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Frequently Asked Questions

Most Informative Electro Wizard Strategy
- Dec 23, 2016

the Electro Wizard is coming to the game very shortly and it's likely we'll see a few of them flying about before Christmas given the fact that anyone who wins 12 games in the upcoming Electro Wizard Challenge will automatically receive it as a reward. This is a great reward from Clash Royale as it really gives people an incentive to play the challenge in the hope that they'll get the new legendary before anyone else.

Electro Wizard Challenge

The Electro Wizard Zap:

At level one the E-Wiz lands with a zap that stuns for 0.5 seconds and thus stunning units and buildings (hint – good bye spark and inferno!). It does 169 damage which is the exact same as a level 9 zap and will kill goblins and skeletons as well as severely damage minions and kill them if they are under-levelled. This is incredibly powerful considering that after it zaps it will then take out two units at a time. This zap will be especially good at countering Inferno Towers, Inferno Dragons and Sparkies as the zap will also reset their damage timers due to the 0.5 second stun.

Hitting two targets & hit range:

This may seem like not such a big deal consider a wizard of an equivalent level will hit all the targets straight in front of it but there is a huge difference here. As the video shows, the Electro Wizard can hit targets on opposite lanes from each other. This means that despite technically only having a 5 tile radius, it can hit targets over a 10 tile space as each lightning bolt from its hands is capable of 5 tiles. This will be utterly brilliant against split pushes. Imagine for a second that you have a 3 musketeer split push coming your way – normally something to make the most calm amongst us panic. You can plonk the Electro Wizard down in the middle of the map and it will hit the musketeers in both lanes. Essentially it will cover the entire width of the map making it a seriously powerful defensive unit. Bear in mind, that you'll ideally have some cover like a tank or a heavier duty unit in front of the Electro Wizard so that it doesn't take damage. The range of this unit should not be underestimated.

Fast Speed:

One of the more subtle differences between this unit and the normal Wizard is that his has a fast movement speed instead of medium. This means it will be useful behind a Lumberjack or better yet Elite Barbarians as it will be able to keep up with them whilst providing cover fire to both ground and air. Combine this with a clone and you'll see 4 heavy hitting barbarians with 4 lightning bolts constantly striking the air around them. There is a lot of different decks to play with using this unit.


As with all cards, whilst it's nice to concentrate on the strengths and what they will bring to the game, it's also important to look at the weaknesses and what could stop this from being useful in any given situation.

The first thing must be that the Electro Wizard has very low life – lower than a wizard. At just 550 HP he will be unable to survive Fireballs, Lightning or Rocket attacks and will be quickly killed by a variety of units once they target him. He definitely needs to have protection whilst he gets off his lightning bolts.

The second weakness is his hit speed. He hits every 1.7 seconds which is fairly slow for a lighter unit character and to put it in perspective, the musketeer hits every 1.1 seconds meaning it will get 3 shots off for every 2 shots the Electro Wizard manages to get off.
Easy Wins to Arena 6
- Jul 19, 2016

Today I am going to show you my Hog-Barrel-Zap deck that helps me get out of Arena 5 and stay stable in Arena 6.

My Deck


The Cards

HOG - Your main attacking card
GOBLIN BARREL- Pair it with hog for insane damage
ZAP - Useful for weakening minion horde, killing skelly army, etc. Mainly used with hog to get some extra hits on the Tower.
INFERNO - Use against giants, hogs, princes, balloons, etc.
BARBARIANS - DEFENCE ONLY. Use against hog, RG, giant, giant skelly,prince, etc. Also great when they survive cos they can back up your hog.
MINION HORDE - DEFENCE ONLY. Kills virtually anything. (except wiz of course)
SPEAR GOBLINS - Use for anything. Cycling through deck, defence, backing up hog, or send it on its own.
FIREBALL- Your best friend. Kill barbs, horde, swarms, wiz, musketeer, witch, etc.



START- The best thing to start with is definitely spear goblins. Put them at the front and they will deal 300 damage when they reach the tower. Next best is Hog. Pair it with zap BUT NOT BARREL YET and attack if you wish. Great way to see how your opponent reacts and to deal some damage. If none of these are available, defend instead.


MIDDLE (2:00-1:00)- Now is the time to attack. Gain an elixir advantage. This is essential. With just a 1 elixir advantage, your attack can be successful. Place down a hog, then once it reaches the tower, launch the barrel. Once your opponent places down troops or when the hog is on low health, ZAP.

END- By now you should have a tower. If not, relentlessly attack and continue middle strats. If so, defend. However, in some cases, attacking the other side will be necessary to cycle back the defending cards. This is okay even if your attack fails, because it forced them to defend rather than attack.



