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The long-awaited April Clan Wars update has finally arrived, but how do you get started? Find out everything about how Clan War works, rewards you can earn and the meaning of the mysterious “nudge” feature, here.
Clash Royale ’s latest update has finally arrived and with it comes a brand new gameplay mode called Clan Wars. Though Supercell has teased the mode heavily over the last several months, it offered few concrete details about how it would work. Now that it has arrived, we’ve put together a complete guide to the new Game Mode and how to get started with it, plus details on rewards, features and more.

What Are Clan Wars? How Do They Work?

Clan Wars is here, but how exactly does it work?

Clan Wars is here, but how exactly does it work? Supercell Clan Wars is a clan event that takes place over a two-day period and is all about working with your clan, so the first step to getting involved is to make sure you are in a clan with at least 10 members. If you aren’t, try Clash Royale ’s clan finding feature in the social tab or check out forums like reddit and Discord for more suggestions. Each day, you and your clan members will have specific tasks and goals to complete. You will compete against four other clans for the winner’s glory and rewards. Here’s the breakdown of what happens on each day of a Clan War.

Clan Wars Day 1: Collection Day

Clan Wars Collection Day involves three battles.

The first day of a Clan War is all about collecting cards your team will end up using on Day 2: Battle Day. During the two-day Clan Wars event, each player will have four attacks to complete, three of which occur on Collection Day. Each attack you make on Collection Day will feature a particular gameplay mode. The modes will change from Wars to War, but currently, these are the three battle modes you’ll be using:
  • Collection Day Battle Mode 1: 2v2 Battle
  • Collection Day Battle Mode 2: Draft Mode
  • Collection Day Battle Mode 3: Sudden Death
NOTE: You can choose any of the three available game modes for your collection day battles. This means if you want to do all three as 2v2 battles you can or any other arrangement. You just need to complete three to finish all your Collection Day goals. We'll be posting a guide soon on best Sudden Death decks to use in these challenges.
Collection Day Card Quality Factors
Three factors determine the quality and amount of cards you’ll unlock during collection day. They are as follows:
  • Clan War League - The higher a league your clan is, the more cards you’ll get in battle chests.
  • Number of Players - The more Clan members actively participating in a Clan War, the better as you’ll unlock more cards this way.
  • Win/Loss Ratio - The more wins to losses you get, the better your clan will fare on Collection Day. The Win/Loss Ratio determines the level of your cards on Battle Day
The Win/Loss Ratio is a particularly important feature of this game mode: the better you do, the higher your card levels will be going into War Day. Even if your cards are leveled to the max in your personal collection, Clan Wars will take the lowest card level — either from Collection Day or personal collection stat — and use that as the card level going into War Day. This means clan members should make a good effort to win as many of their attacks as they can.
Here are a few additional tips regarding Clan Wars Collection Day
  • Every attack wins your clan some cards, though winning attacks net more. Losing battles appear to net 50 percent of the cards you’ll get in winning battles.
  • Your clan will go into War Day with a minimum of eight cards in its collection.
  • If you leave your clan during a Clan Wars, you’ll still actually be in the war.
  • Collection Day card unlocks are capped at 40, meaning there will be a maximum of 40 cards your clan can unlock. This will make each war different.

Clan Wars Day 2: War Day

The final Clan Wars battle takes place on Day 2.
After you’ve completed collection day, you’ll move on to War Day. On this day, you’ll have one attack or battle, so you want to make it count. It’s a good idea to chat with teammates if you aren’t sure which deck to utilize in the battle. You’ll also want to test out different decks in some friendly battles first if your Clan Wars cards are different from those you’re accustomed to playing with.

Clan Wars Rewards

You'll earn victory gold and cards for your clan collection as rewards during Clan Wars.

Clan Wars rewards work on a season model. A Clan Wars season lasts two weeks. Similar to the Ladder system, at the end of a season, Clash Royale will take the Clan War in which your clan earned the highest number of trophies and use it the basis for your reward. Since the season is two weeks in length and a Clan War lasts 2 days, Clans could compete in upwards 7 Wars per season. Here are the different rewards you’ll get during and at the end of the season.
  • Victory Gold - for winning battles on Collection Day and War Day.
  • Seasonal Chest - based on Clan War with highest trophies.

Clan Wars & Social Tab Features: How To Use Nudge and More

If you've gotten a nudge in Clash Royale, but aren't sure what it means, you probably need to check in on your Clan Wars tasks.
The old Clan tab has now become the social tab, home to Clan Chat and other things related to Clan Wars. The revamped tab comes with a number of new, unique features. Here’s a quick rundown of different features and what they do.
  • Chat Tab - This is where you can go to talk with clan mates about Clan Wars strategy and so forth.
  • War Tab - This is where you see the current battles you still need to complete. There are several features to note on this tab alone.
    • Countdown Timer - In the upper left-hand corner is a countdown showing how much more time you have in that particular Clan War Day.
    • Clan Wars Stats - In the upper right-hand corner, you’ll see an clan icon. Tap on it to get a menu with details about your clan, how many battles they’ve completed so far, cards they’ve earned for War Day, as well as Past Wars data.
    • Nudge - This is a great feature that is accessible to Clan leaders and co-leaders. If a clan war day is drawing to a close and you see a clan member hasn’t completed all of his or her activities, by going to the Clan Wars stats icon and selecting the War tab, you can tap on the name of a clan member and press the “Nudge” button to remind him or her to complete unfinished activities. If you've received a Nudge in Clan Wars, but didn’t know what it meant , it’s a gentle reminder to get on the ball.
  • Live Notification - When a Clan War battle goes live, you’ll see a “Live” notification flash across the Social Tab. This alert allows you to go spectate and cheer on your teammate in a live battle.
  • Card Collection Animation and Sound - If you are on the Clan Wars main page as a clan member finishes a match, you’ll see an animation of cards going into your clan collection as well as the sound of gold coins being collected.
Here are some videos to watch on youtube to get a visual reckoning of Clan Wars: 

1. Ash from CWA Mobile Gaming explains 'CLAN WARS EXPLAINED + MY 1ST WAR ATTACK EVER! (Can I win?!)'











2. World of Clash - Clash of Clans & Clash Royale has uploaded this one that says 'Clash Royale Clan Wars Fully Explained - Clan Wars Guide (How do CR Clan Wars Work?)'

