Lots of people play Clash Royale with Legendaries, Elites or Rares. And while it is true that you need at least some of these in your deck to win, I like playing with lots of Common Cards. I don’t really know why. I just do.
Four of my favorite common cards are:
- Archers
- Bomber
- Knight
- Spear Goblins
Let’s look at each of these one-by-one:
Archers

The Archers are unlocked in the Training Camp (Tutorial). It spawns two single- moderate, target -ranged Archers with low damage and moderate hit points.
3 is cost Elixir to deploy by an Archers card. They wield a bow and bear an aqua-blue/red (color is determined by side of Arena) cape and an emerald green dress.
Archers are successful at supporting high hit point troops, like Giants. They may be used efficiently to counter low hit point troops like Spear Goblins Minions, and Goblins. Set correctly and together with assistance from Crown Towers, they are able to additionally counter somewhat higher hit point cards such as the Mini P.E.K.K.A.
Archers could be countered with the defensive support of the player’s Crown Towers along with low hit point troops. Await the Archers to arrive at the player’s land, then spawn low hit point troops to divert them. The Ice Spirit is outstanding with this, as it suspends them, and survives one or two shots in the Archers, making them freeze in place for just 1 Elixir.
When facing a Baby Dragon it is possible to divide the Archers so when the Baby Dragon is targeting the primary Archer, the rapid Baby Dragon will enter the next Archer’s aggro range enabling the next Archer to target the Baby Dragon from a safer space, shutting it down. This technique also works using a Mini P.E.K.K.A.
With the Zap, a Minion Horde, which could generally survive a Zap can be easily eliminated by them. Nevertheless, Spear Goblins really are a much better choice for that as they result in a elixir edge.
They may be just like Spear Goblins since both are low-cost ranged troops, but Archers have somewhat better stats in every manner except for 1 additional Elixir, for speed and amount. As a result of Archers’ well-being and damage, they’re better suited than Spear Goblins for defense. For instance, one hit from your Baby Dragon, which allows for more damage can be survived by Archers.
Bomber

The Bomber is unlocked in the Training Camp (Tutorial). It’s an area damage, medium-ranged troop with average damage and low hit points. 3 is cost Elixir to deploy by a Bomber card.
The Bomber’s look seems similar to that of a Skeleton, the exceptions being that it takes a black bomb and wears a blue/red (color is determined by the right or left side of the Stadium) cap with gold-rimmed aviators’ goggles.
The Bomber may be used as a troop that was defensive, having the ability to take Skeleton Army Skeletons, Goblins, and Spear Goblins out more efficiently than most other cards. Barbarians and archers choose multiple hits for the Bomber to remove, so ensure that you supply protection just like a Giant or a Knight, when engaging these targets using the Bomber.
Additionally it is beneficial to protect high hit point troops against hordes of low health ground enemies, e.g shielding Giants against an opposing Skeleton Army. He should be looked after and if your Bomber is on his own, the player can execute a fast-fall to dispose with Goblins and Guards.
The player must find the Skeletons card and pull them where they need them to go without releasing their finger to do an instant fall. Subsequently, they need to pick the Goblins card by delegating on it. Ultimately, they need to drop the Skeletons first the Goblins. The Skeletons will be killed by the Bomber as well as the Goblins will take outside him. Notice it is not impossible to do a fast-fall with any two units while following this convention.
The Bomber cannot attack air units, flying troops and rendering it vulnerable against Minions. But when utilizing the Bomber the player can put protective troops such as the Baby Dragon or the Giant.
As a troop that was really light, nearly every other troop in the match can almost push the Bomber. Specifically, the Bomber can be pushed by Spear Goblins at their rate. Collectively they are able to engage targets in their range that is comfy, making for a fast ranged point- splash and target damage back-up for the other troops over the river, or maybe a little and fast Arena Tower push.
For only three Elixir, the Bomber is among the least expensive counters to Barbarians and deals solid damage per degree because of his range. The truth is, it gets a Bomber only three throws to kill same level Barbarians.
It’s capable to live Arrows of an identical amount despite the fact that it’s low hit points. Thus, using another charm as squandering a Lightning or Fireball Charm to damage a Bomber leads to an Elixir edge for the opponent is a waste of elixir. The player must use either air troops or damage that is high / high troops that are hit point. He can be countered by the Log, yet.
The Bomber can be utilized to take out reasonable hit point troops including Mini P.E.K.K.A.s if deployed correctly.
The Bomber is interchangeable with Wizard, according to the player’s preference and approaches.. The Bomber has a larger splash radius as opposed to Wizard, making him a more appropriate alternative to destroy hordes of ground troops. Nevertheless, he has less hit points and cannot assault air troops.
Knight

