Clash Royale Hexen Deck Ähnliche Fragen
Alle Clash Royale Karteninformationen, Kartenstatistiken, Kartenkonter, Synergien, die besten Decks und vieles mehr. Die besten Clash Royale-Decks für alle Arenen. Immer up-to-date für die Tunnelgräber Mauerbrecher Hexe Knall Tunnelgräber Nachthexe Gift Hexe. Decks/Hexe. Kategorienseite. Alle Einträge (10). #; A; B. e-stories.co Riese-Hexe. von Trollocool. Spieler-Level Ab Arena, 4+ 3 – Barbarenoval. Einleitung: Dieses Deck ist dafür gedacht, zunächst die Angriffe. s. Ziele. Boden. Reichweite. Nahkampf. Trefferrate. s. Geschwindigkeit. Schnell. Meist kombiniert mit. Deck erstellen. Statistiken. Hexe Skelett.
s. Ziele. Boden. Reichweite. Nahkampf. Trefferrate. s. Geschwindigkeit. Schnell. Meist kombiniert mit. Deck erstellen. Statistiken. Hexe Skelett. Unser Clash Royale Deck Guide enthält die coolsten Decks für die Arenen Die Strategie: Die Hexe und den Riesen setzt ihr wie immer am. e-stories.co Riese-Hexe. von Trollocool. Spieler-Level Ab Arena, 4+ 3 – Barbarenoval. Einleitung: Dieses Deck ist dafür gedacht, zunächst die Angriffe. Deck 1: PEKKA Bridge Spam. Karten: Pekka, Banditin, Elektromagier, Knall, Rammbock, Gift, Geist, Lakaien. Unser Clash Royale Deck Guide enthält die coolsten Decks für die Arenen Die Strategie: Die Hexe und den Riesen setzt ihr wie immer am. Eismagier 2 Cartoon Zeichnen, Magier, Spiele, Zeichnungen, Bilder, Clash Of Clans. Gemerkt von Storm Clash Royale Deck - Best Deck today is here! Clash Royale Deck: Nachthexe, Banditin und Rammbock an der Brücke. © SUPERCELL. / Uhr. Lesedauer: 2 Minuten. Mit dem Buff der. Clash Royale Author: Supercell Purpose: Make a deck to play and battle with Kinder Party, Hexen, Kampf Der Clans Hacken, Clash Of Clans Kostenlos, Clash.
Against the Witch, if she is by herself the Musketeer or Bomber can take out the Witch when on your side but if she is backed up by a tank like Giant use the Bomber to splash the skeletons and use the Mini P.
A to take out the Witch. Also due to the Baby Dragon's rarity the lower Arena sometimes you will need more than a Musketeer to take out the Baby Dragon.
This deck can deal with all of the cards in goblin stadium properly. The 2 most dangerous goblin stadium cards against this deck are Valkyrie and Goblin Barrel since Valkyrie can take out glass cannons behind the Giant and the goblin barrel spawns lv 6 goblins which can do massive damage to your lv crown tower.
When facing a goblin barrel always use arrows since that will stop the goblins from doing any damage to your crown tower for an even elixir trade.
A with your Archers or Musketeer to counter the Valkyrie. Against a Giant Skeleton on offense place your Mini P. A behind the Giant Skeleton so when the Mini P.
A takes out the Giant Skeleton it has enough distance to run away from the death damage. I also often use them to distract enemy tower killing troops until I can deal with them.
Here are my suggestions for replacements. I place them behind my towers so that I can place tank units, like Knight, Valkyrie or Baby Dragon, in fromt of them before they reach the bridge.
It is very hard to counter the baby dragon and come out on top. If there are no other threats to deal with I will often place Archers or Spear Goblins behind it once i reaches the bridge.
The knight does well against most troops alone and can also do some damage to the enemy crown tower if he is not stopped.
The combo with Archers or Spear Goblins behind him work really well. This decks is built around defending efficiently, and then use your elixir advantage to counter-attack.
