The Mortar card is unlocked from the Builder's Workshop (Arena 6). It is a long-ranged, moderate-hitpoint building that deals moderate area damage and can be used offensively or defensively. It has a blind spot and can only attack ground troops. It fires explosive shells slowly, and like the X-Bow and Princess, is capable of attacking a Princess Tower from your side of the Arena. A Mortar card costs 4 Elixir to deploy. The Mortar can be used to eliminate large swarms of troops or assist in eliminating medium to high hitpoint troops. Its slow hit speed means that it is less effective on higher hitpoint troops, such as the Giant. As a defense, the Mortar can be placed in the center of the player's territory, preferably closer to the King's Tower, so opposing troops cannot get to the Crown Towers without defensive resistance. If the opponent deploys an Elixir Collector two or more tiles from their King's Tower, the Mortar can be used to get rid of it. Be cautious when doing this, however, as this will put the player at an Elixir disadvantage due to the Mortar's slow hit speed. The Mortar is able to target the enemy's Crown Towers from the player's own side, making it an effective offensive building. With its cheaper cost, ability to deal area damage, and its dead zone, the Mortar can be used as a cheaper and less risky alternative to the X-Bow. However, the Mortar deals much less damage per second than the X-Bow, and with only 6 shots, the total damage output is significantly lower. The area damage can also hurt enemy units that are close to the Tower, maximizing damage output. Use the Tornado to bring units closer to the Tower to utilize the Mortar's area splash damage. The Mortar is also able to damage enemy defensive buildings/troops from the player's side of the Arena to make way for a push. It is recommended to place a tank, splash unit, and/or splash building to protect it from troops in its blind spot and allow it to deal more damage to the Crown Towers. It also will not get distracted by any troops like Giants that are placed near it while it's deploying due to its "blind spot". When facing the Mortar, try to place slow building targeting troops like the Ice Golem one tile into the other lane. This will distract the Mortar completely, due to its low DPS and Ice Golem's high hitpoints. Generally, the player should consider attacking in the other lane with their main offensive cards, in order to prevent the Mortar from attacking their Crown Tower. The exception to this is for decks that use the Royal Giant, in this case, it is better to attack in the same lane with the Royal Giant against the Mortar. While the Mortar is very powerful, it should be noted that fast troops such as the Hog Rider can get towards it quickly, making them untargetable due to the fact the Mortar cannot target troops that are very close to it. A Mortar takes 3.5 seconds to deploy, giving the defender ample time to place cards to distract the Mortar and prevent it from locking onto their Crown Towers, as well as deal with its supporting troops. With sufficient cards, this can then be turned into a punishing counterpush. Placing the distraction unit at the last second is usually the most effective way to distract the Mortar as the opponent won't be able to react to the unit and eliminate it before the Mortar finishes deploying. The defender can also mix up their timing and play their unit immediately to catch their opponent off guard, such as with an immediate Inferno Tower. If the player misses their timing for a distraction and the Mortar is locked on to their Crown Tower, using any card with a stun effect such as Zap will force the Mortar to retarget to the nearest entity, which is helpful in denying a lot of would-be damage. In a situation where both players have lost a Princess Tower in opposite lanes, the Mortar user should attack the tower opposite to their destroyed one by placing their Mortar in the middle. This limits the areas in which their opponent can deploy troops directly on top of the Mortar. Going for the King's Tower is not recommended, as all four sides of the Mortar will be vulnerable to being deployed on and the King’s Tower’s higher amount of hitpoints will be difficult to break through consistently. Having an area damage spell in hand when attacking with the Mortar is very effective, as it can allow the player to defeat low or moderate-hitpoint troops nearly instantly, allowing it to lock onto a Crown Tower. Conversely, having an area damage spell in hand when defending against an Mortar is also effective. Due to the Mortar's high Elixir cost, the units played alongside it are often of low Elixir cost and have low to moderate hitpoints, allowing the player to reap a large amount of spell value. It is possible for troop spawners to distract the Mortar due to the quick troop spawn rate that can be faster than the Mortar's fire rate and that the Mortar aims at the troop(s) that are spawned. The Mortar was released with Clash Royale's soft launch on 4/1/16. On 11/1/16, a Balance Update decreased the Mortar's lifetime to 40 seconds (from 60 seconds). On 2/2/16, the February 2016 Update decreased the Mortar's cost to 4 (from 6), its damage by 40%, its lifetime to 20 sec (from 40 sec), and its range decreased to 12 (from 13). On 9/2/16, the Chest Rewards & Card Balance Update increased the Mortar's lifetime to 30 sec (from 20 sec). On 3/5/16, the May 2016 Update added the level 13 Mortar, increased the Mortar's deploy time to 5 (from 3) and decreased its damage by 10%. This update also fixed the "range bug" and decreased the Mortar's range to 4.5-11 (from 5-12) but its effective range is unchanged. On 21/6/16, a Balance Update decreased the Mortar's deploy time to 4 sec (from 5 sec). On 15/12/16, a Balance Update increased the Mortar's Area Damage radius by 11%. This changes the Mortar's Area Damage radius from 1.8 tiles to 2 tiles. On 11/8/17, a Balance Update decreased the Mortar's deploy time to 3.5 sec (from 4 sec). On 12/12/17, the Electrifying Update fixed a bug where the Mortar would not shoot troops close to its blind spot. On 24/1/18, the Balance Update decreased the minimum range from 4.5 to 3.5. On 25/4/18, the Mortar's card description was changed in an Update. It used to read "Defensive building with a long range. Shoots exploding boulders that deal area damage. Cannot shoot at targets that get very close!" On 2/7/18, a Balance Update decreased the Mortar's area damage by 3.5% and hitpoints by 4%. On 15/4/19, the card's artwork was redesigned in an Update. On 27/10/21, the 2021 Quarter 3 Update added the level 14 Mortar. The Mortar is 1 of 7 buildings which first existed in Clash of Clans, the others being Cannon, Tesla, Inferno Tower, Goblin Hut, Elixir Collector, and the X-Bow. The Mortar resembles the level 5 Mortar from Clash of Clans. It is the only ranged card with a "blind spot" within its range. The Mortar, X-Bow, and Princess are the only cards with the ability to target Arena Towers without being targeted back. It has the highest health to Elixir ratio of any building in the game and the second highest of all cards, only behind the Elixir Golem. The Mortar is the subject of 2 Emotes. The Mortar is 1 of 4 building cards with their own Emote(s), with the others being Goblin Cage, Goblin Drill, and Inferno Tower
