Royal Giant Deck for Arena 7 and 8!


Explanation of each and every card in the deck and just how it synergies with all else

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

clash royale

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

Ice Wizard - Great for supporting the RG. Card is solid overall, may be used awesome defensively as well as offensively. It removes small minions looked after buys me more hours to arrow/fireball minion horde or barbs because it slows down their attack speed.

Minions - I’ve used them recently and that i must admit they're an incredible card. At more impressive range, opponents remember your card cycle and usually have arrows ready in the event you play minion horde, and usually, the minion horde gets wasted and you’re sitting at a negative 2 elixir trade. There aren’t really efficient counters to minions simply because that arrows is surely an even trade, zap will not kill them and fireball is an inefficient trade for that opponent. And also the meta at the 3000-3500 trophy range has shifted from golem/pekka control decks meaning that I don’t really need the excess chance to shred tanks.

clash royale guide

Arrows - Self explanatory card, y’all know how it's.

Barbarians - Ideal for dealing with hog rider/zap cycle decks as zap doesn’t really affect barbs. If placed correctly they shouldn’t even allow hog rider touch your crown tower. Also great at countering opponent’s royal giant simply because that fireball will not kill them (unless it is really advanced level when compared with your barbarians) and they always usually survive having a slither of health on your side of the map thus still do injury to opponent’s RG.

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

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