
Ice golem placed in the middle, but one pixel in the opposite lane ebarbs come from, cause ebarbs to chase the IG over to the other side. They are great at distracting ebarbs and combined with other cards in your deck get you really good elixir trade. You can replace skarmy and fire spirits with something like ice spirit/skeletons/ice golem instead. Possibly furnace instead of fire spirits. You can keep skarmy but embrace going more zap bait. You could swap inferno for tombstone, then replace skarmy with additional anti air defense (musketeer, mega minion etc) Tombstone is an awesome ebarb counter, both ebarbs usually both waste a swing killing the same skeleton. You have a lot of cards that aren't necessarily crucial so you can swap some out if you want. Ebarb user is not going to need to zap the inferno tower and minions alone isn't too big of a concern. You don't have a whole lot of zap bait going on in there. When missiles were not to be found, fists, feet and. However if you put valk the middle so the ebarbs get pulled to range of both towers, and also drop something else like minions, its a solid defense. Mr Wilson says: 'Skeleton mobs would follow the Army, hurling paint-filled eggs, dead animals, burning coals and anything else available. I see your comment its underleveled compared to the ebarbs. RCS StatsRoyale DeckShop RoyaleApi ClashWorld PixelCrux CastRoyale Wikia View Affiliated Subreddits Balance Changes No information about hacking, cheating, modding or emulation.Īll posts with results of an event must be marked with a tag.Ĭlick on your arena to find decks with only the cards that are available to you!ĭiscord Twitter /r/RoyaleRecruit Wiki Twitch Youtube Instagram Facebook Community Resources They're obviously not good at baiting spells, like Skarmy is either.Clash Royale - a freemium mobile strategy game! Monthly DeckĪverage Elixir cost: 4 Click to Copy! RulesĪll posts must be related to Clash Royale or Supercell.Īll posts should strive to generate meaningful discussion. They also kill tanks slower than the Skeleton Army because there's far less of them. I much prefer their reliability VS the Skeleton Army when comparing the two for the same job, especially in conjunction with Ice Spirit or Mega Minion etc, can take care of anything.Ĭons are Fire Spirits tear them apart - Skeleton Army can actually survive against them depending on placement. I'm turning into a bit of a fan this last hour or so for sure. They do good damage against towers if they reach them as well. They're far more reliable against everything than the Skeleton Army is, basically a defensive version of Skarmy. I find them to do great thrown in behind opponents tanks to take out ground based support as well. Multiple lords apply the supply lines penalty. As a result of this of this you want as many Lords as you can afford.

Wind of Death wins battles for you alone. They're an excellent card, not killed by spells - I find them to kill Hog Rider well enough for me to rely on them rather than blow my Inferno Tower - especially combined with Ice Spirit. The strongest unit on the VC roster by far is their lords. Hog, Guards, Ice Golem, Mega Minion, Inf Tower, Ice Spirit, Zap, Fireball GG will trash most infantry in their cost bracket and below with contemptible ease and tanks far better than skeletons and zombies. I prefer Guards, actually made a deck about an hour ago that's: Ultimately, in campaign youll want to start with skeletons and go to grave guard as fast as possible. Clash Royale - a freemium mobile strategy game! Monthly DeckĪverage Elixir cost: 4 Click to Copy! RulesĪll posts must be related to Clash Royale or Supercell.Īll posts should strive to generate meaningful discussion.