Giant Decks- When they place down the giant at the back, wait until it reaches your opponent's Arena Tower, then push the other lane. If they ignore it, you get a tower and usually still have enough elixir to put down a inferno. If they defend, you will still get a couple of hundred damage. Then just place down the inferno and watch their giant get wrecked.


PEKKA Decks- Same as giant decks. Some spear gobs may be required as backup.

Giant Skelly Decks- Same as giant decks.

Golem Decks- Same.

Balloon Decks- Same. Some spear goblins may be necessary.

Hut Spam- These are hard t beat. DO NOT PUSH AT THE START. They will just place down a hut. Wait till they place down their 2nd hut, then place down barbs to defend that lane, while pushing the other lane. Fireball is also great for taking out their troops + any support (wiz, musketeer, etc). If all else fails play for a draw.

RG Decks- Inferno has the same range as RG. Use it.

Other hog decks- Your inferno should deal with the hog. Barbs or spear gobs may be required to deal with the support.

Giant balloon- Hard to beat. Inferno should be able to deal with one of them, but minion horde or barbs may be required to kill the other one.


- Always use barbs and minion horde as defence, not attack, unless they survive the defence.
- Use fireball to deal with any swarms, barbs, wiz, musketeer, etc.
- NEVER place inferno before they put down giant, balloon, etc. It gives them time to send a horde, or spell it, plus, the inferno deteriorates by itself. Without inferno, you are screwed
- Don't use Goblin Barrel as a throw away card without Hog unless absolutely necessary



- Zap- below Arena 5 zap is replaceable with Freeze, but remember freeze is 2 elixir more expensive so it is more risky.
- Minion Horde- Minions
- Barbs- Possibly knight, goblins or valk- NOT TESTED

Clash Royale July Update Is Coming
- Jun 30, 2016

These days, Supercell has been releasing information for the upcoming July update in Clash Royale. Along with the in-game Tournament mode, Clash Royale will have a new balance change on July 4.


Here’s the changelog available right now. Maybe more sneak peaks will arrive before the end of the week.

-Skeleton Army: Skeleton count increased to 21 (from 20)
-Goblin Barrel: Elixir cost decreased to 3 (from 4), Goblin deploy time increased to 1.2sec (from 1sec), removed impact damage
-Giant Skeleton: Damage increased by 20%
-Dark Prince: Damage increased by 8%
-Bomber: Damage increased by 9%
-Wizard: Attack speed increased to 1.6sec (from 1.7sec)
-Inferno Tower: Hitpoints increased by 6% (Zap/Freeze resets power)
-Elixir Collector: Now affected by spells/freeze/Ice Wizard
-Tombstone: Hitpoints increased by 9%
-Bomb Tower: Hitpoints increased by 6%

Clash Royale:New Balance Change update come on May 3
- May 04, 2016

"Clash Royale," the mobile game from developer Supercell, is a mash-up between a tower defence and collectible card game. It is now all set to get a new update that bring balance changes on May 3 .

clash royale new cards

They have given us some sneak peak at the new releasing cards in the previous days. Besides the 6 new cards in this May update, players will also be able to get more rewards when gaming.

Six New Cards:
New Common Card: Fire Spirits
New Rare Card: Furnace
New Epic Card: Guards
New Legendary Cards: Lava Hound, Miner, Sparky

More rewards:
Gold: Receive Gold for each win, even when your chest slots are full
Crown Chest: Contains twice as much!
Super Magical Chest: Chance to drop doubled!
Giant and Magical Chests: Chance to drop increased!
Donations/Requests: Increases as you reach higher Arenas
Card Shop: Legendary Cards can appear once you've reached the Legendary Arena
Maximum Gold: Increased to 1 million

Live Spectating: Watch Friendly Battles live, and throw confetti!
TV Royale Channels: See the best battles from any Arena

Imitation is the Sincerest Form of Flattery: Copy anyone's Battle Deck from their profile
Battle Deck Reshuffling: Move cards inside your Battle Deck when they wobble
Legendary Card Info: Now viewable in most places when tapping on a Legendary Card
Clan Badges: Added lots of awesome new badges
Card Shop: Gold cost of Shop cards now increases in a linear fashion (i.e. 20, 40, 60)
Clan Elders: Added 20 minute cooldown between kicking Clan members

The new update will bring several changes, namely increase in Royal Giant's range, decrease in the Cannon's Hitpoints and more.

clash royale new cards

The new update will increase the deployment of the Mortar from the present 3 seconds to 5 seconds, and damage is decreased by 10 percent. This is because the Mortar was considered too powerful for 4 Elixir.

Bomb Tower lifetime to be decreased from 60 seconds to 40 seconds as the Bomb Tower was a difficult to deal with in the low to mid Arenas.

Hitpoints of Elixir Collector will be decreased by 20 percent, because of the high use rate at the top Arenas. It has been almost an obvious choice in many of the player's decks.

Cannon's hitpoints will be decreased by 11 percent as it is offering too much value for 3 Elixir.

