Valkyrie and Wizard end up being ultra-valuable cards in any fight against the Witch. These well-rounded rare cards can: efficiently take apart the Witch's supporting minion horde, while still dealing some damage onto the Witch herself. Due to their large area-of-effect damages and health, both these two cards have the capability to foil the Witch's strategy and sometimes enable counter-push opportunities. Whether it is deployed on the defense in thwarting the Witch's advance or offensively to dismantle her support troops, Valkyrie and Wizard always seem to be of great value in nullifying this tricky card.
The Baby Dragon is an aerial attacker and involves a small four units of energy. So is the Dark Prince, another armored melee troop with deadly swipe that requires just four energy units. For those who want a little more electrically charged attack, the Electro Dragon crams a big dose of both air and ground damage into five energy units.
On-ground, it's an Electro Giant able to present a powerful tank with electric damage, but all of this comes at a price of seven energy units. Then there's the Bowler and Executioner, a defensive structure with a high damage arc, and rapid-fire melee unit respectively, that both cost five energy.
Coming to spells, which can deal substantial area damage, the Lightning spell will require a hefty six energy units. As far as crowd control goes, both the Freeze spell and Poison spell take four energy units, slowing or damaging enemy troops over time. Last but not least, two Wall Breakers—a pair of rather agile demolition experts—can be sent into action for a meager two energy units.
The Electro Wizard is loaded with deployment command at four elixirs. The moderate expenditure allows you to carefully place, and Inferno Dragon is at the same cost but gives that ongoing damage output; all it requires is careful positioning. Furthermore, Sparky is simply a high damage unit, albeit at an investment of six elixir, so it needs judicious use for maximum effect.
The Princess is a three-elixir, ranged-troop card effective in both defense and offense. Next, the Lumberjack is a big hitter in terms of damage; though he is a melee troop, he has a Rage ability, coming with a cost of four elixir. The Log is a spell, like a lot of other spells, that can remove units or obstacles on its way, and will be rather cheap, at two elixir.
O Mega Knight é um tanque ultrapoderoso que causa muitos danos, mas tem um alto custo de sete elixires. O Royal Ghost é uma pequena unidade corpo a corpo sorrateira com um bom equilíbrio entre ataque e defesa com três elixires. O Mineiro é uma carta versátil que pode ser usada para ataque e suporte usando três elixires. Finalmente, há a Máquina Goblin, com um custo de implantação de elixir de cinco elixires como tropa terrestre com defesa aérea.
Monk é uma unidade de energia com cinco elixires. Depois, há o Rei Esqueleto, um temível lutador corpo a corpo, e o Cavaleiro Dourado, uma unidade blindada com grande flexibilidade – ambas as unidades precisam de um custo de quatro elixires. Se quiser algum suporte de longo alcance, você tem uma Rainha Arqueira por cinco elixires. O Pequeno Príncipe, uma peça maravilhosa em todos os baralhos, custa apenas três elixires.
Podemos concluir que saber como combater a bruxa em Clash Royale é mais fácil do que pensávamos, basta seguir as instruções para progredir nesta fase do jogo.