Royal Champion: Seeking Value Targets for Game-Changing Hero Ability Usage

What separates a near miss from a war-winning triple is often one button press. The Royal Champion’s Seeking Shield can erase four defenses in a blink, but only if you fire it at the right targets, at the right angle, and at the right time. Are you letting that power evaporate on low-value cannons, or converting it into Scattershots, Eagles, and Infernos that crack a base wide open?

This guide dives deep into extracting maximum value from the Royal Champion’s ability—how it works, which targets matter most by attack style, timing windows, bounce geometry, and practical scenarios you can emulate. Whether you’re a seasoned war vet or rising through Legends, you’ll leave with a sharper eye for game-changing targets and the confidence to seize them.

Understanding the Seeking Shield: Mechanics That Matter

Before we talk targets, you need the mechanics clear in your head:

  • Targeting priority: The Royal Champion (RC) prioritizes defenses. Her ability throws a shield that jumps to up to four defenses, ignoring walls.
  • Bounce logic: On activation, the shield starts with the nearest eligible defense from the RC’s position, then chains to other nearby defenses. The order is proximity-based, so where you stand at the moment you press the button matters a lot.
  • Range and walls: The shield ignores walls, which lets you leapfrog deep into compartments and into the core without investing extra wall breaks.
  • Burst heal: Like other heroes, RC receives an instant health recovery on ability. Use it proactively to survive damage spikes or enemy CC interactions.
  • Momentum: After the throw, RC resumes her normal attack pattern, still prioritizing defenses. If the shield deletes her current target, she immediately retargets, often stepping forward faster than you expect.

The mechanical takeaway: location and timing control what you hit. If you want the shield to tag a Scattershot, don’t stand next to a pair of low-value Archer Towers—move, freeze, or clear them first.

What Counts as Value?

Value isn’t just about raw hit points destroyed. It’s about impact on your plan.

  • Defensive threat removed: Scattershots, Monoliths, Infernos, Eagle Artillery, and ground X-Bows dramatically reduce your army’s mortality when removed.
  • Pathing unlocked: Sniping an outward X-Bow or Builder Hut might create a new walk line for RC or your troops, preventing split paths.
  • Spell savings: Deleting a key defense can save a Freeze or Heal later. A saved spell is value.
  • Timing synergy: Taking out a defense at the exact moment your main army engages converts a tough fight into a rout.

Ask yourself: if the shield hits these four defenses, does my army suddenly get safer, straighter pathing, or stronger DPS-on-target? If yes, you’ve found value.

Priority Targets by Attack Style

Different armies demand different priorities. Use the RC to remove the threats that match your win condition.

For Lalo and Air-Centric Armies

  • Scattershots: Top-tier target. Removing one Scatter instantly increases balloon survivability.
  • Multi-Target Infernos: Critical for balloon or Dragon pathing, especially if your Warden’s Tome is committed elsewhere.
  • Air Defense: Sniping an AD that blocks your hounds’ path or exposes your Loons to crossfire is big value.
  • X-Bows set to air: A stacked pair can shred Loons; popping one off with the shield pays dividends.
  • Town Hall (when low): If the Town Hall is weakened, the shield can finish it off so Loons don’t sit in Giga damage. Ensure you have a plan to survive the post-destruction effects.

Example: You’re running Queen Charge Lalo. Your opener removed an Air Sweeper, but a Multi Inferno and an AD still block your Loons’ approach. Enter RC from an angle where the nearest defense is the AD, with the Multi and a Tesla farm behind it. Fire ability once the AD is the nearest target so the chain continues into the Multi—now your Lalo rides cleanly.

For Hybrid and Hog-Heavy Armies

  • Scattershots: The biggest hybrid killer. Nuke it on ability if your troops are about to enter range.
  • Bomb Towers: Ruinous for Hogs and Miners at low HP; deleting one reduces spell pressure.
  • Ground X-Bows: Sustained DPS that forces extra Heals or Freezes. Remove it and your Hogs breathe.
  • Monolith (TH15+): A late-fight monster that punishes tanky troops and heroes. If your RC can angle a shield bounce into it, do it.

Example: Classic Hybrid on a box base. Start King on one side with Siege Barracks, Queen on the other. RC follows the King side to snipe a Bomb Tower and Scatter. Hit ability when she stands closest to the Bomb Tower; the shield will usually bounce scatterward. Your Hogs now need fewer spells through the core.

