Clash Royale Best War Decks

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Updated:
18 Jun 2024

[Top 10] Clash Royale Best Legendary Cards Ranked | GAMERS DECIDE

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War is here!

When joining a clan of at least ten members at Level 10, your clan will automatically be placed into a war with a Clan Boat. Along the River Race, you’ll help your clan earn ‘Medals’ from various tasks and battles. Upon earning these Medals, you’ll aid in helping your Clan Boat move along the river. 

So what exactly is Clan Wars II? Well, Clan Wars II consists of four week-long battles, Three Training Days and Four Battle Days. In the final week of Clan Wars, you’ll be out of the River Race where each Clan will receive their placement and be able to participate in Colosseum Battles for bigger rewards.

Training Days

For three days, you’ll participate in setting up the defenses on your Clan Boat as well as practice on the decks you’ll use for Battle Days. However, any results or participation won’t have an impact on the River Race.

Battle Days

The moment Battle starts, you’ll be able to battle and earn Medals or attack other Clan Boats to weaken their defenses. The more River Tasks you complete, the further you’ll go!

Clan Decks and Cooldowns

You’ll only be able to have four deck slots available to battle and after participating in a battle, you’ll notice your slots will be locked for upwards of Twenty-Four Hours. It’s important to note that only your Cards will be locked and not the slot itself. You’ll be able to switch around locked cards for unlocked cards as you please. But overtime, more and more cards will be locked. Here are some of the best decks you can use, both starting out and using left over cards to get the most out of your cards and help lead your Clan to victory.

 

10. Giant Double Prince Miner

Giant Mayhem on the River

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If you’re looking for double trouble shenanigans, this is a great deck for both standard battles and boat attacks, well, any deck with Giant is sure for big damage, especially with the double Prince combo you’ll have access to. You’ll also have access to arguably the best Wizard in the game, Electro Wizard, able to electrify and stun a multiple variety of troops while being a great defense against push cards like Balloon or Battle Ram. While this deck may lack access to evolutions, its raw power more than compensates for any perceived shortcomings. With strategic placement and precise timing, you'll find yourself dominating the battlefield with ease.

Double Prince is a deadly combo that can easily turn the tides of battle if either one of them is placed if you’re able to capitalize on being at a zero, which is one of the easiest maneuvers that top Prince players use. You’ll have access to Prince for big damage and Dark Prince for splash damage. In the likely event you manage both Prince and Dark Prince behind a deployed Giant, your opponent will have a hard time defending without a heavy spell or a heavy counter like Mega-Knight or P.E.K.K.A and even then your Prince will take out any heavy troop with his charge. Mega Minion is also here for supporting your Electro Wizard and that Miner will manage to buy you some chip damage over time.

When attacking an enemy ship, you’ll be able to gather as much elixir as possible for heavy pushes but the moment a troop attacks the enemy cannons, enemy troops will spawn to counter. But with upwards of two Giants four Princes on your side, you’ll be sure to destroy at least one cannon if not weaken its defenses.

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9. E-Barbs Lumber Double Rage P.E.K.K.A Rush

A terrifying trio of carnage

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The most hilarious combo yet and a terrifying force of nature, Lumberloon and Elite Barbarians mixed with P.E.K.K.A and Rage is a formidable deck to go against. In a battle, you’ll be able to cycle to Lumberjack easily for constant spam made easier due to his cheap four elixir cost. Not just this, but with Elite Barbarians on your side, you can spam both sides of the bridge or go all in one massive push that would defeat even a deployed Mega-Knight or P.E.K.K.A, even ground swarms aren’t safe from your Rage, Zap or Lumberjack’s Rage.

Dear God, if your opponent takes down the Lumberjack before the Elite Barbarians, they'll be facing a Rage-fueled rush that's practically unstoppable, with the only surefire counter to this onslaught being a well-timed Rocket or Tornado-Rocket combo, but even that requires precision and a bit of luck.

