Clash Royale: Arena Rocket Rider Deck 8

Our articles about Clash Royale Clash Royale: Rocket Rider Deck Arena 8 A cycle deck, based on Hog ​​Rider, a powerful spell and a solid defense.

Public chat Clash Royale, our deck guide, based on the Pig Rider and Roquette, in particular, will help you to climb in arenas. Our first is a classic card of cycle decks, which is based on the fact of using its cards quickly, generally of a low cost, so that our main victory condition is available and can be used, generally in combo. Also, it relies on light defense to recover elixir benefits. As a result, in general, cycle decks are the most difficult to play, although this one is a little less so.



Here it is associated with the Roquette, effective for ending the game, but also solid cards, such as the ice wizard and mega gargoyle. This list is as effective in ladder as in Tournaments mode.

Composition of the deck

Clash Royale: Arena Rocket Rider Deck 8
Pig Rider

Clash Royale: Arena Rocket Rider Deck 8
Roquette

Clash Royale: Arena Rocket Rider Deck 8
mega gargoyle

Clash Royale: Arena Rocket Rider Deck 8
ice wizard

Clash Royale: Arena Rocket Rider Deck 8
Skeletons

Clash Royale: Arena Rocket Rider Deck 8
tomb stone

Clash Royale: Arena Rocket Rider Deck 8
The log

Clash Royale: Arena Rocket Rider Deck 8
Tornado



Average cost : 3,1

Difficulty : Medium/Hard

Function of cards

 

Pig Rider : Your main victory condition. Indeed, it is a card which is there to, gently, scratch its advantage over the adversary and the only one whose function is, in its entirety, to do damage to the opponent's Towers. Moreover, since it only targets buildings, it attracts attention and can cut enemy pushes, if they don't want to hurt too much.

 

Roquette : It is, in normal times, your last card to play, representing the second main victory condition. Indeed, if the upstream work has been well done, it will come to finish it, destroying the Towers in one fell swoop. There are two defensive exceptions to this: a elixir extractor opponent or secure the win at the end of the game. We will talk about it below.

 

mega gargoyle : A solid card, which can be very practical against the Ball for example, and is, in general, the main air defense map (single target). She has good hit points and damage. Moreover, it makes it possible to derive simple advantages from the elixir, in particular with the support of a Tower, against theElectro-wizard or flying machineEg.


 

ice wizard : Since its recent upgrade, it has become a good choice to slow down enemy pushes, moreover it can kill Bats et Skeletons in one try. In addition, it benefits many other cards from this deck, such as the Tornado et The log, since it has radius damage. 


 

Skeletons : They are preferred here to the Goblins for distract enemy units. Indeed, this can avoid taking damage on a Tower or taking too much. They are also useful to support the attack of a Rider.

 

tomb stone : Your defensive building, which will focus the attention of opposing units. It goes well with this deck, due to its low cost and being excellent against Elite Barbarians and mega knight.

 

The log : The spell to ensure/slow down your defense on the ground, having a good synergy with the ice wizard. It is also effective against Goblin Barrel. As we will write below, it is also strong to support a push of a Pig Rider.

 

Tornado : A card that allows your others to shine defensively. Indeed, its damage, but also its effect, slows down an opponent's push and greatly facilitates defense. In addition, it is able to push units on your King's Tower, which will activate it and, therefore, facilitate your defense.


 


Start / middle game (up to 1min) 

Before we start, let's be clear: nDon't forget to keep regular pressure, this is very important. The early and mid game is where your damage will be the most.

As for the start, it depends on what you have in hand. If you don't have the Pig Rider, do nothing where you put them Skeletons, separated at the level of your King's Tower. As a result, you have access to maps that may be more useful to you. Then, depending on what happens in front, defend with what you have. However, if your opponent has a Rider, Keg or use a card like the Giant or G, without support, use the Tornado to push them onto your King's Tower.


If you have the Pig Rider, use it immediately to surprise your opponent, but above all with what he will defend. You can take a risk and use The log in support, because it can be profitable. Only, if there is a failure, you will bear the consequences. Indeed, it is not uncommon for the opposing player to place, in this case, thearmy of skeletons or Gang de gobelins or other low cost cards. If he puts this down right away, then he won't have anything left, which will do a lot of damage to his Tower if he doesn't intervene. If he anticipates (or knows it afterwards), then he will wait for The log finishes its way, then goes to slam its card, which also guarantees you damage.

Otherwise, your strategy will boil down to counter-attack. Indeed, your goal is to defend against enemy pushes in order to gain benefits from the elixir. When this is done, you can run the Pig Rider, whether or not using your survivors. However, if your opponent slams a high cost unit, such as the Lava Hound or G, feel free to attack, if you can. Therefore, since he will have few elixirs to defend, he risks taking a lot of money and if you manage to defend behind, you can make him pay a lot.

As for the Roquette, the only thing to do is to use it if and only if the opponent makes a elixir extractor. If we don't, he might cycle faster than us, which we don't want. Otherwise, it should not be played, neither in defense nor in attack, because of its high cost in elixir.


Double Elixir and Overtime

The strategy remains the same, except that your Pig Rider will have a harder time doing damage. As long as you are not within damage range of the Roquette (to destroy a Tower), do not use it. One of the rare exceptions is that if you know that he is going to defend with a unit in a specific location and that unit will die with the damage of the Roquette.

If you have already destroyed a Tower, you can adopt a more defensive style, while sending a Rider regularly. If needed, you can use the Roquette in defense, with your Tornado to properly concentrate enemy units. If a Tower is in damage range of our second, you can defend and, towards the end of the game or as soon as it is possible in Overtime, you put it and that's it.

 

What is the problem / Replacements

Logically, what will annoy you are defensive buildings, such as the tomb stone and Hell Tower (The most common). The reason for this is simple: they will focus the attention of your Rider, knowing that it is your only purely offensive unit. The Fireball, L 'Electro-wizard and Barbarians can also be problematic.
Otherwise, your defense can regenerate quickly and with the units and spells at your disposal, you should do well with the vast majority of decks. Granted, we don't have the power of a Beatdown deck, but the balance and potential are there.

As for replacements, we'll focus on the two Legendaries. Therefore, for The log, favor the Zap or arrows, will be what you find most useful. For the ice wizard, we strongly recommend the Executioner (arena 9), which excels with Tornado. Otherwise, you can opt for the Wizard, to keep a unit down and damage on a radius.

 

Bonus

Here is the video of Clash with Ash on this deck, showing how to play it effectively:

 

 

Clash Royale: Arena Rocket Rider Deck 8

All us decks Clash Royale

add a comment of Clash Royale: Arena Rocket Rider Deck 8
Comment sent successfully! We will review it in the next few hours.