Hey guys, it’s Blaze back with another guide for you all. After the Win-condition post, I thought that we needed an article explaining the different “classes” in Clash Royale. Understanding these different classes will help you guys create better decks more efficiently. What I will be doing is explaining the different classes and their respective uses, followed by mentioning the cards which fall into the particular class.
I decided to divide this in 2 posts: The 1st one aka this post will cover the division of troops according to their roles due to their HP, the 2nd post will cover division of troops according to their roles irrelevant to HP, and division of spells and buildings.
Without further ado, let’s jump right in!
Note: All stats mentioned in this post are at Tournament Standard. It’s not necessary that a card belongs to only one category. The higher the number of classes the card falls in, the more versatile the card is, although in most cases the card will outperform in one class than the others.
Clash Royale Classes:
Tanks are the cards with extremely high HP. Their main job is to soak up a lot of damage, while the remaining troops are safe. Most tanks are win-conditions, the remaining are better used as threat cards than win-conditions. A card with HP above 2500 (as a single unit, all stages) can be considered to be a tank, the Royal Giant being the lowest HP tank with 2544 HP.
Mini-tanks are the cards with moderately high HP. They aren’t as tanky as Tanks but they compared to the ranged support troops, they have a pretty good amount of HP. Now, the mini tank range is a bit vast, and IMO should be divided into the three sub-classes based on their interaction with Rocket and Lightning.
These cards have HP above 700, which is decent but die to Lightning which deals 877 dmg. Cannon Cart and Battle Ram can be as good as the below-mentioned sub-class in most scenarios as they have multiple stages, but their base stage dies to lightning.
These cards can survive can survive a Lightning hit and do their job as Mini Tanks extremely well. However, they still die to a Rocket which deals 1232 dmg.
These cards can survive a Rocket hit, which is the highest damaging spell in the game. They perform the role of a mini-tank the best in the game.
This consists of cards which are weak to cards like Fireball and Poison, hence the name Fireballies. Now, this class ranges from troops which survive arrows which deals 303 dmg to troops who survive poison, but die to lightning and are below 700 HP. So, similar to mini-tanks, I will divide this class into three sub-classes based on the interaction with Fireball and Poison.
Die to Fireball:
These cards die to Fireball straight away. They can bait put a Fireball more often than the below mentioned sub-classes, as those cards require another a spell or a troop to take them out which might be a bad trade.
Die to Poison:
These cards survive a Fireball with a sliver of health, but die to Poison. They are better at baiting out Poison than Fireball, but the difference isn’t a lot.
These cards survive both Fireball as well as Poison, but can bait out the spells better than the remaining cards in the game.
These are cards which cost 3 elixir or less and can’t survive arrows. Again, will be dividing into 4 sub-classes based on their interaction with Zap/Snowball, Barbarian Barrel, The Log and Arrows.
Die to Zap/Snowball:
Zap and Snowball are the lowest damaging spells in the game at 169 dmg, excluding Freeze and Tornado, but they have a different use.
Die to Barb Barrel:
These troops die to Barb Barrel i.e. 200 dmg.
Die to The Log:
The Log deals 240 dmg which is helps it kill the following cards.
Die to Arrows:
These cards die to Arrows which deals 303 dmg. Minions and Minions hoard are air troop so they are immune to Barb Barrel and Log, and hence are included here.
That’s all folks! Hope you guys enjoyed reading this guide. Part 2 will come out soon! Have fun and clash on!