

The Princess, Magic Archer, and the Flying Machine can stay safely behind the Royal Giant since they have a longer range than him.However, high DPS tanks such as the P.E.K.K.A can still destroy this combo. The Royal Giant can tank for the Dark Prince while dealing damage, while the Dark Prince can counter defending troops and swarms. The Royal Giant works decently well with the Dark Prince.However, it is possible to use the Royal Giant as a tank if the player puts down melee troops after the Princess Tower targets the Royal Giant. Since the Royal Giant is a ranged troop, he will not protect any melee or short-range troops from enemy defenders, making his high hitpoints nearly worthless as a meat shield.A Royal Giant card costs 6 Elixir to deploy. His appearance is similar to that of a Giant, but he sports a darker coloured cloth coat, has a mustache with sideburns which go down to his chin, wears an earring on his right ear, and wields a cannon in one hand and a cannonball in the other. He is a building-targeting, medium-ranged troop with high hitpoints and moderately high damage. The Royal Giant is a Common card that is unlocked from the Royal Arena (Arena 7). Solution (alternative cards): Baby Dragon instead of the Valkyrie.“Destroying enemy buildings with his massive cannon is his job making a raggedy blond beard look good is his passion.” Might get difficulties against decks with more then 4 cards of flying units. Recommended only if their strength bar is more than half full. If you manage to drop a Musketeer behind the Giant during the attack - you're golden.Īll of the following - Giant, Musketeer, Knight, Valkyrie - will make tremendous damage if Raged while standing alone against a crown tower. The Arrows should always be ready to protect the Giant.

If placed on the right time it can take down any building in seconds. The best combination is the Giant + Rage + Skeleton Army. There are plenty of lethal combinations, depending on your cycle and your opponent's defensive cards. A great block for the Witch, while dropped next to her. Great elixir value against the Wizard. The knight makes plenty of damage to a single unit at a time. Great against hordes of troops, barbarians and good at protecting the Giant. Valkyrie will deal damage to everyone around it. A high level of Arrows can be great to damage crown towers and finish up big troops. In some situations they can destroy all types of wizards pretty fast.Īrrows should be used mostly against Minion Horde, Skeleton Army or being used against a large amount of small troops. The Skeleton Army should be used only against Pekkas, all sort of giants, Prince, Barbarians and basically every heavy troop. The Giant might be good for getting the opponent's attention while the Musketeer and the Archers slowly cleaning up the board. They also bring to the battlefield a wonderful backup for other troops while standing behind them. The Musketeer and the Archers are great against Baby Dragons, Inferno Dragons, Balloons, Minions etc. There are two valuable cards to counter flying troubles. The key for victory with this deck is to build a killer push after a successful defensive move.ĭeck Information Deck Created by: RolloGames Minimum Recommended King Level: 4 Maximum Recommended King Level: 10 Arena Required: Serenity Peak (Wrong?) Average Elixir Cost: 3.4 (Wrong?) More Statistics: Go to Deck Builder Card Roles Giant: Tank Valkyrie: Semi-tank Musketeer: Against flying threats Knight: Semi-tank Skeleton Army: Against tanks Archers: Against flying threats Arrows: Spell (anti hordes) Rage: Spell Strategy Nevertheless, due to the great balance of this deck, there are plenty of lethal offensive combinations, depending mostly on the Giant and the Rage together. The type of this deck is defensive because the whole thinking behind it was to counter every surprise that your opponent drops.