3. And Chief Pat from Chief Pat - Clash Royale has also shared 'Clash Royale - CLAN WARS IS HERE! Full Update Guide'









What do you think of the new Clan Wars feature? Has your clan gotten started? Share your thoughts in the comments below.

(This article was first written by Newsweek)


Hi guys..!!
After the new features of Clash Royale, players can create 2 more deck. There are total of 5 deck slots in Clash Rolaye, and 2v2 (Quick match/With Friends) till 19th of June, to make it more interesting during 2v2 match.The developers have introduced 2v2 clan chest.

                                                                   5 Deck Slots

Click Here to know about Deck Slots..!!



There are 4 new Cards introduced!

1. Cannon Cart:-

A Cannon on wheels?! Bet they won't see that coming! Once you break its shield, it becomes a Cannon not on wheels.


The Cannon Cart is a single-target, medium-ranged troop with moderate hit points and damage output. Half of its health comes from the cart that carries the Cannon, and the other half is the actual Cannon's health. When the cart breaks, the Cannon Cart loses its wheels and becomes a stationary turret. It costs 5 Elixir to deploy.

2.Flying Machine:-


The Master Builder has sent his first contraption to the Arena! It's a fast and fun flying machine, but fragile!
 

The Flying Machine is a single-target flying, ranged troop with moderate hitpoints and damage output. It costs 4 Elixir to deploy.It appears to be a small cannon in a barrel with a rotor on top.



3.Skeleton Barrel:-

It's like a Skeleton party in the sky, until all the balloons pop... then it's a Skeleton party on the ground!


The Skeleton Barrel is a flying, building-targeting troop that drops a group of skeletons once it is destroyed or touches a building. It is similar to the Battle Ram.It costs 3 Elixir to deploy. It looks like a black, spiked barrel tied to several team-colored balloon.


4.Mega Knight:-

He lands with the force of 1,000 mustaches, then jumps from one foe to the next dealing huge area damage. Stand aside!



The Mega Knight is an area damage, ground, melee troop with very high hit points and moderate damage output. He deals spawn damage when he is deployed. He jumps to targets that are in between 4 and 5 tiles away from him. It costs 7 Elixir to deploy. The Mega Knight wears black armor and a helmet that covers most of his face.

 Click Here To Know More About Cards..!!




 1. Night Witch:-
"Summons Bats to do her bidding, even after death! And if you get too close, she isn't afraid of pitching in with her mean-looking battle staff."
 
This is the new Legendary Card which is going to be released on 1st of June. It gets  unlocked from Frozen Peak (Arena 8). This witch fall on the the dark side ,it is more effective than witch(normal). It cost 4 Elixir to deploy ,on the other hand the normal witch cost one more Elixir to be deploy i.e. 5 Elixir.
She is a single-target melee troop with moderate hit points and high damage, also summons 2 Bats every 5 seconds, similar to the rate at which a regular Witch summons Skeletons, in addition to summoning Bats upon death.
To Know more Click Here


Hi clasher of Clash Royale.
Here is the best defensive deck, let us know about it.




1.Tomb Stone        
"Troop building that periodically deploys Skeletons to fight the enemy. When destroyed, spawns 4 Skeletons. Creepy!"
The Tombstone  costs 3 Elixir which gets unlocked from the Bone Pit (Arena 2). It is a spawner building that spawns a Skeleton every 2.9 seconds. The Tombstone deploys 4 extra Skeletons upon its destruction.

Strategy

  • The spawned Skeletons are very good at distracting high damage, slow hit speed enemy units, such as the P.E.K.K.A., the Prince, the Mini P.E.K.K.A., and the Giant Skeleton. This is especially effective against units that target buildings, such as the Giant and Golem — the Skeletons spawned after the Tombstone's destruction can damage, if not destroy, the unit. 
  • It can also distract other units for a while, such as the Princess or Mortar. 
  • Royal Giant is locked onto a tower, the player can use the Tombstone to push the Royal Giant so it retargets to the Tombstone. This cannot be done with any defensive building as they do not have a large enough hitbox to push the Royal Giant but the Tombstone works because the spawned Skeletons have enough hitbox space to push the Royal Giant. 
  • The Tombstone can be placed near the center of the player's territory so that the troops are drawn further away from the Crown Tower. They will be distracted by the Skeletons and the building and will be unable to target the Crown Tower. Also, both of the Crown Towers will be able to attack the troops, assisting in their defeat.
  • The Tombstone can spawn up to 18 Skeletons, 14 of which are spawned normally over the lifetime of the Tombstone. It then spawns 4 more when it is destroyed. Considering that a Skeleton Army costing the same amount of Elixir spawns 14 Skeletons in total, playing a Tombstone would profit 4 Skeletons, but note that they don't spawn all at once!
  • Do not place this card in a lane offensively without any support since the Skeletons it spawns get destroyed by Crown Towers in 1 shot and do not function well as cover troops.
  • An easy counter to this card is the Fireball which can near instantly destroy the Tombstone. However, this is a negative Elixir trade of 1 unless other troops or buildings are also damaged.  



2.Hog Rider:-
"Fast melee troop that targets buildings and can jump over the river. He followed the echoing call of "Hog Riderrrrr" all the way through the arena doors."
The Hog Rider is unlocked from the P.E.K.K.A's Playground(Arena 4).
He is a fast for attacing building-targeting, melee troop with both moderate hitpoints and damage. It cost 4 Elixir to deploy. He appears just like his Clash of Clans counterpart; a man with brown eyebrows, beard, a golden body piercing in his left ear, riding a pig.

