After you’ve reached the first Challenger arena in Clash Royale, you should have access to most of the cards in the game. But the average level of players you face in one-vs-one matches will significantly rise at this point and you’ll no longer be able to advance with decks that don’t take the current meta into account.
To facilitate this adaptation, you can choose pre-built popular decks, test them out, and see what best suits your playstyle.
Keep in mind that it’s not easy to upgrade the cards in Clash Royale because tons of gold is necessary to buy missing cards and level them up.
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If you play at a level where everyone has their cards maxed out, your decks can be adapted to suit the cards you possess at level 13 by incorporating them in place of other cards with a similar effect and the same elixir cost.
Here are some of the best decks for Clash Royale season 28 after numerous changes were introduced in the September balancing update, adjusting over a dozen cards in the game. After several weeks of experimenting on the ladder, pros and casual players alike have made their choices on what new and returning decks to use throughout the season.
A few weeks after the balance update, the popularity of a tanky card has been growing continuously: the Mega-Knight. It’s used as one of the best ways to counter the pesky decks with Snowballs and Royal Hogs. While some tanks will be overwhelmed by the numbers and slowed by weather cards, the Mega-Knight isn’t bothered by those concerns: he just jumps on his target to deal area damage.
This deck is mainly built around the Mega-Knight since it’s the most expensive card in the deck. When he’s used, he can both defend your towers and harass the opponents by forcing them to spend a lot of elixir on defensive units. Then, many cards can defend the Mega-Knight or rush to the other tower to get a guaranteed trophy, such as the Barbarian Barrel or the Ram Rider.
Although this deck is strong in the current meta, it’s no small task to build it since it includes five Legendary cards. They’re not easy to upgrade and are expensive, which won’t make it the most accessible list in the game. Players who don’t have these cards at an adequate level can mix them up with cards of a lower rarity, such as replacing the Ram Rider with the Hog Rider, which also costs one less elixir point to use.
Lava Hound aggro deck with Goblin Drill
Players who like to constantly play on the offensive will have a lot of fun playing this deck. Built around the Lava Hound, it’s strong at applying constant pressure on the opposite part of the arena. Many variations of this deck can be used, but it’s also a good way to have fun with the latest card, Goblin Drill.
The Goblin Drill is similar to the Miner, so any rush card that can quickly get a few hits on the enemy’s turret will fit. The most important parts of this deck are the Elite Barbarians, some spell cards such as the Arrows and Zap to counter cheap minions, and complementary pieces to play alongside the Lava Hound.
The objective is to start the push by reacting to the enemy’s first card with the Lava Hound and then go all-in on their turrets. Your opponent shouldn’t have enough elixir and time to push since they’ll be occupied with their own side instead. This deck isn’t hard to pick up and it’s fun to play.
Cheap Miner deck
Since the Snowball and Bomb Tower received buffs with the latest balance update, this classic deck has returned to many players’ accounts. This deck also efficiently counters many cards that have become more popular following the update, such as the Royal Hogs and Tombstone.
This deck is very accessible to new players and fun to play due to its fast cycle. There are no expensive cards to use in it, so players with this deck can attack and defend whenever they want without risking a lack of elixir. The Miner is the main attacking card of the deck and it should be used alongside others to maximize his potential, such as the Poison to counter any troop card or the Bats to counter a tanky card that will focus the Miner.
The Snowball’s pushback has been increased, which makes it more efficient against tanky or rush-type cards. The Bomb Tower, on the other hand, has seen its lifespan increased by five seconds, which is always useful if players can defend it long enough.
A list of the best decks in Clash Royale wouldn’t be the same without a deck built around Hog Rider. The offensive card is still strong at taking out towers when your opponent is distracted or can’t react—and this is one of the newest versions of the strategy.
This version is particularly useful after the Zappies and Furnace cards received buffs with the spring balance changes, which also strengthened their counters, such as this deck.
The goal is to deny your opponent’s aggression, attack with Hog Rider when the enemy has used all their elixir, and take the edge progressively with fast cycles. This deck is fun because it’s cheap and necessitates quick reactions. Since the Cannon received a nerf, it can be replaced by another defense card like the Archers.
This deck is used by YouTuber Master Diddy San. You can watch him play it to adapt to its strategy and strengths.
Royal Hogs rush
This deck uses the Electro Spirit card to enhance the power of Royal Hogs. It offers a lot of options without spending that much elixir outside of the Recruits.
The Recruits serve as the first tool to use at the beginning of an attacking phase. They must be used wisely, though, since they cost seven points of elixir. They can be summoned behind your turrets to let you gain some time and elixir before your opponent starts throwing units your way.
