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33 Comments

  1. Hey, Norby, if you are reading this, PLEASE take a look at the wordpress queue! The first installment of Off-Meta Madness is in there! If you like it, POST IT!!!

  2. Miner Poison Hut deck – Off-Meta Madness #1

    Hey everyone! It’s your main man Supermarine here again! However, it’s not just me this time! NebulaNoodle has also joined the party to help me in my second ever deck series, Off-Meta Madness! This guide marks the first addition to the series in the form of a seemingly simple Miner Poison Hut deck, that’s really good in challenges. However, the hut is not the type of hut you might think! Think you know? TOO BAD! You’re wrong! I’m just gonna get into it, and not spoil any things, so jump on board. And brace yourself.

    Pros:

    Great counterpushing potential

    Hard counters graveyard, Mortar, Xbow

    Decent vs Giant, PEKKA decks

    Cons:

    No actual tank killer troop- will have to mostly rely on Barb Hut for distractions

    Inconsistent defense vs Hog Cycle

    Sometimes weak on the counterpush (situational)

    Miner: Your win condition. This guy is so much of a maniac that he wears a candle on his hat! He also smacks his shovel repeatedly on the opponent’s Arena Towers or on any hard to reach splash troops sniping your Barb Hut (especially Princess or Wizard or Witches!) He also pairs well with Poison, which I’m sure everyone knows by now and also pairs well with our *drumroll please* BARB HUT!!! The Miner can serve as a tank or he can let the Barbs serve as the tanks. Either way, that’s intense one-lane pressure! Here’s a pro Miner tip- if you’re going for a Miner+Minions mini-push, and they place a ground attacking melee ground troop like Valkyrie, Knight, PEKKA to distract the Minions, just send the Miner in to the back of the tower to pull their troop away to the Miner, leaving your Minions to wreak havoc on the towers!

    Poison: An amazing medium damage spell to have in any deck, and a great addition here. Serving as crowd control and as Miner’s best buddy, no Gang or Horde or Skarmy is safe from the wrath of the Poison Spell! It can also take out a wide variety of glass cannons as well. Counting among its glass cannon victims: Wizard, Musketeer, Three Musketeers, Electro Wizard, Barbarians, Magic Archer, and Zappies too. However, be careful! Even though it’s not that expensive, if you use it poorly, you could be setting yourself up for big danger later on in the match, and that could also cost you if you go into OT too!

    Barbarian Hut: What else could be better in a Miner Poison deck than a constant stream of tanks that can be used in literally any situation? Spawning 2 Barbarians every 14 seconds for its entire lifetime, the Barbarian Hut can fill so many roles that other Miner Poison decks don’t have. Let me give you some context: Miner Poison is a cheap cycle deck, meaning that you want to drain every last drop of Elixir out of your enemy before the 1:00 mark. However, most don’t have a deadly enough threat card to do so, meaning that you aren’t in as good a position as you want. P.E.K.K.A won’t work, neither will MK, as you could be allowing your opponent to make a deadly counterpush if they successfully defend. Hog? Maybe, but then your opponent could have Inferno Tower or easily any other hard counter (Cannon, Tesla, etc, etc, etc.) But Barbarian Hut? Perfect! It can provide intense one-lane pressure with a constant stream of Barbs, and also serve you well on defense as the second most durable building in the game (behind Bomb Tower)! Since there are multiple Barbs spawned over its lifetime, your opponent will have to counter every set of them! However, don’t place this at the beginning of the game like you would a Gob Hut, as this card weighs in at a heavy 7 elixir! But anyways- overall, this card is great, no, AMAZING to have in Miner Poison!

    Electro Wizard: He comes down with a POW and continues to show off by Zapping two at a time! On the rise after the April balance changes, he is a great counter to many variants of threat cards. He also synergizes quite well with our Barb Hut (surprise there!) because he can eliminate many dangers to it, like Princess or Bowler. He also can dispatch deadly threat cards like Inferno Dragon, Balloon, Sparky, and even the ETards if paired with our Knight! Overall, he is a very good fit in this deck!

    Minions: Your trusty, reliable, Zap-proof air swarmy card. Unlocked early, and very easy to level up, the Minions pack high DPS for their elixir cost, defensive reliability, and situational versatility into three tiny organisms throwing…unidentified dark blue balls of….glop. Having the capability to surround and kill glass cannons like Musketeer, Hunter, Inferno Dragon, and Witch and Wizard (warning: very difficult!) if placed correctly, they won’t let you down! You can also split them in the back to cheap cycle! You can even kill threat cards like Balloon and Sparky (remember Ice Spirit though) with them! Overall, these three are more than welcome in Miner Poison!