The Hog Rider card is unlocked from the Spell Valley (Arena 5). He is a very fast building-targeting, melee troop with moderately high hitpoints and damage. He appears just like his Clash of Clans counterpart; a man with brown eyebrows, a beard, a mohawk, and a golden body piercing in his left ear who is riding a hog. A Hog Rider card costs 4 Elixir to deploy. Strategy His fast move speed can boost forward mini tanks like an Ice Golem in a push. At the same time, he can also function as a tank for lower hitpoint troops such as Goblins as he still has a fair amount of health. Most cheap swarms complement the Hog Rider well, as they are nearly as fast as him and usually force more than one card out of the opponent's hand. The Hog Rider struggles with swarms, as they can damage him down and defeat him quickly while obstructing his path. Barbarians in particular can fully counter him without very strict timing on the defender's part, though be wary of spells. A Hunter can kill the Hog Rider in 2 hits if placed right on top of it. However, if you place something in front of the Hog Rider, the Hunter's splash will damage the Hog Rider and hit the card in front of it more. The Hog Rider in conjunction with the Freeze can surprise the opponent and allow the Hog Rider to deal much more damage than anticipated, especially if the opponent's go-to counter is a swarm, or swarms are their only effective counter to him. Skeletons and Bats will immediately be defeated by the spell, while Spear Goblins, Goblins, and Minions will be at low enough health to be defeated by a follow up Zap or Giant Snowball. However, this strategy isn't very effective against buildings as the Hog Rider will take a while to destroy the building, giving the opponent ample time to articulate another counter. Against non-swarm troops, it can deal a lot of damage during the freeze time, but this can allow the opponent to set up a massive counterpush. For this reason, players should either only go for a Hog Rider + Freeze when they have other units backing it up from a counterattack, or if the match is about to end and they need to deal as much damage as possible. It is not a good idea to send in a Hog Rider simply to destroy a building, especially if it is the only building targeting unit available, as defeating Crown Towers becomes substantially more difficult. Spells or simply waiting out the lifetime of the building are more effective. The exception to this is an Elixir Collector placed in front of the King's Tower. If a Hog Rider placed at the bridge, he can destroy the Collector for a positive Elixir trade, though the damage from both Princess Towers will usually mean he does not survive to deal any damage to them. However, if the opponent sends in defending troops, it can be an opportunity to gain spell damage value. In a deck with several low-cost cards, it might be worth it to simply send the Hog Rider against one building. These decks shuffle their card rotation quick enough, that they will arrive to their next Hog Rider before the next building arrives in the opponent's card rotation. Long-ranged troops like Musketeer and Flying Machine can snipe those buildings, preserving some of the Hog Rider's health, possibly allowing it to get some Tower damage. When there are buildings placed in the middle to counter the Hog Rider, understanding the placement of the Hog Rider and the type of building placed can help the Hog Rider to bypass certain buildings. Passive buildings such as spawners and Elixir Collector have a larger hitbox than defensive buildings; which means that if a passive building was placed 3 tiles away from the river in the middle of the opponent's side, then it is impossible for the Hog Rider to bypass that placement as the Hog Rider will get pulled to that building. Defensive buildings have a smaller hitbox than a passive building, which means if that if a defensive building was placed three tiles away from the river in the middle of the opponent's side, a Hog Rider placed at the very left or right side of the Arena may be able to bypass it due to its smaller hitbox. If the player has a building already placed down in the center of the arena, and the opponent tries to bypass it with a Hog Rider at the edge of the arena, they can use certain air troops to push the Hog Rider towards the building as it jumps over the river, effectively denying the bypass attempt. They must be already hovering over the correct placement, as very quick reflexes are required to correctly perform this technique. For Bats, Skeleton Dragons, and Minion Horde, they should be placed right in front of the Hog Rider as soon as it is deployed. For Minions, Skeleton Barrel, Mega Minion, Flying Machine, Electro Dragon, Baby Dragon, Inferno Dragon, Balloon, and Lava Hound, stagger the above placement one tile to the right if the Hog Rider is placed on the left side of the arena, and vice versa. They can also use ground troops to achieve the same result. Something like an Ice Golem deployed at the Hog Rider’s landing spot will obstruct his path and force him to go around the unit, which causes him to be closer to the building instead of the Crown Tower. The Hog Rider can kite Very Fast non-building targeting troops due to his own Very Fast speed and building only targeting if he is placed on the fourth tile from the bridge, slightly into the opposite lane. He can also stall grounded units when placed right at the bridge. He will pull them towards him while deploying, and then be untargetable by them when he jumps over the bridge. After landing, he will pull them back. This can be useful when the player needs to deal damage in the same lane they are defending. It will also help separate troops behind a tank in a large push. A Tornado placed on the second tile front of the player's King's Tower and staggered two tiles towards the Princess Tower will activate it without any damage dealt to the Princess Tower, helping them in defending future pushes. This can also be a method of mitigating all damage dealt to a Princess Tower, but doing this more than three times may result in the King's Tower's health being low enough to be targeted directly, opening up the possible threat of a back door three crown. A better alternative is to pull the Hog away from the Princess Tower into the attacking range of all three Crown Towers, which will negate all damage as long as none of them are already distracted A very powerful combo is the Hog Rider, the Musketeer, and the Valkyrie, typically referred to as the Trifecta. The Musketeer will defend against most troops, while the Valkyrie can protect her and the Hog Rider from swarms or high damage units. The Hog Rider is used to deal damage to the tower. This can be effectively countered by Lightning, one-shotting the Musketeer and severely damaging both the Valkyrie and Hog Rider. The Minion Horde is also effective, but the enemy can Zap them and the Musketeer will one-shot them all. Even if the Musketeer is defeated, the Hog Rider and Valkyrie will have enough time to severely damage the Tower. The Hog Rider should be placed behind the Valkyrie to give it a boost so that it stays in front of the Hog Rider, protecting it. A Hog Rider combined with a Goblin Barrel can be awkward for the opponent to defend against. Timing it so that the Hog Rider is tanking the tower shots for the Goblins is the most effective way to deal damage. However, a Barbarian Barrel can shut this down with minimal Tower damage for a positive Elixir trade, as long as the Goblin Barrel was placed directly on the Tower. Pairing the Hog Rider with the Balloon can deal devastating damage. If executed properly, the Hog Rider will act as a tank while the Balloon threatens to deal massive damage. The Hog Rider can also destroy any buildings attempting to slow down the combo. However, this combo is very vulnerable to swarms and anti-air cards as neither of the troops target anything but buildings. Additionally, they are easy to separate, due to the disparity in move speeds. Alternatively, the Hog Rider and the Balloon can be played in different lanes to spread the opponent's defenses thin. However, a building or Tornado can bring them back together for an easier defense. The Hog Rider can be paired with the Lumberjack as both a swarm bait and damage combo. It is a very fast combo with an extremely high damage output potential, so the enemy will likely try to counter it with a swarm. If this happens, use a spell like Arrows to render the opponent defenseless. If they manage to defeat the Lumberjack, the dropped Rage will make the Hog Rider even more dangerous than it normally is. A fast and deadly combination is the Hog Rider and Mini P.E.K.K.A. combo. Both units are fast but the Mini P.E.K.K.A. does much more damage and does not attack only buildings so the Mini P.E.K.K.A. can deal with troops like the Executioner and Musketeer. However, this combo can be defeated with swarms like Skeleton Army, which will defeat both of them since neither of them can deal area damage. They are also unable to target air troops, so the Minion Horde can stop this easily. A risky play is to deploy the Hog Rider at the bridge as soon as the match starts. If the opponent does not react fast enough, the Hog Rider will deal a significant amount of damage to the Princess Tower. This can also allow the player to quickly scout the opponent's deck if they happen to react to him fast enough.