Strategy:-

  • With his high amount of damage, the Hog Rider can be placed with a high hitpoint card, such as the Gaint, to distract enemy troops or with support units such as Goblins, dealing lots of damage. However, you can counter this combo with the Skeleton Army, Barbarians, or a Minion Horde.
  • The Hog Rider in conjunction with the Freeze can be extremely effective. Firstly, the Hog Rider is spawned, and if the opponent spawns troops to defend the Tower, cast the Freeze. As the Freeze freezes the defending troops & Crown Tower, and the Hog Rider will remain unhindered to attack the enemy's Tower. It is also recommended to drop cheap ranged troops or Goblins to go with the hog in order to deal additional tower damage and lighten the counterattack that will support the frozen troops.
  • The Hog Rider only attacks buildings. This means that it can easily be distracted by building cards, but he can also help out by destroying them. A Cannon  is a good counter as it can pull the Hog Rider away, distracting it and giving the towers ample time to damage or kill him. Tombstone is also effective as the spawned skeletons can damage the Hog, but can often be more easily countered.
  • A Tornado placed in front of your King's Tower when a Hog Rider is approaching one of the Crown Towers can activate your King's Tower, helping you in defense.
  • This combination of troops is dubbed the Trifecta by the community.
    This can be effectively countered by Lightning, killing the Musketeer and severely damaging both the Valkyrie and Hog Rider. Minion Horde is also effective, but the enemy can Zap them and the Musketeer will one shot them all. Even if the Musketeer is killed, the Hog Rider and Valkyrie will have enough time to severely damage the Tower.
  • Both Goblin and Fire Spirits can compliment the Hog Rider's very fast move speed. Melee Goblins and Fire Spirits can be devastating since they offer high damage, but are however susceptible to splash that can hit the Hog and supporting units at the same time. The Ice Spirits also devastating since it can freeze the Arena Tower, but is does not offer as much damage. Spear Goblin are also great since they are ranged and chip away from a safe distance when facing splash units, and hence they're less vulnerable to splash units.
  • Goblin Barrel is deployed directly before the Hog Rider, they will distract the Crown Tower while the Hog Rider deals damage. This can also be useful in the reverse. The Hog Rider can act as a tank for the Goblins so that the Goblins can deal great damage.
  • Sending out a Miner right before the Hog Rider is sent can be an effective combo. As the tower is distracted by the Miner, the Hog Rider can deal extra damage.
  • Pairing the Hog Rider with the Balloons can deal devastating damage. If executed properly, the Hog Rider will act as a tank while the Balloon deals damage, and the Hog Rider can also destroy any buildings attempting to slow down the combo. Remember that this combo is very vulnerable to the Minion Horde, as neither of the troops target anything but buildings. Plus, it is easy to separate, since the Hog is very fast and the Balloon quite slow.
  • Barbarians, Elite Barbarians, and the Skeleton Army can also be used to counter it, but be careful because the Hog Rider may be backed up by area-damage troops, such as the Bomber, or spells, such as the FireBall or Zap.
  • The Hog Rider can kite any troop that does not attack buildings due to its very fast speed and placement. 



 3.Mega Minion:-

"Flying, armored and powerful. What could be its weakness?! Cupcakes."
The Mega Minion costs 3 Elixir, which gets unlocked from the Royal Arena (Arena 7). It is a single-target, short-ranged, flying troop with moderate hitpoints and high damage. It spawns one large Minion wearing a full suit of armor.

Strategy

  • The Mega Minion is mostly usable as a defense card as it has high damage but is slow. However, it is often used on the offensive as a support card, being able to clear out small units and deal good damage.
  • Its high damage and medium hit points allow it to be able to defend relatively well against many ground-based pushes, while not being as vulnerable to Zap, Arrows, or Fireball as a Minion Horde or Minions.
  • The Mega Minion is capable of reaching a Crown Tower on its own, due to its medium hit points, but will not be able to do very much damage. This is also due to the fact that it can be easily countered by cards such as the Musketeer.
  • The Mega Minion is effective against Balloon combos as due to its damage and health it can survive Arrows or Fireball and still have some health to take out the Balloon before it attacks a Crown Tower.
  • Mega Minion is slower than Minions and the Inferno Tower can easily take him out.
  • A Fireball 3 levels higher than the Mega Minion can kill it in one shot except at level 1.
  • To defend against a Minion Horde, the player can place this card in the middle so the horde of Minions will be pulled to the center, delaying them from reaching a Crown Tower and killing at least two of them. However, a few Minions will likely survive.
  • The Mega Minion pairs well with the Lava Hound since it protects the Lava Hound from troops trying to defeat it while the Lava Hound soaks much of the incoming damage. When the Lava Hound explodes, the Mega Minion's moderate health allows it to take the damage and allow the Lava Pups to attack the tower.
  • It is also quite helpful with the Double Dragon strategy, as it deals high damage per second, allowing it to deal serious damage to Musketeers and Wizards.
  • Mega Minion is not as effective as Minions when it comes to large quantities of weak troops, such as Skeleton Army or Graveyard, as the Mega Minion is one, opposed to three Minions.
  • Due to the Mega Minion's low speed and moderate health, it is most effective when used on defense, then is supported with a tank like the Giant or similar cards to be used in a counteroffensive. 


 2.Archers:- 


"A pair of twins with lightly armored ranged attackers. They'll help you take down ground and air units."
The Archers is a troop card which gets unlocked in  the Training Camp . It spawns two single-target, medium-ranged Archers with both medium hitpoints and damage. It costs 3 Elixir to deploy.
They wield a bow and bear an aqua-blue/red (color depends on side of Arena) cape and an emerald green dress.

