Monday, 20 February 2017

Clash Royale: legendary Arena (No executioner)


Uplifting news (I believe), I'm back! I will begin posting guides substantially more consistently once more. Not as routinely as some time recently, but rather still expect perhaps 1 direct every 3-4 days. At any rate, Ima discuss a deck that just thudded into my mind a moment in the wake of joining my second fight smash challenge (initial one I ran 10-3 with the meta monster killer fireball-tornado, I suck) and set up it together and flew by the fight slam challenge, going 8-0, yet later on, players really got the hang of the fight smash and I wound up going to 11-2. In any case, I pulled of the champ takes every one of the marbles diversion and finished 12-2! Take note of this isn't fabulous, however great. I'd do great, yet I have a wretched 4 jewels atm. In any case, the best thing about this deck is 1) it has mineworker, and 2) NO EXECUTIONER!!!!!!!!! That is correct, a no killer 12 win deck! I at present don't have entry to giving verification, yet I guarantee that I pulled of the 12. You've presumably observed a cluster of fight smash decks at this point, yet I guarantee you, this is a deck you will love! You wanna see the deck? Continue perusing to discover!  


 Miner: Your principle win condition. Depend on this to chip down the tower gradually a tiny bit at a time. Fireball in addition to excavator can without much of a stretch yet gradually chip down a tower more than 6 minutes time, yet ensure your fireballs are commendable. Not being a customary control/rhythm blaze player, I in some cases chip at the tower with solitary mineworkers and esteem fireballs, however I want to counterpush. I for the most part have a go at setting up a strong safeguard with my troops, and depend on the surviving ones to get in some chip harm by securing them with an excavator. In any case, much the same as with any deck and fight circumstance, ensure you don't overcommit, particularly with a deck like this where overpowering your rival isn't your solid suit.  

Electro Wizard: Electro wizard is presently one of my staple cards in a ton of my competition standard decks. The way that it can't be fireballed just makes it a lot more solid. In addition, my musketeer and wizard are both lvl 6 and my ice wizard falls prey in this meta, my killer is lvl 2, so why not simply run the one bolster card (aside from bowler) I have adequate? The shock impact likewise comes grasp in digger decks. On the off chance that you need the tower to focus on some other troop, the ewiz can now and then assist with that! Electro wizard additionally offers awesome capacities on guard by closing down bolster troops like uber crony, and notwithstanding moderating huge amounts of harm from tanks (however ewiz versus tanks isn't an ideal cautious alternative).  
The Log: In stepping stool, zap is my companion. In difficulties/competitions, the log is stapled into every one of my decks (unless I run tornado). The log offers so much esteem and even before it came into meta, I could understand its potential. It won't target anyplace in the field. Be that as it may, things being what they are, it has the biggest target zone in the diversion. having the capacity to wipe out shabby ground swarm troops from the back of the tower the distance to the scaffold. A zap can't do that! The log offers heaps of adaptability in general and can give colossal positive remedy exchanges!  
Minions: Minions have now turned out to be one of my most loved cards in the diversion! Notwithstanding it's powerlessness to spells, it is amazingly adaptable, an incredible reaction card, and offers some unbelieveable counterpushing capacities, particularly with a mineworker deck. Flunkies are awesome on barrier, strong on offense, and can be bolstered exceptionally well, regardless of whether it be offense or safeguard. In the event that you sit tight for a killer to bolt onto your primary protection, you can then place the flunkies at an alternate point from the principle guarded unit and the cronies can without much of a stretch counter a killer unscathed! You can then bolster it with a card, for example, fight slam or mineworker for a solid counterpush 
Gaurds: An extremely underrated card in the current meta, the gatekeepers give awesome esteem! It's shields make it a half-respectable plug to the OP killer. They can counter various win conditions successfully, alleviating heaps of harm that would some way or another get past. Watches synergize exceptionally well on offense with the fight smash and mineworker and furthermore to a great degree dependable on safeguard combined with an inferno tower or electro wizard. On the off chance that you don't utilize this card, I'd propose try it attempt! You'll be shocked at how valuable it is.  
 Inferno Tower: Just like Pompeyo, that one card I'd take a stab at putting into each deck I utilize would be inferno tower. At whatever point I would, I be able to thud this brute of a guarded building directly into my deck! It's dependability is crazy and the adequacy in taking out tanks is incredible! The best thing is the manner by which adjusted and successful it is generally speaking, particularly when appropriately upheld. Notwithstanding cemetery, electro wizard, and inferno tower's effectively distractable and resetting capacities, this card still outflanks such a large number of other cautious choices in the amusement. I want to combine this card with electro wizard to frame a crazy cautious combo. On the off chance that the electro wiz survives, I run for a counterpush with either protects, digger, or fight slam.  
 Fireball: A super flexible spell, the fireball is awesome at slaughtering of bolster troops, squishy troops like savages, and furthermore compelling at debilitating troops like killer and tip top brutes. You can simply fireball the tower for chip harm AS LONG AS you get some kind of significant worth off of it (e.g, fireball the tower in addition to a unit that expenses 3+ remedy). Don't generally do this, however just when you know you're in the safe. The fireball is quite recently general truly helpful, and in this meta, exceptionally solid (for murdering/debilitating backings behind tanks like goliath).  