The X-Bow should never be ignored as it can single-handedly destroy a Crown Tower. Placing the X-Bow one tile away from the river in front of the Princess Tower will maximize its attacking range and make enemy melee troops have to walk onto the player's side. They will be chipped down more quickly as they will walk in range of the player's own Princess Tower. The X-Bow can also be staggered one tile to the left or right, but any more will cause the Princess Tower to be out of the X-Bow's attacking range. An X-Bow is a powerful defensive building due to its extremely long range and ability to take out large numbers of weak troops such as Goblins, Spear Goblins, and Skeletons. When defending, the X-Bow can be placed behind or between the player's Crown Towers as it will be well protected but still able to engage attacking enemy troops from afar. If the X-Bow is placed 3 tiles from the river, cards with a 6 tile attacking range like the Musketeer can snipe it and take it out for a good trade. The player should be mindful of what cards are in their opponent's deck and when they are in hand to try and block them, allowing the X-Bow to stay alive longer. It can also be used offensively due to its range, being able to out-range the Crown Towers. Note that the Mortar can also out-range Crown Towers, but its significantly lower damage per second and lower overall damage over its lifetime makes it less threatening. The Rocket is a decent counter to the X-Bow since they both cost 6 elixir and the spell can inflict massive damage to it, on top of also harming nearby enemy troops. However, this does not prevent the X-Bow from inflicting some damage so try to deploy a distraction card beforehand. Building targeting troops like the Giant and Hog Rider are some of the most effective X-Bow counters as only other buildings will distract them, allowing them to pummel the X-Bow directly. However, the player should avoid playing the Hog Rider close to the bridge, as it will jump. The X-Bow will not target mid-air Hog Riders. Air troops are also a good alternative as it cannot hit air. Lastly, ranged troops placed at their maximum attacking range will be difficult for the X-Bow player to deal with as their units will not be able to immediately engage your defender. Cheap tanks or just tanks in general that deal moderately high damage per second like the Knight can be a great Elixir-efficient counter to a lone X-Bow. However, air troops in turn will not be able to distract the X-Bow, so be sure to have appropriate ground troops to tank for the X-Bow. Most ranged troops lack a large amount of health, so consider backing them up with a cheap tank to allow them to continue taking down the X-Bow. The Cannon Cart, Bowler, and the Royal Giant have both the range and hitpoints to contest an X-Bow 1-on-1. The Royal Giant is particularly effective as it targets buildings and will have over half its health left to counterpush, demanding further response. The Mega Knight and P.E.K.K.A can easily decimate both the X-Bow and almost anything used to support it. An X-Bow takes 3.5 seconds to deploy, giving the defender ample time to place cards to distract the X-Bow and prevent it from locking onto their Crown Towers, as well as deal with its supporting troops. With sufficient cards, this can then be turned into a punishing counterpush. Placing the distraction unit at the last second is usually the most effective way to distract the X-Bow as the opponent won't be able to react to the unit and eliminate it before the X-Bow finishes deploying. The defender can also mix up their timing and play their unit immediately to catch their opponent off guard, such as with an immediate Inferno Tower. It is advised to place a tank for the X-Bow so it does not take the brunt of an attack and can carry on chipping away at the tower. Cheap tanks such as Ice Golem are the most versatile as the X-Bow has a hefty 6 Elixir cost. More frail troops should still be placed behind or beside the X-Bow, as they will otherwise die too quickly to gain any value. The exception to this are frail troops that are designed to be a distraction, such as Skeletons. If the player misses their timing for a distraction and the X-Bow is locked on to their Crown Tower, using any card with a stun effect such as Zap will force the X-Bow to retarget to the nearest entity, which is helpful in denying a lot of would-be damage. Casting a Rage on an X-Bow will increase its hit speed, rapidly inflicting damage to the targeted unit or Crown Tower, and will also boost the player's troops supporting the X-Bow. However, the Rage spell will also make the X-Bow decay more quickly. Note that this costs 8 Elixir, which is very risky to play and can be easily countered by a tank for a positive Elixir trade. Deploying an Inferno Tower next to the X-Bow can defend it from tanks like the Giant that would destroy it or otherwise distract it for a long time. If the opponent puts down swarm units (ex. Goblin Gang or Minion Horde), then get ready to deploy splash units, such as the Ice Wizard, or spells, such as Arrows or The Log. The combo is expensive and risky; it costs 11 Elixir to place, and can be easily nullified using certain cards such as Lightning. A cheaper, less polarizing alternative is the Tesla. It clears small swarms faster and cannot be damaged by spells unless it is attacking (unless the spell is Earthquake), but isn't nearly as effective at taking out tanks. When facing an X-Bow, the player should always try to go for the first crown and then the 2-1 victory. If they take down a tower, it will be very difficult for their opponent to take down the tower that is opposite to their destroyed tower. This is because of the extra terrain that is given to a player after destroying a Princess Tower, allowing them to place troops directly on top of the X-Bow. This works particularly well with 360° splash damage troops that have high health, such as the Valkyrie, as if it is placed on top of the X-Bow, no matter what your opponent places down, the Valkyrie will start damaging the X-Bow and also tank it due to her great survivability. In a situation where both players have lost a Princess Tower in opposite lanes, the X-Bow user should attack the tower opposite to their destroyed one by placing their X-Bow in the middle. This limits the areas in which their opponent can deploy troops directly on top of the X-Bow. Going for the King's Tower is not recommended, as all four sides of the X-Bow will be vulnerable to being deployed on and the King's Tower's higher amount of hitpoints will be difficult to break through consistently. Having an area damage spell in hand when attacking with the X-Bow is very effective, as it can allow the player to defeat low or moderate-hitpoint troops nearly instantly, allowing it to lock onto a Crown Tower. Conversely, having an area damage spell in hand when defending against an X-Bow is also effective. Due to the X-Bow's high Elixir cost, the units played alongside it are often of low Elixir cost and have low to moderate hitpoints, allowing the player to reap a large amount of spell value. History The X-Bow was released with Clash Royale's soft launch on 4/1/16. On 2/2/16, the February 2016 Update decreased the X-Bow's hitpoints by 15% and removed its ability to target air troops. On 9/2/16, the Chest Rewards & Card Balance Update increased the X-Bow's deployment time to 5 sec (from 3 sec). On 23/3/16, a Balance Update decreased the X-Bow's range to 12 (from 13). On 3/5/16, the May 2016 Update fixed the "range bug" and decreased the X-Bow's range to 11.5 (from 12) but its effective range is unchanged. On 21/6/16, a Balance Update decreased the X-Bow's deploy time to 4 sec (from 5 sec) and increased its hitpoints by 18%. On 11/8/17, a Balance Update decreased the X-Bow's deploy time to 3.5 sec (from 4 sec). The 20/6/18 Update moved the Arena to unlock the X-Bow from Barbarian Bowl (Arena 3) to Builder's Workshop (Arena 6). On 4/3/19, a Balance Update increased the X-Bow's hitpoints by 4%. On 9/12/20, a Balance Update increased damage by 30%, reduced its hitpoints by 4%, increased its hit speed to 0.3 sec (from 0.25 sec) and its lifetime to 30 seconds (from 40 seconds). Trivia The X-Bow is 1 of 7 buildings which first existed in Clash of Clans, the others being Cannon, Mortar, Tesla, Inferno Tower, Goblin Hut, and the Elixir Collector. The name "X-Bow" is a play on the word "Crossbow", which the device resembles. The letter "X" resembles a cross (十), leading to this abbreviated name. In the Japanese and Korean localization of the game, the X-Bow is called the "Large Crossbow". In Chinese localizations of the game, the X-Bow is called the "Crossbow". The X-Bow and the Mortar have the longest range of any card in the game. The X-Bow is the fastest retargeting card in the game. The X-Bow and the Mortar have the longest deployment time of all cards in the game, at over 3.5 seconds. The X-Bow, Mortar, and Princess are the only cards that can target Arena Towers without being targeted back by them. The X-Bow has the fastest hit speed of all cards in the game, at 0.3 seconds and has the lowest damage per shot amongst all cards at the same level. The X-Bow is a reference to the eponymous building in Clash of Clans, also known for its extreme rate of fire. Similar to its Clash Of Clans counterpart in ground mode, the X-Bow cannot target aerial foes, but boasts massive range to compensate. Unlike the COC X-Bow, the CR iteration fires regular crossbow bolts instead of elixir bolts, has a slower rate of fire, and can only launch up to 100 bolts instead of 1500. The X-Bow's description is a reference to an old meme known as "It would be a shame if something happened to it." The X-Bow and the Goblin Drill are the only Epic buildings in the game.