    Knight: A tough melee fighter that works well versus glass cannons and helps to kite swarms too. Not only have does he the capability to deal the same damage as an RG of equal level with his sword, he can also help to distract Minions, Minion Horde, Skarmy, and Lava Pups too! He can easily make positive elixir trades against Executioner and other glass cannons as well. However, his most useful aspect here is when he is fighting another mini tank. He can completely overwhelm them with his attack speed and power, and at the same time be resilient enough to withstand hits from troops like Valkyrie, other Miners, or the Barbs from the Battle Ram. He also has the capability to take on certain threat cards like the Dark Prince. On offense, he can serve as a tank for Miner or a threat on offense when Miner is tanking. Knight+Ice Spirit is one of the most powerful defensive combos in the game right now, take advantage of that!

    Barbarian Barrel: One of the new cards on the block, the Barbarian Barrel is often thought of as a pseudo-Log. This little Barb has been pretty much neglected and underused since the release, even with the one slight buff in the last balance change. You can easily convert defense into offense with the one Barbarian hidden inside with the help of Miner, and convert swarm clear into tank disposal with the help of the Barb Hut. This card can counter Goblin Barrel and Graveyard with ease thanks to its AOE damage and the one Barbarian. It can also be used to distract air troops in a pinch, although that’s not really recommended, only in desperate situations. Knight is still the better option, and obviously Ice Spirit or Minions would do better. It’s also a great counter to light pushes too because the Barrel clears out the squishies and the Barb clears out the rest. For example, it can stop a Musketeer or a Witch behind a giant, then you could use Minions and Ice Spirit for the Giant, and take a little damage, then counterpush! Sure, we may not know how the Barbarian got inside the Barrel, but this spell’s versatility is a big help here in this deck!

    Ice Spirit: Post-nerf, this guy is still an awesome card to use. Miner+Ice Spirit is a great pressure combo at the start of the game to find opponent’s counters/possible meta decks. Having the capability to stop Goblins and Minions in their tracks, along with clearing out the weaker swarms like Bats or Skarmy, he is very versatile for his 1 Elixir cost! He can also reset deadly threat cards behind a tank or Hog or something and is the bane of all Balloons, Sparkies, and Inferno Dragons when paired with the Electro Wizard. Overall, he is pretty self explanatory.

    Substitutions:

    Barbarian Barrel: Zap, The Log, Arrows, Tornado

    Knight: Ice Golem (highly recommended, allows kiting abilities)

    Electro Wizard: Musketeer, Dart Goblin, Magic Archer

    Miner: Hog (But this would pretty much change every aspect of your deck, you might as well not use this deck)

    Barb Hut: Goblin Hut

    Minions: Mega Minion, Bats, Minion Horde

    Poison: Fireball

    Gameplan:

    In 1x elixir, play passive, like a slow control deck. Hence, this deck works best in challenges. Send in Miners as a counterpush with any remaining troops left over from defense, like E-Wiz or Minions. With Miner+EWiz counterpush, don’t worry too much about tanking w/ Miner, as EWiz stun will reset the Princess tower to the Miner. Use your Barb Hut to provide one-lane pressure if you know you have the Elixir advantage, or if your opponent just placed a tank in the back. Against things like Goblin Gang, Princess, or even light Hog pushes, use the Barbarian Barrel+Ice Spirit (if necessary), but you won’t usually need it as the Barb Barrel acts like the Log for you (have you noticed there’s no real small spell?) But anyways- Ice Spirit will help to slow, and the Barb will go to town!

    In 2x Elixir, Barb Hut plays an even bigger role than it did in Single Elixir. You can place it down with much less risk (faster elixir regen) and much more reward in the form of indirect profit and possible damage on the enemy Tower, and also in the form of tanks or threats to aid Miner! At this point in the match, you should also be using Poison with every Miner push you make to clear our pesky swarms like Skarmy, Horde, Gob Gang, or Goblins, all in 1, 2, or 3 ticks! Not only does this increase the lifetime of the Miner itself, it also increases the survivability of any troops behind it, as they will deal more damage AND have more health after Miner dies!

    Matchups:

    Giant: Simply by using Knight on the support and Minions on the Giant itself, you can easily cripple a Giant-based push. In 2x Elixir, Barb Hut helps too, as it’s so gosh darn durable! Use Ice Spirit to freeze if necessary.

    Golem: If Golem is indeed placed in the back, place the Barb Hut three tiles away from the King Tower and four tiles away from the Arena Tower so that way you can attack the support with Knight or Minions. The Barbs will help to kill the Golem, and Electro Wizard is also beneficial here for stuns. But, the key here is to not overcommit on defense, as you might not have enough Elixir for a counterpush!

