Find out what the next chest will be. All secrets, tactics of Clash Royale. Clash Royale chests, decks.

Clash Royale- an online multiplayer arena that requires a stable Internet connection to enter. With regard to the gameplay, Supercell did not reinvent the wheel, but created a kind of hybrid of Clash of Clans and Hearthstone: Heroes of Warcraft, which captivates the player from the first duel.

In each three-minute set, players will have three buildings: two towers of princesses and a central tower of the king. The task is to demolish the central tower or more defensive towers than the enemy with your troops. The gameplay goes like this:

  • fight with the enemy in the arena with your deck of cards;
  • we get a chest with a reward for the victory;
  • we spend the reward on pumping the deck.

Chests

In Clash Royale, chests are designed to receive new units and upgrade existing ones. In addition to cards, chests contain gems and gold. The chests themselves are of seven types, they open after a certain time and can be divided into three classes.

Temporary:

  • Wooden - fall out every four hours. In addition to ordinary cards, they can contain epic ones. Opens within 4 hours.
  • Crown - bonus chests for collecting crowns. The crowns themselves are collected from the destroyed towers, even if you lose. Often these chests contain valuable items. It is also guaranteed to have two to four crystals. Available once a day.

Cyclic:

  • Silver- get as a victory in a duel. Depending on the arena, the number of cards will range from three to eleven. Gold is distributed similarly - from 20 to 95. But epic or rare cards never come across in this type of chest. It takes three hours to open.
  • Golden- appear after defeating the enemy. Up to and including the third arena, the chest contains one rare card. Two will fall from the fourth to the seventh and three - in the legendary arena. Cards from 10 to 38, gold - from 70 to 304. Opens after 8 hours.
  • Giant- drop out after a victory. On the first arena, we get eight rare cards, and with each new level, the number of cards will increase by two or three jokes. The available maximum of rare cards in such a chest is 30, and common ones - 304. Gold in a giant chest is from 550 to 2470. Opens after 12 hours. If desired, the chest can be purchased at the store.
  • magical- gives from 200 to 950 gold, but out of the maximum possible 114 cards, three or four will be epic and 22 rare. In the first three arenas, there is almost no more than one epic card and ten rare ones. Opening time - 12 hours, available in the store.

Random:

  • super magical- contain huge reserves of gold (1200 - 5700) and 180 - 684 cards, of which 6 - 22 epic and over 36 rare. These chests drop randomly per battle. Opening time - 24 hours, available in the shop.

Cyclic chests in Clash Royale fall, at first glance, by accident. Actually, this process proceeds in strict accordance with the prescribed algorithm. To verify this, just check the sequence table below.

Cards

Also among the players there is an opinion that in Clash Royale legendary cards are found only in Magic or Super Magic chests. In fact, Ice Wizard or Princess cards, as well as epic and rare cards, come across in Wood and Silver, only much less frequently. There are many such examples on forums and websites dedicated to this game. It’s just worth considering that CR has a built-in store for a reason, which increases the chance of getting legendary cards for impatient players for real money. But even if you are a supporter of donat, before the fifth arena - the Ice sorcerer, and the Princess - before the seventh, they will never fall out.

secrets

We would also like to reveal some Clash Royale secrets and give some useful tips.

There are a number of ways to level up in the game.

By improving the cards of his deck, the player gains experience. As the level of the cards increases, the amount of experience for the next upgrade also increases.

For completing achievements in the game, experience is also added, plus crystals are awarded.

To access another of the options for increasing experience, you must join a clan. Each of the clan members can request the cards he needs several times a day and share his own. For discarding cards to clan members, you are credited with gold and experience. Perhaps this will be a discovery for you, but in Clash Royale you can cut down the left gold. If you were asked for a rare card, and it is available in the store, feel free to buy it. By giving it, you will not only recoup your costs, but also make a profit.

Many novice players do not know how to properly collect epic cards.

As practice shows, the most optimal way collecting epic cards is rational use crystals. They should not be sprayed on a trifle or spent on buying epiccards. Regular cards within two to three weeks there will be more than an abundance, and epic ones are guaranteed to fall out during this time. It is better to collect, for example, 500 crystals in order to convert them into 10,000 gold and acquire five epiccards, which by then may not yet be in your collection.

Tactics

The first and most important questions that a player asks are: what tactics to choose and what Clash Royale decks collect for this? Let's try to figure it out.

There are 42 cards in the game, and all of them either deal a powerful point strike, or a weak one, but in an area. In addition, there are units of melee or ranged combat, ground and air types. Based on this scenario, we can form three decks at once: offensive, control and defensive.