So in my opinion, for hog mountain, instead of e barbs, it’s hunter. For 4 elixir you can counter lumber-loon while as e barbs can get countered by 2 elixir.
Random deck content makes the videos fun. Interactions and combos are always different and exciting. Thats why I miss @burafete . Him and Shane are my favs in clash.
Really good vid but I saw that you were only putting the best cards from the first arena that you chose. The other cards were not the best but they did synergyse with each other. Like you put the electro spirit instead of the electro giant. And you chose the fire spirit instead of the PEKKA.
I didn’t expect Lightning and snowball I started expected one of the two and ice spirit by then again haven’t played in a year maybe balance or meta changed.
Shane try my deck . I have reached Challenger 3 with this deck.. a hog or golem,bandit,fireball,magic Archer,electro wizard ,fisherman , skeleton army and a log🤯
This was an incredible idea. But the Bats? They've never worked for me. Basically the skeletons except they fly, and any basic spell can take them out.( Of course, mine are only level 5 so you probably know more than me.
Wizard sucks lol. Replace every deck u have wizard in with baby dragon and see the difference it makes. Sure baby drag doesnt do as much damage but its untargetted by ground troops, it moves way faster and has more HP. Fireball + log wont kill baby drag. The dps difference isnt even that much. I guess wizard is easier to level up.. Each level has 10% stats over the last so.. Yea if wizard is doing better its probably because yours is overleveled. I do have a question though, is it fun to face people who use the same deck as you? You know the one.. Pekka/mega knight, wizard, e wiz, log, valk.. And a selection of the following cards : Hog rider, goblin barrel, lumberjack, mini pekka, firecracker, witch.. Just to name a few.
Great video but instead u should go from top to bottom or bottom to top cuz u kinda just made a typical golem deck at the beginning which isn’t a challenge
another great video I can't get over how well you can play all these weird combination of cards it's not easy to get over 6K trophies even with a maxed meta deck you have to be good at the game
Hey Shane, I love your videos, and was wondering if you had any tips for crossing midladder? Once I was 5 trophies from challenger II and then immediately lost 5 games in a row and was feelin pretty bummed. I’ve got a bit of a crazy deck with BabyD, Mega Knight, Fireball, Cannon Cart, Magic Archer, Mirror, Skarmy, and Minion Horde. Update: I just got to challenger 2, but still struggling
After the nerf, mk sucks. No one in top ladder/GC is using him anymore. Only in mid ladder basically because mid ladder will always be mid ladder and they have it maxed and it can dominate only when overleved.
Bro puts ice wizard, mk and minip in thumbnail to then not use them
its cuz they arent the best
Then why put them in the thumbnail @@xPhantomMC
@@ChessPull bc he did ig
@@ChessPullto bring more views
Why does it matter?
These vids are great. I love the different random decks.
Same
13:52 that piggy DID got hit by the FB at the end, so everything worked out unless we're talking about the very right one.
The Mortar card is unlocked from the Builder's Workshop (Arena 6). It is a long-ranged, moderate-hitpoint building that deals moderate area damage and can be used offensively or defensively. It has a blind spot and can only attack ground troops. It fires explosive shells slowly, and like the X-Bow and Princess, is capable of attacking a Princess Tower from your side of the Arena. A Mortar card costs 4 Elixir to deploy.
The Mortar can be used to eliminate large swarms of troops or assist in eliminating medium to high hitpoint troops. Its slow hit speed means that it is less effective on higher hitpoint troops, such as the Giant.
As a defense, the Mortar can be placed in the center of the player's territory, preferably closer to the King's Tower, so opposing troops cannot get to the Crown Towers without defensive resistance.
If the opponent deploys an Elixir Collector two or more tiles from their King's Tower, the Mortar can be used to get rid of it. Be cautious when doing this, however, as this will put the player at an Elixir disadvantage due to the Mortar's slow hit speed.
The Mortar is able to target the enemy's Crown Towers from the player's own side, making it an effective offensive building. With its cheaper cost, ability to deal area damage, and its dead zone, the Mortar can be used as a cheaper and less risky alternative to the X-Bow. However, the Mortar deals much less damage per second than the X-Bow, and with only 6 shots, the total damage output is significantly lower.
The area damage can also hurt enemy units that are close to the Tower, maximizing damage output. Use the Tornado to bring units closer to the Tower to utilize the Mortar's area splash damage.
The Mortar is also able to damage enemy defensive buildings/troops from the player's side of the Arena to make way for a push.
It is recommended to place a tank, splash unit, and/or splash building to protect it from troops in its blind spot and allow it to deal more damage to the Crown Towers.
It also will not get distracted by any troops like Giants that are placed near it while it's deploying due to its "blind spot".
When facing the Mortar, try to place slow building targeting troops like the Ice Golem one tile into the other lane. This will distract the Mortar completely, due to its low DPS and Ice Golem's high hitpoints.
Generally, the player should consider attacking in the other lane with their main offensive cards, in order to prevent the Mortar from attacking their Crown Tower. The exception to this is for decks that use the Royal Giant, in this case, it is better to attack in the same lane with the Royal Giant against the Mortar.
While the Mortar is very powerful, it should be noted that fast troops such as the Hog Rider can get towards it quickly, making them untargetable due to the fact the Mortar cannot target troops that are very close to it.
A Mortar takes 3.5 seconds to deploy, giving the defender ample time to place cards to distract the Mortar and prevent it from locking onto their Crown Towers, as well as deal with its supporting troops. With sufficient cards, this can then be turned into a punishing counterpush. Placing the distraction unit at the last second is usually the most effective way to distract the Mortar as the opponent won't be able to react to the unit and eliminate it before the Mortar finishes deploying. The defender can also mix up their timing and play their unit immediately to catch their opponent off guard, such as with an immediate Inferno Tower.
If the player misses their timing for a distraction and the Mortar is locked on to their Crown Tower, using any card with a stun effect such as Zap will force the Mortar to retarget to the nearest entity, which is helpful in denying a lot of would-be damage.
In a situation where both players have lost a Princess Tower in opposite lanes, the Mortar user should attack the tower opposite to their destroyed one by placing their Mortar in the middle. This limits the areas in which their opponent can deploy troops directly on top of the Mortar. Going for the King's Tower is not recommended, as all four sides of the Mortar will be vulnerable to being deployed on and the King’s Tower’s higher amount of hitpoints will be difficult to break through consistently.
