Bait decks in Clash Royale
Bait decks carry several cards answered by the same spell — Goblin Barrel, Princess, Goblin Gang, Skeleton Barrel. Once the opponent's small spell is out of cycle, the next bait card connects. A big spell such as Rocket finishes towers.
Usually 2.8–3.5 average elixir.
Key cards
Strengths
- Forces awkward spell trades
- Strong chip damage and finishing power
- Flexible defense with cheap swarms
Weaknesses
- Weak to decks with two or more small spells or splash troops
- Limited ability to stop heavy tanks without a building
- Predictable win conditions
How to beat bait decks
- Carry two cheap swarm answers (for example The Log and Arrows or a splash troop)
- Track their bait cards and save the right spell for Goblin Barrel
- Pressure while they are low on elixir after a failed barrel
Example deck, scored by RoyaleIQ
Bait deck: 90/100
Bait Clash Royale deck with Evolved Goblin Barrel, Princess, Goblin Gang, Knight, Inferno Tower, Rocket, The Log and Ice Spirit. It scores 90/100 (Excellent) at 3.3 average elixir.
Strengths
- Redundant tank killing: 2 independent cards cover this: Inferno Tower, Goblin Gang.
- Redundant air defense: 3 independent cards cover this: Inferno Tower, Princess, Ice Spirit.
- Redundant swarm control: 2 independent cards cover this: The Log, Princess.
- Redundant splash damage: 2 independent cards cover this: The Log, Princess, Ice Spirit.
