Introductions

Announcement

Dear Friends, a message from us, to You.

 

Discussion

(00:22:25)

 

Our Weeks in the Arena

Joe: 6308

  • Grand Champion!!
  • Balloon cycle
  • Clan: 9873
  • Inferno Dragon – 19/20

Rob: 5665

  • New PB 5764 – Master 3!!!
  • Rocket Level 1 star points!
  • Graveyard from GY Draft Challenge
  • Clan: 10,603

Topics

  • Challenges
    • Graveyard Draft Challenge
      • 12 wins – 3 Graveyards!
    • Princess Draft Challenge
      • 10 wins – New Princess Emote (horn blower)
    • Global Tourney
    • Mega Deck Challenge!
      • 9 wins – Legendary Token
  • What’s Coming in the next update:
    • A New ArenaKing
    • Towers are getting a makeover
    • A new card (new anchor mechanic??)
    • #ClashRoyaleSeason1

 

Meta Check

(00:35:11)

The Meta Check is brought us by our boy Sir Devon (LloydChristmas)!! Let’s look at a few risers and fallers for this meta check! This time, is the Meta Check: Final Edition.

Devon takes us through a meta check finale, that tests our knowledge on the history of the changing meta the past three years.

 

To see the stats behind this week’s Meta Check click here.

 

Chest Openings

(01:00:39)

We open chests round robin style, starting with the least rare, then moving to “The big dogs”!

  1. Rob – Crown, and 2 Big Dogs
  2. Joe – Crown, and 2 Big Dogs

 

Deck Spotlight

(01:08:25)

Quake City (2.8 AEC)

Cards: Hog Rider, Archers, Skeletons, Ice Golem, Snowball, Barbarian Barrel, Inferno Tower, Earthquake

Copy to Deck

Decksplanation: This deck has been a favorite of the CRL pro players, so we figured we’d give it a shot! This deck is the definition of a cycle deck. The cycle-ability of the deck is insane.  The deck is very easy to use, but very hard to master. The high ceiling of the deck makes it difficult to master quickly, and so you’ll have to give yourself some time to learn it before you’ll feel comfortable playing it.

Simply speaking, your offensive push can be boiled down to the Hog Rider, supplemented with whatever you need to. If your opponent has a building, earthquake it away. If they have small troops, snowball them to allow your Hog time to get to the tower and get a hit or two off before he dies. If they have goblin gang, or smarmy and like to play them at the bridge, you can use either the barb barrel, or the ice golem in front of you Hog when you do your push. Because the cost of the support cards are so cheap in elixir, you’re effectively supplementing your Hog while at the same time cycling back to your Hog!! It’s like the Hog never leaves the Arena.

This logic also works with your two other main defensive cards, in the Archer and the Inferno tower. When defending, you can cycle back to whatever you need, while also distracting your opponent with the Ice Golem, Barb Barrel, Snowball, and/or Skeletons. By the time you finish distracting, you are effectively back to your defensive troop! And you’re ready to start a counter push. Small Tip: The Inferno Tower paired with the Snowball is amazing synergy. The snowball pushes things back and delays damage onto your Inferno Tower, so you have time to build up damage on the offensive threats and stop them in their tracks! Late in the game, don’t stop your Hog pushes, and be sure to use Earthquake and Snowball to damage buildings/troops AND the opponent’s tower to ensure you’re getting the chip damage you need to win the game. Ultimately, you have no huge spell – so late game, this is all you will have to end the game. Boom!

 

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