The game to be Won is the key in Clash Royale

  • Hey posse! The Rum Ham is here to discuss the Clash Royale metagame. Individuals frequently discuss the meta as far as particular units, similar to "its a Prince meta" or "everybody plays Tombstones", yet this can be a shallow comprehension of what is truly happening underneath individual card decisions.

    The metagame is truly the offer of individuals who are seeking after unmistakable lines of play keeping in mind the end goal to win an amusement. While singular card decisions matter, it's more vital to comprehend the central grouping of connections every style of play is attempting to force on the other. Regardless of what deck you are playing, understanding the key metagame helps you better settle on choices and at last win more amusements.

    The Clash Royale metagame separates into 3 classes. These are free groupings of different decks by their techniques for winning, you've likely played against every sort a few times:

    Beatdown – Fights you on your side, thrashes your Towers

    Control – Waits for you to act, Fights you on THEIR side, combo-slaughters a Tower on your side

    Attack – Stays on their side, forcing you to go to their side or lose a Tower

    The best decks tend to concentrate on making lines of play to strengthen a solitary methodology. When you are building decks, solicit yourself which from the above play styles suit you and attempt to choose cards that help that technique. Try not to play excessively numerous cautious towers, for instance, in the event that you need to play Beatdown decks subsequent to the towers will never help you thump down adversary towers.


    In the first place up, the primary procedure everybody begins with. Come over the scaffold and thump down your tower, as a rule by winning in battle. Beatdown decks have a tendency to be proactive, spending their Elixir on Troops that are liable to produce a substantial harm to-cost proportion if continuous. They put the weight on the other player to respond, and all through the amusement adjust to the adversary's resistances as the diversion advances.

    Beatdown decks are loaded with blends of various Troops with the expectation of making synergistic waves that arrangement heaps of harm to Towers. An early case when you are ascending in the positions is Giant and Musketeer. Independently, neither one of the units is especially debilitating. Be that as it may, together they can pound a Tower and guarding Troops. Discovering Troops that work together and manhandling their communications are the way to a fruitful Beatdown deck.

    Whether ease waves (Goblins + Spear Goblins) or 10+ Elixir superpushes (Golem + Wizard), they are intended to compel a particular counter. On the off chance that the rival can't counter your wave, their Tower is going down. Some Beatdown decks attempt to drive this result by playing such a variety of cards of the same style that a rival comes up short on counters, and others are exceptionally various in their card sorts keeping in mind the end goal to adjust to what the rival demonstrates them. Try not to be tricked – Beatdown decks can be deliberately profound and fulfilling to play!


    Swarm decks are loaded with cards that exchange ineffectively with Arrows. Be that as it may, when your deck is 6+ swarm cards and their deck just has 1 Arrows, there are a considerable measure of chances to catch them without their trusty spell.

    Superpush decks tend to play costly tanky units by the back divider, supplementing them with supporting Troops when they achieve the extension. This makes a solitary influx of 13+ Elixir, which is hard to counter even with a full Elixir bar.


    These decks are the common response to perceiving how exchanges work in Clash Royale. The first occasion when you Tombstone a Prince or Arrows a Minion Horde, your eyes illuminate and think "imagine a scenario in which I recently did that the entire amusement!" Turns out, you can.

    Welcome to Control decks, where you need to counter foe assaults with Elixir-positive exchanges, then utilize a particular 2-3 card line of play to bring a Tower with your abundance Elixir. This is generally the Freeze sort of decks, however truly any approach to murder a Tower for 10 or less Elixir will fill in as a win condition.

    The trap is playing Control is knowing when to send your Tower executing line of play. Having a decent feeling of the amount Elixir your rival has and what cards they have demonstrated you is urgent to settling on ideal choices. You may think a Control deck would dependably be guarded, yet knowing when to switch into assault mode is the distinction that separates extraordinary Control players.

    For instance, how about we stay you've quite recently Tombstone'd a Prince and Arrow'd a Minion Horde. You are up 4-0 with a Hog Rider close by. What do you do?

    In the event that you don't have Freeze, play it immediately. The Hog Rider will achieve the Tower while they are at ~2 Elixir and likely won't have the capacity to stop the harm.

    In the event that you do have Freeze, hold up until the Elixir is at 6-2, that way you can Freeze whatever is summoned for most extreme impact Note that neither one of the scenarios calls to hold your Elixir until 9.5 like you regularly would as a receptive deck. Knowing when to change from protectively holding Elixir to forcefully spending it will be the distinction in innumerable amusements.

    These are the kind of choices you've need to make many times per diversion at the flicker of an eye. Control decks are among the hardest, yet most fulfilling, decks to play.the best mode is to mod the game clash royale through the clash royale cheats


    Pig/Prince, quick moving ground units that arrangement gigantic DPS to Towers if unanswered are an extraordinary card to drop in the inverse path after your adversary conveys a colossal wave.

    Inflatable/Giant Skeleton, attempting to convey a Bomb to the tower, basically arriving is justified regardless of the Elixir cost. Utilizing Spells to keep the way clear or Freeze the safeguard can empower a large number of harm to experience.