[Strategy] A Guide to all the tanks


Hey, redditors on r/ClashRoyale! I’m back again with another guide. My last guide was about [Skeleton Barrel] (https://www.reddit.com/r/ClashRoyale/comments/7l1r22/strategy_indepth_guide_to_the_skeleton_barrel_v2/?sort=new), today I’m going to talk about all the tanks that you can play on Clash Royale.

BTW, Merry Christmas to you guys and that’s all, Enjoy the guide!

#[Handbook to all Tanks] (https://imgur.com/a/7HTfq)
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#Giant

Troop| Level| Elixir Cost| Hitpoints| Damage| DPS| Targets| Movement Speed| Rarity
– | – | – | – | – | – | – | – | –
Giant | 7 | 5 | 3,344 | 211 | 140 | Buildings | Slow | Rare

**Description**

>Giant is the cheapest tank you can use in the game. Giant has more hitpoints than Giant Skeleton, Lava Hound, Royale Giant and Giant Skeleton, but has less than Golem and Pekka (according to Tournament standard). Giant also has decent damage. The Value of the 5 Elixir on this card is so good, due to its decent hitpoints and damage.

>Yes, Giant is probably the most versatile tank out of many other tanks. On double Elixir time, Giant can be deployed instantly on the bridge for counter-pushes.

>It’s not risky to pop the Giant out comparing to other tank units since Giant only costs 5 Elixir. You will have another 5 Elixir to defend your opponent’s sudden push on the other lane/building up the Giant push. Most common way of deploying Giant is placing the Giant behind the King Tower, whether your pushing left side or right side. This placement helps you bank/build Elixir before your Giant crosses the bridge.

>**I wouldn’t recommend you deploying units to support Giant before the Giant crosses the bridge, since Giant has ˢˡᵒʷ ˢᵖᵉᵉᵈ.. Problems can happen when..**
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1. *Your main condition #2, support units crosses the bridge first, leaving the Giant behind.*

2. *Resulting, your main condition #2/ support units get Eliminated first, done nothing. And then your Giant melts down.*

3. *Your opponent decides to counter-push with their leftover units, you have no Elixir to defend. Your first crown tower is destroyed, you will have a big disadvantage throughout the game.*
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>If Giant locks on to the tower, it will do enormous damage when also taking the damages from the tower and opponent’s units.

Check out /u/MWolverine63’s [Slot Method Guide!] (https://www.reddit.com/r/ClashRoyale/comments/4vvjlg/strategy_a_deck_building_guide_the_slot_method/)

#Slot Method with Giant Decks

*Deck #1*

– **Giant** : Win Condition #1
– **Night Witch** : Win Condition #2 / Win Condition #1 Supporter
– **Miner** : Counter-Pusher / Pump, Princess eliminator
– **Mega Minion** : Main Air defense
– **Goblin Gang** : Main Ground Defense / Swarms
– **Poison** : Win Condition Support Spell
– **Skeletons** : Versatile Response Card / Cycle Card
– **Zap** : Versatile Response Spell

*Deck #2*

– **Giant** : Win Condition #1
– **Prince** : Win Condition #2
– **Mega Minion** : Main Air Defense / Push Supporter
– **Guards** : Main Ground Defense
– **Musketeer** : Runner
– **Ice Spirits** : The *Effect* Card / Cycle Card
– **Poison** : Win Condition Support Spell
– **Zap** : Versatile Response Spell

*Deck #3*

– **Giant** : Win Condition #1
– **Graveyard** : Win Condition #2 / Spawner Spell
– **Bowler** : Main Ground Defense / The *Effect* Card
– **Mega Minion** : Main Air Defense
– **Musketeer** : Runner
– **Goblin Gang** : Swarm Units
– **Fireball** : Spell
– **Zap** : Versatile Response Spell

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#Giant Skeleton

Troop| Level| Elixir Cost| Hitpoints| Damage| DPS| Targets| Movement Speed| Rarity
– | – | – | – | – | – | – | – | –
Giant Skeleton | 4 | 6 | 2,793 | 172 | 114 | Ground | Medium (60) | Epic

**Description**

>Giant Skeleton is a tank card that many players don’t use. The Giant skeleton has horrible DPS, but alright hitpoints with medium speed. The main thing about the Giant skeleton is… the death damage.