Strategy

  • Archers are effective at supporting high hit points troops, such as Giants . They have the advantage of being more resistant to spells than other support troops such as Spear Goblins and Goblins. Archers can survive a hit from equal level Arrows and the equivalent levels of The Log, as well as survive a Zap that is 4 levels higher than the Archers or below.
  • If protected by a tank, Archers can do heavy damage to a Crown Tower for 3 elixir. Make sure you place high damage troops like Minions or Goblins on top of the Archers to take them out.
  • They can be used effectively to counter low hit points troops like Minions, Spear Goblins, and Goblins. Although Archers are not splash troops, they are an effective counter to a lone Skeleton Army or Graveyard if paired with their respective Crown Tower at a safe distance. Their decent damage and fast attack speed plus the Crown Tower's damage and attack speed easily cut down the Skeletons without taking any damage to the Crown Tower or themselves.
  • Archers can be countered with low hit points troops and the defensive support of the player's Crown Towers. Wait for the Archers to come to the player's territory, then spawn low hitpoint troops to distract them. The Ice Spirit is excellent for this, as it survives one or two shots from the Archers, and freezes them, causing them to freeze in place for only 1 Elixir.
  • Since Archers summon in pairs, you can easily split them by placing them in the middle of the arena. Splitting Archers is beneficial for split pushing or defending against splash units. For example, when facing a Baby Dragon you can split the Archers so when the Baby Dragon is targeting the first Archer, the fast Baby Dragon will enter the second Archer's aggro range allowing the second Archer to target the Baby Dragon from a safer distance, shutting it down. This technique also works with other melee attack troops, such as the Mini P.E.K.K.A., Valkyrie, and the Mega Minion.
  • They are similar to Spear Goblins since both are cheap ranged troops, but Archers have slightly better stats in every way except for speed and quantity, for 1 extra Elixir. Due to the Archers' health and damage, they are better suited for defense than Spear Goblins. For example, Archers can survive one hit from the Baby Dragon, which allows for more damage.



5.Ice Golem:-

"He's tough, targets buildings and explodes when destroyed, slowing nearby enemies. Made entirely out of ice... or is he?! Yes."
The Ice Golem costs 2 Elixir which gets unlocked from the Frozen Peak (Arena 8). It is a building targeting, melee troop with moderate hitpoints and low damage that deals small death damage when defeated. The Ice Golem is a cheap mini-tank that explodes when killed, dealing area death-damage like the Golem, while additionally slowing down anything nearby for around 2 seconds.

 

Strategy

  • A simple strategy is to put the Ice Golem in front of a Hog Rider as the Arena Towers and any other troops will target the Ice Golem, giving the Hog Rider more time to deal damage and it will also slow defending units 
  • Once the Ice Golem is eliminated, the Ice Golem's slowing effect of the supporting troops and buildings will give the Hog Rider 1-2 extra hits. 
  • A common counter to Hog Rider is the Skeleton Army, and the Ice Golem will take care of that once the Ice Golem dies.
  • The Ice Golem can be used defensively as a slowing tank for any attacking troops and buildings.
  • The Ice Golem can be paired with ground troops such as Prince and Mini P.E.K.K.A. to kill swarms that were deployed to execute the troop. If the opponent uses Minions, the Ice Golem's Death Damage and a Zap can kill the Minions.
  • It can be used with cheap, fast troops such as Goblins and Fire Spirits to deal high damage to a Crown Tower.
  • The Ice Golem is useful for kiting all units, primarily slower troop targeting units like P.E.K.K.A., to the adjacent Arena Tower due to its slow movement speed.
  • The Ice Golem is a good counter to the clone spell as his death damage can kill the clones easily.
  • If the player encounters a lone Ice Golem, they can simply ignore it, as it does minimal damage to a Crown Tower. If they must defeat it quickly, they can use Skeletons or Spear Goblins.
    Bear in mind that its death damage can kill Skeletons at tournament standards.
  • The Ice Golem counters many solo mini-tanks such as Mini P.E.K.K.A. and Valkyrie. Pulling the troops to the center of the arena lengthens the time it takes for the units to reach the tower, as well as bringing them within range of the other tower. This can also be done to counter small melee units like Goblins or Minions.
  • The Ice Golem should not be used to attack solo, as his damage is very small. He is much more effectively used to tank for other troops.
  • An Ice Golem with Fire Spirits can easily take out Three Musketeers. Place the Ice Golem first so the Musketeers lock onto him, then quickly drop the Fire Spirits to cripple the Musketeers. The Ice Golem's death damage will slow them down and damage them even more, if not finish them.
  • As it is the cheapest mini-tank, it can be an addition to cycle decks, which usually lack high hitpoint units.
  • Due to its low cost, it is disposable. While defending, its death explosion can slow down surrounding troops. During attacks, it can tank for a while and slow down surrounding troops, giving you an upper hand. In addition, it can be used as a lightning rod - attracting one hit from the Lightning due to its high hitpoints, and possibly saving another more valuable troop - such as a Musketeer or Wizard.
  • The Ice Golem is not a replacement for a Golem in any deck, and their play styles are very different. Ice Golem costs much less elixir, has fewer hitpoints, does less death damage, has no golemites, and slows troops. Golem serves the role of being a huge tank for a large, tower-taking push, while the Ice Golem is the cycle deck's mini-tank that is useful on both offense and defense for cheap and reactive enemy control.


6.Ice Spirits:-

"The lonely one, but the brave  lively little Ice Spirit to freeze a group of enemies. Stay frosty."
Ice Spirit in a single troop,it gets unlocked in the Frozen Peak (Arena 8, the deploy cost is 1 Elixir
It is an area damage, short-ranged troop with low hitpoints and damage.The Ice Spirit will launch itself at its target when attacking, which kills the Ice Spirit.
The Ice Spirit will temporarily freeze any troops targeted for 1.5 seconds.

