Clash Royale Strategies

Ultimate Deck Building Guide

Hey guys, I am Ash this is the first ever Clash Royale deck building guide on ClashRoyaleArena.
Building a well balanced deck is always the key for success in Clash Royale. I am going  to break it down in simple term, giving you the easiest way to build a excellent deck!

Synergy above all

Everytime we talk about deck building in this game, synergy is the most remarkable ingredient. We all want every card to work alongside each othere, right?
Unfortunately If you are using Epic cards solely, they can’t be an excellent Deck. Building a deck is not about rariry. It is about Synergy!

Defense is as important as offense

Of course you need offense to destroy the Crown Tower and win the battle but If you don’t know how to defend your Tower, you can’t win any battle. Your Deck needs a balance of offense and defense to be useful in any situation.

The Balance of Point and Splash Damage Cards

As we can see, there are 2 types of damage-inflicting cards in Clash Royale.

  • Point damage: Cards that deal damage to only one enemy (Musketeer, Barbarian,…). Because they can only target 1 unit at a time, they are the highest damage-inflicting units in game. They are indispensable in order to take down high HP troops (Tankers).
  • Splash damage: Cards that deal damage to multiple units (Witch, Baby Dragon,…). Because they have the advantage of dealing damage to multiple opposing units, they are the lowest damage-inflicting units in game. These cards are necessary for dealing with hordes of low HP units.

Melee and Range Units

We need a balance of ranged and melee troops on your Deck. Ranged troops usually have high damage per second but low HP. It is very important to combine them with melee troops. We need to use the melee troops as the meat-shield for high damage ranged troops. Having too many melee troops is such a bad idea because that will make them very susceptible to splash damage. You can see how easy it is for a Valkyrie to take down all melee troops nearby, right?

Average Elixir Cost

The Average Elixir Cost is very important. You don’t want to wait 10 seconds in order to drop Card, right?
The better a Card is, the more Elixir it costs. Your Deck should have these ingredients to be a well balanced Deck:

‘Average Elixir Cost’ should be between 3.7 and 4.5

After weeks, I have found it’s a good idea to have the Average that is between 3.7 and 4.5. If your AEC is higher than this, you are always struggling to constantly deploy your cards (for defending of course). If your AEC is below 3.7, although you can deploy many cards quickly but they are all low HP troops and can be wiped out by splash-damaging threats quickly.

Having at least 2 point damage-inflicting Cards

Although groups of low HP units can quickly destroy high HP cards and buildings, they can be eradicated by splash damaging Cards. Because of that, you always need to have at least 2 point damage-inflicting Cards as the backup.

Here are some examples:

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

Having at least 3 splash damage-inflicting Cards

Splash damage-inflicting Cards are important for dealing with large hordes of troops (most players like this strategy):

  • Giant Skeleton
  • Bomb Tower
  • Bomber
  • Rocket
  • Baby Dragon
  • Arrows
  • Witch
  • Fireball
  • Valkyrie
  • Zap
  • Wizard
  • Mortar
  • Lightning

Having at least 2 high HP cards

High HP cards can be either a troop or defense with at least 1000 HP. They are necessary to take damage and protect backup troops:

  1. X-Bow
  2. Golem
  3. Prince
  4. P.E.K.K.A
  5. Barbarian Hut
  6. Goblin Hut
  7. Giant Skeleton
  8. Cannon
  9. Bomb Tower
  10. Inferno Tower
  11. Giant

Having at least 2 air-targeting Cards

If you are at a high level Arena, you usually can face aerial attackers. Most new players don’t have a solution for dealing with aerial troops. Make sure that there are at least 2 air-targeting Cards on your Desk:

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

Having at least 1 Spell Card that deals splash damage

Yes, splash damaging troops can deal with a large group of troops but their coverage, range and movement speed are limited. It is extremely important to have a splash-damaging Spell Card such as Lightning, Arrows, Rocket, Fireball or Zap.

For example, your Bomber can deal splash damage from behind your Giant but If the opponent deploys a Goblin Barrels onto your Weakened Tower, a card like Arrows is very important in this situation to quickly remove those Goblins.

Damage-inflicting spell cards are also very useful for taking down weakened Towers.

Having at least 1 defensive structure Card

Tombstone, Goblin Hut, Hidden Tesla, Bomb Tower, Cannon, X-Bow and Mortar are excellent for slowing down the speed of the game, give you more time to load up Elixir.

Having at least 1 defensive building to protect your Towers is important because you only need to destroy 1 enemy Crown Tower to win the Battle.

My Current Deck

This is my current Deck:


  • The Average Elixir Cost of my current Deck is 4.3, which is pretty good.
  • There are 2 high point damaging troops: Prince and Muskeeter. They also have decent HP, I can deal with any high HP unit without worrying about the enemy spell cards taking them out.
  • Baby Dragon, Fireball and Arrows can deal splash damage. I always can control a group of enemy troops.
  • Giant, Prince and the inferno Tower have decent HP. I can couple them with the Muskeeter and Baby Dragon anytime.
  • Inferno Tower, Muskeeter and Baby Dragon can deal both splash and point damage to air troops.
  • Arrows and Fireball are always ready to eradicate group of troops anywhere on the field, they are also very useful to finish off a weakened Tower.
  • Inferno Tower to defend the Crown Towers from any high HP and damage troops.
  • The Skeleton Army is always ready to slow down and distract enemy troops as well as eat away. They are very useful for both defense and offense.

Comment below with thoughts and questions!!

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