    P.E.K.K.A: Minions and Electro Wizard work wonders versus this robotic rabble rouser. Poison off support and swarm distractions. Like with other tanks, Barb Hut is a great help in Double Elixir, and acts as a distraction card and pressure. Use Knight or Barbarian Barrel on any pesky support, and also be sure to use Ice Spirit to freeze if necessary.

    Lava Hound: This is where things get REALLY tough, as you only have Minions, Ice Spirit, and eWiz as air targeting troops! So, when it comes out, place your Barbarian Hut in the center (but make sure placement isn’t like what you would if defending Golem or Giant, as if your opponent places Hound at the far back corner, buildings will have a different pull range) then when it crosses the bridge, use Minions on whatever’s behind it (prioritise Balloon, but expect Arrows) then Electro Wizard should be able to take out the Hound. If necessary, use Knight or Ice Spirit to soak damage from Pups. Versus Lava Miner, use Knight on the Miner, and Electro Wizard on the Hound and Pups. Be prepared to take damage, as it will be impossible not to take a fair amount of damage.

    Royal Giant: Again, Barbarian Hut works. Be sure to use Ice Spirit+Minions to inflict high DPS on the RG (surprisingly effective combo). Use Barbarian Barrel or Poison for swarm clear if necessary, and counterpush whenever possible, with remaining Minions/Etc.

    Hog: Be sure to use your eWiz and Ice Spirit to dispatch of light Hog pushes efficiently. Versus heavier Hog pushes, like those with P.E.K.K.A or Mega Knight, you will want to use your Barbarian Hut along with Ice Spirit or Minions if necessary.

    Elite Retards: Try not to use Barb Hut- a waste of elixir and your Hut will basically be destroyed too. Ice Spirit+Knight works quite well, might need to add something else (EWiz?), then go with a Miner! Lots of Elite Barb decks in low-ish 4k region have very weak defense so take advantage of that. If you watch lots of TV royale replays in 4k you see players just continually tower trading. Be ready to take a little damage but overwhelm them eventually.

    3M: Poison works great versus both the pump and Muskets, though knowing what to Poison which card when is very key. For example, you don’t want to Poison their Pump just as Double Elixir hits, because chances are they’re going to place Muskets right after. In the first two minutes, you’ll want to Poison the Pump. In 2x Elixir, Poison the Muskets. Use Minions, Knight, and Ice Spirit against any mini tanks that the opponent may have.

    Graveyard: We all know that Knight, eWiz, and Minions are all effective counters to this nasty spell, but you also have the best counter of all: Poison! Poison is especially effective versus Graveyard Freeze, as the deck relies on Freezing the troops placed to kill the Graveyard Skeletons. However, that’s no help against Poison!

    Siege: Barb Hut along with Knight+Minions work great versus both types of Siege structures. At the same time, though, be very careful of reset cards, supports, and alt win conditions, as they can seriously mess you up if not dealt with properly!

    Spell Bait: You have two great counters that are also great for counter pushing: Electro Wizard and Barbarian Barrel. Both are capable of denying any hits from the Barrel and Gang. Don’t deploy them versus Princesses though. Instead, you should use Knight, Poison if near a Tower, or Minions. Minions can also be used versus Gang too. Also, one more thing: If they keep using Knight on your Miner and you have Barbarians from the Hut or Barrel coming down the lane, place the Miner behind the Tower so the Barbs will not be distracted by the Knight!

    Mega Knight: Knight+Minions works well versus lone MKs, or MKs with no support, but versus large pushes, use Barb Hut+Minions so the Hut soaks and Minions kill the supports, then the tank, with their high DPS. If there is an alt win condition or multiple tanks, use Electro Wizard to stun or Barbarian Barrel to distract. Use Ice Spirit to freeze if necessary.

    So that’s all for a great addition to the series! Leave a comment if you guys enjoy, or have other forms of feedback! Next guide should be coming in early to mid-August so you guys know when the next one will come (if Nebula shows up)! See you next time, courtesy of Supermarine and also Nebula!

  3. Pekka Zap Bait

    By Heiny

    I made a hybrid bait control deck (weird, right?). With golem, giant, and princes being in the meta so much, and bait being so strong, I decided to make a hybrid bait deck that also counters the meta (including elite barbs because that is what almost everyone is using on common ladder).