Strategy

  • Ice Spirits are good support/defense units, freezing enemy units so that the player's other troops can take them out in time.  
  • An Ice Spirit paired with a Hog Rider is a great combination, as the Ice Spirit will freeze any troop or buildings trying to counter the Hog Rider. 
  • Due to its attack range being 2.5 tiles, the Ice Spirit can manage to throw itself onto the Prince or Dark Prince without them being able to attack the Ice Spirit with its charge strike, stopping them for 1.5 seconds and resetting their charge attack, unlike Fire Spirits which will die to the Prince or Dark Prince's slightly longer attack range. 
  • Because this card is so fragile, placement is important. Placing it incorrectly will cause the oncoming troops to kill the Ice Spirit before it has a chance to act, allowing troops like Minions to continue to deal damage.
  • The Ice Spirit can be useful to help a Crown Tower or other troops take out some horde troops, such as Minion Hordes or Spear Goblins. However, it is only a single troop with low hitpoints, so it can be one-shotted or two-shotted by almost everything. If this is the case, you can use a distracting/tank troop before using an Ice Spirit.
  • The Ice Spirit+Zap Combo can easily take down Minions, Minion Horde, Princess, and other low-hitpoint troops.
  • The Ice Spirit can serve as a replacement for the Zap, as it freezes troops for three times as long while having only half the cost. However, it does noticeably less damage than the Zap, having trouble killing even Spear Goblins unless the Ice Spirit is one level higher. It also cannot be directly placed on the opponents side. The player can place cheap troops such as Skeletons to soak up the Ice Spirit's attack.
  • For just one Elixir, the Ice Spirit is a strong card to have in many Decks due to its ability to cycle the deck, and to stall for time for other troops or even the Tower to defeat an oncoming threat.
  • At tournament rules levels, it is able to tank three shots from the tower and still manage to freeze it. It is also able to withstand a single shot from high damage units such as Musketeers, Baby Dragons, lone Barbarians, Knights, a single Fire Spirit, and Giant Skeletons




7.Zap:-
"Zaps enemies, briefly stunning them and dealing damage inside a small radius. Reduced damage to Crown Towers." 
The Zap is unlocked in Spell Arena(Arena 5) It is an area damage Spell Card with a medium radius and low damage, card costs 2 Elixir to cast. This spell can stun enemies in its effective area for 0.5 seconds.

Strategy:-

  • The Zap can also be used to temporarily stun Balloons from reaching your Arena Tower, giving the defending player's Crown Towers and troops a little more time to eliminate the Balloon.
  • Zapping units or the opposing Crown Tower can possibly change their targets. For example, if an X-Bow is targeting a Tower and the player deploys a troop or building closer to the X-Bow than the Tower, then zaps the X-Bow, it will change targets to the nearest deployed card.
  • The Hog Rider + Zap combo utilizes the Zap to stop most cheap troops (or to stun defending troops) that are played to take out the Hog Rider.
  • With proper timing, Zap can be used to deny a wave from troop spawners such as Barbarian Hut or Goblin Hut, allowing the player to gain a small Elixir advantage. The same strategy can also be used against Elixir Collectors, as it will deny 2 Elixir if timed just correctly, but this is an even Elixir trade.
  • The Zap is valuable for decimating small hordes of troops, as the Zap inflicts area damage.
    Pairing the Zap with Ice Spirits or Ice Golem can easily take out Minions. A well placed Zap can destroy most or all of a Skeleton Army. A well timed Zap on a Minion Horde defensively can allow your Arena Towers to take them out before receiving any damage.
  • The Zap can be also used to briefly stun enemy troops and buildings, reducing the enemy's damage per second.
    The Freeze is more effective at stunning enemies and reducing incoming damage compared to the Zap. However, the Freeze spell costs double the Elixir and does not deal any damage to units. The Zap is particularly good at stopping the Prince or Dark Prince. The Zap will halt them and reset the Princes' charges, allowing the defending player to deploy units to counter.
    It is also an effective counter to Sparky. Zap resets Sparky charge allowing you 5.5 more seconds to defend against Sparky before it can attack again. The Zap can be used to allow a brief lifeline for damaged troops and let them be able to get one extra hit in.
    The Zap can also be used to reset the Inferno Tower and Inferno dragon's charge.




8. Fireball:-

A ball with fire, incinerates a small area, dealing high damage and pushes the troop backwards or separate the troops(Only certain troops)"
The Fireball is unlocked from the training camp.It is an area damage spell card with a medium radius and moderate-high damage.It cost 4 Elixir to deploy.It is a powerful spell, available to cast anywhere in the Arena, dealing immense damage.


Strategy :-

  • The Fireball should be used to used to finish off weakened Crown or Princess Tower  or buildings, or killing large numbers of small troops like Barbarians,Spear Goblins, or Archers.
  • For low-level players, it's recommended to use Lightning instead of using a Fireball, because of its higher damage to Crown Towers and individual troops.(The Lightning can only damage 3 targets.)
  • Wizards, Musketeers,Ice Wizards,Witches, and Barbarians can typically survive the Fireball. One thing that is important to know is that the Fireball pushes back units, so the player may want to time it properly or the Zap might be missed. A Zap-Fireball is safer.
  • If the opponent repeatedly deploys Barbarians or other troops that are weak to Fireballs like Three Musketeers in the same place, a high-risk, high-reward move is to launch the Fireball where the troops have been planted. This can backfire if the opponent does not have enough Elixir to deploy their card in the first place, though. Do this only if you know your opponent has enough Elixir and the card is back in their rotation.
  • The Fireball can be effective against Elixir Collector as it will lower its hitpoints enough to make an equal Elixir trade, which can become very beneficial if it also hits other troops or buildings in the blast.
  • If your opponent places a small troop close to the center of the arena, such as a Wizards, a properly placed Fireball can knock it back so much it heads the other way after recovering from the blast. This can be useful for diverting small troops to the other path, especially if that path is better defended. 

Click the video below to watch..!!


Hi Clasher of Clash Royale..
Here are some of the top 5 Epic Cards in Clash Royale..!!