Having an area damage spell in hand when attacking with the Mortar is very effective, as it can allow the player to defeat low or moderate-hitpoint troops nearly instantly, allowing it to lock onto a Crown Tower.
Conversely, having an area damage spell in hand when defending against an Mortar is also effective. Due to the Mortar's high Elixir cost, the units played alongside it are often of low Elixir cost and have low to moderate hitpoints, allowing the player to reap a large amount of spell value.
It is possible for troop spawners to distract the Mortar due to the quick troop spawn rate that can be faster than the Mortar's fire rate and that the Mortar aims at the troop(s) that are spawned.
The Mortar was released with Clash Royale's soft launch on 4/1/16.
On 11/1/16, a Balance Update decreased the Mortar's lifetime to 40 seconds (from 60 seconds).
On 2/2/16, the February 2016 Update decreased the Mortar's cost to 4 (from 6), its damage by 40%, its lifetime to 20 sec (from 40 sec), and its range decreased to 12 (from 13).
On 9/2/16, the Chest Rewards & Card Balance Update increased the Mortar's lifetime to 30 sec (from 20 sec).
On 3/5/16, the May 2016 Update added the level 13 Mortar, increased the Mortar's deploy time to 5 (from 3) and decreased its damage by 10%. This update also fixed the "range bug" and decreased the Mortar's range to 4.5-11 (from 5-12) but its effective range is unchanged.
On 21/6/16, a Balance Update decreased the Mortar's deploy time to 4 sec (from 5 sec).
On 15/12/16, a Balance Update increased the Mortar's Area Damage radius by 11%. This changes the Mortar's Area Damage radius from 1.8 tiles to 2 tiles.
On 11/8/17, a Balance Update decreased the Mortar's deploy time to 3.5 sec (from 4 sec).
On 12/12/17, the Electrifying Update fixed a bug where the Mortar would not shoot troops close to its blind spot.
On 24/1/18, the Balance Update decreased the minimum range from 4.5 to 3.5.
On 25/4/18, the Mortar's card description was changed in an Update. It used to read "Defensive building with a long range. Shoots exploding boulders that deal area damage. Cannot shoot at targets that get very close!"
On 2/7/18, a Balance Update decreased the Mortar's area damage by 3.5% and hitpoints by 4%.
On 15/4/19, the card's artwork was redesigned in an Update.
On 27/10/21, the 2021 Quarter 3 Update added the level 14 Mortar.
The Mortar is 1 of 7 buildings which first existed in Clash of Clans, the others being Cannon, Tesla, Inferno Tower, Goblin Hut, Elixir Collector, and the X-Bow.
The Mortar resembles the level 5 Mortar from Clash of Clans.
It is the only ranged card with a "blind spot" within its range.
The Mortar, X-Bow, and Princess are the only cards with the ability to target Arena Towers without being targeted back.
It has the highest health to Elixir ratio of any building in the game and the second highest of all cards, only behind the Elixir Golem.
The Mortar is the subject of 2 Emotes.
The Mortar is 1 of 4 building cards with their own Emote(s), with the others being Goblin Cage, Goblin Drill, and Inferno Tower
The Hog Rider card is unlocked from the Spell Valley (Arena 5). He is a very fast building-targeting, melee troop with moderately high hitpoints and damage. He appears just like his Clash of Clans counterpart; a man with brown eyebrows, a beard, a mohawk, and a golden body piercing in his left ear who is riding a hog. A Hog Rider card costs 4 Elixir to deploy.
Strategy
His fast move speed can boost forward mini tanks like an Ice Golem in a push. At the same time, he can also function as a tank for lower hitpoint troops such as Goblins as he still has a fair amount of health. Most cheap swarms complement the Hog Rider well, as they are nearly as fast as him and usually force more than one card out of the opponent's hand.
The Hog Rider struggles with swarms, as they can damage him down and defeat him quickly while obstructing his path. Barbarians in particular can fully counter him without very strict timing on the defender's part, though be wary of spells.
A Hunter can kill the Hog Rider in 2 hits if placed right on top of it. However, if you place something in front of the Hog Rider, the Hunter's splash will damage the Hog Rider and hit the card in front of it more.
The Hog Rider in conjunction with the Freeze can surprise the opponent and allow the Hog Rider to deal much more damage than anticipated, especially if the opponent's go-to counter is a swarm, or swarms are their only effective counter to him. Skeletons and Bats will immediately be defeated by the spell, while Spear Goblins, Goblins, and Minions will be at low enough health to be defeated by a follow up Zap or Giant Snowball.
However, this strategy isn't very effective against buildings as the Hog Rider will take a while to destroy the building, giving the opponent ample time to articulate another counter.
Against non-swarm troops, it can deal a lot of damage during the freeze time, but this can allow the opponent to set up a massive counterpush. For this reason, players should either only go for a Hog Rider + Freeze when they have other units backing it up from a counterattack, or if the match is about to end and they need to deal as much damage as possible.
It is not a good idea to send in a Hog Rider simply to destroy a building, especially if it is the only building targeting unit available, as defeating Crown Towers becomes substantially more difficult. Spells or simply waiting out the lifetime of the building are more effective. The exception to this is an Elixir Collector placed in front of the King's Tower. If a Hog Rider placed at the bridge, he can destroy the Collector for a positive Elixir trade, though the damage from both Princess Towers will usually mean he does not survive to deal any damage to them. However, if the opponent sends in defending troops, it can be an opportunity to gain spell damage value.
In a deck with several low-cost cards, it might be worth it to simply send the Hog Rider against one building. These decks shuffle their card rotation quick enough, that they will arrive to their next Hog Rider before the next building arrives in the opponent's card rotation.
Long-ranged troops like Musketeer and Flying Machine can snipe those buildings, preserving some of the Hog Rider's health, possibly allowing it to get some Tower damage.
When there are buildings placed in the middle to counter the Hog Rider, understanding the placement of the Hog Rider and the type of building placed can help the Hog Rider to bypass certain buildings.
Passive buildings such as spawners and Elixir Collector have a larger hitbox than defensive buildings; which means that if a passive building was placed 3 tiles away from the river in the middle of the opponent's side, then it is impossible for the Hog Rider to bypass that placement as the Hog Rider will get pulled to that building.
Defensive buildings have a smaller hitbox than a passive building, which means if that if a defensive building was placed three tiles away from the river in the middle of the opponent's side, a Hog Rider placed at the very left or right side of the Arena may be able to bypass it due to its smaller hitbox.
If the player has a building already placed down in the center of the arena, and the opponent tries to bypass it with a Hog Rider at the edge of the arena, they can use certain air troops to push the Hog Rider towards the building as it jumps over the river, effectively denying the bypass attempt. They must be already hovering over the correct placement, as very quick reflexes are required to correctly perform this technique.
For Bats, Skeleton Dragons, and Minion Horde, they should be placed right in front of the Hog Rider as soon as it is deployed.
For Minions, Skeleton Barrel, Mega Minion, Flying Machine, Electro Dragon, Baby Dragon, Inferno Dragon, Balloon, and Lava Hound, stagger the above placement one tile to the right if the Hog Rider is placed on the left side of the arena, and vice versa.