    Card Roles

    Pekka: The pekka will act as your main defense and blocker. She should be reserved against huge pushes or against hogs.
    Dark Prince: He will act as zap bait since no one wants a whole dp dash onto their tower.
    Miner: He will do all the tanking and works well for killing glass cannons or splash attackers.
    Bats: High DPS, they get zapped easily leaving room for your goblin gang or dp. Also if your opponent has log they get screwed.
    Skeleton Barrel: This card can punish your opponent if they make a mistake. When it dies it drops slowly making your opponent zap or log to early giving you 8 skeletons on the tower.
    Goblin Gang: This is zap bait but also can punish if your opponent logs your dp to reset it. You can go miner goblin gang opposite lane.
    Zap: Self explanatory, although it is your only spell so use it wisely. I prefer to save it for goblin barrels, resetting inferno dragons so my pekka can get a hit on the tower, or destroying skeleton armies that would originally wreck my push. Also pairs well with the skeleton barrel death damage and princess.
    Princess: Your control splash unit. She also is another bait element baiting out their heavy spell or their log. If they poison this and log your goblin gang you still have dark prince, skeleton barrel, and bats for a nasty punish.

    Pros

    Counters a lot of meta decks.
    Lots of commons.
    Every card is versatile and contributes to good control.

    Cons

    Two legendaries.
    The commons are level dependent.
    Very high skill cap.

    Replacements

    Miner – Can’t change it without making the deck completely different but Battle ram would work.
    Princess – Again you shouldn’t change these cards since they are very specific to the deck but dart goblin and magic archer are viable subs.

    3:00-1:00

    You will be playing very passively. I never really push in the beginning unless my opponent over commits. I like to start with skeleton barrel in the back. The skeleton barrel as a starting play is probably the best start. Playing the miner in the non tornadoable position also works but you won’t have the miner to hit pumps. You don’t have a big spell so against pump decks (especially three musketeers) save your miner and prioritize killing the pump. Splitting a goblin gang behind the king tower works well (same with bats). Last you can always play a dp behind the king tower to find out how your opponent reacts. Since princess is your only air aoe troop, save that for responding to the opponent. Figure out what their deck is and only punish when you have a huge elixir advantage. Like if your opponent (and this actually happens) drops a minion horde and a skarmy at the bridge, you can just princess or zap. I played princess and after it killed the hordes my opponent LOGGED IT!! I then went with a skeleton barrel, miner, and dark prince killing his tower. So after that we were basically even in elixir but I had a 1-0 lead in the first 30 sec.

    Double Elixir/Overtime

    You will be making a lot of mini pushes here. I always play a lot of skeleton barrels, then miners, (skeleton barrel to tank and miner to tank when it dies) after I defend. Lone skeleton barrels are a good play because it forces a response from your opponent. Most of the time I will take a tower with a predictive play. This deck works best if you play your opponent and they drop right into you. For example if I have a dp with goblin gang and bats, and I know my opponent has princess, I will miner where I think the princess will be. Most of the time I end up killing the tower with one push. The pekka should always be saved for defense since your bait cards can be killed by spells and aoe troops. The skeleton barrel and miner combo will take a lot of towers along with the dp getting a charge shot on the tower. I try to predict a lot, but not to much that I overcommit and lose.

    Matchups

    Golem: This is one of the easier matchups. You have the pekka and a bunch of bait cards. Once they pump up you should play a bait card at the bridge with a miner on the pump. Stagger the timing so that the towers focus the miner and the bait card gets more damage or forces a spell. If the pump is in the middle I would play a goblin gang or skeleton barrel in the middle to tank against the two towers while the miner kills the pump. Try to get huge damage early on since a good golem player will not relent in double elixir. When they play their golem you should wait until you are at 10 elixir then you should play a pekka in the back. Use your skeleton barrel to distract any air targeting troops, dp to splash on multiple enemy supporting troops, and bait cards to clean up. If needed you can miner any remaining troops.

    Hog Cycle: This is pretty difficult to go against. You will have to switch off using the pekka and dp on defense since they outcycle you. If you pekka on the hog be sure to play the pekka right in the way of the hog. If you do this properly and quick enough the hog won’t touch your tower. When you don’t have pekka and you think they will hog, play a dp in the back so he can get a charge hit on the hog. Offensively you want all enemy troops targeting your pekka and the princess + dp killing the building. Then the skeleton barrel should target the tower and before if drops miner on the musketeer (whatever glass cannon they have).