1.Executioner:

"He throws his axe like a boomerang, striking all enemies on the way out AND back. It's a miracle he doesn't lose his arm."
The Executioner is unlocked from the Jungle Arena(Arena 9). He is an area damage, ranged troop with high hitpoints and moderate damage. He throws his axe in a straight line; it will then fly back to him, dealing its damage twice. It cost 5 Elixir to deploy. 
Strategy:-
  • Its long range, area damage, ability to attack both air and ground units, and ability to deal double damage can allow it to become a decent alternative for a Witch or Wizard in a Giant Combo.
  • Although his range is 4.5 tiles, his axe throw actually reaches 6.5 tiles away, allowing him to damage other units that are just behind his targeted unit. His aggression range is 4.5 tiles, so he will have to walk up to the enemy before hitting it with his axe, even though the axe can reach troops 6.5 tiles away. Taking this even further, when the axe is flying through the air it has a 1 tile radius. Thus, the Executioner can technically reach 7.5 tiles.
  • His hit speed comes in two parts: his axe travels for 1.5 seconds and after the axe returns to him there are another 0.9 seconds where he does not attack. This sums up to an overall 2.4-second hit speed. Rage and slowing effects only affect the 0.9-second portion of the attack where he is not attacking and does not affect the 1.5 seconds in which the axe is in motion. Hence, Rage and slowing effects do not greatly affect the Executioner's damage output as they only change the overall hit speed by about 0.3 seconds.
  • Because of its damage and other perks listed above, countering swarms with the Executioner can also be extremely effective. However, keep in mind it has a very slow attack speed (2.4 seconds), almost as slow as a Bowler's.
  • The Executioner has moderately low damage per second, so medium-hitpoint units such as Mini P.E.K.K.A. or Knight can counter him.
  • Since the Executioner has a linear attack similar to the Bowler, he can attack glass cannons that are behind a tank.
  • Like most splash units,  surrounding the Executioner only allows him to target one unit at a time making his splashing mechanic useless.
  • The Executioner pairs well with the Bowler as the Bowler can take care of ground swarms and the Executioner can help the Bowler with ground troops and defend against air swarms. This combo is also durable, surviving Fireball + Zap or Fireball + The Log. It is, however, vulnerable to a Rocket.

2.Balloon:-

"As pretty as they are, you won't want a parade of THESE balloons showing up on the horizon. Drops powerful bombs and when shot down, crashes dealing area damage."
The Balloon is a flying troop card which is unlocked from the Bone Pit (Arena 2).It costs 5 Elixir to deploy, with high hitpoints and very high damage that deals medium death damage when defeated.
The Balloon targets buildings such as Crown Towers. It deals a massive amount of damage with its dropped bombs. When the Balloon is destroyed, it drops an area damage bomb which damages nearby troops and buildings.

                                                                    Strategy

  • The Balloon is most effective for destroying Crown Towers because of its high damage. Its damage potential is best backed up with the Freeze which if used properly can completely disable all resistance to the Balloon.
  • Using a Rage in conjunction with the Balloon will punish the enemy, as the Rage allows it to reach the tower faster and also quickens its attack to 1.6 seconds. 
  • This strategy is especially powerful at the last minute of the match or during Sudden Death since the player will have additional Elixir to spawn support troops (such as Spear Goblins or Mini P.E.K.K.A.) to back it up. 
  • This combo will give the player 3 remaining Elixir if you start with full Elixir. For backup, Minions or a Knight that is put in front could be used. An attack like this could get the player an easy Crown Tower at the very start of the game. 
  • This strategy is risky, as it leaves the player's other Crown Tower wide open for attacks. It might result in a Crown Tower for a Crown Tower trade-off. Take careful consideration when using it. 
  • The strategy can easily be countered with the Minion Horde unless a splash damage card is used in the push, 
  • A similar and sometimes better strategy is Lumberjack and Balloon, in which the Lumberjack is in front, tanks for a little, and when dies, drops a Rage in which the Balloon gets boosted and can get several hits on the tower. However, this strategy is easily countered by Minion Horde, or even Inferno Tower and Freeze. Minions cannot counter because it will only focus on one of the two, in which either Lumberjack or Balloon could get a few hits on the tower.

 3.Golem:-

"Slow but durable, only attacks buildings. When destroyed, explosively splits into two Golemites and deals area damage!"
The Golem is troop card which gets unlocked from the Builder's Workshop (Arena 6). It costs 8 Elixir to deploy. It is a building-targeting, melee troop with very high hit points and moderate damage that deals death damage when defeated. The Golem has extremely high hitpoints and deals significant damage, targeting only buildings like Crown Towers. Upon death, the Golem ruptures into two weaker Golemites, causing moderate Area Damage.The Golemites continue to deal damage until they are destroyed. Like the Golem, when the Golemites are destroyed, they rupture, dealing low Area Damage. The Golem's appearance takes form as a colossal, menacing, rock brute with red/turquoise color depends on the side of the Arena crystals growing on its back. Its Golemites have a similar look, except much smaller in size.

                                                                  Strategy

  • As a high hitpoint card, the Golem is effectively used in conjunction with a high damaging support card, like a Mini P.E.K.K.A. or a Prince, or splash damage troops like Dark Prince, Valkyrie, or Baby Dragon.
  • Upon destruction, the Golem deals area damage and splits into two Golemites. The area damage caused by the troop's destruction deals damage to surrounding enemy cards. This is able to eliminate low health troops like the Skeleton Army and Minion Horde.
  • The Golemites also deal area damage upon death, but it is insignificant compared to the health of any card.
  • An effective strategy with the Golem is to strengthen it with supporting troops as it makes its way to the opposing Crown Towers. By deploying the Golem on the rear of the Arena behind the player's King's Tower, the player is able to place supportive troops, such as the Wizard, Musketeer or even a mirrored Golem, to make the push extremely effective and difficult to counter. The Golem is slow, giving the player ample time to build a major push. However, this costs a heavy amount of Elixir, and it may leave you undefended for an enemy push in the other lane.
  • Although the Golem spawns Golemites upon death, buildings and troops will start targeting troops behind the Golem since it takes 1 second for the Golemites to spawn and the closest targets will be the troops the Golem is protecting. This can easily be fixed by placing a spell such as Zap, Lightning, Freeze, or an Ice Spirit which can all stun or freeze the tower changing the tower's aim to the Golemites again.
  • Be incredibly careful when playing the Golem. Some opponents will take advantage of the Golem's high Elixir cost and attack the other lane. Easy fixes to this are waiting until the last minute Elixir is doubled or to use the Elixir Collector.
  • Always keep in mind that an Inferno Tower can easily destroy a Golem if allowed to reach its higher damage thresholds.
  • Although the Skeleton Army is usually effective for countering high hitpoint, single target troops, it is not recommended to use it to counter a Golem because its death damage will kill most, if not all of the Skeletons. However, in desperate situations, the Skeleton Army can still be used to kill the whole Golem, as the Golemites are relatively easy to defeat.