Compared to its average elixir cost, this deck was powerful in season 21. The Royal Hogs can cause tons of damage to the opponent’s turrets if they’re used when they have no attacking tool left or put on the other side of the field. The Goblin Cage, on the other hand, is good at stopping the opponent’s push while your Hogs are doing their job. The Tesla and Fireball can be replaced by other cards according to your preference, but they’re strong in this meta.
This deck has been popular for quite some time now and that’s not likely to change soon. Thanks to the latest balance update, the Royal Hogs and Tesla received buffs, making this deck even stronger. The only downside is that skilled players might be more prepared to counter your strategies using the Royal Hogs since they’ve been widely used in the game lately.
This card list counters decks built around Golem or Mega Knight thanks to the Barbarian Hut, Goblin Hut, and Barbarians. But it’s also versatile and powerful, even if the Heal Spirit received a nerf to its heal radius.
Building cards are frustrating for opponents. They can cause them to overcommit by spending too many elixir points to take them down while you get more of this resource and plan your next attack. Although this kind of strategy isn’t that popular right now, it can offer a nice element of surprise. The recently-buffed Royal Hogs also make the deck stronger.
The game can be started off by using Royal Hogs. A useful tip is to split them on both of the opponent’s towers by placing them at the center of the map.
The deck was created by SirTag. You can watch how he plays with it in this video.
Introduction: 'BEST DECK EVER' in Clash Royale. in Depth Guide
Today I'm gonna disclose the secret about the deck I used to get to Royal Arena in Clash Royale at ONLY LVL 7. Yes you read it right.
Step 1: This Is the DECK
This is the Deck that I used to get to 2300 trophies at premature lvl 7. Ith consists of:-
The average remains 3.9 which is quit low.
This deck can counter most type of decks.
Its Just that you should know how to use the cards effectively.
Step 2: At What Times Should You Battle?
You should never battle repeatively after you reach 1900 trophies. Only battle in multiplayer when you have an empty chest. Never get hyper if you lose.
Always do friendly battles in Clan, they enhance your skills
Step 3: The Hog
The Hog will be the main attacking card in your deck. It does a lot of damage to the enemy towers. It is only For attacking and not for defending. It costs only 4 elixer which really cheap for its stats.
Whenever you know that the enemy is low on elixer like when he deploys a pump, just through a hog along with baby dragon. I guarantee that the enemy tower will lose half it HP.
Step 4: Barbarians
Barbarians are mainly for defending. You should avoid using them for attacking as they can be easily defended by low cost units. You SHOULD NOT use them to defend against bomber or wizard.But it can easily defend against a Pekka, giant skeleton, hog, prince, golem, three musketeers, mini Pekka, Giant, Royal giant, witch,skeleton army and the musketeer
Although Being a 5 Elixer unit, its really chrap for what it giver you, four mighty powerful warriors.
Step 5: Baby Dragon
Baby Dragon is like a airial Giant. It does spalsh damage which is great threat to strong units like barbarians, ballons and spawners. It can also destroy bomb towers which can be irritating. It along with some high damaging unit can totally wreck a tower.
The unit only cost 4 elixer which is great again.Its only weakness is musketeer and obviously 3 musketeers. It is really strong against groups of small units.
Step 6: Giant Skeleton
The Giant Skeleton is really effective in attack as well as in defence. In attack it does quit some damage BUT once it reatches the tower and dies a bomb is spwaned. The bomb explodes after 3 seconds and does approx 800 Hp of damage. If left alone, It can single handedly take a tower.
In defence Its really great. Suppose your enemy deploys barbarians(5 elixer), a wizard(5 elixer) and a musketeer(4 elixer), just deploy a Giant Skeleton and when its bomb explodes,boom ,the army gone. His 14 elixer army defeated by a 6 elixer unit.
Send a splash damage unit like baby dragon along with it to overcome its weakness i.e. the spwners and skeleton army.
Step 7: Goblin Hut
Goblin Hut is a spwner building which spawns spear goblins. It can be really effective on a ling run. It can easily defeat high hp units with slow hits such as Pekka and golem and can slow the charge of Prince and dark prince.
With a high hp unit along like Giant skeleton or a dragon, it is the MVP in the game. 6-7 spear goblins left alone can take down a tower single handedly.
Step 8: Arrows
Arrows are an essential part of any type of decks. It is used to take down strong but less hp unit such as minion horde, a pack of goblins, skeleton army and most importantly goblins barrels. Nowadays people are using goblin barrels along with freeze spell by which he can easily take a tower. His 8 elixer can be easily defeated by 3 elixer arrows.