For Kill-Squad or Hero-Centric Openers

  • Key Inferno covering your Queen path: Remove it if your wall-break plan stalls.
  • Eagle Artillery: If your opener isolates the RC near the Eagle, a well-timed shield ends the Eagle phase early, easing pressure on the main push.
  • Builder Huts near core: As defenses at higher Town Halls, they extend fights and heal minors; deleting them accelerates takedowns.

Example: You send King and RC down a flank to carve the side of a diamond base. Freeze an Archer Tower to hold RC in place; press ability when the nearest four include an X-Bow and a Builder Hut pair. The shield clears clutter so the main army doesn’t drift out.

Timing Windows: When to Press the Button

  • Early spike for pathing: If clearing a specific defense rearranges troop behavior for the better, it’s worth firing early.
  • Mid-fight stabilizer: Use the burst heal to skip past a Giant Bomb chain, defensive Headhunters, or synchronized DPS spikes. The goal is to keep her alive long enough to land the four-best hits.
  • Late cleanup finisher: Sometimes holding ability wins you the endgame, especially if the last four defenses are tightly packed. A single button turns a 60-second grind into a 20-second wipe.

Practical triggers you can read in real time:

  • RC drops below half HP and is about to face a burst of damage. Pop ability to secure the heal and delete the nearest threat before it shoots.
  • Your main army is entering Scatter and Multi range. Sync the shield so those defenses fall as troops cross into danger.
  • You see a high-value cluster come into range because RC just stepped around a corner. Don’t wait for perfection—take a very good four rather than chasing an ideal you may never reach.

Bounce Geometry: Aim the Shield Without a Crosshair

You can’t manually choose targets, but you can shape the shield’s route.

  • Move before you press: Two tiles of movement can change which defense is closest. Walk past a low-value Archer Tower so the first hit becomes the Scatter behind it.
  • Pre-clear chaff: A single Wizard, Balloon, or Minion can snipe an exposed defense that would otherwise soak the first bounce.
  • Freeze to hold position: Freezing a nearby defense keeps RC in a safe spot, letting you time the ability when the four nearest targets are the ones you want.
  • Use angle, not distance alone: Approaching diagonally often creates better four-target clusters than walking straight at the core.

Mental model: draw a small circle around the RC and imagine it expanding until it touches four defenses. Those are your likely hits right now. If you don’t like them, reposition or remove one.

Five Practical Scenarios You Can Replicate

  1. Box base with core Scatter and side Bomb Tower
  • Plan: King + Siege Barracks at 3 o’clock, Queen at 1 o’clock, RC follows King.
  • Trigger: As RC steps near the Bomb Tower, the four nearest become Bomb Tower, X-Bow, Scatter, Builder Hut.
  • Action: Freeze the Archer Tower to hold RC; fire ability so the shield bounces into Scatter.
  • Payoff: Hybrid crosses core with one fewer Scatter, saving a Heal.
  1. Anti two-star diamond with back-end Multi and low HP Town Hall
  • Plan: Lalo from 10 to 12 o’clock, RC enters at 2 o’clock.
  • Trigger: Multi and an exposed Air Defense line up as the closest targets.
  • Action: Pop ability mid-Lalo engagement to delete AD then Multi. If Town Hall is red HP from Sui, the fourth bounce can finish it.
  • Payoff: Loons avoid sitting in Multi beams and do not stall on the Town Hall.
  1. Central Monolith with surrounding Builder Huts
  • Plan: RC walks along a flank after King clears outer trash.
  • Trigger: As she rounds a corner, the four closest include a Builder Hut pair and the Monolith.
  • Action: Time the ability when no throwaway defenses are closer. Freeze Monolith if needed to keep RC alive while the shield lands.
  • Payoff: Monolith gone, making the back end safe for heroes and troops.
  1. Ring base with staggered X-Bows
  • Plan: Hybrid enters from 6 o’clock, RC at 4 o’clock.
  • Trigger: RC nears a ground X-Bow; the other X-Bow and a Tesla pair form a cluster.
  • Action: Fire ability just as the Hybrid engages core. One X-Bow drops from the shield, reducing ground DPS on your Miners.
  • Payoff: Hybrid keeps momentum with fewer spell requirements.
  1. Legends push cleanup with RC on a low-HP cluster
  • Plan: You’ve used most spells; RC is healthy but time is short.
  • Trigger: Four low-HP defenses lie within bounce range.
  • Action: Save ability to instantly wipe them at the 30–40 second mark.
  • Payoff: RC converts a potential 97 into 100 by skipping a 20-second grind.