Regardless of which one you will form, do not forget about the balance of power and the average consumption of the elixir. Try to get in the range of 3.6-4.6. With less specific gravity decks there will be a terrible lack of time to think about the options for choosing a card, when iterating the weight - there will be nothing to cover the opponent's card. So, the classic attacking deck consists of three shock, two defensive and three universal ones; a deck of control - from two or three shock, two or three defensive, the rest - universal; defensive - two percussion, three universal and three for defense. Below are the most successful, one might even say, the best Clash Royale decks, tested in more than one arena. Feel free to put them on your decks.

Attack arena 2:

A good deck option for constant pressure on the enemy. The cheapness of units allows you to throw out up to 4 cards at a time. The Prince deals tangible damage, and the Fireball bombs the enemy while the team prepares for a new attack.

Control Arena 2:

Well balanced attack and defense deck. We release the Giant cards at the beginning and cover it with the Dragon. To break through the enemy defenses, we can add a Knight or Mini PEKKU.

Defense Arena 2:

A very handy deck to repel an opponent's attacks. Allows you to quickly seize the initiative and develop a counterattack. The bomb tower in the middle of the field covers the approaches, and the Musketeer and Bomber will cover the Knight or Goblins in close combat.

Attack arena 3:

The power of the deck lies in the alternate throwing of the Giant Skeleton, Barbarians and Mini PEKKI into the arena, supported by light cards. A Musketeer with a Skeleton or Barbarians make a great alliance. Arrows and Fireball - for protection.

Control Arena 3:

The deck assumes constant pressure from a mass of inexpensive warriors. We methodically destroy the towers and do not let them near our own. To carry out attacking units, we use Arrows and a Fireball. Inconvenience deliver Bomber and Valkyrie.

Defense Arena 3:

The deck perfectly controls both single and massive enemy attacks. Allows you to quickly switch to a counterattack with not very expensive units and the Ball. Minions do not give chances to the ball of the opponent.

Attack arena 4:

We strengthen the attacked side with the Hut and throw out the Witch behind the tower. Near the crossing we supplement it with a Giant. At the end we add the Boar Rider. While the Spearmen and the Witch are engaged in a fight, the Horseman and the Giant are doing their job.

Control Arena 4:

The basis of the deck is the Barbarians plus the Boar Rider. A variation with Lightning to break through defenses is possible. We use cheap units to distract the enemy from the Rider. The deck is very effective in the last minute of the battle.

Defense arena 4:

The deck allows you to become on the defensive and always have several strong attacking cards on hand for swift and powerful counterattacks. Fireball and Lightning will hit the towers even during the defense.

Attack arena 5:

The basis of the deck is the Boar Rider and the Prince, on whose shoulders lies the task of removing buildings and towers. The remaining cards provide them with a relatively safe passage to the intended goal or complete unfinished work.

Control arena 5:

This deck perfectly fends off enemy attacks and allows you to attack yourself. The attack is blocked by either Mini PEKCA or Goblins and Minions. A Dragon with a Giant or a Sorcerer is great at storming in a spark.

Defense arena 5:

The main advantage of the deck is a deaf defense, designed to wear down the enemy. We ourselves gradually take out the towers of the opponent with Rockets and Lightning. At the last minute, you can attack with the Ball.

In addition to a good deck, skill is also needed to win fights, because during the battle you need to clearly understand which card to use at what moment and in what place of the arena. Any attack must be planned and calculated in advance.

The classic attack option is to send a “tank” followed by a support unit. Often, the enemy drops several additional units to protect the towers. This is the moment that is important not to miss and use the right spell.

During the defense, the player is in a more advantageous position, since in addition to the troops, the tower is also shot back. Also, the attacker has already exposed his cards, which gave the opponent the opportunity to make the right decision. If you managed to save on the elixir when defending, this is a great moment for delivering a powerful counterattack.

Adhering to any specific Clash Royale tactics or trying your hand at different ones is a purely personal matter for the player. The main thing is not to change the cards in the deck too often and not to promote a lot of cards. Upgrade first those that are used in all decks.

Accounting

An important point during the duel is the rational accounting of one's own and the approximate calculation of the opponent's elixir. With the right distribution of it, you can coolly "punish" your opponent. Here are some examples of "pulling the blanket over yourself":

  • Blocking the Prince with the Skeleton Army - 1 (often he goes along with the Giant or Mini Pekka);
  • Demolition of the Giant Skeleton by the Army of Skeletons - 3;
  • Demolition of the Skeleton Army with Arrows -1;
  • Minions vs Bomber -1;
  • Skeleton Army vs Hog Rider (Hog) -1;
  • Arrows against Goblin Barrels -1;
  • Blocking the Prince with a Tombstone in the reach of the tower - 2.

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