Good day people of the world. Back here with me, verd. Coming to you to share some deck guide.Today it is going to be the battle ram rocket deck. Yes, this is an aim for those of you who are battle ram users. Well, without any further ado, let’s check the deck!

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Deck

 

Average Elixir Cost: 3.1

Play This Deck

What do you think about this deck? The deck up above is still optional, though. You can replace some of the cards with others as long as their job description is still similar.

 

Cards

 

ice-spirit-card-clash-royale-kingdomfire spirits-card-Clash-royale-kingdomBats-Card-Clash-Royale-Kingdomknight-card-clash-royale-kingdom

Ice spirit

Advanced players consider ice spirit as the best cycling card in the game. Besides, the ability to freeze a bunch of troops is just meta since the cost only requires 1 elixir. Furthermore, when the sudden death moment comes, you might want to keep deploying this walking ice to make the other card keep available on the bench.

 

Fire Spirit

Fire spirit is the card that gives you some elixir advantage. In spite of the ability to give 3 splash damages, these walking hot balls can distract and get rid of some high damage dealer health. Besides, fire spirits can assist the battle ram if the enemy decides to deploy their swarm army such as minion horde, skeleton army, goblin gang, you name it!

 

Bats

Bats is the card you might want to rely on. For all reason, here stand one, these 5 little flying bats are just the ones we need to go against any kind of massive attack. As long as they are protected, nothing can touch your tower, I assure you. Furthermore, they are so useful to include in your counter-attacking.

 

Knight

Knight is both a distracter and a protector. He is a damage receiver. This walking yellowman guy is your guardian. He can take all the damage from any massive attack. With the help of fire spirits, mega minion, you need not worry about your tower being hit. All is well with this guy on your deck.

 

Main Cards

 

musketeer-card-clash-royale-kingdomrocket-card-clash-royale-kingdomTornado-Card-Clash-Royale-Kingdombattle-ram-card-clash-royale-kingdom

Musketeer

Musketeer has currently met the meta place. This girl is just so useful in dealing with any kind of troops. In 1 vs 1 situation, the musketeer can win the fight with Baby Dragon, Minions, and Archers. Most noteworthy, the cost is reliable if we compare with the rest rangers card and just the same with the rest two cards.

 

Rocket

Rocket is just an end-game card, actually. However, you can use this spell to go against any strong swarm army such as the three musketeers, elite barbarians, etc. The rocket is just so useful to go against any kind of massive attack. You might want to rely on this spell to blow them all.

 

Tornado

I select Tornado because we have to counter enemy cards and so I choose the Tornado for defensive. When I play defensive tornado, I mostly combine it with the fire spirit. As a result, while the tornado fires on its whirlwind and gathers the enemy in one line, the fire spirit will easily cut their throat with its blowing flames.

 

Battle Ram

Battle ram is the primary card in this guide. The big wood log can overkill any building touched. Deploy her and protect her. Never let any troops touch her. Consider it as your girlfriend, if you have one? I know you don’t! Anyway, protect her.

 

Gameplay

First minute of the battle

At the beginning of the battle, you might want to start harassing the enemy’s tower with your battle ram and see what kinda card your enemy use to counter this attempt. However, remember to use only battle ram, don’t rush in, guys.

 

From 2 minutes

At this period of the time in the battle, you might want to consider your play style accordingly to your enemy’s strategy. You can see what deck, counter card, or attacking style that your enemy’s use. This way, you will have advantage how to deal with them. Just decide wisely whether when to give your full attack.

 

Last minute – sudden death

At this moment, you might want to keep harassing the enemy’s tower with your battle ram whenever the card is up on your bench. Keep deploying! And keep deploying! Until you can one rocketing it. As for the rest of the cards. Just defend to make a counter-attacking wave. Never use any other of the cards to attacks, only the battle ram, ok! You can also use the rocket to kill incoming attacks if you see the attack is so massive.

 

How about that? Any suggestions or questions? Fill in the comment column down below, and don’t forget to share it with fellow clanmates. Verd, peace out!

 

 

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