Hi everyone! Today you will learn what are the archetypes of decks that exist in Clash Royale in detail, in this way you will be able to create a good deck to play your games big.
Different deck archetypes that exist in Clash Royale
The word archetype It sounds somewhat sophisticated to you perhaps, but what it suggests is the type of deck that you have assembled, or that you intend to assemble, nothing more and nothing less, regarding this there are several archetypes of decks among which you must decide to assemble yours .
Each of the existing archetypes has advantages and disadvantages, just like everything in life, below you will be able to appreciate in depth the different deck archetypes that exist in Clash Royale:
- Hit: This type of deck directs all efforts to demolish the enemy's tower as quickly as possible, with the same it is intended to achieve this by force; In view of this, your troop of winning condition must be a resistant unit, for example like the golem, and must in turn be accompanied by a support; in it, it is very common to give an elixir advantage over the opponent. This deck is débil against the control decks, But strong in front of siege.
- Control: They are defensive decks, everything will happen from the side of the map of whoever uses them, his defense is solid, and is complemented with structure letters for this, such as the tesla tower; the elixir expenditure is low in order to resist the opponent's attacks; this type of deck is débil in front of siege, and strong in front of hit.
- Siege: It is a more defensive deck than anything else, its winning condition could be a crossbow, which attacks from the side of the map of whoever uses the archetype, if you use a deck of these you must have great skill, since anticipating the movements of the enemies will be completely necessary.
- Hybrids: Maybe the deck you should choose, because it is one of the most difficult to fight, they combine two totally different winning conditions.
- Cycled: They are decks with a fairly low elixir cost, of 3 points or less, in these decks the winning condition cycles quickly, and the opponent could be in trouble and be overwhelmed by the number of units attacking him, it is a kind of control deck.
- Spell catcher: It is a hybrid deck that uses the hordes as a winning condition, overwhelms the opponent so much that he will spend all his spells in vain, and incidentally will be unable to counter the attack, the cards used are princess, horde of minions, army of skeletons and troops similar to these.
- Bridge breakthrough: Team Vietnam created this archetype, and in it punishment cards are used for players who invest large amounts of elixir, with them combos capable of lowering the life of the towers will be launched in a short time.
- Split lines: This deck will have cards that can be divided to attack on several fronts, it has been a fairly offensive deck.