Also when a tower has 50-70 hp left, arrows can be realy helpful to take down the enemy tower.
Step 9: Goblins
3 Goblins costing only 2 elixer are really, really powerful but with a very low hp. They can easily take down hog, a giant, a royal giant, a mini Pekka, and archers and a musketeer single handedly and can easily distract prince and the dark prince.
Goblins along wIth any unit in front of them can do alot of damage.
Being a 2 elixir unit, it gives you good amount of stats.
Step 10: Spear Goblins
3 Spear goblins worth 2 elixir have lower stats than goblins but they can attack from a distance. They can do 200 damage to the enemy tower themselves. They can defend against all that the goblins can defend plus the minions and Ballon as they can attack Arial units.
Step 11: Enhance Your Skills
Remeber the saying-'The deck doesn't make the man, the man makes the deck.'
It you with your skills that can defeat tge enemy, not the type of decks that you choose. If you wanna get better, practice by doing friendly battles or training battles.
Work Hard, Play Hard
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Best Clash Royale Decks (with Replacements)
This page contains the best Clash Royale Decks for Grand Challenges, Tournaments, Ladder (Trophy pushing), and all other game modes!
First, here are the latest deck guides on Clash World at the moment. For the top battle decks of the current meta, please scroll down to the next section of the page.
Best Clash Royale Decks of 2020: Pre-Clan-Wars II Edition
Updated according to August Balance Changes
P.E.K.K.A. Bridge Spam
With the recent nerf to Bats, Spells, and Royal Delivery, Bridge Spam has bounced back into the meta.
Play offensively, and try to utilize the PEKKA for defense – which can be translated into a very quick offense. Battle Ram and Bandit are the two main pressure cards, so keep them in the cycle. Use Royal Ghost as mini-swarm-killer, anti-Princess, anti-glass cannon and all-round cycle card.
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Minions is good for quick Balloon/Lavahound/Horde defense. You can also split them in the back for a card cycle.
Electro Wizard is a great defense. Combined with Minions/PEKKA, nothing gets through to your towers!
Replacements: Minions can be replaced with Mega Minion for added DPS and survivability, or Magic Archer for better defense and anti-air. Electro Wizard can be replaced by Electro Dragon. The other cards are irreplaceable.
2.6 Hog Cycle
This is seriously one of the best decks out there – and I’m not surprised it lasted through the Freeze meta. A good 2.9 player can consistently push trophies, often around a hundred daily.
The trick is to be ruthlessly offensive, know your opponent’s cards and have a minimalistic defense – consisting literally of one glass cannon and one tank. Your main push must be Hog + Spell or Hog + Ice Golem + Ice Spirit.
Be careful of over-committing on offense, or you will lose towers. It’s easy to defend, as there is always something to put down – but once that Musketeer dies, you’re dead too. Cannon doesn’t do shit against flying troops, so try to save your Musketeer for the Balloon/Lava Hound.
Use Skeletons to stop the Prince and Mega Knights. You can kite them into the middle and finish them off with Ice Golem + Cannon.
Replacements: None. The cards in this deck are easy to obtain and level up.
Strong defense, almost as good an offense. There are 2 ways you can play this great deck: either play a pseudo bait style by baiting Rocket/Fireball using Collector, or playing a deep defense, with a defensive X-Bow to support your offensive one.
Keep cycling cards until you figure out your opponent’s cards. If it’s a spell cycle, play Collector in front of the King Tower.
In most cases you wanna be defensive. The exception arises against Lava Hound and Gole – Always pressure with an X-bow in the opposite lane when they drop their tank in the back. Make sure not to over-commit when defending your X-bow so you have enough to defend their push.
Just like with 2.6 Hog cycle, be careful on defense or you’ll plummet down the ladder.
Replacements: Tesla/Cannon? I wouldn’t recommend this one, but it gives you a faster cycle at the cost of not being able to defend air. Musketeer can be swapped with Archers to make the deck even cheaper.
Classic Siege Barrel
Now we’ll move on to easier decks of our top decks here. Royal Giant is and has always been one of the best & easiest decks to play in the game.
You have a very strong defense against both ground and air, Royal Giant shuts down X-bows and Mortars with ease. The only real worries are Pekka, Golem and Hog Rider.
Against Pekka, pair your Royal Giant with Guards to protect him from the deadly blade.
Versus Golem, you have to, just like X-bow, punish their investment with a Royal Giant at the bridge in the opposite lane. Space out your units on defense to avoid giving them Lightning/Poison value.
Hog Rider is the most difficult matchup. It’s important to protect your furnace so it can survive for their next push, as they will be back to their hog before you have it back in cycle. Don’t play your lightning unless you can hit 3 of the following: Hog, Musketeer, Ice Golem, Cannon, Princess tower.
