Skeleton Army is in here to deal with Prince and Hog Rider mainly. However, it can also be used to swarm other troops like Pekka, Mini Pekka and the Golem.
Goblin Gang
The Goblin Gang can be unlocked from Arena 8.
The Goblin Gang is literally Goblins + Spear Goblins.
When you deploys this card, 3 Goblins are always in the front and 3 Spear Goblins are always behind.
This card costs 3 Elixir to deploy.
Both Goblin Gang and Skeleton Army cost the same Elixir but the Skeleton Army can potentally deal more damage. The Skeleton Army offers 1005 DPS while the Goblin Gang offers only 402 DPS (but it takes take times for every Skeleton gets locked on the target).
The Zap is not able to kill Goblins in the Goblin Gang, making it a great card when couple with Miner
The Hog still can land at least 1 hit at the Tower when being attacked by the Gang. However, Goblin Gang is more reliable at dealing with Hog since it can’t be completely killed by Zap.
Goblin Gang can completely shut down the Goblin Barrel without being harmed at all. Also, again, Goblins don’t die to Zap so your opponent can’t use Zap to protect the Goblin Barrel completely.
The Log, Tornado and Arrows are able to kill the whole Gang.
Great at dealing with Graveyard. The Gang also doesn’t die to the Poison instantly.
It shuts down the Battle Ram, Barbarians, Sparky, Elite Barbarians, Valkyrie, Minion Horde, Baby Dragon, Executioner (surround it)… completely for a positive Elixir trade.
Hog Rider + Freeze Spell is an effective and popular combo. With his high damage and the help of the Freeze, he can deal lot of damage.
Due to the fact that he can only attack buildings, you can distract him by the Tombstone or any building card.
Description: “This stunning Princess shoots flaming arrow from long range. If you’re feeling warm feelings towards her, it’s probably because you’re on fire.”
While Princess is weak, and can be killed by arrows or fireball, when paired with a “meat-shield” troop like giant, it does tons of damage from afar, as it outranges the towers!
Stats at Tournament Level:
Hit-points: 216
Damage per Second: 46
Area Damage: 140
Hit Speed: 3 Seconds
Targets: Air & Ground
Speed: Medium
Range: 9
Deploy Time: 1 Second
Conclusion: The princess used to be the best card in the game, by far, but due to its attack radius nerf, it no longer provides the same effect that it used to. It sometimes misses a couple minions or goblins, and this can cost you vitally. Nevertheless, its range more than makes up for it as it chips away from across the map.
Hog Rider:
Description: “Fast melee troop that targets buildings and can jump over the river. He followed the echoing call of ‘Hog Riderrrrr’ all the way through the arena doors.”
Stats at Tournament Level:
Hit-points: 1408
Damage per second: 176
Damage: 264
Hit Speed: 1.5 Seconds
Targets: Buildings
Speed: Very Fast
Range: Melee
Deploy Time: 1 Second
How to Use: The hog rider is the win condition of this deck. Try to pig push with goblins for a excellent combo. I often use miner/hog/goblins at the beginning of the match to try to catch the opponent off guard. Be careful, though. If he has something like barbs, you will be in serious trouble.
Inferno Tower
The Inferno Tower is the best anti-tank building card in Clash Royale. It deals insane amount of damage overtime. It targets one troop and slowly builds up damage, which counters any high health troop. It targets both ground and flying units. It is mostly used to counter Giants, Royal Giants, Golem and Lava Hound.
The biggest weakness of the Inferno Tower is when facing multiple enemy troops (swarm cards like Minion Horde, Skeletons, Goblins, Barbarians, etc). It is important to have damaging spell cards like Fireball, Arrow or Zap to use in combination with the Inferno Tower.
Description: “The Miner can burrow his way underground and appear anywhere in the Arena. It’s not magic, it’s a shovel.”
Stats at Tournament Level:
Hit-points: 1000
Damage Per Second: 133
Damage: 160
Crown Tower Damage: 64
Hit Speed: 1.2 Seconds
Targets: Ground
Speed: Fast
Range: Melee
Deploy Time: 1 Second
How to Use: The entire deck revolves around the miner. Whether it be a miner/hog push, a miner/Mini P.E.K.K.A push, or even a miner/goblins push, the miner transforms a simple flock of troops into a lethal weapon which must be dealt with by the opponent.
Hog Rider:
Description: “Fast melee troop that targets buildings and can jump over the river. He followed the echoing call of ‘Hog Riderrrrr’ all the way through the arena doors.”
Stats at Tournament Level:
Hit-points: 1408
Damage per second: 176
Damage: 264
Hit Speed: 1.5 Seconds
Targets: Buildings
Speed: Very Fast
Range: Melee
Deploy Time: 1 Second
How to Use: The hog rider is the win condition of this deck. Try to pig push with goblins for a excellent combo. I often use miner/hog/goblins at the beginning of the match to try to catch the opponent off guard. Be careful, though. If he has something like barbs, you will be in serious trouble.
Mini P.E.K.K.A
Description: “The arena is a certified butterfly-free zone. No distractions for P.E.K.K.A, only destruction.”
Stats at Tournament Level:
Hit-points: 1056
Damge per second: 317
Damage: 572
Hit Speed: 1.8 Seconds
Targets: Ground
Speed: Fast
Range: Melee
Deploy Time: 1 Second
How to Use: The Mini P.E.K.K.A is a valuable part of this deck. Use it to shred tanks or low-health troops such as the musketeer, or combine it with a miner and goblins for a deadly counter push. While the lumberjack could also serve as a replacement, I feel the Mini P.E.K.K.A is better due to its rarity and its slightly better damage.
