Split lane: With the addition of more cards that can be split (Royal Hogs, Zappies, Royal Recruits, Guards, etc), this archetype has risen to popularity.Don't play high-cost troops at the back against these decks because there is no way you can defend their rush attack with few elixir. It focuses on punishing other players for investing elixir by rushing them with combos that can take a tower in seconds.
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The cards in it are usually combinations of Royal Ghost, Bandit, Dark Prince, Ram Rider, Battle Ram, and other cards. Bridge spam: Bridge spam is an archetype invented by Team Vietnam.Those are common in log bait decks while Royal Hogs, Flying Machine, Barbarians, Minion Horde, and Three Musketeers are used in medium and heavy spell bait. These decks have many cards vulnerable to spells such as Skeleton Army, Guards, Goblin Gang, and Goblin Barrel. The goal is to get your opponent to waste their spells, and then overwhelm them with hordes when they can no longer counter your attack. These are the only decks to use hordes as a win condition. Spell Bait: Spell bait is a type of hybrid deck.These decks chip away at the other towers, doing damage over time.
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Cycle: Cycle is a type of Control deck where the deck is very cheap (usually 3.0 or less in average elixir cost) and quickly cycles their win condition faster than your opponent can counter.A hybrid deck might have Sparky and a Graveyard for Hybrid: Hybrid decks combine two archetypes and two win conditions for a deck that is hard to defend against.Siege decks are weak against Beatdown decks, but strong against Control decks. These decks require a lot skill to play, as they require you to anticipate your opponent's move. These buildings attack from your side of the map and force your opponent's units to your side of the map to defend, while you defend your offensive buildings so that they can keep doing damage to your opponent's tower. Siege: Siege archetypes are based around a strong offensive building win condition, such as, Mortar or X-Bow.Control decks are weak against Siege decks but have an advantage against Beatdown decks. These decks spend less elixir to counter huge pushes and chip away at the opponent's tower until it is destroyed. Control decks have a strong defense, which usually includes defensive buildings, such as Cannon, Tesla, and Inferno Tower. Control: Control decks are defensive decks that fight from your side of the map.Beatdown decks are weak against Control decks but have an advantage against Siege decks. These decks start by building up a positive elixir advantage and build a huge push to attack the opponent's tower. They have a tanky win condition, such as a Golem, or Giant with high damage troops for backup. Beatdown: Beatdown decks focus on overpowering your opponent's tower through strength.Some deck archetypes are as follows: X Research source There are many deck archetypes, but the three main ones are Beatdown, Control, and Siege. Each archetype has it's own strengths and weaknesses. Your deck archetype should complement your win condition and anticipate what your opponent may use to counter it. They type of deck you create is called your deck archetype.
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Each player makes a deck of 8 cards prior to each battle.