Electro Wizard can be replaced by Musketeer or Archers.
Golem Beatdown Deck
Also on the easier side of decks. Your plan is simple, build up a big Golem push that your opponent cannot defend. Sounds simple, but once you drop that Golem, you’re completely dry on elixir, and your opponent is ready to punish you. You have two options, either defend their push or focus on your own, letting them take your tower down.
There are a lot of decisions that have to be made quickly now. Will your opponent’s push take your tower? Do you have enough elixir to defend it? Will you be able to commit to your own push if you do? Will your opponent be able to defend your push if you don’t defend?
It’s easiest if they drop a small push like a lone hog Rider or battle Ram, you can counter it with a tornado or Mega Minion then move on to steamroll your opponent. In fact, sacrificing tower health for an elixir advantage is crucial so you can play a large Golem push safely. If they, however, support their push with an Ice Golem in front or a Bandit behind, you should consider leaving it and instead focus on taking your opponent’s tower, and possibly 3-Crown them.
Lumberjack can be replaced by Night Witch.
Three Musketeers Deck
Three Musketeers are back! Sort of.
The deploy time nerf makes them almost useless on defense, center placed Musketeers are vulnerable to Fireball.
Start out the game with an Ice Golem in the back, then place a bandit in the other lane. Once you’re at full elixir you can put the Musketeers at the river. This will hopefully bait out their spell and allow you to pump up.
You can also start out more passive throwing small spells at towers and waiting for your opponent to make a move, or cycle to a pump.
Bandit can be replaced by Dark Prince.
P.E.K.K.A Bridge Spam Deck
I wanna say this is one of the most intuitive Clash Royale decks to play.
There are three situations when you should consider pushing: when you’re ahead in elixir, as a punish play when your opponent invests in the back, or when you have leftover defending units.
Always save you Pekka for their tank, or for when they build up a big push. Against air decks you’ll rarely if ever be using it.
The most important thing to remember while playing this deck is to not over commit on offense. It’s a control-pressure deck, so you want to play defensive until you find an opportunity to push, kind of like you would with an X-bow deck.
Ram rider can be replaced by Battle Ram, Electro Wizard can be replaced by Musketeer.
Ram Rider Bridge Spam Deck
This is a pressure-control-cycle Clash Royaledeck. With a 9 Elixir cycle, you can quickly get back to your ram rider and bandit.
It’s more offense-oriented with more bridge spam cards but a weaker defense.
Keep your Musketeer alive at all cost – it’s your highest range DPS and due to the long-range, she can sit in the middle of the arena, taking out pushes from all sides.
Ram rider is one of the most versatile cards in the game, being able to take out small swarms and immobilizing larger units both on offense and defense. Against balloon or Hog, you can defend with a Ram Rider and take no damage, while dealing great damage to your opponent’s tower.
Snowball and Ram Rider is one of the strongest offensive two-card combinations in the game. Snowball knocks their knight or Mini Pekka away, letting the Rider snare it in its place. Against swarms, Snowball can either completely take them out or render them vulnerable enough for the rider to finish them off.
The legendaries in this deck are necessary for it to work as intended.
Prince Rascals Bait Deck
Bait has been in the meta for over 2 years but has taken multiple forms. This is the most evolved form. It features the Prince and Rascal as main defensive units and another method for baiting small spells. Although this deck struggles if your opponent is able to build up a large push, it is able to apply lots of pressure to prevent this.
One of the biggest things about playing this deck is not overcommitting. It will leave you very vulnerable, and falling behind on elixir is usually fatal due to the lack of counters against popular win conditions.
Closing out games can be difficult with this deck. Rocket serves as your finisher method for taking care of large groups of troops but must be used with precision.
The Log can be replaced by another small spell but is preferred. Princess is necessary for all of the best bait decks.
Lava Hound Deck
Lava Hound can be played in many different ways. Popular decks include Lava Hound bait, LavaLoon, and LavaClone. They focus on either capitalizing on the Lava Pups spawned or creating powerful air pushes. Many feature a swarm card in the form of Guards, Barbarians, or Goblin Gang.
Each deck plays differently, but all are based on defending very carefully due to your limited defensive options, then capitalizing with a large Lava Hound push.
These decks do have some bad matchups and are meta-dependent, but can really rise to prominence in certain metas.
Lava Hound is obviously necessary, but Nightwitch and Inferno Dragon aren’t mainstays. Lava Hound Bait is a good budget option
How to build Clash Royale Decks Guide for Newbies
Hello everyone, it’s Trop (and Scarlett) although you might have known me by a different name if you were around for the Clash Royale Arena days.
