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Thread: Clash Royale - Deck Building Guide

  1. #1
    Eternal625's Avatar
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    Clash Royale - Deck Building Guide


    Deck Building Guide

    Hey guys I’m Ash and this will be my Clash Royale guide on how to build a great deck. Building a good, well balanced deck is key for success in this game, so in this guide I’m going to break it down in simpler terms, giving you guys the “ingredients” of what’s needed to make a excellent deck.

    Video Guide:
    https://www.youtube.com/watch?v=qxkPGJqmvFk
    Shortcut URL to this thread: http://tinyurl.com/deckguide (share with your clan mates!)
    • I also upload exclusive Clash Royale strategy videos every day, so be sure to follow me on YouTube!
      My YouTube Channel


    1. Synergy above all
    Whenever we’re talking about deck building, it’s always about synergy. You need every card to work alongside each other, and never because it’s a good card. Epic cards are great, but if you’re just using the epic cards solely because they’re “epic” cards, then you won’t have the success you're looking for. Building a good deck is about synergy, not rarity.

    2. Defense is just as important as Offense
    Sure you need offense to destroy those Crown Towers and win, but you’re also going to need defense to defend your own towers. So your deck needs a great balance of defense and offense to be successful.

    3. Balance of Point and Splash Damage Cards

    There are two types of damage-inflicting cards in this game:

    • Cards that deal “point” damage, which are cards that inflict damage to only one opposing unit (i.e. Musketeer targeting a Giant). Although, point attackers are limited to targeting one unit, they are the strongest damage-inflicting units in the game. Point-damaging cards are necessary for beating high HP troops.
    • Cards that deal “splash” damage, which are cards that inflict damage to multiple units (i.e. Witch targeting a Skeleton Army). While splash damaging units have the advantage of dealing damage to multiple opposing units, they deal among the lowest damage per second in the game. Splash-damaging cards are necessary for beating hordes of low HP troops.

    4. Melee and Range Troops
    You’re going to need a balance of melee and range troops. Ranged troops tend to have low HP but high DPS (damage per second), so it is important to combine them with melee troops in front of them to shield. Having too many melee troops make them susceptible to splash damage, so it’s important to combine them with ranged troops so that your melee troop shields as your ranged troop destroys the splash-damaging threat.

    5. An adequate ‘Average Elixir Cost’
    Your average elixir cost is important. The best cards tend to have the greatest elixir cost. However, they take the longest to deploy because of their high elixir cost as you will need to wait longer to load up on elixir.

    So with these 5 key elements in mind I’ve devised a simple guideline or “ingredients” that are necessary for a well balanced deck:
    Your deck should have….

    1. An ‘Average Elixir Cost’ that’s between 3.7 to 4.5

    It’s a good idea to have an average elixir cost that’s between 3.7 and 4.5. You will find that you’re struggling to constantly deploy your cards if your cost is higher than this. While if your average elixir cost is below 3.7, then you’ll find that although you are able to deploy many cards quickly, you’re struggling against splash-damaging threats as the lowest elixir cost cards tend to be the troops with the lowest Hit Points.

    2. At least 2 point damage-inflicting cards.
    Although hordes of low HP troops are able to quickly destroy high HP cards, they are quickly eradicated by splash damage. Thus, point damage-inflicting cards are important for controlling high HP cards. Here are some examples of point damage-inflicting cards:

    • Musketeer (range)
    • Prince (melee)
    • Spear Goblins (range)
    • Knight (melee)
    • Archers (range)
    • Pekka or Mini Pekka (melee)
    • Minions/Minion Horde (flying range)
    • Barbarians (melee)
    • Cannon
    • Tesla
    • X-bow
    • Inferno Tower

    3. At least 3 splash damage-inflicting cards. Splash damage inflicting cards are very important for controlling large hordes of troops. Here are some examples of splash damage-inflicting cards:

    • Arrows
    • Fireball
    • Witch
    • Baby Dragon
    • Valkyrie
    • Bomber
    • Wizard
    • Giant Skeleton (aftermath bomb damage)
    • Bomb Tower
    • Mortar
    • Rocket
    • Lightning
    • Zap

    4. At least 2 high HP cards. Either a troop or defense with at least 1000 HP. Having cards with high HP are necessary to soak damage from splash damaging threats. Some examples of high HP cards:

    • Giant
    • Prince
    • Goblin Hut
    • Bomb Tower
    • Barbarian Hut
    • Pekka
    • Giant Skeleton
    • Golem
    • Cannon
    • X-Bow
    • Inferno Tower

    5. At least 2 air-targeting troops/defense. You will need multiple ways of dealing with aerial attackers that use troops such as the Baby Dragon or Balloon. Examples of air-targeting cards:

