good clash royale cards for winning top easy to use battle winners

Alright so today I wanna talk about getting wins in Clash Royale without pulling your hair out. I kept getting smashed around 5000 trophies, felt real bad, like my cards were made of tissue paper. Needed something easy to use, not fancy, just gets the job done.

My Starting Point (It Was Rough)

First thing I did? Dusted off my old decks. Tried that Pekka bridge spam everyone talks about. Felt like steering a battleship with a broken rudder – slow and kept hitting rocks. Way too complex for lazy ol’ me trying to grind after work. Kept messing up the timings, opponents just zapped everything.

Then I thought, maybe those cheap cycle decks with skeletons and ice spirit? Felt like tickling the enemy tower. Sure, I could annoy them, but actually taking down a tower? Forget it. One fat Giant or Valkyrie stomped through like it was nothing. Needed more punch.

The “Duh” Moment & Building Simple

Sitting there getting clobbered yet again, watching my elixir drain, it hit me. Why not just use the big dumb things that walk forward and smash stuff? Simple plan: big guy up front, support behind. K.I.S.S. – Keep It Simple, Stupid.

good clash royale cards for winning top easy to use battle winners

Here’s what I slammed together, card by card:

  • Giant: Big ol’ punching bag. Plonk him down at the bridge, watch him soak up arrows, fireballs, cries of despair. That’s his job. Easy.
  • Witch: Found her lurking in my cards. Skeletons distract everything, her splash damage cleans up swarms annoying my Giant. Plus, constant pressure. Sweet.
  • Baby Dragon: Air support! Flys behind Giant, splashes ground and air units trying to stop the big guy. Fireball dodger too. Took this over wizard, wizard dies too easy.
  • Valkyrie: My panic button. Opponent drops a big push? Valk in the middle. Spinning like a blender. Protects my weaker stuff like Witch or…
  • Musketeer: Long-range firepower. Melts minions, balloons, other flyers Baby Dragon can’t reach. Solid single-target damage for tanks coming the other way.
  • Fireball: Obvious. See a big blob of enemy units? Yeet fireball. Opponent tower low? Yeet fireball. Barbarians? Fireball.
  • Zap: Even more obvious. Kill goblins, skellies, reset inferno towers melting my Giant. Cheap, fast, done.
  • Minions (or Bats): Needed cheap flying fast damage. Minions are tougher, bats are faster. Switched them around sometimes.

Throwing It Into the Grinder

Took this deck straight into ladder. Game plan? Stupid simple:

  1. Survive early cheap attacks with Valk or Fireball/Zap.
  2. When elixir topped up, drop Giant at the bridge.
  3. Plonk Witch or Baby Dragon right behind him. Don’t even need perfect timing, just get them down!
  4. Watch the parade walk forward. Musketeer in back if safe.
  5. Spam Fireball/Zap on anything threatening the push.

First few matches? Actually won some! Didn’t win ’em all, sure. Get hard countered sometimes. But it felt effortless to use. No fancy placements, no complex counters. Just big guy, support, zap crap. Played while making coffee, while my kid was yelling about juice, even half-asleep once. That’s the key – didn’t need 100% focus.

What Finally Clicked (The Easy Wins)

This deck ain’t rocket science. It won’t beat the top meta decks played perfectly. But for chilling and getting trophies? Gold. Here’s why it works for easy wins:

  • Giant demands an answer. Opponent panics, wastes elixir.
  • Witch/Baby Dragon are swiss army knives. Handle air, swarms, provide constant damage. Low skill ceiling, high floor.
  • Fireball + Zap = solution to most problems. See big thing? Fireball. See little things? Zap. Brain off.
  • Valk cleans up messes. You screw up? Throw her down. Live to push again.

Lost track of how many games I won just by cycling Giant + Witch pushes. Opponent can’t counter cheaply every time. They slip up once, that tower is gone. Easy damage. Easy wins. Simple deck, simple plan. If it ain’t broke, don’t fix it with something complicated.

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