They can also use ground troops to achieve the same result. Something like an Ice Golem deployed at the Hog Rider’s landing spot will obstruct his path and force him to go around the unit, which causes him to be closer to the building instead of the Crown Tower.
The Hog Rider can kite Very Fast non-building targeting troops due to his own Very Fast speed and building only targeting if he is placed on the fourth tile from the bridge, slightly into the opposite lane. He can also stall grounded units when placed right at the bridge. He will pull them towards him while deploying, and then be untargetable by them when he jumps over the bridge. After landing, he will pull them back. This can be useful when the player needs to deal damage in the same lane they are defending. It will also help separate troops behind a tank in a large push.
A Tornado placed on the second tile front of the player's King's Tower and staggered two tiles towards the Princess Tower will activate it without any damage dealt to the Princess Tower, helping them in defending future pushes. This can also be a method of mitigating all damage dealt to a Princess Tower, but doing this more than three times may result in the King's Tower's health being low enough to be targeted directly, opening up the possible threat of a back door three crown. A better alternative is to pull the Hog away from the Princess Tower into the attacking range of all three Crown Towers, which will negate all damage as long as none of them are already distracted
A very powerful combo is the Hog Rider, the Musketeer, and the Valkyrie, typically referred to as the Trifecta. The Musketeer will defend against most troops, while the Valkyrie can protect her and the Hog Rider from swarms or high damage units. The Hog Rider is used to deal damage to the tower.
This can be effectively countered by Lightning, one-shotting the Musketeer and severely damaging both the Valkyrie and Hog Rider. The Minion Horde is also effective, but the enemy can Zap them and the Musketeer will one-shot them all. Even if the Musketeer is defeated, the Hog Rider and Valkyrie will have enough time to severely damage the Tower.
The Hog Rider should be placed behind the Valkyrie to give it a boost so that it stays in front of the Hog Rider, protecting it.
A Hog Rider combined with a Goblin Barrel can be awkward for the opponent to defend against. Timing it so that the Hog Rider is tanking the tower shots for the Goblins is the most effective way to deal damage. However, a Barbarian Barrel can shut this down with minimal Tower damage for a positive Elixir trade, as long as the Goblin Barrel was placed directly on the Tower.
Pairing the Hog Rider with the Balloon can deal devastating damage. If executed properly, the Hog Rider will act as a tank while the Balloon threatens to deal massive damage. The Hog Rider can also destroy any buildings attempting to slow down the combo. However, this combo is very vulnerable to swarms and anti-air cards as neither of the troops target anything but buildings. Additionally, they are easy to separate, due to the disparity in move speeds. Alternatively, the Hog Rider and the Balloon can be played in different lanes to spread the opponent's defenses thin. However, a building or Tornado can bring them back together for an easier defense.
The Hog Rider can be paired with the Lumberjack as both a swarm bait and damage combo. It is a very fast combo with an extremely high damage output potential, so the enemy will likely try to counter it with a swarm. If this happens, use a spell like Arrows to render the opponent defenseless. If they manage to defeat the Lumberjack, the dropped Rage will make the Hog Rider even more dangerous than it normally is.
A fast and deadly combination is the Hog Rider and Mini P.E.K.K.A. combo. Both units are fast but the Mini P.E.K.K.A. does much more damage and does not attack only buildings so the Mini P.E.K.K.A. can deal with troops like the Executioner and Musketeer. However, this combo can be defeated with swarms like Skeleton Army, which will defeat both of them since neither of them can deal area damage. They are also unable to target air troops, so the Minion Horde can stop this easily.
A risky play is to deploy the Hog Rider at the bridge as soon as the match starts. If the opponent does not react fast enough, the Hog Rider will deal a significant amount of damage to the Princess Tower. This can also allow the player to quickly scout the opponent's deck if they happen to react to him fast enough.
The X-Bow should never be ignored as it can single-handedly destroy a Crown Tower.
Placing the X-Bow one tile away from the river in front of the Princess Tower will maximize its attacking range and make enemy melee troops have to walk onto the player's side. They will be chipped down more quickly as they will walk in range of the player's own Princess Tower. The X-Bow can also be staggered one tile to the left or right, but any more will cause the Princess Tower to be out of the X-Bow's attacking range.
An X-Bow is a powerful defensive building due to its extremely long range and ability to take out large numbers of weak troops such as Goblins, Spear Goblins, and Skeletons. When defending, the X-Bow can be placed behind or between the player's Crown Towers as it will be well protected but still able to engage attacking enemy troops from afar.
If the X-Bow is placed 3 tiles from the river, cards with a 6 tile attacking range like the Musketeer can snipe it and take it out for a good trade. The player should be mindful of what cards are in their opponent's deck and when they are in hand to try and block them, allowing the X-Bow to stay alive longer.
It can also be used offensively due to its range, being able to out-range the Crown Towers. Note that the Mortar can also out-range Crown Towers, but its significantly lower damage per second and lower overall damage over its lifetime makes it less threatening.
The Rocket is a decent counter to the X-Bow since they both cost 6 elixir and the spell can inflict massive damage to it, on top of also harming nearby enemy troops. However, this does not prevent the X-Bow from inflicting some damage so try to deploy a distraction card beforehand.
Building targeting troops like the Giant and Hog Rider are some of the most effective X-Bow counters as only other buildings will distract them, allowing them to pummel the X-Bow directly. However, the player should avoid playing the Hog Rider close to the bridge, as it will jump. The X-Bow will not target mid-air Hog Riders. Air troops are also a good alternative as it cannot hit air. Lastly, ranged troops placed at their maximum attacking range will be difficult for the X-Bow player to deal with as their units will not be able to immediately engage your defender.
Cheap tanks or just tanks in general that deal moderately high damage per second like the Knight can be a great Elixir-efficient counter to a lone X-Bow.
However, air troops in turn will not be able to distract the X-Bow, so be sure to have appropriate ground troops to tank for the X-Bow.
Most ranged troops lack a large amount of health, so consider backing them up with a cheap tank to allow them to continue taking down the X-Bow.
The Cannon Cart, Bowler, and the Royal Giant have both the range and hitpoints to contest an X-Bow 1-on-1. The Royal Giant is particularly effective as it targets buildings and will have over half its health left to counterpush, demanding further response.
The Mega Knight and P.E.K.K.A can easily decimate both the X-Bow and almost anything used to support it.
An X-Bow takes 3.5 seconds to deploy, giving the defender ample time to place cards to distract the X-Bow and prevent it from locking onto their Crown Towers, as well as deal with its supporting troops. With sufficient cards, this can then be turned into a punishing counterpush. Placing the distraction unit at the last second is usually the most effective way to distract the X-Bow as the opponent won't be able to react to the unit and eliminate it before the X-Bow finishes deploying. The defender can also mix up their timing and play their unit immediately to catch their opponent off guard, such as with an immediate Inferno Tower.
It is advised to place a tank for the X-Bow so it does not take the brunt of an attack and can carry on chipping away at the tower. Cheap tanks such as Ice Golem are the most versatile as the X-Bow has a hefty 6 Elixir cost. More frail troops should still be placed behind or beside the X-Bow, as they will otherwise die too quickly to gain any value. The exception to this are frail troops that are designed to be a distraction, such as Skeletons.
