How to win a battle?
In Clash Royale you can destroy your opponents Witch Tower which will grant you crown victory or you can destroy one more tower than your opponent within the given time of the battle, both you and your opponent will be given three minutes. If within these three minutes there is still a tie than the game will go to sudden death mode in overtime which is an extra one minute and within this overtime minute, the first player to knock down any of the opponents towers will be claimed the victor. If neither player has succeeded in taking down the tower within the extra minute than the battle will end in a draw.
A win will reward you with trophies. You will obtain the same number of trophies whether you win with a one crown or a three crown. A three crown victory is no more special than a one crown victory, in fact most battles are won either with one crown or two crowns thus you need to understand when to pursue attacking the Kings Tower and when it is just better to destroy one or two towers instead.
When should you attack the Kings Tower?
The Kings Towers HP is much bigger than your arena towers HP in fact the HP of the Kings Tower is over 60% grater than one arena tower so its usually much safer to win either by destroying one or two arena towers instead and by playing good defense to prevent your opponent from destroying two of your arena towers.
The King is in sleep mode while the battle begins which means that he will not assist you on defense with his cannon as long as he is sleeping. In order for the king to wake up one of the following must happen, one of the arena towers must be destroyed or the kings tower would have to be attacked, if both of the arena towers are still up and the kings tower is damaged than that will awaken the king. This is very important, you should avoid attacking the Kings tower if you have not destroyed an arena tower first as this will awaken your opponents King on defense and he will start firing on your troops with his cannon thus make sure when you are dropping area damage cards such as fireball or arrows avoid touching the Kings tower.
Inflicting damage onto the Kings tower before taking out an arena tower is one of the biggest mistakes new players make and this makes a very big difference in battles. After you have destroyed an arena tower you must decide if to destroy the second tower or destroy the Kings tower. Most of the time it is better to attack the second tower as it has less HP than the Kings tower and it is also closer in distance.
Usually the only time you should pursue attacking the kings tower instead of the second arena tower is if the Kings tower is at a low HP or if your opponent is in the lead by destroying two of your towers and you are low in time than you need to make that quick decision whether to go for the win by destroying the kings tower or to play it safe and go for the second arena tower to end the battle in a Draw or force overtime.
What is the best use of Elixir?
The secret to winning every battle is to efficiently use your Elixir. Every card has an Elixir value, to be in an advantage your goal is to counter your opponent by using cards or combinations of cards with the lower Elixir cost than what is played by your opponent. For example if your opponent sends out the Knight which is 3 Elixir and Arches which is also 3 Elixir than together it is total 6 Elixir, if you use your Fireball which is 4 Elixir card to take out both of these troops out at once than this will go into your favor as you spent 4 Elixir while he spent 6 thus you will be placed in the 2 Elixir lead.
The greater you are in the Elixir race the grater chance you will have of winning as you will be creating stronger combinations so you should always use Elixir efficiently. A very important thing is you should not waste Elixir, your Elixir bar is always loading more Elixir every second but it will cap out when it reaches 10. Thus you should always keep your elixir bar loading and avoid allowing it to hit 10.
How do I deploy cards?
Do not recklessly deploy multiple cards all at once as this will make it easy for your opponent to counter your combination of cards with few Elixir. For example the above fireball example if you deploy your knights barbarians and spear goblins all at once than you have spent all of your 10 Elixir and your opponent can simply deploy a single fireball which is only 4 Elixir and all your troops will quickly die.
Thus placing you in a 6 Elixir deficit and also render you helpless against any attack your opponent can form with his 6 Elixir lead thus start slow, make good trade-offs with your Elixir and counter with a good Elixir lead. Sometimes it is a better idea to allow your opponent to deal a small amount of damage to your towers and in return take the elixir lead. For example your bar is at 5 Elixir and your opponent sends out Spear Goblins onto one of your towers and you only have the barbarian or arrow card to counter, in this case is better not to use either card to counter the Spear Goblins, because the arrows cost 3 Elixir and using a 3 Elixir card to destroy a 2 elixir card is a poor trade-off.
The barbarians cost 5 Elixir and your bar is at 5 will make you run out of Elixir which means you are allowing your opponent to then create a stronger combo to both counter and target your arena tower. Arena towers are protected by Archers sitting on top of them which means they will attack and destroy the weak Spear Goblins with a few hits while the Spear Goblins deal damage onto your tower, even thou your tower took some damage it is still a grate trade-off because in return you have taken the 2 Elixir lead this gives you the opportunity to form up a combination of stronger cards to your opponent to deal even heavier damage.