    Lavaloon: The hardest matchup. When they play lava hound push same lane and try to bait out fireball/arrows. If you bait it out you should play your princess opposite lane but close enough to shoot the lavahound. If they fireball/arrow that (since they probably will have two spells) use bats on the lavahound. When the pups spawn zap them and play goblin gang to clean up the pups and loon. During double elixir I would just push the same lane with pekka, dp, and miner. Since they will overwhelm you, you should stack princesses but in a way that they can’t kill all of them with a spell. Honestly don’t be upset if you lose against lavaloon, the main way to win is to three crown them before they three crown you.

    Loon Cycle: Fairly annoying but not impossible. Princess ahead of time, and if they miner play goblin gang. When they go miner (or lumberjack) balloon push dp/goblin gang on the miner and bats princess on the loon. If they also have a executioner you should skeleton barrel to distract it or miner onto it.

    Elite Barbs: THE MOST FUN MATCHUP! Jk. When they elite barbs for the first time you should draw it to the middle with a goblin gang. Then if they zap it, miner or dp a little bit lower so they get drawn again. Once you know they have e-barbs save your pekka and never overcommit. Make sure that if you don’t have enough to pekka, they don’t have enough to e-barb. For minion hordes princess, zap combo is great. For skarmies use the dp’s charge. If you know they will play e-barbs, and it is double elixir, play dp the lane they will drop them. The charge deals massive damage and if they reset him you can goblin gang. Miner on the wizard once the wizard targets the pekka. Just keep the pressure on and eventually you will take a tower. If you take a tower and it is 1-1, and your push is still alive, let them defend against the three crown while you push really hard on the second crown.

    Three Musks: Miner+zap on the pump. Only zap if they play goblin gang or minion horde. You should dp or goblin gang the miner, princess+zap the minion horde, dp charge onto the battle ram, and pekka on the weaker tower side. If you know they will three musket in the middle and it is double elixir, miner right where they would along with princess if it is in front of their king tower.

    Bait: Goblin gang onto their barrel, miner the princess, zap the goblin gang, and push hard. If you think they will goblin barrel, play a dp same lane and as the barrel lands the charge shot of the dp will kill the whole thing. If they start to rocket cycle push really hard. You HAVE to kill the princess with miner and/or zap or else it will wreck your bait push. You really need to use your skeleton barrel and bats well since they will only have their princess. That is why it is important that the princess is not targeted onto your bait cards, or it is dead.

    Mortar: Specifically against the mortar you want to tank with dp or pekka in the middle with a skeleton barrel onto the mortar. A pekka is more reliable but the dp forces them to react faster and costs less. If it is mortar bait, counter the mortar like I said and play it like it is just bait. Get princess value. Against mortar hog you want to pekka the hog and dp in the middle. Them rocket cycling = you punishing.

    Pekka Control: Try to only pekka on defense against their pekka. You want to bait poison with your princess on the opposite tower that they are rushing. Then place bats on the pekka or support troops to bait out zap. Now when they miner you can goblin gang. Against the support troops use dp + zap. You should constantly be pushing with miner and skelly barrels opposite lane, but don’t be afraid to use either on defense. The last match I did I had to keep using miners on the royal ghost. But I won because my opponent arrowed to early and the miner tanked for all the skeletons dropping 2000 hp just like that.

    Xbow: You need to pekka in the middle to tank against it. If they use a tesla play skeleton barrel and princess+zap remaining troops. Once they log the skelly barrel, (if they do) that is when you can princess and goblin gang. If they overcommit play a dp, skelly barrel, and miner opposite lane so they don’t have time to cycle back to another xbow. Even if they don’t overcommit miner+skelly barrel is a great way to keep pressure so they can’t xbow. You eventually will have to defend but you just defend, rush opposite lane, defend, rush, etc.

    Conclusion

    I say that this is a very high skill cap deck since it requires elixir counting. It is very hard to keep track of everything the whole game, so I just count exactly in the beginning and just keep a general idea of negative or positive elixir trades. This is how I know my opponent overcommitted, and punish. This is how I predict when they will play certain cards. This is a skill that takes a long time to master but will help a lot when playing Clash Royale. If you can count elixir well and keep track of your trades you can play this deck well. Overall this deck is a fun hybrid to play. It also works really well if you have the cards and levels. Thanks for spending time to read my guide. Until next time, Heiny.

    Information

    IGN: Heiny

    Clan Name: GOLDEN NUGS

    Player Tag: #GL08GJ29

  4. sadly the guides i posted in comments were taken down by someone. I think the site is hacked or will is messing with us. I’m finished with this site, see you all on the other site

  5. What has become of CRA? It used to be one of my favorite clash royale guide sites, but now… it’s kind of dead.

  6. What Happened to the CRA Discord server?
    (If it got deleted then what should i do with the CRA Pokemon General Dank Prince made me the owner of it months ago)

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