Clash Royale mobile game
Introduction
Clash Royale has always been fast action-packed; it's about strategy and deck composition to secure your victory. The Hog Rider, Giant, and Balloon are the three cards mostly used interchangeably with other cards in various devastating combinations that have been seen in the game. If you want to know what the best deck would be with these cards, well, you're at the right spot! In this article, we note some of the top tiers of decks that fit perfectly with the Hog Rider, Giant, and Balloon to provide the best damage output with defensive capability.
1. Hog Rider Deck
The Hog Rider tends to be one of the most popular win conditions in Clash Royale due to its speed and the fact that it directly targets the enemy towers. For a balanced Hog Rider deck, you'll want to pair it up with cards that complement an offensive playstyle with good defense.
Recommended Deck:
- Hog Rider (Win Condition): Fast, direct attack on enemy towers.
- Cannon: Great defensive structure for dealing with enemy tanks such as Giant or Royal Giant.
- Ice Spirit: Low-cost cycle card freezing up enemies and providing utility.
- Fireball: The spell is quite versatile in clearing swarms or weakening mid-health troops such as Musketeer or Electro Wizard.
- Musketeer: For kiting air troops and providing chip damage behind the Hog Rider.
- Ice Golem: The cheapest tank to absorb damage with a counter-push potentially.
- Log: Relatively trusty spell to clean up little swarms of troops, like Goblins or Skeletons.
- Electro Wizard: For stun control and dealing with high health ground or air units.
Strategy:
Hog Rider is going to be your main win condition. You can combine it with either an Ice Spirit or an Ice Golem for its distraction and support. For defense, Cannon and Electro Wizard do a good job against tanks and air threats; Fireball and Log clear the path so the Hog Rider can hit the tower.
The Giant is your typical soak-every-bit-of-damage-while-doling-out-extreme-damage-to-the-towers kind of card. In this case, one must make sure to max out the potential of the Giant with a deck that facilitates his job of soaking and also offers hard counter-push options in support.
Recommended Deck:
- Giant - Heavy tank that will soak every single damage given if possible while doling extreme damage to towers if left alone to himself.
- Baby Dragon: This is an area damage troop to clean swarms and air support behind the Giant. Sample Combo: - Lightning: A spell that gives complete clear on enemy defensive troops, allowing the tower to be open for the Giant. - Tornado: A crowd control spell to pull the enemies into the Baby Dragon's attack radius or to set up a better Lightning spell. - Inferno Tower: A high-damage defensive building that helps counter other Giants, Golems, and tanks.
- Archers: They can act as all-around air and ground defense.
- Valkyrie: Good at swarms and also additional tank support, if ever.
- Miner: A kind of distraction that may be deployed into the enemy towers or at the rear lines to increase pressure.
Strategy:
The Giant is your main win condition. When pushing, pair him up with the Baby Dragon for air and ground damage support. Utilize Lightning and Tornado to clear key defensive cards, which will help enable the Giant to more easily reach the tower. Defend against enemy tanks with Inferno Tower, while Valkyrie clears swarms and supports your Giant.
3. Balloon Deck
The Balloon is a destructive win condition that, if left unstopped in time, can give severe blows to the enemy towers. In crafting a deck with the Balloon, there needs to be an effective balance of offense, defense, and air control.
Recommended Deck:
- Balloon (Win Condition): Bomb Damage from the Balloon to the enemy towers can result in huge pushes if left unchecked.
- Lumberjack: A fast-moving unit with a Rage spell drop at death, which increases attack speed and more damage output of the Balloon.
- Inferno Dragon: Great air defense that will be very helpful in dealing with enemy tanks or other Balloon pushes.
- Freeze: A very strong spell capable of disabling the enemy defenses for some time and giving your Balloon extra time to cause as much damage as possible.
- Minions: An air troop to clean up smaller troops of the enemy or support the Balloon.
Tornado: Use to drag enemies deep into the Balloon attack zone or combine it with the Freeze spell for maximum damage. Zap: Very cheap and fast spell that is mostly used to reset Sparky, Inferno Tower, or stun smaller troops. Cannon: A defense building, responds to any kind of tank or ground troop that might reach the Balloon.
The Balloon is your major win condition while the Lumberjack is amazing at turbocharging it with his Rage effect. Well-time the Freeze to shut down enemy defenses and let the Balloon connect more hits to the tower. Inferno Dragon provides air control, while Minions and Zap clear smaller troops. Tornado can be used to disrupt enemy troops and give your Balloon a better chance to target the tower.
Conclusion:
Be it the Hog Rider, Giant, or Balloon-how you build around these win conditions and play out-will determine your overall success. With great supportive combinations of cards in offense and defense, one is able to make strong decks which will definitely help him dominate almost in any situation. Practice these strategies, making adjustments to fit your style of play, and watch your victories grow!
Which of these decks do you like best? Let me know in the comments below!