There are plenty of great Clash Royale decks to go around and if you ever need one you can always pop onto the leaderboard, hit that copy button, and you’re good to go.
So why would you want to make your own Clash Royale deck?
There are a few answers to that question and at least one of them probably applies to you.
Allow me to list a few:
- You’ve already tried every meta deck and need something new to spice it up.
- You do try to make your own decks but they just…suck.
- You want to have the satisfaction of winning a challenge with something purely of your own creation (or want to be featured on famous websites/youtube channels).
- You want to have a better understanding of the game.
There are many more, but let’s get into the actual deck building while I still have your attention.
Choosing Win Conditions For Your Deck!
The very first thing you want to do when making a deck is to decide how you are going to win the game within 5 minutes.
- Perhaps you will use a troop that you can consistently get onto the tower like the Miner.
- Perhaps you will use some combos to maximize damage like balloon freeze.
- Perhaps you want to make a Giant deathball of troops that obliterates the tower in one large push.
All of these and others are valid strategies, so let’s see what kind of win conditions we have available.
In general, I like to separate the win conditions of the game into two categories: Primary and secondary win conditions.
- A primary win condition is one that will do the majority of the tower damage over the course of the game.
- A secondary win condition is one that will be used to put pressure on the opponent or bait out counters for your other win condition if you have another.
The secondary win condition is especially important if the opponent has a hard counter to your primary win condition.
While spells can be win conditions, I will not include them in this section to reduce confusion.
When choosing win conditions, I would say that the best decks have 1 primary win condition and 1/2 secondary win condition. Having 2 secondary conditions which is usually some sort of cycle chip deck.
While you can definitely have 2 primary win conditions, it usually makes your deck too expensive or leaves you lacking in defense. You can also have 1 secondary win condition but you will lack offensive pressure and damage.
Primary Win Condition
Here are all the cards I consider to be primary win conditions from lowest to highest elixir cost:
Goblin Barrel – Generally used with other cards like Princess or Goblin Gang which die to light spells like Log or Zap.
Elixir Golem – generally used with cards that are very dangerous only when not alone such as night witch or healer; when played by itself it gives the opponent the advantage so it should never be unsupported
Battle Ram – Typically only used in bridge spam decks with cards such as royal ghost, bandit, or dark prince; wins through ground superiority and punishment of elixir deficits (this applies to all bridge spam cards).
Hog Rider – mainly used as a solo win condition but can work well with mortar; needs to have ways to eliminate counters so it will typically be paired with earthquake or fireball
Ram Rider – typically only used in bridge spam decks as well and has the same synergies as the battle ram, but can be used similarly to the Hog Rider; also has decent defensive capabilities.
Graveyard – only used in decks with 1 or more high HP units such as the Giant or the Knight in order to tank tower damage while Skeletons build up.
Giant – struggles to get to the tower on its own but is powerful with glass cannon cards for support such as the Musketeer
Royal Hogs – usually only played with cards that can bait Fireball or push more than one lane at the same time such as the Hunter, the Zappies, or the Three Musketeers
Balloon – Struggles to get to the tower when placed on its own if the opponent has an air-targeting troop in hand, so it’s usually played with cards which can tank the damage like the Ice Golem or the Miner
Goblin Giant – Has the exact same role as the Giant but can better protect itself!
Royal Giant – Struggles to get through buildings so a building destruction spell such as Lighting or Earthquake are necessary!
X-bow – Can be played defensively and offensively; all enemy ground troops must be killed before it can attack the opposing tower; also easily killed on its own, so cards which can protect it and preserve its HP like the Knight and the Ice Golem work well with it!
Lava Hound – Can do a lot of damage on its own if left without a response; mainly relies on air superiority(having more air troops than they have counters to air troops) to reach the tower; support the Lavahound using cards like the Baby Dragon or the Mega Minion or tank damage for the Lavapups to do damage using cards like the Miner
Golem – plays very similarly to the Giant, but Golem pushes have greater damage potential with the tradeoff of being left without much elixir to defend if a Golem is played
Three Musketeers – generally played with a hybrid of heavy spell bait and bridge spam with troops to tank damage for the Musketeers while their high dps shreds the opponents defense; the Elixir Collector and the Minion Horde are ideal spell bait for this card
Secondary Win Condition
Here are all the cards I consider to be secondary win conditions from lowest to highest elixir cost:
Wallbreakers – A very high-pressure light spell bait card; works very well with either the Miner or the Goblin Barrel along with other cheap bait cards like the Bats.