    • Archers
    • Musketeer
    • Spear Goblins
    • Minions / Minion Horde
    • Witch
    • Baby Dragon
    • Wizard
    • Tesla
    • Inferno Tower

    6. At least 1 splash damage-inflicting Spell card. Although troops that deal splash damage can control large hordes of troops, their range and coverage is limited. Thus, it’s important to have a splash-damaging card such as Arrows so that you are able to inflicting a large radius of splash in any given area. For example, your Bomber that does splash is behind your Giant but your opponent deploys a Goblin Barrel onto one of your weakened Towers. Thus, it’s important to have that ability with a card like Arrows to quickly destroy those Goblins to protect your Tower. These damage-inflicting spell cards are also excellent for taking down weakened Crown Towers. Examples of splash damage-inflicting Spell cards:

    • Arrows
    • Fireball
    • Rocket
    • Lightning
    • Zap

    7. At least 1 defensive structure. Huts such as a Tombstone or Goblin Huts or defenses such as an Inferno Tower or Hidden Tesla are excellent for slowing down the pace of the game so that you can continue to load up on elixir and defend. As long as you have your Crown Towers protected, you only need to destroy one more Crown Tower than your opponent to win. So having at least 1 defensive structure to protect your Towers is very important. Examples of defensive structures:

    • Goblin Hut
    • Tombstone
    • Barbarian Hut
    • Bomb Tower
    • Cannon
    • Tesla
    • X-Bow
    • Inferno Tower
    • Mortar


    An example of my deck:




    • My ‘Average Elixir Cost’ is 4.3, which is pretty good.
    • I have two high point damage inflicting troops in Prince and Muskeeter with decent HP so I can destroy high HP units without having to worry about splash damage spell cards taking them out.
    • I have a Baby Dragon, Arrows, and a Fireball that deal splash damage, so I have multiple ways to control swarms or hordes of troops.
    • I have a Giant, Prince, and an Inferno Tower that all have very decent HP so I can couple them with my Muskeeter or Baby Dragon to deal either point damage and/or splash damage behind them.
    • I have an Inferno Tower, Muskeeter, and a Baby Dragon to deal both point and splash damage to air targets.
    • I have Arrows and a Fireball so I can freely inflict splash damage anywhere on the field to eradicate hordes or finish off a weakened Tower.
    • I have an Inferno Tower to defend my Crown Towers from opposing high HP troops with heavy point damage.
    • I also have a Skeleton Army to either eat away or slow down or distract troops. It can be used for both offense and defense.

    And this is why I am having a lot of success with this deck as you can see from the pictures from my recent attack log below. Of course I’m not going to be able to push to the top of the leaderboards just yet since the level of my cards are still very low (I also haven’t bought any gems to speed up my progress), so I have a long way to go as the level of your cards are also very important. So save up your gold and when you have that balanced deck, prioritize upgrading those cards in your deck.

    More of my great decks:


    Enlarged view:
    http://imgur.com/a/elNtB



    So thank you for reading and I hope this guide was helpful to you. I will be writing and making video guides and tutorials for Clash Royale, so if you liked this, then be sure to follow and support me by subscribing to my YouTube channel and Twitter. Thanks!


    Last edited by Eternal625; March 16th, 2016 at 09:11 PM.
    Ash - Clash of Clans & Clash Royale - YouTube
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  2. #2
    Eternal625's Avatar
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    Reserving this post.

    If you guys want any advice for your deck, then feel free to post here and I'll do my best to reply as soon as possible (and others should be able to help out as well!).
    Last edited by Eternal625; January 16th, 2016 at 10:47 PM.
    Ash - Clash of Clans & Clash Royale - YouTube
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  3. #3
    Senior Member Gizen's Avatar
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    This is a good general deck guide. Personally i like the swarm tactic and think that an average above 4.0 is risky to play

    Ps if you need another post pm me and I can delete this.
    Last edited by Gizen; January 16th, 2016 at 09:09 PM.

  4. #4
    Nice guide Ash, bookmarked.

    Perhaps a look at my deck? Currently stuck in Arena 5 hovering around 1400-1550 cups.

    Goblin Barrel
    Witch
    Prince
    Balloon
    Archers
    Spear Goblins
    Arrows
    Not sure what to do with my eighth spot, currently playing around with either valk, wiz, and tombstone.

    Avg elixir cost 3.7 with tombstone, 4.0 with wiz.

    Cheers!
    Last edited by AngryGroceries; January 16th, 2016 at 09:14 PM.

  5. #5
    Trainee KiraNYC's Avatar
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    Hey Ash!