> Giant Skeleton has big death damage, that can just delete the troops near the bomb. By this death damage, you can earn HUGE elixir advantage. But when your plan fails, you will lose Elixir. It’s pretty important where you deploy your Giant Skeleton. So let’s say that opponent deployed Giant, Musketeer and Mega Minion on the Bridge. Giant is upfront, both Musketeer and Mega Minion is behind the Giant ready for the push. You should **never** deploy your Giant Skeleton right at Musketeer and Mega Minion. This can result no damage to the Musketeer and Mega Minion as well as Giant. You have to deploy your Giant Skeleton to the Giant, right at his face. So after the Musketeer and mega minion kills the Giant Skeleton, Musketeer and Mega Minion will head towards the tower **BOOM**. They will be deleted. Of course, Make sure you deploy your Giant Skeleton right away on the bridge, don’t wait until the Giant locks to your tower.

>When defending a Giant Skeleton, you should place your troops behind the Giant skeleton.
*Why?*
>Because then your units will have enough time to escape the bomb, head towards your opponent’s tower.

#Slot Method Giant Skeleton Decks

*CLASHwithSHANE’s GS Deck*

– **Giant Skeleton** : Win Condition #1
– **Miner** : Win Condition #2 / Counter-Pusher
– **Skeletons** : Versatile Response Card / Cycle Cards
– **Poison** : Push Support Spell
– **Archers** : Runner
– **Furnace** : Spawner Building
– **Minions** : Main Air Defense
– **Zap** : Versatile Response Spell

*A special GS & Night Witch Clone deck*

– **Giant Skeleton** : Win Condition #1
– **Night Witch** : Win Condition #2
– **Cannon Cart** : Runner
– **Electro Wizard** : The *Effect* Card
– **Goblins** : Versatile Response Card / Cycle Card
– **Clone** : Duplicate Spell / Win Condition Spell
– **Poison** : Push Support Spell
– **The Log** : Versatile Response Spell

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#P.E.K.K.A

Troop| Level| Elixir Cost| Hitpoints| Damage| DPS| Targets| Movement Speed| Rarity
– | – | – | – | – | – | – | – | –
P.E.K.K.A | 4 | 7 | 3,458 | 678 | 376 | Ground | Slow (45) | Epic

**Description**

(*BUTTEEERFLIEES*)

>Finally a tank with devastating Damage, 3rd highest HP of all troops in the game. P.E.K.K.A is just perfect for defense. Due to high Hitpoints and Damage, it can easily destroy a push. No spells, troops will effortlessly kill the P.E.K.KA when she’s defending. It’s counters most of the tanks ; Giant, Giant Skeleton, Golem, Royale Giant and even Hog Rider (except for Lava Hound).

>Having your Pekka defend on your arena side is more efficient. I wouldn’t recommend deploying your Pekka on the bridge for defense, since your opponent can pump out units fast (on the bridge) to counter your Pekka. By defending with the Pekka, you can seek some great Elixir advantage for example, when facing Three Musketeers.

>After a successful defense, I can build a counter-push with Pekka. It maybe be perhaps impossible to make your Pekka lock into the tower, but use your Pekka for tanking the damage and crush the units near him. Of course, you will have to pop out your win condition #2 / support units when counter-pushing to help counter-pushing.

#Slot Method with Pekka Decks

*Deck #1*

– **Pekka** : Win Condition #1
– **Battle Ram** : Win Condition #2
– **Musketeer** : Runner
– **Baby Dragon** : Splasher / Main Air Defense
– **Executioner** : Splasher #2 / Main
– **Poison** : Push Support Spell
– **The Log** : Versatile Response Spell
– **Tornado** : Push Control Spell / Splasher Support Spell

*Deck #2*

– **Pekka** : Win Condition #1
– **Hog Rider** : Win Condition #2
– **Electro Wizard** : The *Effect* Card
– **Goblins** : Versatile Response Card
– **Bats** : Versatile Response Card
– **Ice Golem** : Push Supporter / Counter-Pusher
– **Fireball** : Spell
– **Zap** : Versatile Response Spell

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#Lava Hound

Troop| Level| Elixir Cost| Hitpoints| Damage| DPS| Targets| Movement Speed| Rarity
– | – | – | – | – | – | – | – | –
Lava Hound | 1 | 7 | 3000 | 45 | 34 | Buildings | Slow(45) | Legendary

**Description:**

>My favorite card, Lava Hound is the only flying tank card on the game. That means, only half of the whole cards can target Lava Hound. However, Lava Hound can’t be used for tanking Mortar and X-bow that can’t target air units.

>Deploying a alone Lava Hound is a never good choice, you should have a support unit that can help Lava Hound throughout the push. One of the best combo with Lava Hound is Balloon. When Lava Hound is tanking everything, Balloon sneakily drives towards to the tower, drops crazy damage.

>So placement of the Lava Hound..there’s only one placement that you can make until double elixir time. Place your Lava Hound at the back corner, whether it’s left or right. The placement helps you collect Elixir until you start a complete Lava push. Again, this is what I said on the GIant Card section ; don’t deploy units on the back when Lava is deployed, wait for LH to cross the bridge. Lava also is a slow troop, so you will need to be careful.

