Hello Clash Royale Gamers! This post will be about my thought process when I am building a deck in Clash Royale. What are the Cards that should be included inside my deck? With 48 Cards in total to choose from, and being only able to bring in 8 Cards, we are definitely spoiled for choice. Here’s some questions I ask myself when I am building a Deck. To view what Cards are Available in Clash Royale, click here!
Know your Cards well. Knowing your cards very well, allows you to build a deck fulfilling all of its needs with the right troops while also allowing you to unleash devastating combos and lastly, also allowing you to attack and defend comfortably.
Team Composition. “United we Stand, Divided we Fall.” No troops are utilized to their fullest potential alone. Hence, you should think about what Cards complement with one another. For example, a Witch with a Golem. You would not want to bring in a Deck filled with just Squishy Cards and no Tank Cards as they can be easily destroyed with just a Spell.
“The Best Offense is a Good Defense.” In sports, you do not see a team win a championship just by attacking or by defending only. They have a good mixture of good defensive and offensive players. The same concept works for Clash Royale. If you only have a deck of defensive Cards, you will not be able to attack your opponent.
Have both Melee and Range Cards. Melee Cards are tankier whereas Range Cards are higher in damage. Range Cards also allows you to outduel opponent’s Melee Cards. Having both range and melee Cards also allows you to deploy your Cards away from one another and not let all your Cards get wiped out by a spell or a Card that deals splash damage.
Speaking of Splash Damage, you would want your deck to be able to deal single-target damage as well. This is because single-target damage Cards usually deal more damage as compared to Cards that deals Splash Damage. Cards that deal single-target damage will be useful against Tank Cards (For example, Musketeer is good against Giants.) whereas Cards that deal Splash Damage will be useful against Squishy Troops that usually comes in groups. (For example, Baby Dragon is good against Skeleton Army.)
Have a Building Card. Having a Building Card allows you to slow down the tempo of the game and allow you to store up your Elixir. You can also reshuffle your deck by deploying your Building Card as Building Cards works within a time frame. Hence it is much better to sacrifice a Building Card for reshuffling of your hand instead of using a Troop Card. An example of a popular Building Card would be the Tesla.
Average Elixir Cost. You will have difficultiesdeploying your cards regardless of attacking or defending if you have a very high Average Elixir Cost. Once you have deployed your cards you will mostly have no Elixir remaining and this is when opponents can counter attack. If you have a very low Average Elixir Cost, chances are the Cards you have in your deck are mostly squishy units. With many Players having a mixture of Cards in their deck, opponent’s can easily wipe out your troops with spells or Cards that deal Splash Damage. For example, Witch. The Averageshould be within 3.7 Elixir – 4.5 Elixir. Which will enable you to always have sufficient Elixir to react to situation in games.
You can refer to GamingwithMOLT’s video, if you need a video on how to build a deck in Clash Royale.
With these 6 steps in mind and the video above to refer to, a good average deck would consist of a Building Card. A Spell Card. 3 Single-Target DamageCard (2 Range, 1 Melee). 2 Splash Damage Card (Both being able to attack Air and Land Cards), and lastly, 2 Tank Cards. I normally include another Building Card in my deck, however, the last card is totally up to your playing style. I personally prefer to use the last slot of my deck for another Building Card such as the Goblin Hut as it allows me to slow down the pace of the game and it also allows me to have some Spear Goblins for attacking and defending. However, some players will prefer to bring in another Single-Target Damage Card to try and destroy the opponent during the final 60 Seconds of battle.
Of course, there are other ways of building a deck. Such as the Spawner Deck, The X-Bow Deck and etc. Which I will be writing about separately.
Currently, this is my deck, which does not include a Building Card but it still works perfectly fine and I am winning most of my battles.
The Giant and the Prince are my tank Cards.
The Arrows is my spell which deals AoE damage. Very effective against Skeleton Army and Spear Goblins etc.
The Baby Dragon and Bomber are Cards that deal Splash Damage. Very effective against Barbarians etc.
The Archers allows me to shuffle my deck without losing to much of Elixir.
The Musketeer, Archers and Prince are my Single-Target Damage Cards which deals a lot of damage to a single unit.
All of my Cards except for the Hog Rider can be used defensively.
The Hog Rider and Prince can be used to counterattack.
My deck has combos such as Giant and Bomber, Giant and Hog Rider etc.
The Average Elixir Cost of 3.9 is pretty low, hence allowing me to always have enough Elixir to react to situations.
Good mixture of defensive and offensive Cards.
Good mixture of Splash Damage and and Single-Target Damage Cards.
I hope this guide is beneficial for you in your deck building! Feel free to leave a comment below if you need any help in building/improving your deck!