Without an available evolution, an added P.E.K.K.A will majorly contribute to the carnage, able to completely nullify any Golem decks or Giant pushes. As the sole air defense, you’ll need to utilize your Mega Minion to ensure that not a single Balloon or Lava Hound reaches your tower. With Tornado, this will be much easier. 

In an attack on an enemy ship, there is no doubt you’ll destroy all three cannons with a single push. Seriously, place a P.E.K.K.A since she’s the slowest available troop, allowing you to build up the elixir needed to place E-Barbs and Lumberjack. You’ll need to be patient before you unleash your Balloon but once it’s down and with a splash of Rage, you’ll have all three cannons in ruins by the end of the attack.

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8. Mega Wall Breakers

Even spicier with an evolution! 

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The big guy with fancy armor, Mega Knight is already the most notorious menace in all of mid ladder and an absolute menace to the meta, but when you combine him with a cycle Miner spam deck, your opponent is in for a world of hurt. Not just this, but you’ll have the opportunity to add either the Wall Breakers or the Bats evolution for a harder and more damaging push.

With such cheap cards and when you make it to full elixir, you can unleash a relentless barrage of Miner with Bats and Wall Breakers, or Miner with Flying Machine for consistent pressure. Perhaps even Miner with Flying Machine for consistent damage. If you can pull something like this while both of you are recovering from zero, you can get massive damage and potentially destroy an enemy tower. 

When it comes to evolutions, both Bats and Wall Breakers require two cycles to activate, so it depends on your playstyle and strategy. For defensive play, Bats are ideal as they can fend off pushes and air troops effectively. But if you're leaning towards an all-out offensive approach, Wall Breakers are your skeletons for the job.

Mega-Knight is your trump card, able to take out the spammiest pushes your opponent could think of and he can be supported by Bats and Flying Machine. With Mirror on your deck, you can start up heavy spam pushes, dodging Arrows and Zap by just placing the same card again. And just to keep cards like Hog Rider or Elixir Golem away from your Princess Tower, Bomb Tower can help defend and can be easily switched for Tesla if you’d like a third potential evolution or a spawner like Furnace or Goblin Hut. If used against a Clan’s enemy defenses, you’ll most likely only be able to take out one tower if not at least wound it severely. 

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7. Triple Dragon Lumberloon

A flying beast with terrifying support

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Time for some lumberloon fun! When it comes to boat attacks, few combos are as devastating as the Lavaloon Lumberjack combo, especially with the option to add three potential evolutions: Knight, Zap, and Skeletons. The slow and steady approach of the Lava Hound gives you plenty of time to build up your elixir bar for a powerful follow-up with Lumberjack and Balloon.

For double Dragons, have access to both splash damage and damage over time as well. However, you’ll have to be careful upon a Lava Hound deploy as some players may capitalize on the elixir advantage they’ll have and may place a Battle Ram or Hog Rider. Surprisingly, Skeletons and Knight are great defenses for such cards with the Zap spell being your key to stopping charge units like Ram Rider and Prince, ensuring the safety of your Princess Tower or at the very least minimal damage. 

Hands down and as previously mentioned, this deck excels in boat attacks due to the Lava Hound's slow pace. Especially with how slow your Lava Hound is. Because you’ll be fighting an AI and because it won’t deploy any troops until attacked, you can build a massive push by the time the Lava Hound reaches the bridge with the potential to take out all three cannons if not at least two if utilized your cards properly. Seriously, you’ll have the opportunity for both a double Lava Hound and Balloon with a Lumberjack push. If you opt for Evo-Skeletons, there is hardly anything the AI can do to defeat an infinite swarm of Skeletons. 

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6. Monk-Fish Ghost Giant

A royal combo

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Ah Royal Giant, yet another mid ladder nuisance and now bane of war. With these support cards, your opponent will have a hard time taking out the constant evolutions you throw out should you have access to them. For Level 15 players, this deck is a playground of some of the best evolutions available. However, even Level 14 players can achieve great success, particularly with the Royal Giant, which requires only one cycle to activate and serves as a powerful push card. 