That is what your opponent is going to do, and you are going to sit back and kill his troops in front of your towers. Then, once you have your opponent at an elixir disadvantage, attack!
The Prince with Archers behind him works really well. The Archers can both do good damage to the towers and take out any defensive troops your opponent might place.
In this situation he placed Minions to defend, and my Archers took them out. Especially in lower arenas players keep attacking and attacking without letting their elixir reset.
In the screenshot above you can see such a counter attack. This Prince can easily take out the rest of the tower as my opponent will spent too long time waiting for elixir before he can defend.
How the endgame goes depends on how much damage you have managed to cause in the midgame. Hopefully you have brought one of the enemy towers down to hp or lower.
Then you can just keep defending and launch a fireball or lighting at the last second of normal time to take out the tower.
If you on the other hand have a lot of hit points left on the enemy tower, or even worse, he has killed one of yours already, your gameplan changes a lot.
In this case you have to take more risks. A general rule is that more behind you are in the game, the bigger risks you should take.
In same cases you will ignore defending your tower or castle completely if you believe there is a chance you can take out the enemy tower before your tower is dead.
This is especially true during overtime, the first one to kill a tower wins the game then after all.
Here my Archers first take out the enemy Hog Rider in defense. If you use Archers to defend against Hog Rider it will only be able to hit the tower two times.
Once the Archers reach the bridge I place my Knight in front of them. I also place my Prince behind the Knight so it will push the Knight forward to tank the damage for everyone else.
The Valkyrie also joins in for the big push. My opponent tries defending with Minions and Archers, but the tower is still taken out with one of my Archers surviving.
My opponent was too low on elixir to defend the push and also misplaced his Tesla. If your opponent plays Minion Horde, Barbarians or any combination of weaker troops together Fireball gives you a real nice elixir advantage.
Both Minion Horde and Barbarians cost 5 elixir to play, and taking them of with Fireball will give you a one elixir advantage.
Barbarians might still survive depending on level, but it will leave them low enough for your tower to take them out without taking damage.
This is huge, a 4 elixir advantage like this enables you to do tons of damage to their towers. I noticed that pushing with Giant in front is really popular in the lower arenas.
I guess that is because most players really struggle stopping this push. The Giant push is placing a Giant at the far back of your towers and place weaker DPS troops behind it once it gets to the bridge.
Then the Giant will tank the damage while the DPS troops will deal the damage. Fireball is a great spell for this, it will often take out all the troops behind the Giant.
Lightning is another option of they use troops like Witch or Wizard behind the Giant. Depending on what troops they use behind their Giant you want some or all of your troops behind the Giant to deal with them.
In the image above you see that the Knight and Baby Dragon is placed behind the enemy Giant to deal with the troops there.
Hog Rider is not common at lower levels, but you often have to deal with the Prince. Dealing with the Prince you can play it even later, as long as it lands before he hits your tower the skeletons will swarm around him and take him out.
Spear Goblins or Archers can do the job though, Archers will take out a Hog Rider before it can land more than two hits to your tower. Players makes error all the time, and the winner is usually the player who makes the least amount of errors.
This is a very active and fun deck to play, and from my experience it does really well against all other decks.
I did not find any specific deck type I had a big problem with. It is also a great deck to learn the game with in my opinion.
You learn which troops counter which and how to use your elixir advantage to as much damage as possible to the enemy towers.
Excellent guide. It helped a lot in determining why I was losing against decks that did not look powerful or too different from mine.
I have three days playing the game and I already had all the cards you mentioned. I did like two crown chest, one purple, two golden and the rest silver.
A friend started the same day and have almost the same cards so I consider this guide beginner friendly. Thanks a lot. Seems like you have to spend money to get this deck.
Great deck, I got to trophies. Can you recommend a few improvements to get past ? I tried hog for prince, but it did not help.
Just wanted to give you a big thanks! Prob intstead of a spear goblins or fireball, you can put in a Giant to break down the structures.
If you spawn Skeleton army, baby dragon, and Giants together that would be ideal. They would try to kill the skeleton army then the baby dragon, and giants if they hold up.