Clash Royale Deck Ideas #1: aggressive versatility
- Drew
- Jun 8, 2018
- 5 min read
Hey viewers,
Bob, Arthur, and I have some great Clash Royale decks and also some Clash Royale decks that are, uh, questionable (a.k.a. bad). We will list some of our favorites here. Feel free to comment your honest opinions. We will also share the arenas in which we have used these decks so you can get a feel for what arena these decks are effective in. Also, feel free to comment about my writing in general, because this is my first post on this website.
Drew:
Deck name: aggresive versatility
Arena(s): Jungle, Hog Mountain (although I have used versions of this deck since Royal)
Deck 1: this is my favorite, most reliable, and most effective deck. It has taken me from the bottom of Jungle into the beginning of Hog Mountain. I have used versions of this deck since Royal Arena, but the current version is the one I think is the best.
Lumberjack: one of the core players of this deck. It can do prodigious amounts of damage on offense. One of my favorite pushes in this deck is lumby pushing a valkyrie. Lumby is also effective defending hog, golem, giant, wizard, witch, executioner, pekka(if there's no other option), and many others.
Hog: When the lumberjack drops it's death rage spell, I love to send in hog to get an extra 900 damage. Hog is incredible raged or on it's own, and has many times been a game-saver for me in late game or in overtime. However, definitely try to be using a level 7 hog by early Jungle as it has a good amount of health and does great damage, especially while enraged.
Valkyrie: Another of the key components in this deck. It does decent damage, has good health, and has a unique spin attack that allows it to take out multiple squishy troops(wizard, witch, musketeer, electro wizard, etc.) at once. Valk actually has enough health and damage to take out many troops at once. For example, if placed correctly, it can easily dispatch a witch, wizard, and a giant skeleton at once without sustaining any damage to your tower, thus getting you great positive elixir trades throughout the game. Valk also is a great swarm killer. I would consider it one of the more versatile and useful cards in the game.

Electro wizard: as you might've guessed by now, I highly value versatility, and electro wizard is a very versatile card. It is one of the main air defense cards, but is also very effective at defending hog, prince, dark prince, pekka(sometimes), mini pekka, valkyrie(kind of), knight, goblin gang, wizard, witch, inferno dragon, baby dragon, and others. While remaining an excellent defense card, E-wiz can be a great card for counterpushes and pushes. Hog and electro wizard (with zap ready, of course) can easily flip off 1500 damage before your opponent has a proper counter in their hand. Because of the lack of a lot of defense in this deck, I keep electro wizard mainly as a defense card and the offense it sees is mostly counterpushes. I recommend having a level 2 electro wizard like me because you get a good bit more damage and health. Also, it will instantly kill level 8 minion horde on spawn.
Goblin Gang: Although this card needs good timing, it's good as a replacement for skeleton army because the three goblins in front can't be zapped to death(and those are the ones that do real damage). Also, even though I kind of have counters for pekka and prince in this deck, goblin gang is still a great card to place against those two because, well, it's something for them to hit besides the tower. It's also a last-ditch defense if someone does a balloon rage push and I only have electro wizard because my minions aren't in my hand. Sometimes, to get chip damage, I just place goblin gang at the bridge and it usually gets around 200 damage off.
Minions: This is my other air defense card besides electro wizard (because honestly, zap or two spear goblins isn't going to do much). There isn't much to say about minions... solid damage, but countered by arrows. These are one of my best counters to annoying golem-baby dragon pushes and things like that. Minions in this deck mostly see offense in counterpushes, like minions and lumby or minions and hog.
Zap: zap is an incredibly widely card in clash royale, and I have been using it since unlocking in Spell Valley. A great counter for skeleton army and other swarms, it also disrupts inferno dragons and towers and stuns your opponents cards and towers. For two elixir, this is an incredible deal. Also, if your opponent tries to use minions or minion horde offensively, this is a counter because it brings minions down to critically low health and allows your tower to easily pick them off. One of the aspects I like best about this card is that when you place it, it almost immediately zaps the spot. All these extra buffs, like stunning, quick deploy time, and disrupting, caused me to choose zap over arrows, which does not stun or disrupt, is 3 elixir, and has a slower deploy time (although having a larger radius).
Log: Although a good card for taking out swarms such as gobln gang and skarmy, I feel that this card is underrated for taking out squishy troops and pushing troops back. Many a time I have saved my tower from 650 damage from a level 4 prince by logging him to stop his charge and temporarily stun, then placing goblin gang, lumby, or valkyrie. Also, sometimes it is easy to be overwhelmed by a tank and multiple squishy troops. A push like this could be pekka, with witch, wizard, and ice wizard behind. A great thing about log is that it can push any card in the game, so a good counter for this would be to log the whole push, setting it back about a tile, than placing valkyrie in the middle of the squishy troops, taking them all out with two swings. The pekka would turn around to go after the valkyrie, and that's when you place goblin gang or electro wizard(at range) to help take the pekka out.
Weaknesses of this deck: to be honest, there aren't too many weaknesses. The main ones are pekka, which makes you waste tons of elixir trying kill it(often times I end up throwing my lumberjack, goblin gang, and valkyrie at the pekka to kill it), and lavaloon, because if the other player arrows my minions, the only an electro wizard will be left which is not sufficient(and that could be killed by lightning).
Other tips to using this deck: be aggresive, especially when the other player has a big-push deck like a golem deck. You need to do lots of damage to the other player's tower to make them use elixir to try to defend. Make no mistake, this deck is not bad for defending golem and giant, but sometimes the opponent will send in a baby dragon or something that's hard to get to with the golem tanking for it.
Possible replacements to troops:
Lumberjack: could be replaced with mini pekka, but the deck wouldn't really be the same.
Electro wizard: the electro wizard is very hard to replicate, but I would say a high-level musketeer would be a good option.
Log: maybe tornado or arrows.
That's my aggresive versatility deck. I hope you can make your clash royale account better because of it.
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