    Thank you for an in-depth guide. I just started playing yesterday and I'm still learning tactics. I've taken some pointers from your guide and wondering if you could take a look at my deck list:

    - Knight [lvl4]
    - Spear Goblins [lvl4]
    - Musketeer [lvl2]
    - Valkyrie [lvl1]
    - Arrows [lvl4]
    - Giants [lvl3]
    - Goblin Hut [lvl2]
    - Baby Dragon [lvl1]

    Thanks in advanced!
    Freelance Graphic Designer & Artist | www.kbnystudio.com | instagram.com/kbnystudio
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  6. #6
    I always liked your clash videos, but now I'm bored of CoC. Will you make any CR videos for your youtube channel?

  7. #7
    Eternal625's Avatar
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    Quote Originally Posted by Gizen View Post
    This is a good general deck guide. Personally i like the swarm tactic and think that an average above 4.0 is risky to play

    Ps if you need another post pm me and I can delete this.
    Thanks! As for swarms, they're very effective in lower arenas since a lot of people are missing ways to deal with swarms (lots of good splash). Swarms are a big reason why I recommended having at least 3 splash-damaging cards.

    Quote Originally Posted by AngryGroceries View Post
    Nice guide Ash, bookmarked.

    Perhaps a look at my deck? Currently stuck in Arena 5 hovering around 1400-1550 cups.

    Goblin Barrel
    Witch
    Prince
    Balloon
    Archers
    Spear Goblins
    Arrows
    Not sure what to do with my eighth spot, currently playing around with either valk, wiz, and tombstone.

    Avg elixir cost 3.7 with tombstone, 4.0 with wiz.

    Cheers!
    You have a lot of offense in this deck, not much defense, so winning on a consistent basis will be tough, especially if you don't have a good starting hand. The Goblin Barrel and Balloon both can be a big liability on defense. I would suggest replacing the Goblin Barrel for a defense such an Inferno Tower. If you don't have an Inferno, then a Barbarian or Goblin Hut will be good. Replace your Archers for Minions as they work better in synergy with Balloon. Other than your Prince, you're also lacking in a high HP unit to shield for your Witch and point attackers. I'd recommend trying to squeeze in a high HP ground troop like Giant Skeleton or Giant if you can (but not necessary).

    And thanks!

    Quote Originally Posted by KiraNYC View Post
    Hey Ash!

    Thank you for an in-depth guide. I just started playing yesterday and I'm still learning tactics. I've taken some pointers from your guide and wondering if you could take a look at my deck list:

    - Knight [lvl4]
    - Spear Goblins [lvl4]
    - Musketeer [lvl2]
    - Valkyrie [lvl1]
    - Arrows [lvl4]
    - Giants [lvl3]
    - Goblin Hut [lvl2]
    - Baby Dragon [lvl1]

    Thanks in advanced!
    You should focus on your Giant + Musketeer + Baby Dragon core, which provide you with shield, point, and splash for both ground and air. Valk + Musk is another good combo with point and splash. However, I'm noticing a weakness to Prince, so if you can try replacing your Knight for a Tombstone or Skeletons. You can also substitute your Valkyrie for Fireball as you already have Baby Dragon and Arrows to control hordes. Fireball will provide you the freedom to deal splash anywhere on the field or finish off a weakened crown tower.

    Thanks and good luck!

    Quote Originally Posted by PiggyBaLor View Post
    I always liked your clash videos, but now I'm bored of CoC. Will you make any CR videos for your youtube channel?
    Yup, I will
    Last edited by Eternal625; January 16th, 2016 at 09:39 PM.
    Ash - Clash of Clans & Clash Royale - YouTube
    (Stategy, Tutorials, Guides, Gameplay)

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  8. #8
    Senior Member
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    Hi Ash, nice guide.

    Can you help me with some tips, i cant go over 1250 cups and i really want to hit arena 5, here is my deck and cards that i have.




  9. #9
    Junior Member erickkosasih90's Avatar
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    Need Advice..

    I had these following cards as my main deck:
    Knight Lv6
    Minion Lv6
    Mini Pekka Lv4
    Spear Goblin Lv6
    Fireball Lv3
    Arrow Lv6
    Skeleton Army
    Goblin Barrel
    AVG Cost: 3.3 Elixir

    Substitute Card:
    Common and Rare cards that unlocked on Arena 1 & 2. Also had witch and giant skeleton unlocked.

  10. #10
    Senior Member
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    Tbh you have a really nice deck to play with there. Only thing I would do is take out fireball for the spear goblins.. I find them to be a REALLY strong card for helping out any troop.
    ~TH11 working on new upgrades!

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