Royal Giant Deck for Arena 7 and eight!

Explanation of each card inside the deck and just how it synergies with everything else

Royal Giant — It’s funny how slightly increased range made people believe that this card is overpowered now. Card is robust but it’s easily countered. Usually played at bridge and i also support it with archers/ice wiz/spear gobs. Know about the things they’re doing to counter your Royal Giant. If they play inferno tower, play your small minions before your RG.


Elixir Collector — Usually placed behind corner. This card alone wins me 60–70% from the games because of the elixir advantage I gain gradually start by making efficient trades with my opponent. Sometimes I play it in the middle to distract their RG easily seem like they could require a tower and I’m just defending with all the pump.

Ice Wizard — Ideal for supporting the RG. Card is solid overall, can be used awesome defensively along with offensively. It gets rid of small minions looked after buys me additional time to arrow/fireball minion horde or barbs since it decelerates their attack speed.

clash royale guide

Minions — I’ve used them recently and I need to admit they’re a fantastic card. At higher level, opponents remember your card cycle in most cases have arrows ready if you play minion horde, in most cases, the minion horde gets wasted and you’re sitting in a negative 2 elixir trade. There aren’t really efficient counters to minions because of the fact that arrows is surely an even trade, zap doesn’t kill them and fireball is an inefficient trade for the opponent. Even the meta at the 3000–3500 trophy range has shifted from golem/pekka control decks meaning I don’t actually need the excess chance to shred tanks.

Arrows — Self explanatory card, y’all already know how it’s.

Barbarians — Perfect for dealing with hog rider/zap cycle decks as zap doesn’t really affect barbs. If placed correctly they shouldn’t even allow the hog rider touch your crown tower. Also great at countering opponent’s royal giant because of the fact that fireball does not kill them (unless it is definitely higher level when compared with your barbarians) and so they always usually survive using a slither of health in your corner of the map thus continuing to do injury to opponent’s RG.

Fireball — Super versatile card. Card can be utilized on barbs, 3 muskies, catching wizard + crown tower, catching elixir pump + troop + crown tower etc. Sometimes very useful at closing out close games with arrows. Also, plenty of players higher up play princess + minion horde. Usually I fireball the princess in addition to their crown tower and save my arrows for their minion horde. The initial trade is inefficient for me but I’m still getting 240 damage on their crown tower.

Spear Goblins — Solid card. Can distract prince/pekka/mini pekka. Great at supporting the RG, especially after you’ve seen your opponent waste their zap on offence or on your minions.