Skeleton Barrel – A light spell bait card which also works well with the Miner, the Goblin Barrel, or other cheap bait cards to exhaust swarm counters.
Miner – Provides consistent chip damage as well as a way to tank damage for any unit; similar to mini tanks like the Ice Golem and the Knight but the ability to be placed anywhere makes it much more offensive; can be placed in nearly any deck with few exceptions; synergizes exceptionally well with the Poison
Royal Ghost – Can only be countered effectively by ground tanks and some ground swarms; he works well as a bridge spam card.
Bandit – High-pressure bridge spam card which can only be countered effectively by ground tanks and swarms and occasionally air troops placed early enough.
Mortar – A source of chip damage which is played defensively as often as it is played offensively; synergizes with win conditions which whittle down the tower over the course of the game such as the Hog Rider and the Miner.
To be continued…
How To Improve Your Decks
Covering your Deck’s weaknesses
The best way to find out your deck’s greatest weakness is while using the deck in battle. Play against many different decks and find out what card(s) your deck struggles with the most. It doesn’t always have to be a certain card, it could be an archetype.
Once you have that figured out the weakness, modify your deck to cover that weakness.
You could do this by replacing one card with something that fills a similar role but also covers your weakness. For example, if you struggle against Inferno Dragon, you can sub in Electro Wizard for Musketeer.
Sometimes you will have to adapt your playstyle if you struggle against a certain archetype or Deck.
Your substitutions don’t always work. Keep play testing your deck to find the most suitable cards to use.
Always remember: No Deck is perfect, but no matchup is unwinnable.
Choosing the right spells for your Deck
Spells are one of the most important parts of your deck. They define your attack and defense. They are used to fill in the weaknesses of your deck and fulfill certain card roles that your cards don’t.
Clash Royale Decks can use either 1 spell, 2 spells, or 3 spells.
Too many, or no spells can be bad for a deck.
1 Spell – With only one spell, you will need to use a versatile direct damage spell. Usually, it’s either Zap or Arrows. Having only one spell allows for the use of more troops but weakens your ability for direct damage and to damage your opponent’s troops with spells.
2 Spells – 2 Spells are the most common amount used in a deck. One spell is a high-damage spell while the other is a low-damage spell. This gives you a versatile spell arsenal.
3 Spells – Having 3 spells gives your deck a lot of spell versatility and allows you to control the battle more. You have 1 high-damage spell that you reserve for certain situations and 2 versatile spells to use on the fly.
Use spells that fill in weaknesses in your deck!
For example, if you are using a Golem deck, use a Lightning spell to be able to take out an Inferno Tower. If your deck lacks splash damage, use Fireball and or Zap/Log to make up for the lack of splash damage. If you are using a “special effect” spell (Rage, Freeze, Clone, etc.), use Arrows or Zap for a versatile spell or use two other spells to give you the ability to use a high-damage spell and low-damage spell in combination with your “special effect” spell.
What is synergy? Synergy is when the combined effects of cards are greater than the sum of their separate effects. Some examples are Tank + Graveyard, Miner + Minions, and Executioner + Tornado.
Your deck in Clash Royale doesn’t always need to have every single card synergize. Too much synergy can make your deck too offensive or too defensive. Most decks are built around 2 or 3 cards which synergize very well on offense. The other cards are made to support that synergy. Now, look at your deck. Does it have a combo that synergizes well? If not swap out cards to make a good synergy.
Decide if you want to use synergizing spells or synergizing troops, or both. The synergy of spells will help with fast decks and synergy of troops are more for counter pushing or building up a strong push.
Here are the most important things to consider for your synergy:
- Are they both card countered by the same card?
- Is there a better synergy?
- What is the elixir cost? Is it too expensive?
If you notice any weaknesses, go through the process of eliminating that weakness by having other cards to support.
For example, LavaLoon is countered Minion horde, so consider using Arrows in your deck.
Role Fulfillment in Clash Royale Deck
What is role fulfillment? Role fulfillment is the purpose that a card is in a Clash Royale deck. A card can serve one purpose or more!
Sometimes decks will you many of the same types of cards. An example is Splashyard, which featured Baby Dragon, Bowler and Ice Wizard in combination with Tornado. This allowed for huge value on defense by clumping all units together and taking them all out at once with the splash units. Most Decks, however, will run cards that supplement each other but also have different use cases.
When assessing your deck, notice the roles that your cards have. Are you missing a role or do you have too many of one role? Use this knowledge to your advantage and see if different cards may work better.
Ladder vs. Challenge Decks?
People may classify decks as either Ladder or Challenge. What is it really that separates Ladder from Challenges?