4.Bowler:-


"This big blue dude digs the simple things in life - Dark Elixir drinks and throwing rocks. His massive boulders roll through their target, hitting everything behind for a strike!"
The Bowler is a troop card it gets unlocked from the Frozen Peak (Arena 8). It costs 5 Elixir to deploy. He is an area damage, medium-ranged troop with high hit points and moderate damage.
He throws massive boulders which roll linearly to damage and knock back the Bowler's target and any other units in the boulder's path. 

Strategy

  • The Bowler has a similar attack to The Log and the Fireball, knocking back troops, but in a linear motion, and not stopping until its range has been completed.
  • Keep in mind that unlike The Log, his boulders lack the ability to stop the Prince or Dark Prince, and Battle Ram's charge.
  • When defending against a Bowler that is on the player's side of the Arena, avoid placing the defensive card in front of him, as there is the risk of incurring damage to the tower. Instead, place the unit(s) in the center, so the boulder is directed away from the tower.
  • It is important to place the Bowler correctly, as to make the most use out of his linear rolling attack. For example, if there is a big push with many low hitpoint troops hiding behind a tank, then the Bowler should be placed directly in front of the tank so his boulder will roll over all the troops behind it.
  • The Bowler is a very effective counter to cards that spawn other units such as the Barbarian Hut and Goblin Hut, as he constantly pushes the spawned units back and deals damage to all of them.
  • He is an excellent counter to a push, damaging both the tank and the backup. More importantly, his boulder separates the backup from the tank Giants, Golems, and P.E.K.K.A.s aren't affected by push back, making them easier to finish off.
  • The Bowler is excellent defending against small to medium health troops since they can be crippled by the Bowler's considerable damage and knock back, if not destroyed outright.
  • When defending against a Bowler, Minions, a Minion Horde, or an Inferno Dragon can easily take him out since the Bowler only hits ground troops. It is also possible to surround and defeat the Bowler with cheap ground units due to his slow, linear attack. Barbarians and Guards work very well when surrounding him, due to their damage.
  • Since surrounding the Bowler can destroy him easily, the player should use strong splash units to take out the units surrounding the Bowler.
  • If placed directly behind an Arena Tower, the Bowler can counter a Goblin Barrel and stay alive for a counter-push. However, this requires good timing.
  • He has a slow hit speed and low damage per second, so the player might need to back it up with troops with fast attack speeds and hard hitters such as the Musketeer and the Witch.
  • He can take out the Witch with ease because he can also damage the Witch while killing the Skeletons. When used properly, he will suffer minimal damage and still make a good counter-push.


5.Lightning:-

"Bolts of lightning damage and stun up to three enemy troops or buildings with the most hitpoints in the target area. Reduced damage to Crown Towers."
The Lightning is a spell card which gets unlocked in the Goblin Stadium (Arena 1).
It is a spell with a wide radius and very high damage. It costs 6 Elixir to cast. When cast, the Lightning will cause three bolts of lightning to rain down from the sky, targeting the 3 troops/buildings with the highest hitpoints within its AoE (Area of Effect), dealing very high damage and a brief stun.

                                                               Strategy

  • The Lightning spell can be used to finish off lowered Crown Towers or destroy low-medium hitpoints units that deployed behind a Tower to damage the Tower and the units.
  • This spell is extremely effective against Musketeers, Wizards, and Witches, especially next to enemy Crown Towers, as the spell targets the 3 troops/buildings with the highest amount of hitpoints in its radius. This can decimate most pushes.
  • As the Lightning strikes once on each target, it will strike fewer than three times if there are only one or two enemy troops/buildings within its radius, reducing its value.
  • When using the Lightning, it is important to be designate the targets of the spell in its radius. It is best to refrain from showing the opponent the Lightning until the opportunity for the highest Elixir advantage possible arises.
  • When trying to destroy the enemy Crown Tower at the last few seconds of the game, be careful, as any medium-high hitpoint units in its radius will be targeted instead by the Lightning, as in such situations the Crown Tower will have relatively low health, possibly even lower than a Skeleton. Instead, cast the Lightning towards the corner of the Tower while it is within its radius to avoid targeting other units.
  • It can be effectively used to counter Three Musketeers to create a 3 Elixir advantage.
  • The Elixir trade-off for using a Lightning is very high, giving the enemy an Elixir advantage in most cases. The Lightning Spell is also ineffective against high-hitpoint units such as the Giant or Prince.
  • A good alternative to the Lightning with a smaller area of effect yet yielding higher damage is the Rocket. Although it utilizes the same amount of Elixir, the Rocket does not discriminate between troops with higher and lower hitpoints and instead damages all troops/buildings in its radius.
  • The Lightning can be paired with a 3 Elixir card such as the Minions or Arrows to eliminate any lingering troop(s) weakened by the Lightning.
  • The Lightning is very effective against the Sparky as it will reset Sparky's damage while also dealing high damage to her and other supporting troops.
  • Barbarians can shield any medium HP units from Lightning, as their HP is higher. For example, Three Musketeers. 
Click the video to know more..!!

 


Hi guys..!!
Choose your card which one is the best for your deck.

 Inferno tower:-
 
"Defensive building, roasts targets for damage that increases over time. Burns through even the biggest and toughest enemies!"
The Inferno Tower is unlocked from the P.E.K.K.A.'s Playhouse (Arena 4).
It is a single-target, medium-ranged defensive building with moderate hitpoints and high damage. It  costs 5 Elixir to deploy. The Inferno Tower's damage increases over time as it remains focused on a single target. 

