Deck Archetypes

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Hi guys  A quick overview on this series: It is a series of strategy posts posted by yours truly that teaches some fundamental aspects of battling to improve your dueling a step at a time. These tips are meant for beginners and advanced alike, and offer analysis on the different concepts of battling and how you apply them into battle.In today’s post, we’re gonna be going back to topic talked quite a bit about before: Deck Archetypes and Average elixir cost


What is an Archetype?


An archetype is the general playstyle of a specific deck, whether it be building a push, chipping away at the tower, a defensive deck, and more. These sort of generic playstyles build up what is called an archetype. These archetypes help you understand the fundamentals of playing a certain deck, so that you don’t play a miner deck as you would with maybe a giant deck. Knowing how to use, counter, and common archetypes are fundamental in battling so you can get a better read on your opponent and even a better read on yourself as well! The general archetypes as of now are:


Deck Archetypes

Deck Archetypes


  1. Chip cycle 
  2. Beatdown 
  3. Control
  4. Siege
  5. Spell bait
  6. Rocket spam
  7. Spawner

Chip cycle
  • Chip cycle decks are one of the least forgiving decks in the game. One mistake, and your tower is down. These decks rely on a card like the hog and/or miner to get constant chip on the tower. They are played very defensively, and are usually cheap so that they can cycle back to their miner and get chip off. This just repeats until a tower is down, you can also go for 2 crowns. This deck archetype is NOT for beginners, so it might not be the best for you.
Beatdown
  • Beatdown decks are the complete opposite of chip cycle. They are generally expensive and rely on big troops like the PEKKA and golem to make big pushes every once in a while. They are the most forgiving archetype because making a mistake won’t matter as much because your troops are high health, so they won’t be destroyed.
Control
  • Control decks are pretty much a more expensive chip cycle. They are mainly defensive and slowly chip the tower until it is down. A well designed control deck is mainly defensive with a win condition and a few runners. They don’t cycle back to the win condition (which is most commonly hog and/or miner) as fast as possible, instead, they build slightly bigger pushes in more time. In chip cycle, it is harder to defend against splash troops since cheap troops die to them easily, but control can deal with beatdown decks better.
Siege
  • Siege decks can be really annoying, but they take a lot of skill to play. Their main win condition is an X-Bow or mortar. They rely on these buildings because they can hit their tower from your side of the base. This is hard because you have to defend the X-Bow or mortar even though they are so easily distracted. Rocket is a hard counter to siege decks since it one shots both the X-Bow and mortar. Lightning can make it retarget and destroy supporting troops (including inferno towers so their tank can kill it). Before tank meta, they were very powerful, the top player, Pompeyo even used the X-Bow.
Spell bait
  • Spell bait is a deck that relies on people using their crowd control spells and/or cards, then using more spammy troops to get major damage off the tower since they don’t have crowd control. A very popular archetype, but the executioner being in every deck shuts it down. When tank meta is over, spell bait might come back.
Rocket spam
  • Rocket spam is an infamous strategy which people hate, but it actually takes a lot of skill to play. You need to make a lot of positive elixir trades just so that you can throw your rocket at the tower without being at an at least 3 elixir disadvantage, if you misplay your rocket, it is an almost 100% chance that the opponent will take out your tower, and if not even a three crown.
Spawner
  • Spawner decks are a strategy used in arenas 3-6, but in anything above, is easily shut down since players usually figure out how to counter spawner decks. New cards like the bowler, miner, executioner, etc. are introduced which counter spawners, too.

Deck Archetypes About average elixir cost


Average elixir cost can play a big role in your games. Too expensive and you can’t counter spell bait, too cheap and splash will wreck you. Here are the optimal elixir costs for each deck archetype.

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Beatdown: 3.5-4.3
  • Beatdown decks rely on expensive troops, so they should be a lot more expensive than lets say, a cycle deck. If you get a beatdown deck too cheap, they will easily shut down your push, and if you get a beatdown deck to expensive, then you won’t be able to react with your cards very well because they are so expensive.
Chip cycle: 2.5-3.2
  • Cycle decks rely on cheap troops and constantly placing the win condition, and if it is too expensive, the opponent can outcycle your win condition, rendering it useless with such cheap support troops. Too cheap and you won’t be able to take out splash troops since cheap troops die easily to splash.
Rocket spam: 3.3-3.5
  • A rocket spam deck should be able to cycle relatively fast so that you can place your rocket more often. Cheap troops also help get positive elixir trades so you can place your rocket more often without being at a huge elixir disadvantage. Too cheap and you will get rekt by splash, and too expensive you will not be able to make enough positive elixir trades, react properly, and cycle to your rocket quickly enough.
Siege: 3.1-4.0
  • Siege can be cheap or expensive, from 3.1 to 4.0. The most popular ones are the expensive-ish ones, but cheap siege decks are very viable. Expensive ones can kill tanks better since they usually have the inferno tower and rocket, but cheap ones are better at dealing with minions or skeletons etc. that are meant to kill your mortar/X-Bow. Too expensive and you won’t be able to react to their counters to your buildings, and you will get rekt by splash if you have it too cheap.
Control: 3.3-3.8
  • Control decks are just as I said; more expensive cycle. They have better defense but not as frequent pushes, but the pushes are a lot stronger than they are in cycle decks, where they usually go alone with a very cheap card.

How to pick a Deck Archetypes


You should try every deck archetype before settling with one you are the most comfortable with. Cycle decks are a quick, reactive play style, same for siege. Control decks are a calm playstyle where you don’t need as quick reactions, but need to be able to defend better with higher health troops. Beatdown decks are a heavy, build-a-big-push playstyle. Rocket spam is a whole different category, with making as many positive elixir trades as possible, then wasting your elixir advantage on a rocket, using perfect defense and play, with about the same elixir cost as a control deck.

Another factor that takes into play while picking a deck archetype is the current meta. You wouldn’t use an X-Bow in a tank lightning meta since it gets completely shut down, even with the inferno tower, you can lightning it. A cycle deck works well in a tank meta because they usually consist of high damage low hp troops, spells, and a win condition.


Deck Archetypes Conclusion


Hope this Deck Archetypes guide was able to help you! Understanding archetypes is a fundamental aspect of clash royale and understanding them and applying them into real battle situations can be really useful for reading your opponent and finding ways around your opponent and also defending successfully verse your opponent as well. 

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