One of Supercell’s most popular games, Clash Royale, a real-time deck-building multiplayer game, has 121 unique cards that players can choose from to build their eight-card deck. With its massive and continuously expanding player base, along with Two Trillion possible deck combinations, new ones are being created daily.
However, even with all these possible decks, there’s bound to be some more popular than others. Although some may think that these decks would be identified by all eight cards utilized, they’re actually put into subclasses. So in this article, I will be going over what type of Clash Royale deck you have says something about you.
Cycle:
Starting with what is probably the most popular type of deck, cycle decks utilize low-cost cards to get back to their win condition as fast as possible. These decks commonly use cards like Hog Rider or Goblin Drill as their win condition. People who use cycle decks only possess a medium amount of skill in this game, as their decks consist of putting down cards until you win, but require good placement to properly defend attacks with their cheap cards. These players are pretty boring people and can usually be classified as side characters, as nothing about them or their Clash Royale decks stands out or has unique values. People who use cycle decks are just your average Joe’s.
Split Lane:
The whole premise of split lane decks is using cards that place down multiple troops to attack both sides of the arena simultaneously, forcing your opponent to answer to both sides or risk taking a large amount of damage. The most popular cards for split lane decks are Royal Recruits and Royal Hogs, usually being used in unison for maximum effectiveness. While these decks are aggressive in nature due to them attacking the entirety of your enemy’s side, split lane users are typically very composed, sitting back and watching their opponents struggle, only really focusing on defending when needed. These players are multitaskers, doing whatever else it may be while still enjoying a game of Clash as their decks don’t require attention, just playing the same card(s) every now and then until they win. Even though they’re usually passive, split lane players can be a bit annoying at times, throwing in a stark remark or toxic emote once in a while.
Beatdown:
Centralized around building up one large push to crush one or all of your opponents’ towers in one foul swoop, beatdown decks stack cards that synergize together to win the match, sometimes sacrificing one or even two of their own towers in the process. Focusing on costly, high hit point win conditions, beatdown decks favor cards like Golem, Lava Hound, and Elixir Golem as their win conditions. Beatdown players are the most patient people you will meet, due to how drawn out their pushes are, sometimes waiting until overtime just to maybe get one push through. Along with being extremely patient, these players trust themselves are extremely confident in their own abilities, shown through their willingness to sacrifice a tower and the fact that these decks need confidence and skill to run. You’ll probably find beatdown players at the gym, training to be as strong as their win conditions.
Siege:
Placing a card in the safety of your own side to damage the enemy’s princess towers directly or defend a large area is the whole idea of siege decks. There are only two siege cards in the game, both being high hit point buildings, but the kinds of players for each couldn’t be any more different. The first, and arguably worse, siege card is the infamous X-Bow, a six elixir, low damage, high fire rate annoyance of a card. X-Bow players are annoying yet determined, sacrificing astounding amounts of elixir to sometimes get one or two hits with their mosquito of a card. Most X-Bow players are children, whether physically or mentally, getting easily triggered at the slightest inconvenience or outrageously excited at the smallest success, usually being toxic no matter the outcome. On the other hand, the Mortar, a four elixir, high damage, low fire rate card, is used by the kindest and most laid back people. If their Mortar doesn’t get a hit, so be it; they can always try again. If it does, then that’s one step closer to victory; it’s the small things that count to them. No matter if they win or lose, it’s almost always positivity, fashioning kind emotes and never getting mad, no matter what happens. In total, X-Bow players are easily angered nuisances, while Mortar players are always relaxed and pleasant to be around
Control:
A strong defense, a strong offense, and complete control of the match is what control decks are all about: the perfect balance of a deck, usually including two win conditions instead of one. For the two win conditions in control decks, Miner is almost always one of them, supporting their second choice, which can be anything from the cheap bats to the hard-hitting Royal Giant. It’s very hard to classify how control players act, as it’s usually always dependent on their second win condition, and with so many, I wouldn’t be able to fit all of them. But the one thing that unites all control players is their determination and sheer will. If control players have a goal in mind, they will stop at nothing to achieve it, hurdling over any roadblocks, no matter how difficult they may be. You can always depend on control players to help out, no matter how large or small the task, even if they have different ways of accomplishing it.
Bridge Spam:
As the name suggests, these decks are made to spam mid-cost elixir cards that the opponent has to answer at both bridges in the arena. Similar to beatdown, these decks usually have one high-cost main win condition, but instead of including supporting cards, bridge spam decks use several cards that are played as soon as and as close to the enemy as possible, applying constant pressure. Spamming in almost any game is annoying, and bridge spam players perfectly mirror that. These players are mean, ruthless, and love being toxic even if they haven’t accomplished anything. Bridge spam is alike yet unlike X-Bow as they both apply large amounts of pressure, but bridge spam focuses purely on offense to win instead of defending their win condition. It’s hard to pinpoint a physical description of bridge spam players, as the majority of them don’t go outside.
Bait:
Playing low elixir cards to bait out enemy counter-cards, usually spells, to play another low elixir card that’s countered by the same card, is the basis for bait decks. Most commonly favoring Goblin and Skeleton Barrel as their win conditions, bait players love all low-cost and low hit point cards. A complete parallel of beatdown players, bait players are horribly impatient, playing cards almost every second to swarm their opponent. While bait players can be really annoying at times, their exploding amounts of energy actually make them really enjoyable to be around, constantly doing things in an attempt to satisfy their sheer amount of energy. Bait players love adrenaline, usually found in nerve-racking situations, and while bait players can be any age, they’re most commonly people under the age of 25.
With the vast amount of deck possibilities it would be impossible to cover them all, but here I tried to accurately depict the players of the main types based on my experience. But just like deck possibilities, there are an insurmountable number of players, so none of these descriptions will be 100% accurate, so don’t take anything to heart. At the end of the day, we are all Clashers, and some are just simply better than others.