If the player misses their timing for a distraction and the X-Bow is locked on to their Crown Tower, using any card with a stun effect such as Zap will force the X-Bow to retarget to the nearest entity, which is helpful in denying a lot of would-be damage.
Casting a Rage on an X-Bow will increase its hit speed, rapidly inflicting damage to the targeted unit or Crown Tower, and will also boost the player's troops supporting the X-Bow. However, the Rage spell will also make the X-Bow decay more quickly. Note that this costs 8 Elixir, which is very risky to play and can be easily countered by a tank for a positive Elixir trade.
Deploying an Inferno Tower next to the X-Bow can defend it from tanks like the Giant that would destroy it or otherwise distract it for a long time.
If the opponent puts down swarm units (ex. Goblin Gang or Minion Horde), then get ready to deploy splash units, such as the Ice Wizard, or spells, such as Arrows or The Log.
The combo is expensive and risky; it costs 11 Elixir to place, and can be easily nullified using certain cards such as Lightning.
A cheaper, less polarizing alternative is the Tesla. It clears small swarms faster and cannot be damaged by spells unless it is attacking (unless the spell is Earthquake), but isn't nearly as effective at taking out tanks.
When facing an X-Bow, the player should always try to go for the first crown and then the 2-1 victory. If they take down a tower, it will be very difficult for their opponent to take down the tower that is opposite to their destroyed tower. This is because of the extra terrain that is given to a player after destroying a Princess Tower, allowing them to place troops directly on top of the X-Bow. This works particularly well with 360° splash damage troops that have high health, such as the Valkyrie, as if it is placed on top of the X-Bow, no matter what your opponent places down, the Valkyrie will start damaging the X-Bow and also tank it due to her great survivability.
In a situation where both players have lost a Princess Tower in opposite lanes, the X-Bow user should attack the tower opposite to their destroyed one by placing their X-Bow in the middle. This limits the areas in which their opponent can deploy troops directly on top of the X-Bow. Going for the King's Tower is not recommended, as all four sides of the X-Bow will be vulnerable to being deployed on and the King's Tower's higher amount of hitpoints will be difficult to break through consistently.
Having an area damage spell in hand when attacking with the X-Bow is very effective, as it can allow the player to defeat low or moderate-hitpoint troops nearly instantly, allowing it to lock onto a Crown Tower.
Conversely, having an area damage spell in hand when defending against an X-Bow is also effective. Due to the X-Bow's high Elixir cost, the units played alongside it are often of low Elixir cost and have low to moderate hitpoints, allowing the player to reap a large amount of spell value.
History
The X-Bow was released with Clash Royale's soft launch on 4/1/16.
On 2/2/16, the February 2016 Update decreased the X-Bow's hitpoints by 15% and removed its ability to target air troops.
On 9/2/16, the Chest Rewards & Card Balance Update increased the X-Bow's deployment time to 5 sec (from 3 sec).
On 23/3/16, a Balance Update decreased the X-Bow's range to 12 (from 13).
On 3/5/16, the May 2016 Update fixed the "range bug" and decreased the X-Bow's range to 11.5 (from 12) but its effective range is unchanged.
On 21/6/16, a Balance Update decreased the X-Bow's deploy time to 4 sec (from 5 sec) and increased its hitpoints by 18%.
On 11/8/17, a Balance Update decreased the X-Bow's deploy time to 3.5 sec (from 4 sec).
The 20/6/18 Update moved the Arena to unlock the X-Bow from Barbarian Bowl (Arena 3) to Builder's Workshop (Arena 6).
On 4/3/19, a Balance Update increased the X-Bow's hitpoints by 4%.
On 9/12/20, a Balance Update increased damage by 30%, reduced its hitpoints by 4%, increased its hit speed to 0.3 sec (from 0.25 sec) and its lifetime to 30 seconds (from 40 seconds).
Trivia
The X-Bow is 1 of 7 buildings which first existed in Clash of Clans, the others being Cannon, Mortar, Tesla, Inferno Tower, Goblin Hut, and the Elixir Collector.
The name "X-Bow" is a play on the word "Crossbow", which the device resembles. The letter "X" resembles a cross (十), leading to this abbreviated name.
In the Japanese and Korean localization of the game, the X-Bow is called the "Large Crossbow".
In Chinese localizations of the game, the X-Bow is called the "Crossbow".
The X-Bow and the Mortar have the longest range of any card in the game.
The X-Bow is the fastest retargeting card in the game.
The X-Bow and the Mortar have the longest deployment time of all cards in the game, at over 3.5 seconds.
The X-Bow, Mortar, and Princess are the only cards that can target Arena Towers without being targeted back by them.
The X-Bow has the fastest hit speed of all cards in the game, at 0.3 seconds and has the lowest damage per shot amongst all cards at the same level.
The X-Bow is a reference to the eponymous building in Clash of Clans, also known for its extreme rate of fire.
Similar to its Clash Of Clans counterpart in ground mode, the X-Bow cannot target aerial foes, but boasts massive range to compensate.
Unlike the COC X-Bow, the CR iteration fires regular crossbow bolts instead of elixir bolts, has a slower rate of fire, and can only launch up to 100 bolts instead of 1500.
The X-Bow's description is a reference to an old meme known as "It would be a shame if something happened to it."
The X-Bow and the Goblin Drill are the only Epic buildings in the game.
I knew it the world is overtaken by AI
Low-key Shane doing these random decks with "surprise cards" just to see if CR matchmaking will always give counter player or no..
Love the vid, now you should do the opposite where you play the worst 2 cards of each arena!!🔥
(edited)
Nice to see the side cam come back! Great video as always Shane!
So in my opinion, for hog mountain, instead of e barbs, it’s hunter. For 4 elixir you can counter lumber-loon while as e barbs can get countered by 2 elixir.
The point is e barbs are good paired with spells, as you cannot use hunter as a win condition and defense
13:38 that fireball and mortar rock looked so weird
ikr
Awesome! This was a fantastic idea. Shane, your video-making powers are reaching superior levels.
Random deck content makes the videos fun. Interactions and combos are always different and exciting. Thats why I miss @burafete . Him and Shane are my favs in clash.
I forgot I played that game 'El Jefe 😅 was now testing that deck
Your recording background looks amazing! Great decorations and pleasing to look at
Shane needs a Grammy for best content! 🌟
Really good vid but I saw that you were only putting the best cards from the first arena that you chose. The other cards were not the best but they did synergyse with each other. Like you put the electro spirit instead of the electro giant. And you chose the fire spirit instead of the PEKKA.
This was recorded before electro giant was buffed. It used to suck back then.
I love these edits, they make the video so much more entertaining.
Glad to hear it!
Woah the side cam angles since when lol anyways nice video keep putting the effort!
thumbnail is getting replaced for sure.
Don’t like it?
Yarikz?
I didn’t expect Lightning and snowball I started expected one of the two and ice spirit by then again haven’t played in a year maybe balance or meta changed.
I love this series!
Shane we would love if you could upload videos for all the tournaments that happens in game(Royal tournament, witch one, etc)
I have a good video idea, use the random deck maker, and only allow yourself 3 cycles to find the deck you will use.
Awesome video shane you always keep it interesting with new ideas
Shane, will there be balance changes this month? I’m trying to find a deck but I don’t want to upgrade one and then have it be nerfed.
