My Best Clash Royale Deck

Deck Check Rating

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

4 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!
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.

Archers Wizard Baby Dragon Witch

Defensive buildings

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

Cannon

Investments

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

Archers Giant Wizard Baby Dragon Witch

Offensive cards

Win conditions

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

Giant

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.

Giant

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.

Giant Baby Dragon

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 Giant Guards
Giant Snowball
Archers Cannon Guards Baby Dragon Witch
Zap
Archers Cannon Guards Witch
Barbarian Barrel
Archers Cannon Wizard Guards Witch
The Log
Archers Cannon Guards Witch
Earthquake
Archers Cannon Guards Witch
Arrows
Archers Guards Witch
Royal Delivery
Archers Wizard Guards Baby Dragon Witch
Fireball
Archers Cannon Wizard Baby Dragon Witch
Poison
Archers Cannon Wizard Guards Witch
Lightning
Cannon Wizard Baby Dragon Witch
Rocket
Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Baby Dragon

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 Guards Baby Dragon

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.

Wizard 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Archers Arrows Cannon Guards Baby Dragon Giant Wizard Witch

Shortest cycle

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

12 Archers Arrows Cannon Guards

Attack Synergies 1 8

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
Arrows Giant Baby Dragon
Arrows
Giant Archers
Cannon
Giant
Arrows Archers Wizard Guards Baby Dragon Witch
Wizard
Giant
Guards
Giant
Baby Dragon
Archers Giant Witch
Witch
Giant Baby Dragon

Defense Synergies 0 13

Archers
Cannon Guards Baby Dragon Witch
Arrows
Cannon
Cannon
Archers Arrows Wizard Guards Baby Dragon Witch
Giant
Wizard
Cannon Guards
Guards
Archers Cannon Wizard Baby Dragon Witch
Baby Dragon
Archers Cannon Guards Witch
Witch
Archers Cannon Guards Baby Dragon

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.

Cannon Wizard Baby Dragon
Cannon Witch
Cannon Witch Archers
Cannon Witch Guards
Arrows
Arrows Archers Cannon Guards Baby Dragon
Archers Arrows Cannon Wizard Baby Dragon Witch
Arrows Cannon Baby Dragon
Cannon Witch
Guards Archers Cannon
Archers Guards Witch Arrows Cannon Wizard Baby Dragon
Arrows Archers Wizard Baby Dragon Witch
Cannon Wizard Guards Witch
Wizard Arrows Cannon Guards Baby Dragon Witch
Cannon
Cannon
Wizard Arrows Cannon Witch
Arrows Cannon Archers Wizard Guards Baby Dragon Witch
Arrows Wizard Baby Dragon Witch Archers Cannon Guards
Cannon
Wizard Archers Arrows Cannon Guards Baby Dragon Witch
Cannon

Counters to secondary win conditions

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

Guards Archers Witch
Archers Arrows Wizard Baby Dragon
Guards Witch
Guards
Cannon Guards Witch
Arrows Wizard Archers Baby Dragon Witch
Guards Archers Witch
Baby Dragon Witch
Witch Cannon Guards
Guards Witch
Arrows Guards
Cannon Wizard Guards Witch
Wizard Archers Cannon Baby Dragon Witch
Guards Witch Archers Baby Dragon
Arrows Archers Cannon Wizard Baby Dragon Witch
Arrows Cannon

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 Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Guards
Wizard Arrows Baby Dragon
Arrows Wizard Baby Dragon Witch
Archers Arrows Wizard Baby Dragon Witch
Arrows Wizard Baby Dragon
Arrows Wizard
Guards
Arrows Wizard
Archers Arrows Wizard Baby Dragon
Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Wizard Baby Dragon Witch
Arrows Wizard Baby Dragon
Arrows
Archers Arrows Wizard Baby Dragon
Arrows Wizard Baby Dragon Witch
Baby Dragon
Arrows Wizard
Arrows Baby Dragon
Arrows Wizard Baby Dragon Witch
Witch
Arrows Wizard Baby Dragon Witch
Arrows Wizard Baby Dragon Witch
Arrows Baby Dragon
Archers Arrows Wizard Baby Dragon Witch
Wizard Guards Witch
Arrows Wizard
Arrows
Arrows Wizard
Archers Guards Witch
Archers Arrows Wizard Baby Dragon Witch
Arrows
Wizard Baby Dragon
Arrows Wizard Baby Dragon
Arrows
Guards Baby Dragon Witch
Witch
Baby Dragon Witch
Wizard

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