Your biggest support cards that need to be properly utilized are of course the Fisherman and Monk. Once your Royal Giant crosses the bridge, Fisherman is able to pull dangerous heavy troops away from the Giant such as P.E.K.K.A or smaller cards like Valkyrie and should your enemies have ground swarms, the Log is the cheapest counter. For Building spammers, Fireball is a great counter but consider Earthquakes if you’re having trouble seeing constant Buildings. 

The Monk is your best defense against spells, especially if you time his ability to reflect them properly. He can also push back oncoming troops such as Goblin Giant or Golem. Should an enemy troop make it to your tower, Fisherman can pull it to your King Tower for an easy activation! 

However, some players may take advantage of this and start purposely targeting your King Tower, knowing you’ll pull them with a Fisherman and before you know it, you may end up accidentally Three Crowing yourself. 

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5. Giant Barb Witch

A deck with the potential to spiral out of control

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Graveyard is one of those cards that can be incredibly frustrating to go against, especially in Double Elixir and Sudden Elixir. When you have a Giant soaking up shots, a deployed Graveyard can chip away nearly half the health of a tower before your opponent can even set up a defense. Even if your opponent has something like Poison, they’ll still leave themselves vulnerable to your Barbarians and Witch supporting the Giant.

Additionally, Tornado can help you pull annoying splash cards like Wizard into the blender or drag Valkyrie away from your Graveyard, allowing your Skeletons to chow down on the enemy tower. When you manage to set up a massive push, especially with Evolved Bats or Evolved Barbarians,  your opponents might just straight up leave the match. 

With the Witch continuously spawning Skeletons, Graveyard summoning its undead army, and a Giant plowing through with Barbarian and Bat support, things can get out of hand real quick for the opponent to the point where even swarm counters like Valkyrie and Mega-Knight won’t stand a chance. 

For Level 14 players and below, you’ll likely want to opt for a Barbarian evolution just to gain that extra damage, especially on boat attacks. Boat Raids are also a great way to earn Medals and this is one of the best decks to do so, you’ll be leaving the match with at least one cannon gone.

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4. Fish Phoenix Giant

Double Witch Carnage!

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Imagine a deck so relentless, so annoying, so toxic, that it has the potential to spiral out of control like a raging wildfire leaving your opponent bewildered. This Giant Double Witch deck is practically designed to create overwhelming pressure, especially in double Elixir and Boat Raids. 

Void is a spell used for tanks only, able to take out the heaviest troops within its lifespan. It’s important to note that the fewer enemy troops on the field, the more damage it does. Void is not a counter to swarms, it is a counter to single heavy troops and buildings. That being said, you’ll still have plenty of options at your disposal! 

Without a Graveyard, you’ll have to utilize Witch and Night Witches spawn ability. If you pull with Fisherman to behind the Giant, Night Witch can easily take out cards like Valkyrie or Knight, even P.E.K.K.A won’t be able to take out your push with so many Skeletons being spawned. 

Mega Knight is a big counter but this is where your Fisherman comes into play, you’ll need to use him carefully and ensure he is away from the main push so he can pull away the danger where you can defeat said troop with Phoenix and Bomber support.  

In a Boat Raid, this is another great deck for spam and being able to overwhelm an AI’s defenses but you may prefer to swap out your Void for something like Evo-Skeletons to just add to the carnage. You can do this in 1v1’s as well to try your hand at infinite damage which is entirely possible as Evo-Skeletons are easy to fail defending against. 

The key is your Giant with the two Witches behind as support. Even Inferno Tower won’t be able to take out Giant because you can Zap it and reset the cycle where the tower will attack either a Skeleton or Bat in which the health of the tower will already be gone by the time it targets the Giant. With Fisherman able to keep away counters, you’ll have great success and claim victory for yourself.

