Common Cards: The Cannon, The Mortar and the Tesla
Pushing is crucial in winning, and yes, you can only achieve it with the use of units but things don’t just work the way we plan them so you must be ready at all times. The match making system happens to flow randomly, which means you can’t prepare what type of decks you would be facing. However, what you could do is have a hefty knowledge about every single card in the game.
When it comes to structures, the most aspired ones are the xbow and the inferno tower as it gives you to ability to shoot units and buildings from afar and the other one deals brutal burning damage on those at range, but what about the other defensive structures? They too are important so we would be discussing about three other structure-cards in Clash Royale.
Bursting shots of heavy ammo, the Cannon is great against ground troops… tankers more specifically. If you come against a giant, hog rider, or any unit that would be a huge threat to your crown towers such as the prince or Mini P.E.K.K.A., the cannon can be a massive help in eliminating them. Being a common card, it might not have the strength needed to kill those by itself but what your can do in order to increase the odds is to place it right in the middle as soon as the opponent’s troop enters the bridge. With that, pulling would take effect, enabling your crown towers to shoot at it without being hit in return.
Same as the cannon, the mortar also is used best to pull out those structure-centered enemy troops. However, there is a catch to this. Compared to the cannon which shoots one unit at a time, the mortar can deal damage on a certain area, making it a hand card against spawners or those cards that come in numbers, such as the goblins, barbarians, skeletons, skeleton army, and more. The downside of this card, is that its firing is drastically slower compared to the cannon’s near-rapid fire, and along with that, it could also be taken down with air units unfortunately as it focuses on the ground-based motion.
As the two cards mentioned above have difficulty in dealing with air attacks, the tesla is more versatile, as it can target either ground or air units, but one by one though. It acts more like the cannon however, it is hidden beneath the ground. As an enemy is within its range, then it would pop out and zap its brains out with a shocking force of electricity. After the enemy unit is taken down, it hides back underneath, making it safe to opposing damaging spells such as the fireball. One thing about the tesla stands out as well, and this is the power it holds against metal objects. The P.E.K.K.A. and Mini P.E.K.K.A., being well covered with heavy metal armor, it could withstand attacks done on to them for quite a good amount of it, but not with the tesla. Facing a tesla along with some distractions such as the skeletons would mean a tragic loss of the heavy duty beast. P.E.K.K.A.s take twice as much damage inflicted by the tesla making it a feared card, if used wisely.