When starting your battle you should first allow your elixir bar to fill. Do not recklessly deploy your cards without first loading up on elixir as this will only give your opponent the advantage. For example say you deploy your Prince card when the battle has just started and you have 6 Elixir your opponent can simply place a Tombstone which costs 2 less Elixir and can quickly counter your Prince and take 2 Elixir lead.
Another example is playing in defense such as Infernal Tower right away, this is a bad idea as your opponent can just wait for a few seconds to load up on elixir, plan out a good counter and also and weaken your Inferno Tower without even touching it because of the Inferno Towers 4 second lifetime thus it is important first to allow your bar to load up. Usually you will face opponents who will also deploy until they have a full Elixir bar in this case you have 2 options
- Deploy your card first if you reached 10 Elixir and deploy your card first than you will be given a greater Elixir lead for every second your opponent remains at full Elixir and does not play a card
- Deploy your card after your opponent has and if you have reached 10 elixir and decide to wait and deploy your card right after your opponent to play a better counter than that will give your opponent an extra 1 Elixir lead
Usually it is best to deploy your first card at the moment or right before you have a full elixir bar. You should start slow and this is the key fundamental of winning battles. When starting a battle it is often a good idea to start with the low Elixir cost card for example say you have the Prince and Archer card in your hand, do you start with the Archers or the Prince, it is often better to start with the Archers due to their lower Elixir cost 3 compared to the Princes 5 Elixir.
Why is this important? As starting with the high Elixir costing card it is often dangerous if your opponent simply places a Tombstone card which is 3 Elixir cost than you are quickly losing the Elixir race by 2 while playing a low Elixir card such as the archer comes with less risk and will also allow you to scout for your opponents first move without having to waste to much Elixir. If your opponent decides to send out his Giant and Musketeer at the same time than you are prepared to make a good counter with 7 remaining Elixir and if you have deployed your prince and than the Giant plus Musketeer combination will quickly take out your Prince.
A good idea on loading up on Elixir to create a stronger combination of cards is to deploy your troops card at the very end of the battlefield behind your towers as your troop takes a long time to travel to the other side and it will allow you to load up on grater Elixir thus if you wish to create a deadly combination such as the Giant with the Musketeers and Witch than this requires 14 Elixir. To accomplish this you can place your Giant at the far end behind your towers and by the time he travels to the crossing bridge you will have an additional 9 Elixir to complete your combination.
Which arena tower to attack first?
When starting your battle you choose to attack either of your opponents towers first but if your opponent chooses to attack first then you should prepare a counter to his threat to protect your tower rather than ignoring the threat and attacking his tower. For example, if your opponent sends out Archers against your left arena tower ignoring the archers and going for right arena tower with your Prince card is a bad idea because the Archer will deal significant damage to your left arena tower.
There is no guarantee that your Prince will make it to the arena tower as your opponent can simply place a Tombstone or Skeleton army to stomp your Prince. Ignoring the threat and making a reckless like that can cost you the battle right from turn one. You should focus on destroying one arena at a time. Big mistakes new players make often is that they keep switching towers, you should focus on destroying the tower with the lowest HP first and only then move on to attack the second tower while also playing defense if you are in the lead to let the clock run out. If you are loosing from the start you could still win by trying to shift the momentum of the battle towards the direction of your healthiest arena tower.
For example say that your left tower has 1k HP and your right tower has 2k HP and both your opponents towers are at full HP in that scenario your opponent will constantly target your left arena tower since it is weakened. Although it is still possible to win even if you are trailing, what you should do to make a comeback is to try to force your opponent to attack your right arena tower rather your weakened one. In order to do this you should load up on Elixir, play a little defense on your left arena tower and remember arena towers have archers on the top to help you in defending it so take advantage of it.
After that make your first move in attacking your opponents right arena tower with a good combo such as a giant with musketeers behind, this will make it difficult for your opponent to ignore the big threat and will shift his attack to protect his arena tower. After he shifted to the right side you can now focus on repeatedly placing pressure towards this side preventing your opponent to spend Elixir to target your left side. This strategy will allow you to even the playing field while going for a 1 crown victory.
The most powerful attacks are the ones that are played in combinations, a card such as the Giant is not much of a threat alone as he is very slow but when he is combined with the ranged attacker such as the archer or musketeer card it becomes a much bigger task to stop this threat. A Giant alone can be taken down by 3 Elixir Minion card easily but with the help of archers behind them the Minions will be not able to take down the Giant as he makes his way towards the enemy base thus you should constantly try and load up on Elixir and also make good Elixir trade-offs and attack in combinations.