The main difference is that Challenges are capped at level 9. This permits you to play most decks depending on your collection and also promotes more meta decks to be played. There will be much less off-meta decks, especially after a few wins. Check the decks on this page and ones on the leaderboards as suggestions, and know that your opponents will be frequently playing other top decks.
Also, some decks do better in challenges due to their ability to do well against in most matchups and have a high skill cap. This enables you to hit higher win levels.
The meta is an important thing to consider when assessing your deck.
What is the meta? The meta is the strategy that Clash Royale players have found to be the most effective throughout the balance changes. Some previous metas are Giant Poison, P.E.K.K.A Double Prince and Hog Trifecta.
The meta can sometimes vary between different trophy ranges. For example, in the trophy range of 3000-4000, elite barbs are used in almost every single match, while in the top 200, Elite Barbs are never used.
Since the meta is used very frequently, if your deck is weak to the meta, your deck won’t see much success. If you are in the trophy range of 3000-4000, use a deck that can counter Elite Barbs since they are seen everywhere.
You may also choose to use the meta. Since the meta is the most effective strategy, it’s the most like to get you wins, right? For the most part, you don’t wanna be modifying meta decks on your own. Usually, every card is there for a purpose, and swapping out a card might ruin a hard-to-spot synergy or even the gameplan as a whole.
Have Faith in Your Clash Royale Decks
The last thing I want to mention is to have faith in your deck. When you are using it, believe in yourself and have confidence.
Playing the same deck for a lengthy period lets you play it much better. While your playstyle improves, you will fix the weaknesses and mistakes that you normally make. Through much practice, you finally play the deck better than anyone else would.
The reason why changing decks can cause you to lose trophies is that you will still need the practice to master it. You will need to face many situations to figure out how to play in those situations.
Every card has many different uses beyond what you think you know. Using the same deck many, many times, allows you to discover secret tactics. When Three Musketeers first came out, nobody knew to split them. When people learned that and when cheaper mini tanks and cycle cards came out, it was finally worth playing Three Musketeers.
Of course, there are still disadvantages or specializing in one deck. Once that deck gets pushes out of the meta and starts to have little success, you will need to find a new deck when you have not practiced in any other archetypes. By playing a wide variety of decks in Clash Royale, you won’t specialize in any but will still be able to play well in every archetype.
-B-Yacht’CH (edit by zigge)
Hopefully, you have chosen the best Clash Royale decks for your play style after reading this page!
Don’t hesitate to comment and show us your favorite decks in the game.
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Five of the best Clash Royale decks straight from the pros
The Clash Royale meta is always shifting, so keeping track of the best Clash Royale decks can be tough. Fortunately, with the launch of the Clash Royale League, we can all get a glimpse into the highest levels of strategic play every week. We’ve compiled five of the best Clash Royale decks from the pros and listed them below. On top of that, we’ve outlined how they’ve been used to come out on top against other players at the highest level of competitive play. We’ll also explain how you can use them to win tournaments on your own.
Cycle your way through some of our other Clash Royale content:
DIG iAmJP – Hog/Cart
Ice Golem, Log, Poison, Hunter
Hog Rider, Valkyrie, Cannon Cart, Inferno Dragon
With his back against the wall, Dignitas iAmJP pulled out a hybrid Hog Rider and Cannon Cart deck to reverse sweep SK Loay when it mattered most. With a good mix of offensive and defensive cards and low average elixir cost, it earns the first spot on our list of pro Clash Royale decks.
The deck is well-balanced and can adapt to many situations. However, one false move from your opponent is enough to gain a huge advantage. This is what separates a good Clash Royale deck from a great Clash Royale deck.
Defending is easy enough, even without a dedicated structure. There’s plenty of AoE damage from both troops and spells, so no need to worry about hordes of enemies ruining your day. Tanky units don’t stand much of a chance either, with lots of high damage cards available to topple them before they get to your towers.
When the moment arises, counter attack by sending out your Hog Rider in front of a Cannon Cart to deal huge damage in just a few seconds. Alternatively, you can send the two down different lanes and force your opponent to choose which one to defend.
FNC LemonTea – Mortar/Miner
Zap, Bats, Spear Goblins, Goblin Gang
Miner, Mortar, Cannon Cart, Rascals
FNC LemonTea’s deck from the Clash Royale League Europe is a very aggressive take on the classic Mortar/Miner cycle deck. The idea is to overwhelm your opponent with constant pressure from low cost cards.
By combining the Miner and Mortar, you can pressure both sides of the bridge at once. While the Miner goes to town on a tower from melee range, the mortar reigns death from afar. All that at just a cost of seven elixir.
