My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 warnings Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Zappies Electro Wizard Magic Archer

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.

Royal Giant Battle Ram Zappies Electro Wizard Magic Archer

Offensive cards

Win conditions

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

Royal Giant Battle Ram Miner

Damage spells

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

Earthquake Poison

Punishments

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

Royal Giant Battle Ram Miner

Pump responses

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

Earthquake Poison Miner

Dropped at the bridge

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

Royal Giant Battle Ram Magic Archer

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.

Miner Electro Wizard Magic Archer

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
Royal Giant Battle Ram Miner
Giant Snowball
Battle Ram Zappies Miner
Zap
Royal Giant Battle Ram Zappies
Barbarian Barrel
Battle Ram Zappies Electro Wizard Magic Archer
The Log
Royal Giant Battle Ram Zappies
Earthquake
Zappies
Arrows
Zappies
Royal Delivery
Battle Ram Zappies Miner Electro Wizard Magic Archer
Fireball
Battle Ram Zappies Electro Wizard Magic Archer
Poison
Zappies Electro Wizard Magic Archer
Lightning
Battle Ram Electro Wizard Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Poison Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Poison Magic Archer

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.

Battle Ram Poison Miner

Strong when overleveled

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

Royal Giant

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.

Electro Wizard

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Earthquake Miner Battle Ram Zappies Poison Electro Wizard Magic Archer Royal Giant

Shortest cycle

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

14 Earthquake Miner Battle Ram Zappies

Attack Synergies 6 10

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.

Royal Giant
Earthquake Poison Miner Zappies Electro Wizard Magic Archer
Earthquake
Royal Giant Battle Ram
Battle Ram
Poison Magic Archer Earthquake Zappies Electro Wizard
Zappies
Royal Giant Battle Ram Miner
Poison
Royal Giant Battle Ram Miner
Miner
Royal Giant Poison Zappies Electro Wizard Magic Archer
Electro Wizard
Royal Giant Battle Ram Miner Magic Archer
Magic Archer
Battle Ram Royal Giant Miner Electro Wizard

Defense Synergies 0 4

Royal Giant
Earthquake
Zappies
Battle Ram
Zappies
Earthquake Electro Wizard
Poison
Electro Wizard
Miner
Electro Wizard
Zappies Poison Magic Archer
Magic Archer
Electro Wizard

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.

Earthquake Zappies Electro Wizard Magic Archer
Zappies Electro Wizard
Zappies Electro Wizard
Zappies Electro Wizard
Earthquake Poison
Earthquake Zappies Electro Wizard Magic Archer
Electro Wizard Zappies Poison Magic Archer
Earthquake Poison Electro Wizard Magic Archer
Zappies
Zappies Miner Electro Wizard
Poison Electro Wizard Earthquake Zappies Magic Archer
Zappies Poison Electro Wizard Magic Archer
Earthquake Zappies Electro Wizard
Earthquake Zappies Poison Electro Wizard Magic Archer
Zappies Electro Wizard
Zappies Electro Wizard
Zappies Poison Electro Wizard
Zappies Electro Wizard Magic Archer
Earthquake Poison Zappies Electro Wizard Magic Archer
Zappies Electro Wizard
Earthquake Zappies Poison Electro Wizard

Counters to secondary win conditions

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

Zappies Electro Wizard
Poison Electro Wizard Miner Magic Archer
Zappies Electro Wizard
Zappies Electro Wizard
Zappies
Poison Zappies Electro Wizard Magic Archer
Zappies Electro Wizard
Zappies
Electro Wizard Zappies Poison Magic Archer
Zappies
Zappies
Poison Electro Wizard
Zappies
Zappies Magic Archer
Zappies Electro Wizard Poison Magic Archer
Poison Earthquake Zappies Electro Wizard Magic Archer

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.)

Earthquake Poison Magic Archer
Poison Miner Electro Wizard Magic Archer
Earthquake Poison Miner Magic Archer
Earthquake Poison
Poison Earthquake Magic Archer
Poison Magic Archer
Earthquake Poison Magic Archer
Earthquake Poison Magic Archer
Poison Miner
Poison Electro Wizard
Poison Miner Earthquake Electro Wizard Magic Archer
Poison Magic Archer
Earthquake Poison Miner Magic Archer
Earthquake Poison Magic Archer
Earthquake Poison Magic Archer
Earthquake Poison Magic Archer
Earthquake Magic Archer Poison
Earthquake Poison
Earthquake Poison Electro Wizard Magic Archer
Earthquake Poison Miner Magic Archer
Earthquake Poison Magic Archer
Poison
Earthquake Poison
Earthquake Poison Magic Archer
Poison Miner Earthquake Electro Wizard Magic Archer
Poison Miner Magic Archer
Poison Miner Magic Archer
Poison Electro Wizard Magic Archer
Electro Wizard Zappies Poison
Poison Earthquake Miner Magic Archer
Zappies Poison Electro Wizard Magic Archer
Earthquake Poison Magic Archer
Earthquake Electro Wizard Zappies Magic Archer
Poison Zappies Electro Wizard Magic Archer
Poison Miner Electro Wizard Magic Archer
Earthquake Poison Magic Archer
Poison
Zappies Poison Electro Wizard Magic Archer
Zappies Poison Electro Wizard Magic Archer
Poison Miner Electro Wizard Magic Archer

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