Royal Giant Deck for Arena 7 and eight!
Explanation of each card inside the deck and how it synergies with all else
Royal Giant - It’s funny how slightly increased range made people think that this card is overpowered now. Card is strong but it’s easily countered. Usually played at bridge and I support it with archers/ice wiz/spear gobs. Be familiar with what they do to counter your Royal Giant. When they play inferno tower, play your small minions before your RG.
clash royale
Elixir Collector - Usually placed in the dust corner. This card alone wins me 60-70% from the games due to the elixir advantage I gain gradually by making efficient trades with my opponent. Sometimes I listen to it in the centre to distract their RG if I think that they could take a tower and I’m just defending with all the pump.
Ice Wizard - Great for supporting the RG. Card is solid overall, can be used awesome defensively along with offensively. It gets rid of small minions and it also buys me more time to arrow/fireball minion horde or barbs as it slows down their attack speed.
Minions - I’ve been utilizing them recently and i also have to admit they may be an amazing card. At higher level, opponents remember your card cycle and usually have arrows ready in the event you play minion horde, and usually, the minion horde gets wasted and you’re sitting with a negative 2 elixir trade. There aren’t really efficient counters to minions because of the fact that arrows is an even trade, zap does not kill them and fireball is an inefficient trade for the opponent. And also the meta in the 3000-3500 trophy range has shifted far from golem/pekka control decks which means that I don’t absolutely need the excess power to shred tanks.
Arrows - Self explanatory card, y’all know what it is.
Barbarians - Ideal for coping with hog rider/zap cycle decks as zap doesn’t really affect barbs. If placed correctly they shouldn’t even allow hog rider touch your crown tower. Also effective in countering opponent’s royal giant simply because that fireball does not kill them (unless it is really high level when compared with your barbarians) and they always usually survive having a slither of health working for you from the map thus still do damage to opponent’s RG.
Fireball - Super versatile card. Card can be used on barbs, 3 muskies, catching wizard + crown tower, catching elixir pump + troop + crown tower etc. Sometimes very helpful at closing out close games with arrows. Also, plenty of players higher play princess + minion horde. Usually I fireball the princess and their crown tower and save my arrows for their minion horde. The initial trade is inefficient for me personally but I’m still getting 240 damage on their crown tower.
Spear Goblins - Solid card. Can distract prince/pekka/mini pekka. Effective in supporting the RG, especially after you’ve seen your opponent waste their zap on offence or on your own minions.
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