There's always changes
At 13:35 its looks like mortar stoneball and fireball combine
* Casually gets Giant graveyard last game*
Whoa...the fast cut camera angles are awesome
3:27 that was the perfect timing for the magic archer no no emote lol
i dont see an magic archer
@@IvâniaLaguilio i was talking about the emote not the actual one
Hey shane what deck do you recommand or would you use for league 4 master 1 arena
Pekka is the best card in pekka’s playhouse heck it’s the best card in game it counters e barb, e giant, mega knight, golem and many more
I hope this is satire
Not e barbs
Arena 4 fire spirit getting picked
Pekka:sad pekka noises
Shane try my deck . I have reached Challenger 3 with this deck.. a hog or golem,bandit,fireball,magic Archer,electro wizard ,fisherman , skeleton army and a log🤯
every mid ladder player uses log and electro wizard with no big spell or is it just me who sees this
This was an incredible idea. But the Bats? They've never worked for me. Basically the skeletons except they fly, and any basic spell can take them out.( Of course, mine are only level 5 so you probably know more than me.
Love the thumbnail ;)
Just because mega knight is used by so many mid-ladder noobs, doesn’t mean it’s a bad card
Do you guys remember when u where unlocking mirror in arena 5 or when u had lumberjack in arena 8 😔😭
Good old times
Awesome edition dude!
This would be really cool if you rolled for the arena
I have a deck suggestion . Royal recruits ,rage , firecracker, fire spirit, mirror, log , dark prince , skeletons
2.7 elixer btw
His yes sir is legendary😆
Love it when people start off angry and lose the game xD
This video is cool, but I gotta say... you have a great taste in music.
The reason why the mk has a low win rate is because more people don’t know how to play it and end up losing
Clan: infamous Jokers
Requirements: none
he just made the most midladder deck i have ever seen
Bro miner and fire spirit over wizard and pekka?
Wizard sucks lol. Replace every deck u have wizard in with baby dragon and see the difference it makes. Sure baby drag doesnt do as much damage but its untargetted by ground troops, it moves way faster and has more HP. Fireball + log wont kill baby drag. The dps difference isnt even that much.
I guess wizard is easier to level up.. Each level has 10% stats over the last so.. Yea if wizard is doing better its probably because yours is overleveled.
I do have a question though, is it fun to face people who use the same deck as you? You know the one..
Pekka/mega knight, wizard, e wiz, log, valk.. And a selection of the following cards :
Hog rider, goblin barrel, lumberjack, mini pekka, firecracker, witch..
Just to name a few.
@@sleprvrru6y-lin-92 wizard is better than miner and fire spirit though…
@@sleprvrru6y-lin-92 also, I use double prince giant decks, or lavaloonion
Your editing skills are next level
Hey Shane I have a question what was that song in the background of the vid? It sounds amazing btw love your vids!
Ita at 4:20
11:45 is plants vs zombies(pvz) loonbloon
There are many songs but at 13:21 the song is damaged cola
@@Rogue_Dora no I need it at 4 20
Use cards with the lowest Winrate from each arena
That frozen peak pick was kinda wrong. Ice golem is super useful.
Shane the deck I use is Pekka,Witch,Wizard, Valkyrie,Arrows,Ewiz,Freeze and Mirror
🏳️🌈
Where win condition :monke:
This dude's attitude is coop, even though he constantly says nonsense.
Nice haircut Shane, love it!
Great video but instead u should go from top to bottom or bottom to top cuz u kinda just made a typical golem deck at the beginning which isn’t a challenge
It's cool and all until you realise he is picking the best cards based on his preferences, so it's just a normal match.
Your office looks awesome , holy 🤯🤯🤯🤯 , awesome video though bud :) keep it up ‘ all the way from Nova Scotia 🤓😎
Shane your ideas in this are awesome !!! love your videos😍
love your videos shane
Hey Shane. Can you try using my deck?
Skeleton giant, fire spirit, fireball, wizard, goblin barrel, log, baby dragon, goblin cage.
How is snowball better than freeze?
Cost & spread
Me: PANCAKES PLS ME PAN-CAKES
At 12:05 you should’ve waited for the giant to tank the graveyard
another great video I can't get over how well you can play all these weird combination of cards it's not easy to get over 6K trophies even with a maxed meta deck you have to be good at the game
This must be what my opponents do in mid ladder👌
Your vids are great but though I would prefer the fisherman
You pick the Cannon cart wow that’s cool I say there awesome
Bruh the first deck he literally chose the 4 perfect arenas for golem beat down
First game: Golem + Night Witch + Lightning + Elite Barbarians
Thanks for the content, really enjoy the videos
Thanks for watching!
Sparky and e giant are definitely better than e spirit
SHAN THE MAN
Great video but in tranibng camp is mini peka and fireball
if I catch another ad I can't understand the language in unscribing
Hey Shane, I love your videos, and was wondering if you had any tips for crossing midladder? Once I was 5 trophies from challenger II and then immediately lost 5 games in a row and was feelin pretty bummed. I’ve got a bit of a crazy deck with BabyD, Mega Knight, Fireball, Cannon Cart, Magic Archer, Mirror, Skarmy, and Minion Horde. Update: I just got to challenger 2, but still struggling
midladder should be ok if you use Logbait or Bridgespam Pekka, im doing good with Bridgespam
your new haircut is so cool
Video idea. Same video idea but random cards
bro I get that the mega knight didn't have as high of a rating as the 3 musks but lets be honest mega knight OWNS clash Royale
After the nerf, mk sucks. No one in top ladder/GC is using him anymore. Only in mid ladder basically because mid ladder will always be mid ladder and they have it maxed and it can dominate only when overleved.
where do you see these ratings
5:08 lvl 16 drill ???
It was mirrored, it was that level becuase at a time it use to boost cards by 2 levels
Shane was that youtuber i disliked but started rubbin off on me great vid.
Bro made a Sprit adit😂
while the vid was great, those "best cards" were no wey the best. Like, there's no was three muskies are better that dark prince
Great idea but why poison over inferno dragon, and fire spirit over pekka
royale giant and three m? over mega knight and dark prince?
The best card from every arena
Arena 14 :lumberjack night witch 💀
Now we need worst cards from every arena
Try put E barbs and lumberjack onfront of them=3 crown
So we doing worst cards next?
I def think executioner or firecracker are better then night witch but.. your opinion ig
beniju did this video but its in spanish thank you for making it in english
Get yo freak on please use this sound moreeeeee😂
Wait...aren't three musketeers one of the worst cards?
It's good with Elixir Pump and it can be pretty effective if you can use it correctly, Royal Giant 3 musketeers seems to work
@@buckylebuccaneer904 The fact that most people agree it’s in F tier:
Hi Shane how you doing today my guy
3:45 , any of those cards are better than three musketeers are you high?
Can someone tell what is the name of the music at 8:30 please
3:48 actually three musketeers is the worst card in arena 7 because of it's elixir cost
I feel like some of the choices are a bit wrong to me and was just to make a good golem deck but some made sense to me some didn't just my opinion
Definetly missed firecracker
Bro you didn’t choose the best cards of the arena you just choose that cards you wanted
Why isn't Mini-Pekka selected from training camp ???