My Best Clash Royale Deck

Deck Check Rating

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

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!
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.

Archers Firecracker Zappies 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.

Archers Knight Firecracker Zappies Magic Archer 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 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.

Knight Hog Rider Magic Archer 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.

Firecracker Hog Rider 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
Archers Hog Rider
Giant Snowball
Archers Hog Rider Zappies
Zap
Archers Firecracker Zappies
Barbarian Barrel
Archers Knight Firecracker Zappies Magic Archer
The Log
Archers Firecracker Hog Rider Zappies
Earthquake
Archers Firecracker Hog Rider Zappies
Arrows
Archers Firecracker Zappies
Royal Delivery
Archers Knight Firecracker Hog Rider Zappies Magic Archer
Fireball
Archers Firecracker Hog Rider Zappies Magic Archer
Poison
Archers Firecracker Zappies Magic Archer
Lightning
Knight Magic Archer
Rocket
Hog Rider Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Magic Archer 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.

Arrows Knight Mega Knight

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Archers Arrows Knight Firecracker Hog Rider Zappies Magic Archer Mega Knight

Shortest cycle

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

12 Archers Arrows Knight Firecracker

Attack Synergies 5 14

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.

Archers
Knight Arrows Hog Rider Mega Knight
Arrows
Hog Rider Archers Knight Mega Knight
Knight
Archers Firecracker Hog Rider Arrows Zappies Magic Archer
Firecracker
Knight Hog Rider Zappies Mega Knight
Hog Rider
Arrows Knight Firecracker Archers Zappies Magic Archer Mega Knight
Zappies
Knight Firecracker Hog Rider Mega Knight
Magic Archer
Knight Hog Rider Mega Knight
Mega Knight
Archers Arrows Firecracker Hog Rider Zappies Magic Archer

Defense Synergies 4 8

Archers
Knight Firecracker Mega Knight
Arrows
Mega Knight Knight
Knight
Archers Firecracker Magic Archer Arrows Zappies
Firecracker
Knight Archers Zappies Mega Knight
Hog Rider
Zappies
Knight Firecracker Mega Knight
Magic Archer
Knight Mega Knight
Mega Knight
Arrows Archers Firecracker Zappies Magic Archer

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.

Knight Firecracker Zappies Magic Archer
Knight Firecracker Zappies Mega Knight
Mega Knight Archers Knight Zappies
Knight Firecracker Zappies Mega Knight
Arrows Firecracker Mega Knight
Arrows Archers Firecracker Zappies Magic Archer Mega Knight
Archers Arrows Firecracker Zappies Magic Archer
Arrows Magic Archer Mega Knight
Zappies
Knight Archers Firecracker Zappies Mega Knight
Archers Arrows Knight Firecracker Zappies Magic Archer Mega Knight
Arrows Archers Firecracker Zappies Magic Archer
Mega Knight Knight Zappies
Mega Knight Arrows Firecracker Zappies Magic Archer
Knight Zappies Mega Knight
Zappies Mega Knight
Mega Knight Arrows Knight Firecracker Zappies
Arrows Mega Knight Archers Knight Firecracker Zappies Magic Archer
Arrows Archers Knight Firecracker Zappies Magic Archer Mega Knight
Zappies
Mega Knight Archers Arrows Knight Firecracker Zappies

Counters to secondary win conditions

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

Knight Mega Knight Archers Zappies
Archers Arrows Knight Firecracker Magic Archer Mega Knight
Zappies Mega Knight Knight
Mega Knight Knight Zappies
Knight Zappies Mega Knight
Arrows Firecracker Archers Zappies Magic Archer
Archers Knight Zappies
Mega Knight Knight Zappies
Mega Knight Knight Firecracker Zappies Magic Archer
Zappies
Mega Knight Knight Zappies
Mega Knight Arrows
Mega Knight Knight Zappies
Archers Firecracker Zappies Magic Archer Mega Knight
Zappies Archers Knight Firecracker Magic Archer
Arrows Mega Knight Archers Firecracker Zappies Magic Archer
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.)

Magic Archer Arrows Knight Firecracker
Arrows Firecracker Magic Archer
Arrows Magic Archer
Arrows Knight Firecracker
Arrows Firecracker Magic Archer Mega Knight
Arrows Firecracker Magic Archer
Archers Arrows Firecracker Magic Archer
Arrows Firecracker Magic Archer
Arrows Firecracker
Firecracker Arrows Knight Magic Archer
Archers Arrows Firecracker Magic Archer
Knight Firecracker Magic Archer
Arrows Firecracker Magic Archer
Arrows Firecracker Magic Archer
Arrows Firecracker Magic Archer
Magic Archer Arrows Firecracker Mega Knight
Arrows
Archers Arrows Firecracker Magic Archer Mega Knight
Arrows Firecracker Magic Archer Mega Knight
Magic Archer Mega Knight
Arrows
Arrows
Arrows Firecracker Magic Archer Mega Knight
Arrows Firecracker Magic Archer
Arrows Magic Archer Mega Knight
Arrows Firecracker Magic Archer
Archers Arrows Firecracker Magic Archer
Firecracker Zappies
Arrows Magic Archer Mega Knight
Arrows Firecracker Zappies Magic Archer
Mega Knight
Arrows Firecracker Magic Archer
Archers Zappies Magic Archer
Archers Arrows Firecracker Zappies Magic Archer
Arrows
Knight Firecracker Magic Archer Mega Knight
Arrows Firecracker Magic Archer
Arrows
Firecracker Mega Knight
Firecracker Zappies Magic Archer
Firecracker Zappies Magic Archer
Firecracker Magic Archer Mega Knight
Firecracker Mega Knight

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