Clash Royale is considered to be a game that is popular and mostly based on a given strategy. The player is always is engaged in fighting hard with an aim of winning the battles and defeating the opponents, that is, other players, by using a troop collection. Despite this, the player is required to ensure that the cards are correctly matched up for the purpose of creating combinations that the strongest and also for dominating the arena.
- Identifying Your Arena, Win Condition Choice
This is the card that is identified to be causing a threat to the towers of the opponents. It causes a lot of destruction to their towers. Thus, to come up with a powerful deck, you are required to construct a deck that is surrounding this winning condition. The card is required to be at a level that is high enough and strong in your respectful arena.
Some commonly known win conditions include Hog Rider win condition, P.E.K.K.A win condition, Royal Giant win condition, Balloon win condition, X-Bow win condition, Miner win condition, Golem win condition, Rocket win condition, and the Three Musketeers win condition. Other than this, there are a lot win conditions that you can choose as a player.
- The Decision About Deck Archetype
These include the beat down archetype, the siege archetype, the control archetype, the cycle archetype, the spell bait archetype, the bridge spam archetype and the hybrid archetype. These deck archetypes are associated with their respectful weaknesses and strengths.
The beat down archetype has an aim of coming up with a push that is hugely denying the opponent the opportunity of stopping it. The method has got a heavy tank that is accompanied with units on its back that are very destructive. However, the beat down archetype is considered to be weak when compared to the control decks. For the purpose of countering it, as a player you are not allowed to give your opponent a chance of building a put in this respectful place. You are required to pressure the opponents’ tower on a continuous basis and don’t give them any chance of coming up with an elixir.
The siege archetypes always come up with their own win condition. They have the mortar win condition or the X-Bow win condition. This type of deck archetype is considered to be rare and has a major goal of offering security to their respectful push and destroying the towers. However, this type of archetype is weak when compared to the huge pushes of the beat down archetype. But it is a strong archetype when compared to the control archetype.
The control archetype decks are considered to be categories of the decks are highly diversified. The cycle archetype is considered as the form of control in which there is a deck that is so cheap and it cycles its respectful win condition at a faster rate as compared to the opponents. Failure to do that, the decks are at a position of chipping away at the opponents’ towers causing a lot of destruction for a given period of time.
Spell bait is a type of archetype that is not real. These include the beat down archetype, the control archetype, or the hybrid archetype. These type of cards are mainly countered by the spell from the same group. If it chances that you have accessed your opponent using this spell, you are in a good position of attacking and leaving without him/her stopping you in any way. The skeleton army spell, the princess spell, Goblin Gang spell, and the Goblin Barrel spell are the ones that are commonly identified in this category of decks.
Bridge spam archetype was an invention of Team Vietnam. The cards contained in this category include the Night Witch card and the Battle Ram card. It has the main aim of pushing the opponents through investing the elixir. This is made successful through rushing the elixir by use of combos that are at a position of three crowning at a faster rate. As a player, you are advised to avoid playing the Golem card or the elixir collector card at the beginning against the Night Witch card and the Battle Ram card since you will not be in a position defending their attack that is rush using your elixir that is very few.
The hybrid decks are considered to be powerful and it is not such easy to come with one. They are made up of the combinations involving two winning conditions and two archetypes for a type of deck that is not such easy to create a defense against. The hybrid deck is capable of having the Giant archetype and the X-Bow archetype in it.
Average Elixir Cost
The decks that are considered to be the most effective include the 3.5 deck to the 4.5 deck. These are contained in the average elixir cost. However, there are decks that are good and are found either above or below this range. The decks that are cheaper are considered to be faster but are said to be having fewer troops that are tank-oriented. When it comes to the decks that are heavy, they are said to be having a play style that is slow and are mainly the beat down archetype.
As a player, if it chances that you are in possession of average elixir cost of the 4.0 range or above, it is good to choose the elixir collector in your respectful deck. This card is in a position of collecting a large number elixir and place you in a position of playing the troops at a faster rate.
As a player, you are supposed that the troops are accompanied with movement speeds that vary from one to another. For the case of the fast decks, they are likely to work best with the speedy hog riders’ archetype, elite barbarians’ archetype or the goblins archetype. On the other hand, a deck that is slow may work best with the executioner archetype or the mighty Golem archetype.