The update will be increasing the Royal Giant's range by 1. This is being done to make him more useful in the matches. There has reportedly been a low use rate.

Common and Rare Cards will be mirrored 1 level higher, which is expected to boost Mirror's overall value and appeal.

Valkyrie to be affected when hit by Fireball. This is being bought about for consistency with other small to medium sized troops.

May Clash Royale Update
- Apr 29, 2016

The hit mobile game Clash Royale was released around the globe back in early March, and since then we’ve seen a few big updates arrive. However, more changes are coming in a Clash Royale update in early May to fix some of the issues and frustration players are experiencing. Double the rewards from Crown Chests, triple the donations, cheaper epic card upgrades, game-play balance and more.
Multiple recent posts over at the Clash Royale website confirm an important update is coming soon, scheduled for early next month. Which means if you can wait it out, in May the game should be a lot better, speed up, and get more exciting. Here’s what you need to know about the May Clash Royale update.

Clash Royale update

Live Spectating

One of the best features in Clash Royale is the option to fight other players in your clan. This allows players to test new decks or strategies without losing trophies in multiplayer, and it’s also how many clans have been hosting tournaments all over the web, Twitch, and other outlets.
Supercell is adding a “live spectate” mode to friendly battles, which will allow clan members to watch others fight in real-time rather than only the replays. This will be a welcomed addition, and help make tournaments better than ever.
This should make tournament events more exciting, more interactive, and let everyone watch the attacks in real-time. We have something similar in Clash of Clans for Clan Wars, so it was only a matter of time until this came to Clash Royale. That isn’t all that’s changing for tournaments, but more on that below.

Double Rewards in Chests

Perhaps the biggest news that everyone will be excited about for the May Clash Royale update is in regards to chests. As we all know, the chests just don’t have enough troops, and the game is starting to get slow, frustrating, and expensive for anyone that really wants to play at high levels.

After the May Clash Royale update Crown Chests will offer double the rewards. As in twice as much gold, more gems, and double the amount of cards available. This is huge. The single best news since the game was released.

This will make grinding out those upgrades less of a hassle, and getting the crown chests more worthwhile. Keep in mind though, this isn’t for all chests, and only for the Crown Chest which is earned once a player gets 10 towers in multiplayer battles. The other chests will stay the same, sadly. Now I just need more gold to complete the nearly 25 upgrades waiting on me earning more money. I won’t spend real cash.

Clash Royale news

Triple the Donations

Another problem is donations. While it’s nice that clan members can donate cards to help us upgrade troops, it still takes far too long to earn 200+ cards and upgrade most troops. Double the rewards will help, and speed up the game, but we’re also about to get a lot more donations from Clan members too.

The donation system will improve and increase as players advance and reach higher level Areans. Making it more important than ever to win battles, earn trophies, and get more donations.

As shown above, after the May update donations will get increased. We’ll now be able to request 30 common cards and 3 rares. Rather than one rare, and 10 commons. Users will also be able to donate six common cards, instead of only two. However, rare will still only be one donation per request. Plus, who wants to donate three rares anyways? Not me.

Tournament Rules Improved

And last but not least, Supercell is making some important changes with tournament rules to make gameplay more fair. Now many don’t do tournaments, but for those that do, you probably know that Legendary cards are severely overpowered in tournaments.
Supercell confirmed that in regular multiplayer they are fine, but in Tournaments they are too powerful. Instead of lowering them though, the company will simply allow for higher regular cards to fight against Legendary cards.
We’re not sure if this is the best route, as legendary cards can still absolutely dominate. That said, almost each troop shown in the screenshot above is 1-2 levels higher, which should give legendary cards a harder time in Tournaments, and hopefully improve or balance gameplay.

Cheaper Epic Cards

Another big change coming in early May that everyone needs to know about is in regards to Epic Cards. Most current players don’t have Epic cards up last a few levels, but once you get to level 7, it costs 300 cards to get an Epic (like the Prince, or Baby Dragon) to level 8. However, after the early May update it will only cost 200 cards.

Legendary cards will also see a similar drop. This is to speed up the upgrade process, make levels more reachable, and balance gameplay at the top. Those who currently have level 8 Epics will get a gem refund for the 100 cards they lost, now that everyone else gets to upgrade earlier.

Bonus info: Supercell is also re-working the Gold cost of cards in the Shop to scale in a linear fashion (i.e. 20, 40, 60, 80) – and not exponentially as it currently does (i.e. 40, 56, 78, 109) – making them much more reasonably priced overall.

Clash Royale Update Release Date
According to Supercell all of the changes mentioned above, and probably more, will be coming in the next update. It’s currently scheduled to be released early next month, which will be sometime in May, but that’s all we know right now. This is only an estimated time of arrival, too. Meaning we could see delays until mid-May.