There are not many card choices at the A1-A3 stage in "Clash Royale", so how to find a suitable deck combination among the limited cards is very critical. Let’s see how to climb A3 easily. These methods I recommend will help you do it easily.
Level 1 Arena: Goblin Arena
Novice players can use fewer cards in the Level 1 Arena (referred to as A1, the same below) and can match them There are also fewer card combinations and card combinations encountered. Therefore, at this stage, it is mainly to understand the basic content such as game mechanics, troop dispatching rules, card attributes, etc., to lay the foundation for smoothly entering the high-level arena. < /p>
In addition, some cards held by players who have been downgraded from high-level arenas are beyond the scope of this article). Among them, the 12 cards unlocked in the training camp stage are: Thousand Arrows and Bomb Soldiers, archers, knights, fireballs, mini pickups, musketeers, giants, princes, baby dragons, skeleton legions, and witches.
The six cards unlocked in the A1 stage are: Goblin Spear Thrower, Goblin, Goblin Hut, Valkyrie, Thunder Spell, Goblin Lin Feitong.
It is basically impossible for players to obtain all 18 cards above in the A1 stage, but as the cup level gradually increases, players will not only obtain more cards, but also The battle deck can be configured differently based on the cards you hold.
The following is a brief introduction to the two optional decks.
A low-level offensive and defensive deck: Baby Dragon + Giant + Knight + Fireball + Arrows + Archer + Goblin Spear Thrower + Bomber
Card Characteristics of the group: average cost 3.4, balanced deck, low elixir consumption, fast pace of sending troops, short lineup change time; balanced offensive and defensive capabilities, but not outstanding; low requirements for timing and operation level; more afraid of the opponent using the prince Perform "tower stealing" for the core.
Replaceable cards: If you don’t have a baby dragon, you can replace it with a prince or a witch. The prince has stronger offensive capabilities, and the witch is more suitable for defense. Other cards with higher elixir consumption, such as Fireball, can be considered for replacement, but it is not recommended to use multiple epic cards. The elixir consumption is too high and it is easy to become dependent.
Promotion deck (low cup level): Prince + Baby Dragon + Giant + Valkyrie + Mini P.E.K.A + Arrows + Goblin Spearman + Bomber
Features of the deck: The average cost is 3.8. The Prince is the most effective promotion card in the low cup level. It uses the Prince's charging skills and high single-target damage characteristics, and cooperates with the Giant to quickly destroy the opponent's guard tower; the card with high holy water consumption There are many cards, the troops are sent slowly, and the conversion time is long. The advantages of this deck can only be fully exerted when the elixir output is doubled in the last 60 seconds of the regular battle time; the defensive ability is limited, and it is more afraid of crowd tactics; There are certain requirements for the actual deployment of troops.
Replaceable cards: The baby dragon can be replaced by a witch. If neither of these two cards are available, it can be replaced by a fireball.
Summary: When there are few cards in the A1 stage, epic cards and rare cards need to be properly matched. Both Giant and Prince are tower-pushing cards, and most of the combinations that can be played around these two cards are offensive. Many players use Baby Dragon or Witch as their core cards in the early stage without a prince. In fact, if these two cards are not supplemented by powerful human shields during attack, it will be difficult to achieve the desired effect. At the same time, the unlocking of the Goblin Hut makes some players like to use this card to cooperate with the Skeleton Army to attack. However, since players at this stage generally only have one building card, and the Skeleton Army is very afraid of thousands of arrows, it is difficult to use it. This creates a numerical advantage. Moreover, the cost of Goblin huts is not low, and the placement is also somewhat particular, so this style of play is not recommended for novices.
Level 2 Arena: Bone Abyss
After entering the Level 2 Arena (referred to as A2, the same below), the following 6 cards will be unlocked: Skeleton Soldiers, Undead, Skeleton Tombstone, Bomb Tower, Skeleton Giant, Balloon Soldier.
Due to the unlocking of new cards, the diversity of the deck is also greatly increased. Here is a brief introduction to the two optional decks.
Advance deck (medium level): Prince + Balloon Soldier + Baby Dragon + Fireball + Arrows + Knight + Goblin Spear Thrower + Archer
Features of the deck: The average cost is 3.6, a push-type deck, the core cards Prince and Balloon Soldier are a great threat to the tower; use low-cost ordinary cards with three epic cards, the average cost is more balanced, but the collection speed of elixir is slower in the early stage When it is slow, it is difficult to hit a fatal blow; the defensive ability is weak; the balloon soldier's attack target is buildings, so this style of play is also easier to be cracked by the front buildings.
Replaceable cards: Balloon Soldier, Skeleton Giant and Prince. These three cards are the core of the promotion deck, but the cost is very high. It is not recommended to play three cards at the same time. Choose one of the three. two. It is worth noting that the bomb dropped by the skeleton giant after death is very powerful. The current version of the bomb detonates after the death of the skeleton giant for 3 seconds. If used properly, it can still achieve good results.
