guard, Can Kill Giant Lonley, To Do This, You Need a 4 Tiles Placement Behind The River, And 4 Tiles From Tower Enemy's Giant Is On, That Doesn't Work With Hog Rider, So You Need a 4 Tiles Placement Behind River, And a 3 Tiles Placement Away From Tower Enemy's Hog Rider Is On, But If He Pig Pushes, You Need a 4 Tiles Placement Behind River, And a 2 Tiles Placement Away From Enemy's Hog Rider Is On.

That's It For My Deck, Hope That You Like It, If You Wanna Massage Me Or Friendly Battle Me

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