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3. Knight Graveyard

Another great haunting

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A deck practically engineered for spamming and firework fun. This deck offers two of the best evolutions in the game, Knight and Firecracker. You’ll have top tier air defenses with Dart Goblin and Mega Minion as well as the Firecracker. You can utilize Dart Goblin’s incredible speed to get chip damage over time as well as using him as Log/Arrow bait for your Goblin Barrel which will also give you a chance to deploy your Graveyard.

When using your Graveyard, however, you’ll need to distract any tower troop from engaging the Skeletons being spawned. Cannoneer is practically useless against Graveyard so if your enemy has him you can be more lenient with a distraction. Dagger Dutchess is just as useless if you can get her knife count low. 

Once she is out of knives, she’ll be more useless than a standard Princess Tower if you can keep her from reloading. Your Tornado can also be incredibly useful, especially with an Evolved Firecracker as you can line up enemy troops and get consistent damage on the enemy tower as well as using it to pull away any danger such as Valkyrie or Mega-Knight.

For Level 14 players, both evolutions are excellent but for those who are great at Tornado lineups, Firecracker is your best bet. For those who are looking for extra defense or just need some extra practice with Firecracker, the Knight is the optimal choice for keeping things defended and safe.

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2. Giant Mortar Barbs Archers

Six possible evolutions!

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Ah, another RG spam deck and probably one of the most versatile decks in potential evolutions at a fat six possible evolutions. The best part of this deck is that no matter what evolutions you choose, this deck can still shine and claim victory. However, for Level 14 players, you’ll likely want to either choose between Royal Giant or Mortar as your potential evolution as they’ll be much easier to use as push cards with great cards as support. 

A great combo is to bait out any potential buildings with Royal Giant before using a Mortar to target the enemy tower. Mortar is great for just locking on towers whenever an enemy troop gets too close so you’ll be guaranteed constant chip damage.

For Level 15 players who’ll have access to two evolutions, you may be tempted to use both Royal Giant and Mortar but while this may still be a powerful combo, you’ll find more powerful combos as well as more fun ones. Mortar and Barbarians are also a great combo because of just how powerful Goblin Mortar can be and with Barbarians’ low cycle cost, you can spam consistent evolutions that can take out the strongest and heaviest cards. 

If you’re looking for stronger air defense and range, consider Royal Giant and Archers or perhaps Bats. While Bats are a great substitute for Archers, you may find more success with Archers just because of how fast they melt cards like Golem or Balloon. Whatever combo you may choose, so long as it’s not Ice Spirit and Bats, you’ll find amazing success with the potential to earn a Three Crown.

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1. E-Giant Little Prince Nader

Make your opponent rage quit!

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The first deck that features both E-Giant and a Champion. Talk about brokenness. Not only that but the Champion you’ll have access to is one of the best Champions in the game if not the best one. To make things even simpler, this deck only has one potential evolution, the Archers, and they’ll make sure to destroy any buildings and defeat any enemy troops that present a threat to your Electro Giant. You’ll also need to utilize your tornado to pull any ranged troops like Wizard or Magic Archer just to ensure that E-Giant’s defense will weaken if not defeat an enemy troop.

Little Prince’s ability to spawn in Guardian is a great defense that can sweep away cards like P.E.K.K.A or Mega-Knight while ensuring that Little Prince still gets damage. This can help preserve most of E-Giant’s health and can aid Archers in defeating heavier troops. Little Prince is also a great defense against air pushes while Tombstone is a great distraction for said air pushes so that the Little Prince can charge his shots. 

E-Giant will also have access to Lightning and Earthquake so if you place him in the back where you can build elixir, you can destroy the heaviest counters like Inferno Tower or Bomb Tower while also having Earthquake so you can utilize Lightning as as a counter for other troops and buildings such as Elixir Pump or Three Musketeers. This deck is so versatile in how it could be played and can be great even in Boat Raids.

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