The Knight is unlocked in the Training Camp (Tutorial). He could be a single-target, melee troop with average damage and high hit points. 3 is cost Elixir to deploy by a Knight card. The Knight has an impressive mustache and wields a long sword.
As a result of damage and medium well-being and his low Elixir price, the Knight is an excellent choice to work with with all the damage dealing violation. Instead, the Knight may be used to back up higher hit point troops, such as Giant or the Giant Skeleton.
Make use of the Knight as a meat shield for troops that are smaller, as it’s pretty high hit points. The Knight can just target one target at a time. Using cards including Skeleton Army or Guards overwhelm and will divert the Knight.
With damage and average hit points, he is able to be played both defensively and offensively. Although Barbarians continue to be urged over a Knight he is able to survive a hit or two from a Prince.
It’s possible for him to be supported with Goblins and Skeletons to deal damage that was great and fast. This combo is not just inexpensive but versatile. In addition, it gives you Elixir to defend against your competition and enough time. A dash troop such as the Bomber in the event the combo neglects.
He could be not bad for taking out glass cannons due to his great damage and attack speed that is rapid. The Knight is really an excellent counter to the Dark Prince as well as the Miner because of Elixir, DPS, and his higher well-being edge.
Since he is able to really deal great damage the player must not blow off the Knight. They need to use troops that are inexpensive to pull him towards the middle like Archers and Spear Goblins, therefore the Knight gets diverted and can not get to towers readily.
Spear Goblins

The Spear Goblins are unlocked in the Goblin Stadium (Arena 1). It spawns three single- moderate, objective -ranged Goblins with really low and hit points damage. 2 is cost Elixir to deploy by a Spear Goblins card.
They resemble the Goblins that are standard, but are more slender and taller, have sharper elven ears and a six pack, put on a blue/red bandana, possess a spear-instance tied using a rope to their own backs, and constantly have a wooden spear in their own hands. They share their ensemble with Goblins.
Spear Goblins might be great back-up to higher hit points troops like the Giant.
If reflected behind a tank, Spear Goblins will supply protection (6 Spear Goblins will take out single-unit glass cannons or Minion Horde essentially) as well as a strong push for the price of 5 Elixir; if coupled together with the more affordable tanks including Giant or Balloon, this is going to lead to a close instantaneous increase of a single Crown. This strategy continues to be quite exposed of spawning troops between the tank and its own support to the approach.
They may be used efficiently to take down air troops such as Baby Dragons, and the Minions, Balloons when they’re diverted. But in the event the Spear Goblins are next to the tower, the Baby Dragon will take them out readily with 2 or 1 of its dash strikes with respect to the amount of the Baby or Goblins Dragon.
Spear Goblins really are an adequate shield for Towers against enemy air and earth Cards. As with other low hit point cards, charms and troops that cope area damage, including the Bomber as well as Arrows can easily eliminate the Spear Goblins.
The Zap is incredibly powerful to get rid of fighting Spear Goblins, due to the equal Elixir price of TWO of the charm. But, the player needs to be careful about when they use their Zap, as the adversary may make the most of this and send cards where the Zap might have been more suitably used, like a Goblin Barrel or Minions.
Because of the low Elixir price, Spear Goblins are often disposable and can be utilized to block an enemy Prince’s charge. Spear Goblins may also be a more economical option to the Archers.
The Spear Goblins are used with high hit point troops put in front of these in association. For only two Elixir, the Spear Goblins may add any offensive and high DPS and aren’t as prone to splash damage when supported as the Goblins behind a tank for their range.
They are easily able to deal high injury to the opponent’s tower if Spear Goblins have anything in front of these. This can be great because most players are unwilling to counter the Spear Goblins allowing for rapid damage.
Spear Goblins are successful as air troop destroyers baits, or tower whittlers, however they’re ineffective when used on offense. Spear Goblins are extremely much like Archers in just about all stats, but Archers cost 1 more Elixir and therefore are somewhat better in every way (except speed and amount of troops spawned). When paired with all the Zap for instance, they are easily able to get the better of a Minion Horde.
Spear Goblins with the aid of Crown Towers can in fact take a Prince out. They should set the Spear Goblins 4 tiles to 3 tiles upwards and the centre. The next Crown Tower may also damage the Prince, taking him outside when the Spear Goblins are attacked by the Prince.