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Clash Royale: Best Cards for Draft Battles

Dominate draft battles with these strategies.

Draft battles are a lot of fun in Clash Royale, but there’s quite a bit of strategy that goes into them. Certain cards are by far better than others. I’ll break down the best cards for draft battles in various categories, starting with tanks!

Best Tanks for Draft Battles

  • Giant Skeleton (6 Elixir)
  • Mega Knight (7 Elixir)
  • Valkyrie (4 Elixir)
  • Elixir Golem (3 Elixir)
  • Knight (3 Elixir)

Tanks are always important, even if they’re not what you plan on basing your deck around. The more expensive tanks work better when your deck is centered on them, but the cheaper ones can be put into just about any deck. Giant Skeleton and Mega Knight both serve roughly the same purpose: countering waves of other enemies. With both of them, you want to wait until a wave of dangerous enemies are coming towards your side of the arena, then drop them on top. Giant Skeleton can soak up a ton of damage, then the bomb he drops will clear out any lower-HP enemies. Mega Knight is the opposite. He does a ton of damage when he drops into the arena, so you can use him to clear swarms instantly and then fight whatever is left. Then you can make a good counter push behind either of them.

Valkyrie is really strong at countering ground swarms or distracting other ground troops. You get a lot of value for just 4 elixir with her. Knight is arguably the best card in the entire game in terms of versatility, as he has high HP and can distract for longer than almost anyone. Then Elixir Golem makes for really strong pushes since he only targets buildings and does respectable damage.

Best Threats for Draft Battles

  • Royal Giant (6 Elixir)
  • Sparky (6 Elixir)
  • Balloon (5 Elixir)
  • Hog Rider (4 Elixir)
  • Goblin Barrel (3 Elixir)

Threats are your keys to victory in Clash Royale, so it’s important to choose them wisely. Typically you want to make sure everything in your deck correlates with the goals of your threats. Royal Giant is one of the strongest in the game as a whole, so he’s hard to overlook. Even though there are a lot of counters for him, he’s still strong since he doesn’t require any specific backup to play. Just try to never pick him if you know your opponent has Inferno Tower, because it’s incredibly difficult to beat. Sparky is another underrated card in draft. I like Sparky because it’s a free win if your opponent can’t answer it, and the counters for it aren’t nearly as popular as others. With good support and as long as your opponent doesn’t have the Electro/Zap cards, it works like a charm.

Balloon is a pretty generic pick, but always reliable. Your opponent has to have air defense and/or good buildings to beat Balloon, and a lot of the times people just don’t have that. Even if they do, it’s fairly cheap for such a high-damage threat and can be easily supported. Hog Rider is a riskier pick since just about any building counters it, but if you know how to play a Hog deck you can make it work with cheap support cards and something like Fireball to answer buildings. And of course, we also have Goblin Barrel. While any spell can counter it, if your deck can quickly cycle them, you can overwhelm your opponent even if they have all the best counters like The Log and Arrows.

Best Ground Defense / Support for Draft Battles

  • Royal Recruits (7 Elixir)
  • Firecracker (3 Elixir)
  • Mother Witch (4 Elixir)
  • Mini P.E.K.K.A. (4 Elixir)
  • Electro Wizard (4 Elixir)

Ground troops are essential for solid defense since they can also distract other ground troops when needed. Some of these can fight against air units as well, but I’ve just decided to split the support group by troops that are either on the ground or in the air, not just what they target. Royal Recruits costs quite a bit, but they’re very hard to deal with. They defend really well against any ground troop and push both lanes at once. They can be countered by most AOE attacks, though, so don’t take them if your opponent has Firecracker, Wizard, etc. Speaking of Firecracker, she’s also a great support pick in any deck since she does good damage and clears swarms easily (plus she’s annoying to hit with spells like Fireball).

Mother Witch is my personal favorite counter for swarms, since she turns any troop she kills into a cursed hog which targets buildings. On the other side, Mini P.E.K.K.A. is great for when you’re playing against someone with high-HP tanks that don’t do a lot of damage to it. Then Electro Wizard is also good in specific cases where you’re against troops that need to charge their attacks like Inferno Dragon or Sparky.

Best Air Defense / Support for Draft Battles

  • Mega Minion (3 Elixir)
  • Baby Dragon (4 Elixir)
  • Inferno Dragon (4 Elixir)
  • Minions (3 Elixir)
  • Bats (2 Elixir)

In the defensive air troop category, the options tend to be a bit cheaper. Mega Minion is fantastic for fighting Balloons or ground-based tanks that can’t fight back against it. Plus it isn’t countered as easily as Minions or Bats. But speaking of them, both are great options for swarming tanks in the air, but do run the risk of being countered easily by any troop with AOE damage.

Baby Dragon is one of the best support troops for your tanks. Putting Baby Dragon behind a Mega Knight or Royal Giant is a great way to make a powerful push that can’t be easily countered with spells. Inferno Dragon is a very high-rated pick in draft, as it hard counters any tank (other than Electro Giant) and can take out buildings with ease if it can target them for a long time. Just beware of Electro Wizard and anything that resets it.

Best Spells for Draft Battles

  • The Log (2 Elixir)
  • Fireball (4 Elixir)
  • Lightning (6 Elixir)
  • Tornado (3 Elixir)
  • Earthquake (3 Elixir)

All the best spells here are best used for destroying troops. The Log and Fireball are always good in any deck, with no real exceptions (unless your opponent is playing something really obscure). Lightning is more expensive, but it’s very strong against decks where it can one-shot more than one of their cards. Tornado is a more situational pick, as you need to have AOE damage sources like Giant Skeleton, Bowler, or even Executioner for it to pay off (or you can use it to counter Hog Rider or Goblin Barrel). And Earthquake is always situational, since it only targets buildings. If you’re playing Hog Rider, Ram Rider, Balloon, or any decks that will prompt your opponent to play buildings, Earthquake is your best bet to win.

Best Buildings for Draft Battles

  • Tombstone (3 Elixir)
  • Goblin Hut (4 Elixir)
  • Tesla (4 Elixir)
  • Inferno Tower (5 Elixir)

For buildings, I only like to pick them when my opponent has something that really rewards it. Hog Rider, Balloon, Elixir Golem or normal Golem, and other building-target troops always make them worthwhile. Tombstone and Goblin Hut are better at distracting since they die pretty quickly, while Tesla and Inferno Tower do significantly more damage. Inferno Tower is the best counter for high-HP tanks like Golem and Royal Giant, so it’s something to always consider when it comes out.

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