Thursday, 8 September 2016

Clash Royale Strategy to reach Legendary Arena

Welcome everyone to another Keegz&Calvz Guide. Today we will be talking about Clash Royale. Once you begin playing Clash Royale, your ultimate desire is to reach Legendary Arena as fast as possible, however, once you begin moving up the leagues you begin to see that this is not as easy as you thought. So today we will be talking about a deck i have been using since my early 2000 trophy range which then took me to Legendary Arena at level 8 and which i continue to use with much success today. So here it is: 

Now as you can see, there are various troops and aspects which you may not currently possess. With regards to troop levels, i reached Legendary at level 8 with commons at level 9, rares at level 6 and my witch at level 3 as i got many from a Super Magical chest. You should possess all these troops if you as pushing for legendary except possibly the ice wizard. A suitable replace for the ice wizard can be archers, fire spirits, princess or any other air targeting troop below 3 elixir to ensure average elixir is kept down. I mainly use ice wizard to stop minions and hogs in battle. The one advantage of ice wizard is slowing down troops so only replace it if you dont have it. 

So now how to attack?

So depending on your starting troops, you mainly want to just lay a test troop mainly the ice wizard or equivalent or the musketeer. If you start with the main Giant, Witch and Bomber combination you can attempt to begin your push once you reach 10 elixir. First place your witch behind your king tower then just before it reaches the river place your Giant in front. Once both Witch and Giant are across the river, place your Bomber to help clear barbarians your opponent may place to clear your path to the towers. 

Then the work is up to your troops. Do not over commit early in the match, rather deploy the combination and then save troops for defense. 
Now, one of the main weaknesses to the deck is dealing with sparky. However, the witch is the best troop in the deck to counter it. deploy the witch at the back and allow skeletons to distract sparkys blast. Once it is past the river, and spark is loading deploy barbarians or the musketeer and bomber to destroy sparky. Troops in front like the royal giant are taken out by the tower, witch skeletons and the barbarians after sparky is destroyed. The benefit of this is that troops build up in your arena and you just need to deploy a giant to launch a successful counterpush. 

Once you notice that your are overpowering your opponent, you can continue to apply pressure by deploying troops to go for the main tower. 
And there you have it, a simple and easy way to achieve an easy 3 crown battle. 
Some aspects i havent covered regards the fireball and elixir pump. For the fireball, you generally want to use it to destroy the enemy princess early on to disrupt their attack. A hit on their tower may also be beneficial. Also saving the fireball for minion horde and barbarians as well as buildings such as infernos and cannons which may affect this strategy. In terms of the pump, wait until you reach 10 elixir and it is safe to deploy it without the enemy taking advantage of your use of elixir. 


Another strategy which is commonly used is the quick cycle decks and the aim to overcome these decks are building pumps and making counterpushes from defending. 

Again you want to start by just deploying dummy troops for example. And once all your combination troops are loaded, wait for suitable time to deploy them. 
Once your push is done, try wait and deploy pumps when suitable and wait to defend the enemies attack. 
With miners and another troop approaching across the river you want to place a high damage and hitpoint troop in front of tower to prevent troops attacking tower while distracted. When a hog is placed, it is best to place your barbarians directly infront of the tower to stop the hog. Should they have freeze, you can place your ice wizard or alternative troop outside freeze to reduce damage taken. 
Again from defending, place your giant in front and continue your push. Poison is a big factor that slows down troops in this strategy. Generally allow the giant to proceed and the place troops behind as the poison will soon fade off.
Once you have a tower destroyed, with these quick push bases it is best to just defend until the end of the match to ensure victory. 
 This strategy is highly successful, however, does take time to perfect. Practice in friendly battles to master the technique and to achieve a personal best well within Legendary as seen by my profile. 

Goodluck everyone, i hope this guide assisted you with this strategy and you can use it to its full potential in the future. 


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Thursday, 1 September 2016

Boom Beach Warrior Attack Strategy


Welcome back to another one of our Keegz& Calvz guides.
Today we will be talking about a widely used Mass warrior strategy which currently is used by a large amount of high level and lower level players throughout the game. 

This strategy revolves around a very easy to grasp concept, GET THE WARRIORS TO THE HEADQUARTERS WITH AS LITTLE DAMAGE AS POSSIBLE!!!
Now this seems simple enough, however, during my time as a addicted boom beach player to be honest i have noticed that alot of players especially beginning to use the strategy do not use the basics to make this strategy a success. 
So lets get into it then. Today i will discuss two bases which occupy the majority of the game and how to attack these with warriors. Both of these bases i must point out are a higher level than myself so therefore this strategy can easily push anybody through the victory points. 

