Clash Royale Mastering Predictions Guide
Clash Royale Mastering Predictions Guide by TheOneToRuleAll
There are some decks that really rely on Predicition to get maximum value out of the decks, and other decks where it just helps to get some extra value. Mainly I will focus this guide on the overall picture of how to properly predict, and what cards to use when making these predictions.
The Keys of Mastering Prediction:
- The 1st step is more helpful for early game predictions, it is geared toward Grand Challenges and High Ladder play, and that is to be fully aware of the meta. You do this by knowing which decks are the most popular at the moment, and the cards they contain. You use this to your advantage in the early game (before your opponent makes a full card rotation). If played properly you can decimate a tower.An example of this would be starting out in a game. If I see my opponent play a Goblin Gang and Miner, then his next move he uses Elixir Collector, I would be very confident thinking he is playing the 3 Musketeers deck. This deck always runs Goblin Gang and Minion Horde as its defense. If my opponent just burned his Goblin Gang that means he should be holding onto his Minion Horde. This is when I would do a Graveyard push and prefire Arrows to catch his Minion Horde. While your opponent would have other options in his hand you should expect them to always choose the cheapest, but most effective counter.
- The 2nd step if you are not fully aware of the meta, is to wait for a full 8 card rotation by your opponent, paying close attention to what cards are susceptible to prediction spells. This is more geared towards lower ladder play and classic challenges since you will likely face decks that are unknown. If you’re trying to make an Arrow prediction for example, there is no need to pay attention to when the Knight and Giant are in an opponents rotation, but focus on when the Goblin Gang and Minion Horde are in you’re opponents hand.
- The 3rd step is knowing what the best possible card your opponent would play to counter your card. An example is if I had Graveyard and Arrows and my opponents hand contained Barbarians and Minion Horde. I will not try a prediction in this case, if my opponent had a brain he would use his Barbarians to counter my Graveyard. So if I was to just predict Arrows I would be in a very bad predicament.
- The 4th step is making absolutely sure that your prediction will hit, because if it does not you’re probably going to pay dearly for it. You really need to focus on your opponents Elixir count as well. Let’s say you’re trying to predict his Minion Horde with your Arrows. You know his hand contains:Minion Horde, Giant, Fireball, and ZapYou would play your Ice Golem and Graveyard then fire your Arrows right over the center of the Graveyard. Sounds simple right, duh, everyone knows this. BUT, what if you predicted those Arrows when your opponent was only at 4 Elixir? You knew 100% certain he was going to use Minion Horde. Fireball, Zap, and Giant would’ve been horrible counters for the Graveyard, but you didn’t track his Elixir. Now, your opponent will drop his Minion Horde to counter the Graveyard, then drop a Giant at the Bridge and you will just have to sit there and take it.
- The 5th step is how to keep track of Elixir in the late game. Early game is pretty simple to keep track of barring you knowing all the cards Elixir costs. If you lose track in the late game there is a very simple way to catch right up in knowing how far down you are.As your Elixir is building to 10, you track the moment your opponent places a troop, then subtract your current Elixir count from 10, that is how many Elixir you are behind. Example I was at 7 Elixir when my opponent made a move, that means I am 3 Elixir behind. My opponent played a Miner which costs 3 Elixir, meaning we are both at exactly 7 Elixir. At high level gameplay, every thing matters.
- The 6th step is paying close attention to the placement of your opponents troops when he goes to counter you. I will list 3 examples:I. Zap VS Fire Spirits Let’s say you notice that when you fire a Goblin Barrel your opponent likes to use Fire Spirits to completely shut it down. You let him get confidant, by allowing him 2 or 3 times to shut it down this way. This is when you strike. As you Barrel hover your Zap over his Crown Tower, right as you think he will use Fire Spirits (make sure he has 2 Elixir and them in rotation) release your Zap. He will then have to make a panic move to save Crown Tower damage. This generally results in them over spending Elixir as well, thus increasing your prediction value.II. Hog VS Log Let’s say your opponent has Goblin Gang and another card like Minion Horde. The key here would be to get his Minion Horde out of rotation thus leaving the best counter in his hand for your Hog his Goblin Gang. You can do this by hiding your Log for a bit and letting him confidently shut down your Hog a time or two with just his Goblin Gang. This is when you punish him. Be sure the Goblin Gang is in rotation and that he has 3 Elixir (make sure Minion Horde is out of hand, your opponent should always use his most efficient and effective card as his counter, if Horde is out of hand, Goblin Gang would be his next option). Hog and pre-log for maximum damage to your opponents tower.III. Fireball VS Archers Lets say you play Ice Golem-Graveyard. You notice that each time you play Graveyard your opponent like to cast his Archers in the top-right corner behind the Crown Tower. If you notice his placement more than once in the same location this is extremely valuable information. People are creatures of habit, and Clash Royale is a mind game. This is probably his go to counter spot for Graveyard, and this will also be his towers downfall. Here you would want to do a full Graveyard push when your opponent is down Elixir. Make sure his favorite counter (Archers) is in rotation and that he has Elixir available to cast them. This is when you Ice Golem at the bridge, Graveyard the Crown Tower, and throw that beautiful Fireball right in his favorite corner. Bye bye tower.
While I could expand farther on which cards are suitable for predictions, I think it is pretty self explanitory. Cards like Zap/Arrows/Rocket/Log/Fire Spirits and others should be obvious. Also, predictions don’t only have to be based off of spells, troops can be used as well in some case. Likewise, using Prediction should also be considered defensively and not just for offense. There are times when you can predict an incoming Hog and counter it with Barbarians at the bridge, not countering it in front of the Crown Tower and letting them Fireball your whole counter. There is another type of Countering and Prediction that I will go over in a later guide. This will be on maximizing value of healthy troop after it crosses the bridge.
Thanks as usual for your time. Let’s keep strategy at the top of this sub and use our tactics to help others grow and expand their skills. My facebook is: facebook.com/DarkLord86 if you would like to spectate and learn.
Here is a perfect example from a game I just played. I was in a GC, I attempted to use step 1 and do an early game prediction. I seen he had what looked like the Hog-MK deck so I tried to pre-log his Goblins.
Then I used step 6 and payed close attention to his first placement and…
He was forced to overspend seven Elixir to save his tower.