>You don’t have to deploy Lava Hound at the start of the game, you can play defensive and deploy LH on double Elixir time. Playing defensive means not deploying Lava Hound, playing defense with spells, units that supposed to be deployed with Lava Hound.

>Remember to not overcommit, don’t overuse Elixir when your Lava Push is not doing good/about to get eliminated. Get ready for your defense. General counter of Lava Hound is air swarms such as Minion Horde. You can simply counter them back by using Arrows to them. You should arrow them fast before Lava Hound becomes Lava Pups, pups won’t be able to their work very good. Another general counter of Lava Hound is AoE/Splasher + tornado combo. AoE/Splasher will able to damage your Lava Hound and your support units together with Tornado. **If your opponent doesn’t have Tornado but has AoE/Splasher unit**, remember to space out your Lava Hound and your support unit.

#Slot Method with Lava Hound Decks

*Lavaloon that I use for Ladder*

– **Lava Hound** : Win Condition #1
– **Balloon** : Win Condition #2
– **Guards** : Main Ground Defense
– **Mega Minion** : Main Air Defense / Push-Supporter
– **Minions** : Runner
– **Tombstone** : Spawner Building
– **Fireball ** : Heavy Spell / Push-Support Spell
– **Zap** : Versatile Response Spell

*Deck 2*

– **Lava Hound** : Win Condition #1
– **Balloon** : Win Condition #2
– **Goblin Gang** : Main Ground Defense / Ground Swarms
– **Mega Minion** : Main Air Defense / Push-Support
– **Minions** : Runner / Defensive Support
– **Tombstone** : Spawner Building
– **Lightning** : Investment Spell / Troop Eliminator & Building Destroyer
– **Arrows** : Versatile Response Spell / Swarm Wiper
*[ClashwithShane’s Lava Ladder Deck]* (https://www.youtube.com/watch?v=gtylEGPPUUk)

– **Lava Hound** : Win Condition #1
– **Miner** : Win Condition #2 / Pups-Supporter / Counter-Pusher
– **Zap** : Versatile Response Card
– **Fireball** : Spell
– **Night Witch**: Runner
– **Bats** : Cycle Cards / Push-Supporter
– **Goblin Gang** : Ground Swarms
– **Mega Minion** : Main Air Defense / Runner #2

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#Golem

Troop| Level| Elixir Cost| Hitpoints| Damage| DPS| Targets| Movement Speed| Rarity
– | – | – | – | – | – | – | – | –
Golem | 4 | 8 | 4,256 | 259 | 103 | Buildings | Slow(45) | Epic

**Description**

>Golem has the highest health on the game, and also has a decent damage. Golem also can’t performance very well without any support. When Golem is deployed with good combo, Golem just can be a monster, nobody will stop him.

>Golem can be very tricky if you can’t use it right; it’s pretty hard to pick when you’re going to deploy your Golem, start a push. There are many cases where a player forgetting about Golem ; player was too busy defending and building pumps. Going defensive before double Elixir time isn’t a bad idea. Going defensive means never deploying Golem and defending with spells and other cards except Golem.

>Golem also has 2 phases like Lava Hound; it pops out golemites from golem. That means, it will help your support unit/wincondition #2 for a long time. Also Golem + golemites have death damage, it can wipe out all the swarm units that’s near him. It’s good to have a spell like Poison that can damage continuously/ eliminate all the units that opponent deployed to prevent counter-pushing.

#Slot Method with Golem Decks*

*Deck #1*

– **Golem** : Win Condition #1
– **Night Witch** : Win Condition #2
– **Elixir Pump** : Investment Building
– **Baby Dragon** : Splasher / Push Supporter
– **Mega Minion** : Main Air Defense
– **Skeletons** : Versatile Response Card / Cycle Cards
– **Lightning** : Heavy Spell
– **The Log** : Spell

*Deck#2*

– **Golem** : Win Condition #1
– **Cannon Cart** : Win Condition #2
– **Baby Dragon** : Splasher
– **Mega Minion** : Runner / Push Supporter
– **Elixir Pump** : Investment Building
– **Goblins** : Cycle Card / Versatile Response Card
– **Poison** : Spell
– **Zap** : Versatile Response Spell

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#To Conclude..

*TL;DR*

Tank Cards ain’t worth the cost of their Elixir, supports and spells will be needed to increase the value of the card. Each Tank cards have different type of performances and combos.

#Thanks for reading this guide! This was /u/Flaming9 and I’ll come back again with another guide! And…Merry Christmas & Happy new year!

*Re-posted because the post wasn’t up on the new section.*

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