 Battle Ram: The last and clear card in the deck, the fight smash. I'm going to be straightforward, this card starting at now doesn't appear to be a lot of a risk. Be that as it may, it can be powerful when utilized as a part of the correct circumstance, at the ideal time, and in the correct way. I've gotten huge amounts of harm from utilizing this card appropriately on offense. Despite what might be expected, I've gotten bunches of significant worth shockingly on protection too utilizing this card! The savages flying out are incredible at closing down bolster troops and squishy troops like little pekka. It isn't the best decision, yet when important, certainly utilize this card on protection versus cards like the ones I specified. On offense, a fight slam took off alone arrangements monstrous harm. I don't know precisely how much, but rather I've possessed the capacity to assume control 1000 harm of a tower notwithstanding when the rival took a stab at countering the fight smash (however with a poor counter). Generally speaking, the fight slam is kind of like the tornado, it has potential and extremely valuable and dependable mechanics that haven't been completely found yet.  

Advantages and disadvantages 


- Great versus Lava Hound  
- Strong versus Giant Lightning  
- Great versus hoard rider  
- Many playstyles joined (counterpushing, guarded/smolder, and quick cycling)  
- When played effectively and with great hands, can counter pretty much any deck  
- An exceptionally adaptable deck  


- Very exact troop situation required versus killer  
- Letting too huge of a push get past without having enough solution to control it can destroy  
- Not extremely solid at combacks, so barrier before offense is an absolute necessity  
- Overcommitting can be extremely rebuffing!  
- Weak to high sprinkle decks 
- Average versus Spell Bait (terrible hand verse it can without much of a stretch cost you the diversion)   

General Gameplan  

Essentially, you just wanna gradually wear down the tower with excavator. Be that as it may, the deck is extraordinary at counterpushing and when done appropriately, you can pulverize your rival with counterpushes with fight smash, mineworker, monitors, and so forth. On resistance, your primary alternative is inferno tower and than bolster it with the proper unit, regardless of whether it be troops or spells, so you can effectively guard. Ensure troop situation versus killer is exact so

troops like gatekeepers or followers can complete a killer or bowler off when they're occupied on an alternate troop. I'm not going to really expound because of time deficiency and the way that I'm taking a shot at three different aides in the meantime. Yet, that is essentially it on the off chance that you wanna figure out how to play the deck from a restricted comprehension.  


 So I trust this deck will help you prevail in the fight slam competition without utilizing killer and experimenting with some underused and underrated cards like watchmen. This is it for my guide. I as a rule do basic matchups, however truly, the main thing I confront in fight smash test is either hoard rider or goliath lightning/fireball killer, or whatever other tank + killer, and the occassional memorial park. I trust you've found a strong fight smash deck and see you in the field!