Spell and Troop Synergy for Better Ability Value

  • Freeze: The best friend of precise ability usage. Freeze buys two seconds to let RC step into the perfect proximity to prime your four hits.
  • Invisibility: Use to dodge lethal focus fire; throw the shield while invisible to delete the cluster that would kill her once it wears off. Recheck pathing—she won’t retarget while invisible.
  • Skeleton Spell: Excellent for tanking single-target threats and ground-targeting defenses. The skellies pin defenses while RC moves into a better throwing position.
  • Ice Golem: A small Sui pair with RC can secure entry and a stun window for a safe ability press.
  • Headhunters: If a defending hero threatens RC, a single Headhunter can tip the duel while you time the ability heal.
  • Phoenix pet: Extends RC life for a late shield on back-end clusters if she goes down early.

Common Mistakes That Kill Value

  • Firing too early at low-value targets: If the nearest four are Archer Towers and a Mortar, hold your fire and reposition.
  • Waiting too long: RC dies with ability unused. If health dips and you still have a premium four in range, press it.
  • Ignoring bounce order: Standing next to a cheap defense will soak the first hit and shorten the range of subsequent bounces. Clear or walk past it first.
  • Overlapping with Warden Tome poorly: Don’t waste the heal by pressing ability under Tome when no threats are firing; instead, sync it as Tome expires.
  • Forgetting post-Town Hall effects: If the shield will finish the Town Hall, plan for the aftermath—Freeze, Invis, or simply walk away from the poison.

A Repeatable Pre-Attack Checklist

  • Identify two premium clusters: Circle on your mental map a primary and backup four-hit set.
  • Entry and angle: Choose RC’s entry that makes those clusters the nearest when it’s time.
  • Support package: Pre-assign one Freeze or Skelly for the RC if the path is hot.
  • Health thresholds: Decide the lowest HP you’re willing to see before pressing ability.
  • Sync point: Determine when your main army most benefits from the shield deletes.
  • Contingency: If Teslas pop and alter nearest targets, can a Balloon or Wizard re-open your preferred cluster?

Town Hall Level and Meta Considerations

  • TH13–TH14: Scattershots and Eagle deletion are prime. Builder Huts as defenses matter at TH14—include them in your bounce math.
  • TH15: Monolith becomes a top priority. Multi Infernos are still vital for Lalo; Bomb Towers for Hybrid remain high on the list.
  • TH16: Higher hero levels push shield damage even higher—look for deeper chains. Defensive density increases, making bounce geometry even more punishing if mis-aimed.

Across levels, the principle holds: let your army dictate the priority list. If you’re air, find air stoppers. If you’re ground, erase splash and sustained ground DPS.

Field Notes and Micro Habits from High-Level Play

  • Count down out loud: Four targets. If the first is low value, step past it before pressing.
  • Use stutter steps: Tap tiles with RC by setting short waypoints—adjust proximity before ability.
  • Watch for pop-ups: Tesla farms alter nearest targets. If they appear, freeze or quickly snipe one to restore your chain.
  • Pre-plan throw spots: On the scout, mark exact tiles where, if RC stands, the four best defenses are guaranteed closest. Aim to park her there with a Freeze or skeleton tank.
  • Value over greed: A guaranteed Scatter + X-Bow + Hut is better than waiting for a risky Scatter + Monolith that might slip away.

Conclusion: From Luck to Intention

Great RC players don’t get lucky bounces—they manufacture them. By understanding bounce logic, shaping proximity, and timing the ability to match your army’s danger moments, you convert a powerful tool into a surgical weapon. The next time you hover over that golden button, ask: if I press now, do I remove the defenses that decide this attack? If the answer is yes, send the shield and enjoy the chain reaction.

Practice with purpose: save friendly challenge replays of your best and worst RC abilities, pause on the frames before you pressed, and ask what two steps or one freeze would have changed. Do that for a week, and you’ll feel the difference in your triples.

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