Construction flow deck: Baby Dragon + Witch + Bomb Tower + Skeleton Tombstone + Goblin Hut + Goblin Spear Thrower + Skeleton Army + Bow and Arrow
Features of the deck: The average cost is 3.9. It is a construction-based deck. It relies on the bomb tower to cooperate with the defense of baby dragons or witches, and uses Goblin huts and skull tombstones to form a troop advantage. The cost is low, but the troop advantage is also slow to form; it is good at timing and building placement. The positioning and other requirements are higher; when attacking, you are more afraid of AOE damage cards such as Thousand Arrows; when encountering opponents who also use construction-style decks, it is easy to drag into overtime.
Replaceable cards: The core cards are Skeleton Tombstone and Goblin Hut. When there is no bomb tower, you can consider using AOEs such as Fireball or Thousand Arrows that can advance, attack, retreat or defend. Spell cards are replaced.
Summary: Most players have learned a lot of experience and skills from the battle in the A2 stage, and have some experience of the game's deck matching, elixir and time calculation and other issues. The balloon soldiers and skeleton giants unlocked in this stage are extremely powerful offensive weapons, but there are many ways to defeat them, such as using buildings to attract the hatred of the balloon soldiers and skeleton giants, and then using arrow towers and units with low elixir consumption to destroy them. If the A1 stage is for players to learn to start the game, then the A2 stage is for the players to learn to start thinking about the game. Recommended decks 3 and 4 are two decks with completely different styles. Players can try and improve based on the cards they own.
Level 3 Arena: Barbarian Arena
Players entering the Level 3 Arena (referred to as A3, the same below) can also unlock 6 cards, namely: Cannon + Barbarian +Rockets+Barbarian Hut+Rage Spell+X Crossbow.
In the A3 stage, players will find that the difficulty of advancing to the cup begins to gradually increase. So at this stage, instead of discussing the deck, we will introduce it from a few simple cards.
Barbarian:
The barbarian unlocked in the A3 stage is almost a card that will be frequently encountered in this stage and all subsequent games. Barbarian is a card with 5 holy water. It can cooperate with long-range troops when advancing, and it can restrain almost all ground troops when defending. At the same time, as a 5 elixir card, the timing of using Barbarian is very particular. When attacking, you often need to cooperate with air units or long-range troops. When defending, it is recommended to cast it as far away from your own guard tower as possible if conditions permit.
Baby Dragon:
Baby Dragon is an epic card that many players love very much. The cost is not high, the attributes are average, and there are not many shortcomings. As an air unit, the baby dragon is naturally immune to all enemy units that attack ground targets. At the same time, the damage type of the baby dragon is splash (AOE), which is very useful against the air and the ground. In addition to firing thousands of arrows, it is a good choice to restrain the opponent's crowd tactics.
Knight:
As one of the cards configured in the system in the initial stage of the game, Knight consumes low elixir, has average attributes, has no particularly outstanding advantages and disadvantages, and is easily ignored by players. . It seems that the Knight is a relatively useless card, but he can be seen in almost all mid-range games. When there is no suitable tank in the battle deck, you can use the knight to cooperate with the barbarian to create a beautiful defensive counterattack. At the same time, because it is an ordinary white card, it is easier to upgrade the knight level. High-level knights are not afraid of multi-unit, low-cost units such as goblins and archers, and can be a good defense for some units with high attack but low health points. Resist some damage.
Based on the characteristics of the above three cards, you can combine them with other cards to create some ordinary-looking but very practical decks. Here is an example.
Offensive and defensive deck (medium level): Baby Dragon + Fireball + Barbarian + Knight + Arrows + Undead + Goblin Spear Thrower + Archer
Features of the deck: average cost 3.4, low elixir consumption, quick troop deployment, short lineup change time, strong pressure resistance, and high fault tolerance rate. The biggest advantage of this deck is that it remains unchanged in response to all changes, and its offense and defense are well balanced. Because troops can be deployed quickly, the requirements for players' tactical literacy are weakened, but it also tests the players' overall strategic thinking. Similarly, when using this deck, it is difficult to quickly defeat the enemy's defense line. It is often difficult to determine the outcome until the end, which greatly tests the player's patience.
Replaceable cards: Baby dragon, barbarian and knight are basically irreplaceable as the core of this group of cards. However, if the player does not have a baby dragon in his epic card in the early stage, he can try to use witch. replace. Other cards can be replaced with cards of the same level and similar functions according to your own usage habits.
Summary: The A3 stage can be said to be a touchstone for players. At this stage, players will find that the cup promotion speed will be much slower than that of A1 and A2, and it is precisely at this stage that players slow down. You can carefully consider the characteristics of various card combinations and study the special attributes of various cards to find a card deck that suits you.
The cards in the recommended deck 5 above are basically available to all A3 players. If it is for the entertainment of the game, this deck is a bit boring, but if it is for the cup promotion, when you have it on hand If there happens to be no other suitable deck available online, you might as well give it a try.
There is no absolutely invincible deck in "Clash Royale". Only by constantly improving your understanding and knowledge of the game through countless research attempts can you be in an invincible position in the game.