My Best Clash Royale Deck

Deck Check Rating

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

1 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 of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 Wizard

Defensive buildings

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

Goblin Drill

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 Wizard Golem Mighty Miner

Offensive cards

Win conditions

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

Goblin Drill Golem

Damage spells

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

Zap Lightning

Pump responses

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

Goblin Drill Lightning

Dropped at the bridge

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

Golem Mighty Miner

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.

Goblin Drill Golem Mighty Miner

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 Goblin Drill Mighty Miner
Giant Snowball
Bats Archers Goblin Drill Mighty Miner
Zap
Bats Archers Goblin Drill Mighty Miner
Barbarian Barrel
Archers Wizard Goblin Drill
The Log
Archers Goblin Drill
Earthquake
Archers Goblin Drill
Arrows
Bats Archers Goblin Drill
Royal Delivery
Bats Archers Wizard Goblin Drill
Fireball
Archers Wizard Goblin Drill Mighty Miner
Poison
Bats Archers Wizard Goblin Drill
Lightning
Wizard Mighty Miner
Rocket
Wizard Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard

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 Goblin Drill Golem Mighty Miner

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

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 Zap Archers Goblin Drill Mighty Miner Wizard Lightning Golem

Shortest cycle

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

11 Bats Zap Archers Goblin Drill

Attack Synergies 1 9

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
Zap Goblin Drill Golem
Zap
Bats Archers Golem Mighty Miner
Archers
Zap Golem
Wizard
Golem
Goblin Drill
Bats Golem
Lightning
Golem
Golem
Lightning Bats Zap Archers Wizard Goblin Drill
Mighty Miner
Zap

Defense Synergies 0 7

Bats
Zap Goblin Drill
Zap
Bats Archers Goblin Drill Mighty Miner
Archers
Zap Goblin Drill
Wizard
Mighty Miner
Goblin Drill
Bats Zap Archers
Lightning
Golem
Mighty Miner
Zap 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.

Lightning Zap Wizard
Bats Zap Goblin Drill
Bats Archers Goblin Drill Lightning
Bats Goblin Drill
Lightning
Bats Zap Archers
Bats Lightning Zap Archers Wizard
Lightning Zap
Mighty Miner Goblin Drill
Archers
Bats Archers Zap Wizard Goblin Drill
Bats Zap Archers Wizard
Goblin Drill Bats Zap Wizard Lightning
Wizard Bats Zap Goblin Drill
Goblin Drill
Zap Goblin Drill Lightning
Wizard Bats Goblin Drill
Bats Zap Archers Wizard Goblin Drill
Zap Wizard Goblin Drill Bats Archers
Goblin Drill
Wizard Bats Archers

Counters to secondary win conditions

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

Zap Archers
Zap Archers Wizard Lightning
Bats Zap Lightning
Lightning Bats Zap
Goblin Drill Mighty Miner
Wizard Bats Zap Archers
Bats Archers Lightning
Mighty Miner
Zap Lightning Bats
Goblin Drill
Bats
Lightning Zap
Lightning Wizard
Wizard Archers
Bats Zap Archers Goblin Drill Lightning Mighty Miner
Bats Zap Archers Wizard Mighty Miner
Zap

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.)

Lightning Goblin Drill
Zap
Lightning Goblin Drill
Lightning
Wizard Zap
Wizard Bats Zap
Archers Wizard
Zap Wizard Lightning
Zap Wizard Lightning
Lightning Bats
Lightning Zap Wizard
Lightning Zap Archers Wizard
Lightning
Lightning
Lightning Zap
Lightning Zap Wizard Goblin Drill
Lightning Wizard
Lightning
Bats Lightning
Lightning Zap Archers Wizard
Lightning Zap Wizard
Lightning
Lightning Wizard
Lightning
Lightning Zap Goblin Drill
Zap Wizard
Zap Wizard Lightning
Lightning Zap Wizard
Lightning Zap
Lightning Bats Zap Archers Wizard
Zap Lightning Bats Wizard
Lightning
Lightning Zap Wizard
Zap Lightning
Mighty Miner
Wizard Lightning
Zap Lightning Bats Archers
Lightning Zap Archers Wizard
Lightning Wizard
Zap Wizard Lightning
Lightning Zap
Zap Bats Lightning
Bats Zap Lightning
Lightning Zap
Lightning Wizard

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