What you need?
Basically as many warriors on all of your landing crafts, NO OTHER TROOPS! I am able to fit 56 level 17 warriors on my landing crafts but having been successfully using this strategy since i was able to fit 35 warriors on my landing craft. 
I also suggest having a few Gunboat statues as well as 1 Troop damage and Troop health statue. No green or blue statues are needed for this attack. 

This is our first base, a typical centre situated headquarters with all defenses stacked around it to ensure mistakes. This base is an experience level 59, nearly 10 higher than me at 51. Attacking a base like this with Heavy and Zooka or even tanks and medics is a difficult task mainly because the beach is covered by defenses. 

So first thing first, you need to identify your attack line and what i mean by this is choosing a building close to where you deploy your troops which lead a straight line when warriors are flared to the headquarters. So for this base you want to deploy your troops first to the machine gun in front. You first need to clear mines and if they are stacked together like this base, use a barrage to clear them. This applies for all direct lines to the headquarters. Clear all the mines before proceeding. For mines stacked together use a barrage and for a few single mines use a artillery shell. If one or two mines are left over, dont worry. Leave them or else you begin to waste vital gunboat energy. 
For compact bases like this, i suggest launching 2 smoke screens and then launch troops in the middle as you can see by the launch flags. Once you have launched these troops, smoke screen the machine gun and flare your troops towards it. 
Once you have completed this, wait until all troops are stationary around your flared building but not too long that the smoke screen disappears. 
Thereafter, flare the headquarters and create a smoke screen path directly to the headquarters. Again do not wait too long or else the smoke screen will disappear and leave your warriors vulnerable. This is the hardest part of the strategy done. 
Now, the biggest threat to a warrior attack is shock launchers shocking your troops and stopping there massive melee attack. So just before the smoke screen on the headquarters disappears, use a shock bomb on both shock launchers. If you are unable to do this, i suggest at least shock one and place critters slightly in the direction of the second shock launcher. Attempt to shock as many defense buildings as possible as this will help keep those warriors going. Flamethrowers should also try be shocked along with shock launchers. The amount of gunboat energy you have will allow you to shock more buildings thus i mentioned above the need for more gunboat statues. Should you have additional gunboat energy left, a good idea is to use a medkit over warriors to keep them alive. 
And there you have it, a high level opponent defeated by not even max troops with little effort. Not to mention the gold you will save as barely any troops have been lost. Not to mention that his opponent has building health and damage masterpiece statues which was still no much for my mighty warriors. 

Now, here we have a corner style base of level 54 which is still higher than me. The same concept applies here, however, it is more forgiving should you make a mistake with smoke screens. 
Firstly once again we need to clear mines before we aim our troops at attacking. The mines being spread out as is, i suggest using a barrage to clear the majority with little use of gunboat energy. 
Thereafter, with these bases in the corner, i suggest using smoke screens and flare your warriors to the closest building which is nearest to the edge of the base. In this case the sniper tower. 
Once your troops, have reached the sniper tower. You can begin flaring to the headquarters. With the corner bases, you can place your smoke screens on the edge of the base as the warriors will always follow the path. 
Do not worry about the few stray mines, as the warriors will heal once they start attacking the headquarters.

Again, wait just before the smoke screen on the headquarters disappears and then shock both shock launchers while trying to shock as many buildings as possible. Again, if you have extra gunboat energy left over, i suggest using medkits on your warriors.

And once again, another clear win for the warriors. With on 2 casualties and not even using a full troop loadout, i wouldnt stay that is too bad at all. 

Hope this guides assists you all and gets you into the warrior strategy soon. Just a side note, generally bases i have attacked in my victory point range do not make use of shield generators. This is around 500-550 VP. Generally these dont pose any threat for warriors and just attack as you normally would. 

This strategy is highly successful for normal player bases as well as non player bases. I regularly use this strategy on Dr T and can easily reach level 6 and sometimes even complete level 7. I have used this strategy various times to complete Colonel Gearheart. 
All these bases i simply use the same method in have described above in the guide and therefore will guarantee you guys success. 


GOODLUCK !!!! 

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Saturday, 27 August 2016

Bowler attack strategy 3 Star for Town Hall 10 and 11

Welcome everyone
This is my first of many guides to come. Before we start, i would like to give you some information on the type of content we will be posting. We are avid Clash of Clans, Clash Royale, Boom Beach and Pokemon Go. We plan to provide strategy guides that all players regardless of level or experience can use to become successful players in their respective games.
So without further hesitation, lets get into our first guide.
As you are all aware, the bowler strategy has become a widely popular strategy from top leaderboard players to new town hall 10 players eager to explore the capabilities of this strategy.
This strategy is by no means fullproof and requires careful placement and planning in order to get those 3 STARS!!!

