My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Godly!
F2P score
Mediocre

3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Archers Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Archers Witch Lumberjack Mega Knight

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Hog Rider

Damage spells

Spells in your deck. Having at least one or two is recommended.

Arrows

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Hog Rider Lumberjack Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Hog Rider Lumberjack Mega Knight

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Hog Rider Lumberjack

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Bats Archers Hog Rider Guards
Giant Snowball
Bats Archers Hog Rider Guards Witch Lumberjack
Zap
Bats Archers Guards Witch
Barbarian Barrel
Archers Guards Witch Lumberjack
The Log
Archers Hog Rider Guards Witch Lumberjack
Earthquake
Archers Hog Rider Guards Witch
Arrows
Bats Archers Guards Witch
Royal Delivery
Bats Archers Hog Rider Guards Witch Lumberjack
Fireball
Archers Hog Rider Witch Lumberjack
Poison
Bats Archers Guards Witch
Lightning
Witch Lumberjack
Rocket
Hog Rider Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mega Knight

Ladder info

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Bats Arrows Guards Mega Knight

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Witch

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Bats Archers Arrows Guards Hog Rider Lumberjack Witch Mega Knight

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

11 Bats Archers Arrows Guards

Attack Synergies 3 15

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Bats
Hog Rider Mega Knight Lumberjack
Archers
Arrows Hog Rider Lumberjack Mega Knight
Arrows
Hog Rider Archers Lumberjack Mega Knight
Hog Rider
Bats Arrows Archers Guards Witch Lumberjack Mega Knight
Guards
Hog Rider Lumberjack
Witch
Hog Rider Lumberjack Mega Knight
Lumberjack
Bats Archers Arrows Hog Rider Guards Witch Mega Knight
Mega Knight
Bats Archers Arrows Hog Rider Witch Lumberjack

Defense Synergies 1 11

Bats
Lumberjack Mega Knight
Archers
Guards Witch Lumberjack Mega Knight
Arrows
Mega Knight Lumberjack
Hog Rider
Guards
Archers Witch Lumberjack
Witch
Archers Guards Lumberjack Mega Knight
Lumberjack
Bats Archers Arrows Guards Witch
Mega Knight
Arrows Bats Archers Witch

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Lumberjack Bats Witch Mega Knight
Witch Lumberjack Mega Knight Bats Archers
Witch Lumberjack Bats Guards Mega Knight
Arrows Lumberjack Mega Knight
Arrows Bats Archers Guards Lumberjack Mega Knight
Bats Archers Arrows Witch
Arrows Mega Knight
Witch Lumberjack
Guards Archers Lumberjack Mega Knight
Bats Archers Guards Witch Arrows Lumberjack Mega Knight
Arrows Bats Archers Witch
Lumberjack Mega Knight Bats Guards Witch
Mega Knight Bats Arrows Guards Witch Lumberjack
Lumberjack Mega Knight
Lumberjack Mega Knight
Mega Knight Bats Arrows Witch Lumberjack
Arrows Mega Knight Bats Archers Guards Witch Lumberjack
Arrows Witch Bats Archers Guards Lumberjack Mega Knight
Lumberjack
Mega Knight Bats Archers Arrows Guards Witch Lumberjack

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Guards Lumberjack Mega Knight Archers Witch
Archers Arrows Lumberjack Mega Knight
Guards Lumberjack Mega Knight Bats Witch
Guards Lumberjack Mega Knight Bats
Guards Witch Lumberjack Mega Knight
Arrows Bats Archers Witch
Guards Bats Archers Witch Lumberjack
Mega Knight Lumberjack
Mega Knight Bats Witch
Witch Guards
Mega Knight Bats Guards Witch Lumberjack
Mega Knight Arrows Guards
Mega Knight Guards Witch Lumberjack
Archers Witch Mega Knight
Guards Witch Bats Archers Lumberjack
Bats Arrows Mega Knight Archers Witch
Arrows

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Arrows Guards
Arrows
Arrows
Arrows Guards
Arrows Mega Knight
Arrows Bats Witch
Archers Arrows Witch
Arrows
Arrows
Bats Guards Lumberjack
Arrows
Archers Arrows
Arrows
Arrows
Arrows Witch
Arrows Mega Knight
Arrows
Bats
Archers Arrows Mega Knight
Arrows Witch Mega Knight
Mega Knight
Arrows
Arrows
Arrows Witch Mega Knight
Witch
Arrows Witch
Arrows Witch Mega Knight
Arrows
Bats Archers Arrows Witch
Bats Guards Witch
Arrows Mega Knight
Arrows
Mega Knight
Arrows
Bats Archers Guards Witch
Archers Arrows Witch
Arrows
Lumberjack Mega Knight
Arrows
Arrows
Mega Knight
Bats Guards Witch
Bats Witch
Witch Mega Knight
Mega Knight

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