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Clash Royale: Super Witch & Hexed Havoc Best Decks Strategy

Some wickedly powerful decks at your disposal.

The new Hexed Havoc game mode is a part of the Undead March event going on this month. Each of the game modes follow the “haunted” theme, featuring cards like Witches, Skeletons, Bats, etc. Hexed Havoc is one of the more fun, in my opinion, since it lets us use Super Witch again. In this article I’ll take a look at the Hexed Havoc game mode, some great decks for it, and some basic info on Super Witch herself. Let’s get started with a quick overview of Hexed Havoc!

What is the Hexed Havoc Game Mode?

Hexed Havoc is a pretty simple game mode. The only difference in it and a standard mode is that your deck must have the legendary Super Witch card in it. Other than that, the decks are exactly the same. You still have two evolution slots, and you can still use a single champion card.

There are also three cards that are unavailable in this mode: Mirror, Clone, and Witch. My guess is that Supercell doesn’t want decks to become full-on Witch and Super Witch spam, which is probably for the best. In this mode, you can also use any cards, regardless of if you own them or not. You can also use evolutions that you have not already unlocked, so it’s a great way to test out some cards you don’t have yet.

What is Super Witch?

The Super Witch card which this game mode is centered around is incredibly powerful. She’s basically a combination of the three Witch variants already in the game. She has the spawning effects of the standard Witch and Night Witch, alternating between spawning Skeletons and Bats. This makes her really strong against tanks, and it allows her to overwhelm both air and ground units. She also has the Mother Witch’s ability to curse enemies and turn them into Hogs upon death. All this combined makes her a really strong unit for overwhelming opponents and creating huge swarm-based pushes.

Super Witch is best used to either counter tanks or support your own. Putting a large troop like Mega Knight or P.E.K.K.A. in front of her is a great strategy, as she can handle just about anything your opponent might use to counter your tanks. She really excels at countering tanks and/or troops that only target single enemies thanks to her spawning abilities, and she’s perfect for countering swarms as well since she’ll turn them into her own Hogs. She’s one of the strongest troops in the game, and honestly it’s definitely a good thing she isn’t available in standard games, otherwise she’d be in every single deck.

How to Counter Super Witch?

Super Witch is a really tricky troop to play against. Since she can attack and swarm both ground and air units, there’s no simple way to counter her. Plus, you absolutely can’t use swarms against her or you’ll end up facing an army of Hogs. Ultimately, the best way to fight Super Witch is on your side of the arena. Dropping a Mega Knight on her typically takes care of her, but you can also fight her directly with close-range, cheaper troops like Valkyrie, Mini P.E.K.K.A., or Baby Dragon. Baby Dragon is one of the best ways since he’s tanky and can fight the bats as well. But swarm-clearing troops like Firecracker or Wizard (and of course, also Baby Dragon) are also decent. The problem is just that by the time she gets to your side of the arena, there’s a high chance she’ll also have spawned a ton of troops to distract your own. You pretty much have to have both a tank and wave clearing troop to deal with her optimally.

The best cards to counter Super Witch are Baby Dragon, Mega Knight, Electro Giant, and Executioner. You can also use spells like Poison or Tornado to help take her out. The worst cards to play against Super Witch are ones which spawn a bunch of targets for her to turn into Hogs. Skeleton King is the worst card to play against her, as she turns his Skeletons into Hogs and causes a huge problem for her opponent. All swarm troops (Skeleton Army, Goblin Gang, etc.) are also bad against her.

Best Decks for Hexed Havoc

Here are three decks that I’ve had success with so far in the Hexed Havoc game mode. Feel free to swap cards out for similar ones if you want, as there’s no penalty for losing in this game mode. If you have an idea, there’s no reason not to give it a try.

Giant Skeleton + Royal Recruits

(Image: Supercell / Brett Moss)

Cards:

  • Super Witch
  • Knight (Evolution)
  • Royal Recruits (Evolution)
  • Giant Skeleton
  • Tombstone
  • Mother Witch
  • Arrows
  • The Log

This deck wants to let the opponent make the first move, then counter whatever they use with Giant Skeleton. Once their Super Witch is on your side of the arena, dropping Royal Recruits on top of her works really well. Be careful with the Recruits, though, since she can turn them into Hogs. The Royal Recruits evolution is really strong for counter pushing, which is where most of your damage with this deck will come from. Use your own Super Witch to either counter their plays or to back up your Giant Skeleton counter push.

Mother Witch is here to help Super Witch counter swarms. It might seem redundant, but having two Hog summoning troops virtually guarantees your push will beat theirs. Tombstone is good for countering decks that have a building-charging troop like Hog Rider or Ram Rider, which I’ve seen quite a bit in this mode. The Giant evolution is here since it’s a cheap evolution spell that’s really strong at distracting troops and can make its own counter push as well. The spells are just for countering swarms when you don’t have the elixir for Witches.

Mega Knight Swarm

(Image: Supercell / Brett Moss)

Cards:

  • Super Witch
  • Mega Knight (Evolution)
  • Dart Goblin (Evolution)
  • Valkyrie
  • Rocket
  • Mother Witch
  • Zap
  • Electro Spirit

This deck is a bit more aggressive. Starting with Super Witch behind the King Tower is the best opening, and you can choose to go first or wait until they do it. Mega Knight is strong in almost every game mode right now, and this is no exception. You can place it in front of your Super Witch for a very difficult push to stop, or use it to counter theirs. Its super versatile, so there’s no real wrong way to use it. Mother Witch also returns in this deck, as I really just think that having both Witches behind a tank is one of the best plays you can make in this mode. Plus there’s also Valkyrie for countering when you don’t have Mega Knight elixir.

Rocket is a great direct counter for Super Witch, and Zap and Electro Spirit are mainly for cycling. Then Dart Goblin is just a generically good cheap evolution card that helps with swarms and focused damage.

Royal Giant + Firecracker

(Image: Supercell / Brett Moss)

Cards:

  • Super Witch
  • Royal Giant (Evolution)
  • Firecracker (Evolution)
  • Goblin Hut
  • Poison
  • Bats
  • Electro Spirit
  • The Log

With this deck, the main objective is to counter your opponent’s spells with a combo of Super Witch, Firecracker, and Goblin Hut, then drop a Royal Giant. Poison and The Log also help counter swarms, including Super Witch’s. Royal Giant’s evolution is incredible for offense, and Firecracker pairs perfectly to back him up along with Super Witch. The main thing to be careful about here is over-committing to a push and leaving yourself too open. Also make sure not to use Goblin Hut or Bats when the enemy has Super Witch in a good position to counter them and turn them into Hogs.

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