The deck’s lower cost cards provide support for the bridge spam. The Cannon Cart and Big Brother Rascal can survive weaker spells, and keep the pressure mounting. If played well, you will slowly chip away at towers while your opponent struggles to defend.
Five good Clash Royale decks showcased at the World Finals
Of course, your only spell is Zap, which isn’t strong enough to destroy high HP buildings that can provide your opponent with an advantage over time, like the Elixir Collector. Hordes of enemies can also overwhelm you if the opponent manages to bait out your Zap.
As you can see, the deck’s biggest weakness is defense. If you find yourself on the defensive, your options are limited. You’ll have to master the placement of the decks key cards, the Mortar and the Miner, in order to survive the onslaught. Cycle effectively and make sure you have what it takes to return to the offensive.
TSM VULKan – Mortar/Miner
Spear Goblins, Miner, Goblin Gang, Mortar
Fireball, Bats, Log, Rascals
Yeah, yeah, another Mortar/Miner deck. Hear me out and take a look at the Mortar/Miner deck that TSM Vulkan used to take down TRB Oxalate.
Like the deck above, this classic Clash Royale deck is built to chip away at the enemy towers while defending anything thrown your way with low cost cards. The low cost also means you can cycle quickly and make sure you always have a key card when you need it.
Unlike FNC LemonTea’s version, this composition arms you with two spells: Log and Fireball. In combination with a defensive Mortar placement, you can easily buy enough time to cut down the offensive before returning to apply pressure.
Hordes of enemies, buildings, and even the Three Musketeers are no problem as long as you keep your Fireball handy. Just don’t get caught without it for too long by cycling through your deck intelligently.
It can be tempting to over-defend your Mortar when it’s close to the river, but try to show restraint. Sometimes it’s better to give it up, focus on defense, and apply pressure in the other lane with a timely Miner counter-attack.
CoL Adrian – Night Witch/Golem
Zap, Night Witch, Mega Minion, Ice Spirit
Elixir Pump, Golem, Lumberjack, Clone
The Night Witch/Golem beatdown deck might be nothing new, but Complexity Gaming’s Adrian took it to another level with the unique addition of the Clone spell.
Like many slower-paced Clash Royale decks, the plan is to gain an elixir advantage with Elixir Pumps before overwhelming your opponent with more high value troops than they can defend against. However, in his match against Immortal’s Royal, Adrian was forced to get creative after dropping a tower early in the match.
This is where the clone spell comes in. Combined with a strong Night Witch/Golem push, and supported by a kamikaze Lumberjack, a quick clone spell can prove deadly. That’s just what Adrian did to tie up the tower count in the last seconds of the match. What’s more, the push ended up being strong enough to take down Royal’s King Tower immediately afterward.
Obviously, cloned troops only survive one hit, and a single zap can put an untimely end to your strategy. Make sure you bait out your opponent’s spells before pulling out your Clone spell.
If, like Adrian, you find yourself struggling to stave off early pressure, keep your cool and stick to the plan. If your opponent gives you extra breathing room, you can always fall back on the Elixir Pump to gain an elixir advantage before going for the kill.
TSM VULKan – Graveyard Control
Tombstone, Ice Wizard, Tornado, Valkyrie
Poison, Graveyard, Cannon Cart, Mega Minion
The final entry in this list of Clash Royale decks used by the pros also comes from Team Solo Mid’s VULKan. He used it to nab a quick victory against CLG Skillzzzzz and lock down a team victory for TSM.
Clash Royale League Fall Season kicks off with global rule changes
This deck isn’t too aggressive, but it has what it takes to defeat just about anything thrown at it. Tombstone makes a powerful and cheap defensive structure, able to slow pushes until stronger troops like the Mega Minion and Valkyrie whittle them down.
What makes this Clash Royale deck unique is the combination of spells chosen: Poison and Tornado. Poison has always been a good choice to choke out hordes of troops, and in combination with a well placed Tornado there are few cards that can survive it. The Ice Wizard provides even more control by splashing and slowing attackers while they’re clumped together.
But defense alone doesn’t win matches, which is where the Graveyard and Cannon Cart cards come in. While both of them can be used defensively, if played alongside a counter push of troops that just stopped an attack, they can be devastating.
This deck is for the patient Clash Royale player, so keep that in mind before you start spamming troops at the bridge.
That’s it for our list of some of the best Clash Royale decks and strategies. There are plenty more decks to draw inspiration from in the Clash Royale League, so stay on top of the meta and you’ll be taking home tourney wins in no time!
Did we miss any super innovative Clash Royale decks from CRL pros? Let us know in the comments!
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