Ice Wizard:
Description: “This chill caster throws ice shards that slow down enemies’ movement and attack speed. Despite being freezing cold, he has a handlebar mustache that’s too hot for TV.
Stats at Tournament Level:
Hit-points: 665
Damage Per Second: 42
Area Damage: 63
Hit Speed: 1.5 Seconds
Targets: Air & Ground
Speed: Medim
Range: 5.5
Deploy Time: 1 Second
How to Use: The ice wizard, as explained in my “Top 7 Cards in Clash Royale” article, is the most versatile card in the game. This versatility makes it a great card in any deck. Combine it with the miner for to catch the opponent off guard. Many people don’t know just how good that combo is. Use it on defense to stall a large push, and use your smaller troops and your mini pekka to take care of the rest.
Zap:
Description: “Zaps enemies, briefly stunning them and dealing damage inside a small radius. Reduced damage to Crown Towers.”
Stats at Tournament Level:
Area Damage: 169
Crown Tower Damage: 68
Stun Duration: 0.5 Seconds
Radius: 2.5
How to Use: This is self-explanatory. Most of you guys already know how to use the spell, but if you don’t, there are two main uses. Zap their troops or a building when attacking to allow your troops to get a few extra hits off. Zap small troops or troops that charge their attack like the Sparky or the Inferno Dragon on defense to allow your other troops and your tower to deal with the attack.
Goblins:
Description: “Three fast, unarmored melee attackers. Small, fast, green and mean!”
Stats at Tournament Level:
Hit-points: 169
Damage per second: 96
Damage: 106
Hit Speed: 1.1 Seconds
Targets: Ground
Speed: Very Fast
Range: Melee
Deploy Time: 1 Second
Count: x3
How to Use: In this deck, goblins serve as a complement to the hog, allowing you to perform a pig push and deal way more damage to the tower. It can also be used on defense to distract a glass cannon or against a tower-targeting troop.
Minions:
Description: “Three fast, unarmored flying attackers. Roses are red, minions are blue, they can fly, and will crush you!”
Stats at Tournament Level:
Hit-points: 190
Damage Per Second: 84
Damage: 84
Hit Speed: 1 Second
Targets: Air & Ground
Speed: Fast
Range: 2
Deploy Time: 1 Second
Count: x3
How to Use: Minions serve as one of the only ways to defend against air troops such as a lava hound or a mega minion. They can also be useful against ground-only troops such as barbarians or a giant. They are also a lethal combo with the hog rider.
Fireball:
Area Damage: 572
Crown Tower Damage: 229
Radius: 2.5
Description: “Annnnnd… Fireball. Incinerates a small area, dealing high damage. Reduced damage to Crown Towers.”
Stats at Tournament Level:
How to Use: The fireball serves mainly as a defensive troops, but can also be used to chip down the tower or deal a finishing blow. Useful in taking out a pack of high-health troops such as three musketeers or the newly-introduced electro wizard, the fireball is great in all decks.
Miner + Anything can be dangerous. The miner can catch your opponent off guard at any time, and if they’re not
The goblins push the hog to the left.
prepared, the tower will be gone in a matter of seconds.
Pig push. If they don’t have a hard counter to your hog, you will be guaranteed damage on their tower.
Don’t rush your fireball. The meta is full of glass cannons right now, and the fireball is perfect to dispose of those.
There are two legendary cards in this deck. If you don’t have one of them, you can replace the ice wizard with something like a princess or even a normal wizard. The miner, on the other hand, is harder to replace. I recommend a hog trifecta if you don’t have the miner.
The deck which helped me get into the higher tiers of legendary arena.
Pros/Cons:
Pros:
Great against elixir-heavy decks as a quick push with a hog and goblins can often wipe out their tower if they don’t have enough elixir to defend.
Provides a refreshing sight from the elite-barbarian and mega minion flurry in the current meta.
Fast-paced, and allows you to catch your opponent off guard.
Anything can turn into a counter push with the addition of a miner.
Cons:
Weak against air decks. If you encounter an air deck, try to rush the opposite lane with a quick pig push, and then defend for your life with minions and an ice wizard.
If the opponent has something like barbarians or elite barbarians, it may be hard to beat as your hog rider will get decimated. Try to predict with a fireball and zap.
Might be hard to get accustomed to if you’re switching from a beatdown deck.
A bad starting hand can be dangerous, especially if your opponent starts with a quick push.
Strategy/Combos:
Miner + Anything can be dangerous. The miner can catch your opponent off guard at any time, and if they’re not prepared, the tower will be gone in a matter of seconds.
Pig push. If they don’t have a hard counter to your hog, you will be guaranteed damage on their tower.
Don’t rush your fireball. The meta is full of glass cannons right now, and the fireball is perfect to dispose of those.
There are two legendary cards in this deck. If you don’t have one of them, you can replace the ice wizard with something like a princess or even a normal wizard. The miner, on the other hand, is harder to replace. I recommend a hog trifecta if you don’t have the minor.
Conclusion:
This deck has worked wonders for me in legendary arena, and I hope it will do the same for you. Read this guide along with the other guides on the site to have a good idea on how to succeed in Clash Royale. If it doesn’t work for you, don’t worry! Maybe it doesn’t fit your play style. Try to find something that does.
As always, best of luck on your adventures, and keep on clashing!