Clash Royale: The different types of deck archetypes

Our articles on Clash Royale Clash Royale: The different types of archetypes of decks This guide will help you see more clearly on the different archetypes of decks that exist in Clash Royale and what they insinuate in relation to the way of playing them.

When we start on Clash Royale, one of the important things to realize and/or know is what a deck archetype means. In general, this knowledge will give you keys to know how to play it and maximize its potential.



To do this, this guide for those who are new to the game (or who want a reinforcement) will describe the different types of decks that can be encountered on Clash Royale. To solidify everything, each archetype will have one or more deck guides as an example.

 

Clash Royale: The different types of deck archetypes

 

Beatdown / Beat Down

A deck that will focus on a big push on a lane, often unique, even if it means sacrificing damage on a Tower. These kind of decks have a high cost (can go up to 4+ average) and rely on a heavy unit/tanks (5 or more elixirs) as a base, with medium units to support it.

Examples : Balloon Hound and Extractor Golem.

 

Cycle

Is based on fast and regular pushes. They are based on a medium unit and a light defense. Consequently, these are the decks with the lowest costs (which can go to -3 elixirs on average).

Examples : Roquette Rider and Double Pigs.

 

Control

Can also be thought of as "against". It's a kind of decks that relies on defending an opponent's push, then countering with what we have left (if life is good) by adding one or more units (see spells).



Examples : Decks based on the Graveyard.

 

Bait

Is largely based on the use of the opponent's spells (generally light). Therefore, the goal is to place his units when they are not in his hand or to force him to no longer have them. A deck bait usually includes the Goblin Barrel or Minor.


Examples : Goblin Bait Barrel.

 

Bridge Spam

A deck archetype that is based on placing units (mostly medium) at the level of your river bridge. The latter must be equipped with a fast charge or speed for this to work.

Examples : Bridge Spam Ghost.

 

Dual Lane

Made famous by three musketeers. It's an archetype based on pressing not one lane, but both. For this to work, our victory condition must be able to separate at the level of the King's Tower. It also includes, in general, the management of spells from Bait decks.

Examples : Three Minor Musketeers and Giant Three Musketeers Bait (see arena 8 to 12).

 

Head office

Rests on a siege building, i.e. a (fixed) building that is able to attack an opposing tower without needing to cross the opposing river. These are decks that can be incorporated into other deck archetypes.


Examples : Arc-X Cycle and Miner/Mortar Bait.

 

Spawner

Based on unit production buildings. The goal is to produce so many that you gain an elixir advantage, with your opponent having a hard time defending it all.

Examples : Spawner Arc-X.

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