This is my army composition with which I have had great success.

Now before we go further, let me break down this composition for you:

TROOPS:
- 19 Bowlers, this is obviously the main component to the army and with 19 of the big blue guys, they sure to be doing some damage. 
- 3 Wallbreakers, the idea behind this is to either create an entry into the base should the wallbreakers be able to and not killed by a defense.
- 4 Giants, these are used as a distraction infront of your main bowler push. They help in various ways from distracting clan castle troops to distracting the eagle artillery while your bowlers wreck havoc.
- 4 Wizards, these are to help kill off clan castle troops and to help clean up stray buildings on the base outskirts. You can also substitute 1 wizard for 4 archers to help clear those buildings.
-6 healers, these help keep you bowlers and heroes invincible throughout the battle. Even with new balance of air traps targetting healers, this strategy is not affected by any noticable margin. 
-Clan Castle- 5 bowlers to add that extra damage into the strategy and giant for assistance.  You may choose to use 7 miners to reach isolated town halls or also a golem and giant as a distraction to aid giants.
SPELLS:
-2 Rage, if bowlers arent scary enough, this gives them the extra power to devastate your opponents village.
-2 Jump, to help your bowlers and heroes to get over those tricky lava walls and is effective for compact and open bases. At town hall 10, I suggest to swap 1 jump for and extra freeze to stop the 2 inferno's making ash of your bowlers. 
-1 Freeze- Mainly used for first inferno you encounter and helps if you can freeze inferno and clan castle in one go. 
-2 Poisons (1 in clan castle), this is used to get rid of those pesky minions and dragons and any other clan castle troops trying to stop your attack.
HEROES:
-Barbarian King, mainly follows your bowler swarm and kill squad to deal extra damage. Ability is best used when health drops to about 1/4.
-Archer queen, this is your best friend when it comes to getting that 100%. The queen's ability must be saved until the very last possible moment. Healers generally stick to queen, helping to clear those final buidlings.
- Grand Warden (Town Hall 11), best used when majority of troops are approaching town hall or save the warden ability for second inferno tower. At town hall 10, use 2 freeze to compensate for lack of warden.

NOTE- As you can see, my troops, spells and heroes are not max level. This strategy doesnt require max level troops. I am confident that even with level 1 bowlers and lower heroes, you are able to three star most town hall 10s and definitely 2 star town hall 11s. 
HOW TO ATTACK:

Now, being presented with a base like this, a near maximum level town hall 10 with exception of a few cannons and archer towers. Bases like this have various entry points but selecting one which will prevent troops from running around the base an provide the best run throughout the base. 

1) Firstly I place 2 sets of 5 bowlers with 2 healers to keep them going, on the left and right of your planned entry point.  


2) Once this is completed,  you can then deploy your main kill squad with giants first, then wallbreakers, and eventually bowlers followed by heroes and healers. Should the wallbreakers not open up your entry point, place ypur jump spell to allow troops to enter the base. Thereafter, its just about placing rage spells on your main attacking army and freezing the inferno's as they come in contact with your troops. Remember to use the hero abilties as I mentioned above in the hero descriptions.
Then the job is done, generally the few healers should stick to your queen and clear the base easily. Entry is the main challenge of this strategy but generally even if aomething goes wrong you can still 2 star any base with this strategy.
Now that was just a simple Town Hall 10 base that most of you should have no trouble with destroying. 

But now lets say you need to attack a player of a bit higher calibre. Searching through bases or needed to attack a base in war that is completely maxed out. For this attack, I attacked my max town hall 11 clan leader who is ranked within the top 10 in my country with a personal best of over 5300 trophies. Once again, I followed the steps of clearly to left and right of entry point and then pushed my main kill squad in. Applying rage soon after entry and freezing the eagle artillery. Thereafter it was smooth sailing for my queen and healers to sustain an easy 2 star victory. 


And there it is, a strategy which can easily get 3 stars. I have no doubt that if my troops and heroes are higher I sould have 3 starred a max town hall 11. This strategy I am confident will even get 2 stars for a player with level 1 bowlers on a max town hall 11. 

Remember, however, this takes time to perfect the strategy and dont be demotivated.  Practice on clan mates in challenges to get the hang of it and I hope to soon see you all getting those 3 stars whether it be in war or to top the leaderboards.

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