Clash Royale Card Tier List (6th Edition) WOW
Source and credit
Take to the skies! With the latest additions to Clash Royale’s roster being 2 more air troops, the balance between air and ground troops has become a little more equal. Although there was a lot of hype with the release of Inferno Dragon, it hasn’t lived up to the hype. Compared to the Mega Minion, the Inferno Dragon hasn’t had as much of an impact on the meta. As a result, most of the moves this week aren’t due to meta changes, but more due to some “housecleaning”, or moves I was planning on doing weeks prior but neglected to do so.
ALSO: Be sure to check out the SuperMagicalCup Season 2 Championships this Saturday, October 15th, at 12:00 PDT for some VERY high level gameplay. It will include big names such as Woody, Trainer Chris, CMcHugh, among others, including myself! You can watch on SuperMagicalCup’s twitch. Also, if you think you have a good eye for skill, submit your bracket for your predictions to who you think will advance and will win the whole tournament for a chance at $100 if you have the best bracket!
If you missed my last tier list, here is the link: Clyde’s Tier List V5
DISCLAIMER: This tier list is for TOURNAMENT play and is based on my opinions and it may differ from yours or others opinions. My opinion is not better than yours. Just because a card is in a high tier does not mean that every deck should have it. Vice versa, just because a card is in a low tier does not mean that it can’t be used in a competitive deck. A deck with all S tier cards will not necessarily be the best deck; the cards have to complement each other. Within the tiers, I listed the cards by rarity, not by superiority (Legendaries first, Commons last). The cards in **bold** are the movers and their old tier is listed in parentheses.
S – Ice Wizard, Miner, Princess, Bowler, Mega Minion, Poison, Giant, Elixir Collector, Zap
A – Lumberjack, Lava Hound, Guards, Hog Rider, Musketeer, Mini Pekka, 3 Musketeers, Inferno Tower, Ice Spirit
B – Inferno Dragon(NR), The Log, Prince , Pekka, Lightning, Mirror(D), Tombstone(C), Furnace, Rocket, Skeletons, Fire Spirits, Knight, Minions, Barbarians, Minion Horde, Arrows(C)
C – Sparky, Goblin Barrel, Dark Prince, Giant Skeleton, Golem, Freeze(D), X-Bow, Valkyrie(B),Fireball(B), Goblins(B), Spear Goblins, Tesla, Cannon, Mortar
D – Baby Dragon, Witch(C), Balloon, Rage, Goblin Hut, Barbarian Hut, Bomber, Archers, Royal Giant
F – Skeleton Army, Wizard, Bomb Tower
The OP cards. You’ll see multiples of these cards in top tier decks. They’re either versatile and can fit in many decks or have extremely strong stats.
No new entrants this week!
These cards are not seen as often as S tier cards. They’re not as versatile as S tier cards, but are still seen in many top tier decks.
No new entrants this week!
Used right, these cards will make some great elixir trades; however, they are really situational and against some decks, these cards will be ineffective.
- Inferno Dragon(NR) – Many people saw it as the savior to counter this Giant-Poison dominated meta and while it hasn’t accomplished that, Inferno Dragon is still a good card. The most effective way I’ve seen it used is behind a tank. The key to winning a tank VS tank match-up is being able to kill the other tank before your opponent’s troops kills your tank and the Inferno Dragon excels in this aspect. Now for its negatives. Its slow movement speed makes it very glitchy and poor in a counterattack. There have been times where I placed a Inferno Dragon at the bridge to kill my opponent’s troops and the ID attacked the troop while it was in range, but when the troop walked out of its range, the ID stopped attacking it and just froze and wouldn’t move until the troop died. Hopefully SuperCell fixes this.
- Mirror(D) – I had faith that it would move up in tiers as soon as people experimented with it and I thought B tier would be where it would end up. Mirror allows creative deck builders to experiment and use non meta decks that are still viable. With the popularity of low cost troops that can provide an elixir advantage (like Zap, Ice Spirit, Skeletons, The Log, Mega Minion, Tombstone), Mirror can really throw off people who don’t know how to play against it.
- Tombstone(C) – Besides being used in Lava Hound decks, Tombstone has a place as a semi-replacement for Guards. Tombstone dominates slow single target attackers like Mini Pekka, Pekka, or Prince, and even does well against Giant. Although its weak to Poison, the point of using the Tombstone is to draw the Giant towards the middle, making it take a little longer to reach your tower. It also makes your opponent’s Poison a little more predictable, which helps you place your defensive troops (such as Musketeer) safely out of the poison.
- Arrows(C) – With the buff to Lightning, Arrows has become a popular spell to pair with it, especially in Lava Hound decks. It deals with any potential Minions or Minion Horde, or even Lava Pups. It switches tiers with Fireball because very few people will choose to play Fireball when they have the option of using Poison, which is generally a superior card ever since Barbarians fell slightly out of the meta.
Most of these cards shine when they’re used in combination with a certain card or deck. Individually, these cards can be lackluster or even useless.
- Freeze(D) – Still a pretty bad elixir investment in most cases, but moves up because it’s a really niche card that has a place in the meta. Most of the time, your opponent’s answer on defense is a medium cost troop such as Prince, Mini Pekka, or Musketeer and these troops can be easily dealt with on your side as long as there’s no tank in front of it. The really successful Freeze players are those who not only use Freeze to stall for time while their tower-targeting troop goes HAM on the tower, but also has other troops to deal with the frozen troops.
- Valkyrie(B) – Bless you Trifecta players who still use Valkyrie. Valkyrie is card that has such strong stats, but suffers due to its speed, which made it easier to distract and harder to reach tower. The Hog-Valkyrie combo was a nice way to compensate for a strong card’s weakness to make it viable, but it’s become a lot easier to counter that combo with cards like Bowler (which knocks back both the Valkyrie and Hog Rider) or Ice Spirit (which is a 1 elixir investment to separate the Valkyrie from the Hog Rider).
- Fireball(B) – See Arrows.
- Goblins(B) – I’ve been meaning to move it down to C tier to join its spear-touting brethren. Although Goblins have really strong damage for a 2 elixir card, it’s countered too easily. Whether it is The Log, or Zap, or Bowler, or Ice Spirit, its rare for your opponent to not be able to prevent the Goblins from reaching their tower. On defense, it struggles because if it is your only low elixir spawner troop, you opponent could Zap the Goblins for an even elixir trade and you probably have to invest a high elixir troop you don’t want to use to deal with your opponent’s push.
These cards either have bad stats, are easily countered, or are just outshined by other cards that do a better job. You’ll see them sometimes, and they may even help win a game or two, but not consistently.
- Witch(C) – Overdue demotion due to it’s feebleness in the Poison meta. With the buff to Lightning, its even more appropriate now to demote the Witch. Using either a Lightning or Poison + Zap combo to deal with a Witch is effective because you only take a one elixir disadvantage, PLUS you have the opportunity to damage your opponent’s other troops or building.
The worst of the worst. You will rarely see these cards and it is even rarer to see these cards used effectively.