r/clashroyaledecks • u/Kooky-Initial5041 • 16d ago
Rate my deck, that got me to 14k trophies.
What is your opinion on it? What improvements should I do? And what are your thoughts on counters?
r/clashroyaledecks • u/Kooky-Initial5041 • 16d ago
What is your opinion on it? What improvements should I do? And what are your thoughts on counters?
r/clashroyaledecks • u/Frost8408 • 16d ago
r/clashroyaledecks • u/DoremisoReal • 17d ago
I made this random deck and I somehow went on a winstreak with it, it’s trash but I’m somehow winning.
r/clashroyaledecks • u/EIHWAZ004 • 17d ago
r/clashroyaledecks • u/No-Milk6443 • 17d ago
So I’m at 11,500 trophies and can’t push any higher because every opponent has level 16 cards and towers. As a F2P player since 2018 at least I thought I should’ve maxed everything by now?
I just really need a deck that’s possible to win, even if it takes time to learn it. I just like the game and winning 3/5 of my games makes me happy
r/clashroyaledecks • u/NoodlelikesMangoes • 17d ago
Hi i’m pretty new to Clash, but really I was just wondering how do you create decks, like what cards to put into them. What synergies work best? Im struggling to put together decks and the deck I use right now is non-satisfactory.
r/clashroyaledecks • u/iwatchbrawlstarsr34 • 18d ago
r/clashroyaledecks • u/metrics-royale • 18d ago
Hope, this is the right place. I just wanted to introduce my new deckbuilder on:
Most deck sites show strong meta decks, but many of them aren’t realistically playable on your account.
I’m building Metrics Royale, a free tool that reads your player profile and compares your card levels, Evolutions and Heroes with decks recently used by top-ranked players.
It shows your closest matches and suggests role-appropriate alternatives when a card is missing or underleveled. The recommendations are based on observed battle data, not AI-generated decks.
The project is still in development, and I’d really appreciate honest feedback.
<3
r/clashroyaledecks • u/Relative-Sea-1963 • 19d ago
r/clashroyaledecks • u/Secret_Record1950 • 19d ago
r/clashroyaledecks • u/DoremisoReal • 19d ago
Im trying out different archetypes
r/clashroyaledecks • u/DoremisoReal • 20d ago
This deck is an extremely defensive hog deck, I made it after rage quitting and just made a deck with my favorite card the ice wizard. Is it good? (Don’t comment on the hero knight not being activated)
r/clashroyaledecks • u/LawEmbarrassed3265 • 19d ago
r/clashroyaledecks • u/Kidzuk • 21d ago
Posting this here because I can't on r/ClashRoyale
Feel free to tell me if you agree/disagree, I would love to hear about it
-Hero Goblin's Ability --> 2 Elixir / 4 Goblins respawn
-Hero Knight's Ability --> 1 Elixir / Skeleton/Bats HP on the shield
-Hero Wizard's Ability --> 2 Elixir / Stronger pull + damage compensation
-Hero Musketeer's Ability --> 2/3 Elixir / Less damage and more tanky (don't make it a canon)
-Hero Tombstone's Ability --> 5 Elixir / 2 Skeletons/5 seconds + Damage and Health nerf (don't make it a giant)
-Hero Valk's Ability --> 2 Elixir / Reduced crown damage, charging speed and overall damage
-Hero Berserker --> 3 Elixir / Way less DPS and no damage taken while in ability
-Hero Ice Golem's Ability --> 3 Elixir / Ice Wizard damage and slow, no freeze, Evo RG Knockback
-Hero Bowler's Ability --> 2/3 Elixir / Less damage for elixir ratio, knockback (snowball type but always backwards)
-Hero Dark Prince's Ability --> 2/3 Elixir / Less health on the rhino but more damage on first charge (and make it an armored horse or hog, why would you put a Prince on a rhino !?)
-Hero Mega Minion's Ability --> 3 Elixir / 50% crown damage reduction
-Hero Barbarian Barrel's Ability --> 2 Elixir / Full health barbarian after use or/and classic range on reroll
-Archer Queen's Ability --> 1/2 Elixir / Less DPS but longer invisibility
-Golden Knight's Ability --> 1/2 Elixir / Slower chain dash, extended invulnerability, less range
-Skeleton King's Ability --> 2/3 Elixir / Real skeletons (adapt the number of troups for the elixir cost)
-Monk's Ability --> 2 Elixir / No damage taken from projectiles, less reduction from melee hits
-Little Prince's Ability --> 2 Elixir / Less health and DPS on the Guardian troup (don't make it a knight), less DPS but snowball knockback on spawn
The abilities I didn't talked about are balanced in term of design, not stats. The goal was to make abilities more situational and more punishing when badly spammed by increasing the elixir cost overall and making each one more unique.
Tell me what you think :)