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MOTHER WITCH

Tips and Guide - By Nightwalker, Ze Hang, Kai Zhe

Dmg: 110

Hitpoints: 560

Hitspeed: 1.1 Seconds

Speed: Medium

Targets: Air and ground

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Latest legendary and card in the game, Mother Witch is a decent counter against swarms from afar as the transformed pigs would distract the rest of the swarm. At 560 hitpoints for level 9, she is essentially a firebally which makes it a neutral elixir trade (especially with the pigs). Mother witch is usually placed behind a tank for defence due to her low damage output and hitpoints. 

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She is commonly used in decks with RG, E Barbs and Fisherman like the one below

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Mother Witch
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Inferno Dragon

Tips and Guide - By Nightwalker

Dmg: 30-350 (depending on the time)

Hitpoints: 1070

Hitspeed: 0.4 Seconds

Speed: Medium

Targets: Air and ground

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A very dangerous card when it connects to the tower. Basically a flying Inferno Tower, Inferno Dragon can take down tanks steadily due to the accumulated damage output. Take note that it is not a direct replacement for Inferno Tower as it is more fragile and deals less damage. It also does not chase units. When slowed by Ice Wizard, it takes one second longer to reach maximum damage. However, like Inferno Tower, it can easily be countered by a E Wiz, E Dragon or Zappies. THe optimal time to stop Inferno Dragon is at 4 seconds after it starts attacking (if you count :D) Zap spells also work if at low health or to temporarily stop it from destroying the tank. A good Lightning can also take it down alone with tower damage, however, only use Lightning when there are other cards like Skeleton Dragon for example so there is Lightning value. Otherwise, it is a negative elixir trade. Another good counter is Bats and Minions or Skeletons. Never put a naked Inferno Dragon without support and only put it behind a tank so it can safely attack without getting killed. Inferno Dragon pairs well with Baby Dragon as it can push it forward. Good decks include Lavaloon (below)

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Mega Knight
 

Worst nightmare if not countered properly - By Nightwalker and Win

Dmg: 222

Hitpoints: 3300

Hitspeed: 1.7 Seconds

Speed: Medium

Targets: Ground

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Many face a challenge in Arena 12 or in Challenger 1 due to this guy right here. although MK may seem difficult and pose a challenge to many, the answer to it is actually quite simple. MK jumps at his target if they are too far away and deals double the damage. Due to his high health, he is very tanky and furthermore, he attacks multiple targets! Sounds hard and unbeatable right, okay, here's the thing. There are several solutions to beating a MK and they are:

1. Kite it with Ice Golem or Battle Ram (Cheap cards that allow you to make a counterpush on the opposite lane where you kite the MK to

2. Use high dmg attackers like PEKKA, Prince, Valkyrie or even a Knight

3. Use Inferno Dragon or Tower. If the enemy supports the MK with a E Wiz or Zappies, put a mini tank between them (preferably Valkyrie) then let the Inferno Tower or Dragon slowly take it down. Due to MK's low dmg, the Valkyrie would die after the MG

4. Get the MK distracted with a high hitpoint card like Knight or even Mini PEKKA works, and swarm it with Skeleton Army, Barbarians etc

5. Use Witch or Tombstone or Goblin Hut to make the MK jump at a single Skeleton or Goblin. However, with just one of them, MK still takes a hit on the tower (no matter if it is a jump hit or a normal one)

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You just need to remember that you need to make MG get 1 or no hits on the tower as a MG connected to a tower, especially a raged one, is crazy strong and deals a minimum of 1000-1500 damage and cause you to overcommit as you panic on what to do with it, leaving the opponent with at least 3-6 elixir to start a small push. MK are usually paired with E wiz and are in decks where there are no high hitpoint cards. A homemade deck by Win who mains MK is actually quite decent, especially when overleveled

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PEKKA
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PEKKA
 

All you need to know about PEKKA - By Nightwalker

Dmg: 678

Hitpoints: 3125

Hitspeed; 1.8 Seconds

Speed: Slow

Targets: Ground

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If you are wanting to use PEKKA as your main deck to climb ladder effortlessly, you have come to the right place! PEKKA is an overall good use of yor 7 elixir. Although it is slow, pair it with faster cards behind it like a Battle Ram or a Prince to make it go faster. As PEKKA targets single troops, you might want a good area damage attacker behind like a Magic Archer or Wizard or even a Valkyrie. PEKKA like all tanks are slow and countered by Inferno Tower / Dragon. Thus, it is good for your deck to include a Zap or any Electric card. PEKKA can take out Hog Riders but Hog gets a hit and it is also a effective counter to Electro Giants and mini tanks like Knight, Valkyrie and even Prince. PEKKA is also capable enough to wipe out a Mega Knight, Giant and RG's (yes a very annoying card). However, having a E Wiz on the opponent's side not only gives the PEKKA a cooldown time which causes it to reduce in hitspeed, it also makes the PEKKA much more vulnerable to high damage dealers like Mini PEKKA. PEKKA should never be put directly on the bridge as it does not chase any incoming Hog or Ram Rider. A good tip if you have elixir to spare or if the opponent wants you to make the first move is to put PEKKA behind any tower so they cannot ignore it unless they are AFK. Additionally, PEKKA pairs well with Mini PEKKA too as Mini PEKKA + PEKKA can deal a whole chunk of dmg if not defended, however it is best to have a spell ready since they are weak to Skeleton Army, Goblin Gang, Goblin Hut and Barbarians. PEKKA is usually found in PEKKA Bridgespam (on top) or PEKKA Double Prince (below)

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