Clash Royale Arena 7 Deck: GiWiVa

Clash Royale Arena 7 Deck: GiWiVa

I’ve been playing for around 2 months, getting stuck in the 2700 trophy range for several weeks until I found this Clash Royale Arena 7 Deck. After the latest balance change, I have found that the Giant + Witch combination works even a lot better than before. Consistently gaining me trophies until I reach the Legendary Arena! I am Zinkerino!
Clash Royale Arena 7 Deck

Clash Royale Arena 7 Deck

Clash Royale GiantClash Royale WitchClash Royale ValkyrieClash Royale Barbarians
Clash Royale PoisonClash Royale MinionsClash Royale ZapClash Royale Cannon

Cards

Giant: The main win condition for this deck. Most favorable time to place the giant is when you have 10 mana and have a witch in hand after placing the giant. If nothing is happening, place the Giant at the back of your King Tower so you have a lot of time to add supports.
Witch: Witch and Giant makes a really solid push. The Skeletons can distract high damage single target like Mini-PEKKA, and the Witch can destroy small troops like Minions and Goblins. Place the Witch at the back of the tower when your giant reach your tower, that way fireball don’t hit them both and your tower. Never play this card for solo push unless their tower is 1 hit away from dying.
Valkyrie: Really solid defensive card against swarms and Barbarians. If you place the Giant and Witch at the back of your King Tower, by the time the Giant reach the bridge you can drop Valkyrie to support your push. Only do this if you know the opponent is low on elixir because you will be left with 0 mana if you do this before double elixir time.
Barbarians: Another defensive card, but this one is used for Hog Rider and big guys like Royal Giant and PEKKA. Can make a decent push on its own, but generally that is not recommended since pretty much every deck has a defense against Barbarians.
Minions: Cheap high damage defensive card. Goblins dies instantly to Zap so I choose to run this instead. Defensive capability is similar to Barbarians. Can also be used to assassinate opposing tower so your Giant doesn’t get distracted.
Cannon: If you know the opponent has a Hog Rider, save this card to counter that for +1 Elixir advantage. If placed correctly, can also tank Royal Giant while in tower range. Add Barbarians to the mix and you got a decent push after the Royal Giant is dead. Also used to pull Giants and Golems.
Zap: Really great defensive and offensive spell, especially against minions. Your Witch will one shot the minions after Zap. Can be used to make Inferno Tower retarget to nearby Skeletons. If you miss the Cannon on Royal Giant timing, this card can force the Royal Giant to retarget the Cannon as well.
Poison: Mostly used on offensive, countering pretty much everything they throw to stop your push. On double time, you can easily overwhelm the opponent’s base with Poison and a bunch of spawned Skeletons while your Giant tanks everything.

General Gameplan

Preferable starting hand is Giant + Witch and a Cannon ready. If your opponent place an Elixir Collector and you have nothing to play, poisoning it is fine. If your opponent does nothing, deploying Minions or Barbarians is okay. Make sure to split the Barbarians, and support the lane that your opponent doesn’t defend at.
After you have both Giant and Witch in hand, wait until you have 10 mana, while answering the opponent’s push with as much efficiency as you can. When you got to 10 mana, you can start building your push.
Now about countering cards. easier to make table!
CardCounter
All spell cardExperience, mainly troop placement. Especially against Freeze. This deck doesn’t have a particular spell weakness.
InfernoZap, Minions
Bomb TowerMinions, Poison
Other towersNot a problem at all, but Poison is nice if you hit some other troops as well
SpawnersPoison
Goblins, Minions, Skeletons, Fire Spirits, GuardsZap, Valkyrie
Hog RiderCannon, Barbarians
Baby DragonWitch or Minion after it locks on to Giant or your tower
Royal GiantCannon + Barbarians/Minions
BarbariansValkyrie, Poison
BalloonCannon + Witch/Minion
3 MusketeersPoison if used defensively, Valkyrie + Zap if used offensively
PrincessPoison, or just wait until it locks on to your tower then use minion
SparkyZap LUL
Lava HoundDidn’t fight against one of these enough, but probably the Witch
MinerFuck this card, I hope this card got deleted next patch
All other ranged unitPoison if used defensively, Valkyrie or Barbarians if used offensively
All other melee unitCannon + Barbarians/Valkyrie
As you can see, most problematic card for this deck is the Miner. Countering Princess with Poison nets you -1 elixir but at least you got some tower damage. Even better if you hit other troops or buildings with it.
Thanks for reading guys! I hope you have enjoyed this Clash Royale Arena 7 Deck. I will try to answer questions in the comment if I can.
Thank to http://www.gameofwarrealtips.com
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