Strategy

  • The Inferno Tower is extremely effective against high hitpoints troops such as Giants, Balloons, Golems, P.E.K.K.A.s, Hog Riders, and Lava Hounds due to its intensified damage over time. If placed correctly the Inferno can counter a Royal Giant push, burning the Royal Giant quickly if not countered with Zap or Freeze.
  • To effectively counter the Inferno Tower, swarm it with numerous, low Elixir cost units such as Spear Goblins or Skeletons. Due to the fact it can only burn one target at a time, the troops will overpower and outnumber the Inferno Tower and destroy it.
  • It takes about 6 seconds for the Inferno Tower to reach its full damage capabilities but due to the one-second server delay it is a good idea to launch a Zap on the fourth second of the Inferno damage build up.
  • Since the Inferno Tower is vulnerable to swarms of units such as the Skeleton Army, prepare or play a card that deals area damage such as the Wizard to protect it from swarms of low hitpoint troops. This can still be countered by high damage spells such as the Rocket or Lightning. If the opponent has such cards, try to draw them out first.
    Zap, Freeze, Ice Spirit, Electro Wizard and Lightning reset the Inferno Tower's damage charge, allowing for an easy opportunity to destroy it.
  • Wizard + P.E.K.K.A. pushes can easily be countered with the Inferno Tower + an area damage card, as the Inferno Tower will quickly take out the P.E.K.K.A and a tanky troop like the Knight should be able to take out any support units after the P.E.K.K.A is gone. Giant Skeletons can distract units and will also deal enough Death Damage to take out any support behind the P.E.K.K.A.
  • It can act as a Zap bait allowing you to play combos that are devastating if left ignored but can easily be countered, such as Ice Spirit + Goblins.


 Inferno Dragon:-

"Shoots a focused beam of fire that increases in damage over time. Wears a helmet because flying can be dangerous."

The Inferno Dragon is unlocked from the P.E.K.K.A.'s Playhouse (Arena 4). It is a single-target, short-ranged, flying troop with both high hitpoints and damage. Its costs 4 Elixir to deploy.
The Inferno Dragon's damage increases over time as it remains focused on a single target, similar to the Inferno Tower. He seems to be wearing a barrel full of an unknown substance on his back which looks like a jetpack. The substance could possibly be fuel. Its card picture looks like a Baby Dragon with a Helmet and its in-game appearance looks like a slightly bigger Baby Dragon with a Helmet and a Barrel on its back which looks like a jetpack.

Strategy

  • Pairing the Inferno Dragon with the Baby Dragon may be a good strategy since they cover each other's weaknesses. This is known as the Double Dragon combo, which is the air troop analogue of the Double Prince combo (single target high damage + area damage). The Baby Dragon kills the low-hitpoint troops while the Inferno Dragon deals the high damage.
  • When defending, it is advised to never let the Inferno Dragon lock onto a Crown Tower.
    If it does manage to attack a tower, one of the best methods to stall its attack is by using Freeze or the Ice Spirit. They can prevent it from dealing massive damage per second for a few seconds, which could easily save most of the health of a Crown Tower. A Zap also works, as it will reset the Inferno Dragon's beam and may cause it to change targets.
  • A Minion Horde can also easily destroy an Inferno Dragon but at a 1 Elixir loss.
    However, the opponent will have to counter the remaining Minions to prevent a large amount of damage from being dealt upon the Crown Tower, which will put the opponent at an Elixir disadvantage. Minions can do the same thing for a 1 Elixir profit as the Inferno Dragon takes relatively long to re-target after killing one of them, but you will be left with few, if any, minions to make a counter push. The Mega Minion is less effective at dealing with Inferno Dragon due to it being a single troop, as well as dealing less overall damage per second compared to three Minions. The Witch can deal with the Inferno Dragon too because it continuously spawns skeletons that the Inferno Dragon gets distracted on. The Witch will also be at full health, making a counter-push easy. Plus, the added time it takes to kill the Inferno Dragon gives you a lot of extra elixir.
  • An Inferno Dragon can be countered with an Inferno Tower, but also at a 1 Elixir loss. However, the Inferno Tower will attack first, due to the longer range.
  • Small groups of weak troops like Goblins or even Skeletons are useful for distracting an Inferno Dragon due to its low base damage and slow re-targeting.
  • A Tombstone or any spawner may be very useful to stall an Inferno Dragon.
  • An Inferno Dragon can take out tanks, such as Giants and Golems, and can be an advantage because it can be used to create a push. However, the player should be sure to take out any counters to the Inferno Dragon if it prevents killing the tanks or if they want to create a push with it.
  • Even though Arrows do little damage on the Inferno Dragon, it deals enough damage to enable a tower to eliminate the Inferno Dragon before it can deal its maximum damage. It can prove to be a handy alternative if the player does not have the Zap in their hand, possibly saving the tower from massive damage.
  • Once the Inferno Dragon has locked on to a target, it will not move. If the target moves out of range, the Inferno Dragon may move to keep up with it, but by doing so will reset the damage progression. Use this fact and be sure to deploy your Inferno Dragon close to your towers or troops to ensure that it will damage the target for as long as possible.
  • The damage of the Inferno Dragon functions almost the same as the Inferno Tower. For the first two seconds, it deals 9% damage (Tier 1). For the next two seconds, it burns at 20% damage (Tier 2). After that, it will incinerate the enemy with its full 100% damage (Tier 3). Due to the 1-second server delay, the optimal time to stun/freeze the Inferno Dragon is at 3 seconds, right before it reaches Tier 3 damage.
  • Due to the fact that it cannot pull ground or building-targeting troops, it is not a replacement for the Inferno Tower.
  • Use an Inferno Dragon to take out heavy hitpoint troops. Once the high hitpoint troop is taken out, use another card with the Inferno Dragon to start a counter-push.
  • The Electro Wizard is a great counter. Due to his ability to stun troops with each hit, he will prevent the Inferno Dragon from reaching maximum damage. 

Click below the video..!!
 

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