Table of contents:
- Archers, Trunk, Bats and Ice Spirit
- Fireball, Giant and Miner
- Megaesbirro, Executioner and Graveyard
- Balloon, Wizard and Mega Minion
- Ice Golem, Trunk, Ice Wizard, and Mega Minion
- Dump, Bats, Bandit and Miner
- Giant, Prince, Miner, Royal Ghost and Poison
- Goblin Gang, Goblins, Trunk and Download
- Valkyrie, Prince and Arrows
- Prince, Musketeers and Henchmen
- Remember
There are a few basic rules that every Clash Royale player should know. The first of all is that practice makes perfect. And that, from there, each one with his deck gets by as he can. However, there are certain synergies between various cards that help develop any strategy. Knowing these cards and their possibilities together can be vital to get more crowns and change the Arena. That is why we are going to review 10 basic combos with cards that practically all users have to take advantage of in the arena.And again: practice, practice and more practice. It's the only way to master Clash Royale.
Archers, Trunk, Bats and Ice Spirit
With an expenditure of 8 elixir points you can create a fast and accurate combo to advance towards the enemy towers. The spirit of ice is in charge of freezing and fighting the enemy outpost, then the bats and the trunk destroy the troops from the ground and air. And the Archers provide help from a certain distance and safety. Keep this in mind to clear the ground and then launch a big attack.
Fireball, Giant and Miner
In this case it is an offensive combo designed to do damage. The key is to mislead the Miner or the Giant by making them think that we will attack one of the towers, either directly with the miner or long term with the Giant.And carry out an offensive strategy on the other side. Meanwhile, the fireball can help both the Miner and the Giant to deal damage or advance. Always depending on how the enemy reacts and counterattacks. It is also possible to apply all these cards in the same tower to get the maximum possible damage faster.
Megaesbirro, Executioner and Graveyard
This is a peculiar combo, but it forces the enemy to react if they don't want to suffer an instant defeat. The Graveyard throws skeletons onto a tower, while the Executioner throws his ax to finish off any enemy units that try to finish them off. Meanwhile, the Mega Minion can defend the Executioner or provide air support to the Graveyard
Balloon, Wizard and Mega Minion
A good level Balloon Bomb can quickly destroy an enemy tower.We just have to make sure it gets to her, and that's what the Wizard is for. His attacks wipe out the troops surrounding the globeAnd, if that's not enough, a Mega Minion can do the rest
Ice Golem, Trunk, Ice Wizard, and Mega Minion
This is a very interesting and quite agile freezer combo. Although together they add up to 10 elixir points, they can be cast one after the other to create a slow and steady offense. The mission of the Ice Golem is to reach an enemy tower, while the Ice Wizard and the Trunk protect it on its way. The same as the Mega Minion, although in this case from the air.
Dump, Bats, Bandit and Miner
If we take advantage of the timing correctly, it is possible to do a lot of damage quickly with this combo.The Miner misleads or leads the advance party. The Bandit, thanks to its speed, is added at any time of the combo. Meanwhile the Bats and the Discharge are getting rid of the enemy troops that intercept the other two cards. It's a pretty fast cycling combo.
Giant, Prince, Miner, Royal Ghost and Poison
It's a really offensive combo, and also expensive. So you have to be lucky to have the cards and take advantage of them at the right time. The Giant and the Prince are basic to deal damage to the tower that is being attacked. The rest of the cards support this move. The Miner can be used to mislead or quickly attend to the attack, while the Royal Ghost can be the advance guard, while the Poison clears troops that try to slow you down.
Goblin Gang, Goblins, Trunk and Download
You know those players who use cards that do nothing but block any strategy? They use combos like this.Its total elixir cost is 9 points, but what's interesting is that it can be used as a very agile cycle to unhing the opponent and destroy their strategies. There are many units in the arena attacking from near and far. And always with the assistance of the Trunk and the Download in case they want to advance to the enemy camp. To take into account if your cards are not too strong.
Valkyrie, Prince and Arrows
It is a classic among the classics. It is not a complete combo, but it is the base of any strategy that you want to develop. The Prince leads the attack, but he has to be defended by the Valkyrie in case we deploy from our part of the arena If not, the Arrows can get to the Prince to the enemy. It is necessary to have cards of a good level, but this combo can be assisted by any type of card such as Archers, Trunk or Wizard.
Prince, Musketeers and Henchmen
In this simple combo the Prince is the one who calls the shots, although it can also be used to mislead. If used as an outpost, the Musketeers and Minions are in charge of stopping the enemy's counters. If used to mislead, the combo Musketeers-Minions will seek to do as much damage as possible to the tower opposite the one the Prince is attacking.
Remember
Please note that these combos are only suggestions. This is the most basic organization that your deck or deck can have, and from which you can create your own strategies. The trick is knowing the cards you're using, knowing which ones they're strong against and which ones they're weak against, and identifying the best time to use them. Thus, all that remains is for you to plan your strategy as we commented on in each combo, or to adapt it to your own cards.Either as a combo or as a cycle. With more or less help. With more or less spells.
Note the elixir cost, but also the speed of action that allow some of these combos to be used as a cycle. This way you can constantly put pressure on the enemy until he makes a mistake. Remember that it is a game in which human intelligence is involved, so each game is different and you always have to adapt to each situation at all times. The best thing is to know the cards and have flexibility of use between cycles, combos, decks and strategies.