Clash Royale: Trophy Road

The next big update to Clash Royale arrived earlier this month. The April update brought with it a new spell card — Earthquake — and general changes as usual. The big portion of the update is the way the ladder now works, and how matchmaking has changed a bit in the process. Dubbed “Trophy Road,” the new ladder is pretty much the same as the old ladder, except now you get rewards along the way while pushing through each arena. For those of us already past 4000 trophies (aka where the ladder actually starts) we were able to follow the trophy road from arena one all the way up, and collect a ton of rewards. I ended up with a bunch of extra gold, trade tokens and unlocked the new spell card just by collecting all of the goodies.

It seems that now when you get a win in a ladder match, you’ll still earn roughly 30 trophies and move up in rank. However, losses are mitigated quite well (net loss ~15 trophies), and it seems my entire clan has elevated to higher levels than they had before. I had previously made it to Challenger III, but I’m already a full 100 trophies beyond my prior best, and I think I might actually be able to push up into Master before the reset. Whatever the case, after the reset, we lose 75% of our trophies above 4000, so I’m likely back in Challenger I if I don’t push further in the next couple of weeks. We won’t get season reward chests anymore either, but do get to unlock the trophy road rewards again after the reset.

Speaking of the ladder, my ladder deck is nearly maxed out. I currently only need two more Electro Wizards to have all 8 cards at max level. As you can see I’ve also put some star points into a few cards, and I’m not too far off from being able to do so again. I still love this deck and it hasn’t changed in quite some time, but I do get bored playing it all of the time. The reason it works is because Hog and Loon are effective ways to take buildings down, but they are both vulnerable so I’ve included answers to the worst threats. The deck still struggles sometimes against 3 Musketeers and Golem decks, but usually ekes out wins regardless. It works well in other game modes as well, along with clan wars, but because I don’t have to worry about putting gold into it anymore I’ve started playing around with other options.

I’ve been trying to find a good Pekka, Royal Giant, or Mega Knight deck, and have experimented with them all. I have a Golem deck that is solid and another deck I’m going to share shortly, but I really wanted to make one of these other decks work. As such, I have a few experimental builds but I straight up copied this RG deck from my clan leader and it actually works pretty damn well, despite also including Pekka in the deck. Bonus, he’s used some of the same cards as I have, so I already have some max level cards, along with being close to maxing out RG itself. I’m not sure it will replace my ladder deck anytime soon, but it’s fun to toy around with.

Here’s a deck that I’ve created myself. I picked up the “Giant Double Prince” idea from from the classic deck battles, but then decided to run a deck around Goblin Giant instead. I pretty much chose cards I wasn’t using but still found strong. It is a little weak against air swarms, but you can combo things like Ice Wiz and Zap to take them out. It works well against other meta decks as well, but I’m still mainly playing it in 2v2 battles. I like it, just need to get some card levels before it’s really going to be any use to me. Now that I’m not focusing everything on one deck anymore, I have the time to test and grow.

Just thought I’d share some thoughts on the new update. The game is still going strong!

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