My Best Clash Royale Deck

Deck Check Rating

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

1 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 direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Archers Electro Wizard Magic Archer

Defensive buildings

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

Barbarian Hut

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 Elixir Golem Barbarian Hut Electro Wizard Magic Archer

Offensive cards

Win conditions

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

Elixir Golem Miner

Damage spells

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

Missing

Punishments

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

Elixir Golem Miner

Pump responses

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

Miner

Dropped at the bridge

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

Barbarians Elixir Golem 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
Bats Archers Elixir Golem Miner
Giant Snowball
Bats Archers Barbarians Miner
Zap
Bats Archers
Barbarian Barrel
Archers Barbarians Elixir Golem Barbarian Hut Electro Wizard Magic Archer
The Log
Archers Barbarians Elixir Golem Barbarian Hut
Earthquake
Archers Barbarians Elixir Golem Barbarian Hut
Arrows
Bats Archers
Royal Delivery
Bats Archers Barbarians Elixir Golem Miner Electro Wizard Magic Archer
Fireball
Archers Barbarians Elixir Golem Barbarian Hut Electro Wizard Magic Archer
Poison
Bats Archers Barbarians Elixir Golem Barbarian Hut Electro Wizard Magic Archer
Lightning
Barbarian Hut Electro Wizard Magic Archer
Rocket
Barbarians Barbarian Hut Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

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.

Bats Elixir Golem 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.

Barbarians 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Archers Elixir Golem Miner Electro Wizard Magic Archer Barbarians Barbarian Hut

Shortest cycle

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

11 Bats Archers Elixir Golem Miner

Attack Synergies 2 11

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
Barbarian Hut Miner Elixir Golem
Archers
Elixir Golem Barbarian Hut Miner
Barbarians
Elixir Golem
Bats Archers Barbarian Hut Magic Archer
Barbarian Hut
Bats Archers Elixir Golem Miner Magic Archer
Miner
Bats Archers Barbarian Hut Electro Wizard Magic Archer
Electro Wizard
Miner Magic Archer
Magic Archer
Elixir Golem Barbarian Hut Miner Electro Wizard

Defense Synergies 1 6

Bats
Barbarian Hut Electro Wizard
Archers
Barbarian Hut Electro Wizard
Barbarians
Elixir Golem
Barbarian Hut
Bats Archers Electro Wizard Magic Archer
Miner
Electro Wizard
Bats Archers Barbarian Hut Magic Archer
Magic Archer
Barbarian Hut 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.

Barbarian Hut Electro Wizard Magic Archer
Barbarians Barbarian Hut Bats Electro Wizard
Barbarians Barbarian Hut Bats Archers Electro Wizard
Barbarians Barbarian Hut Bats Electro Wizard
Barbarians
Bats Archers Electro Wizard Magic Archer
Bats Electro Wizard Archers Barbarian Hut Magic Archer
Barbarian Hut Barbarians Electro Wizard Magic Archer
Barbarians Barbarian Hut
Archers Barbarians Miner Electro Wizard
Bats Archers Barbarians Electro Wizard Magic Archer
Bats Archers Barbarian Hut Electro Wizard Magic Archer
Barbarians Barbarian Hut Bats Electro Wizard
Barbarian Hut Bats Barbarians Electro Wizard Magic Archer
Barbarians Barbarian Hut Electro Wizard
Barbarians Barbarian Hut Electro Wizard
Barbarians Barbarian Hut Bats Electro Wizard
Bats Archers Barbarians Barbarian Hut Electro Wizard Magic Archer
Bats Archers Barbarians Barbarian Hut Electro Wizard Magic Archer
Barbarians Barbarian Hut Electro Wizard
Bats Archers Barbarians Electro Wizard

Counters to secondary win conditions

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

Barbarians Barbarian Hut Archers Electro Wizard
Electro Wizard Archers Miner Magic Archer
Barbarians Bats Barbarian Hut Electro Wizard
Bats Barbarians Barbarian Hut Electro Wizard
Barbarians Barbarian Hut
Bats Archers Electro Wizard Magic Archer
Bats Archers Barbarians Barbarian Hut Electro Wizard
Barbarians Barbarian Hut
Electro Wizard Bats Barbarians Barbarian Hut Magic Archer
Barbarians Barbarian Hut
Bats Barbarians
Barbarians Electro Wizard
Barbarians Barbarian Hut
Archers Barbarians Barbarian Hut Magic Archer
Barbarians Electro Wizard Bats Archers Barbarian Hut Magic Archer
Bats Archers Barbarians Barbarian Hut Electro Wizard Magic Archer
Barbarian Hut Electro Wizard

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 Barbarian Hut
Miner Electro Wizard Magic Archer
Barbarian Hut Miner Magic Archer
Barbarians Barbarian Hut
Magic Archer
Bats Magic Archer
Archers Magic Archer
Barbarian Hut Magic Archer
Miner
Bats Electro Wizard
Miner Electro Wizard Magic Archer
Archers Magic Archer
Barbarian Hut Miner Magic Archer
Magic Archer
Barbarian Hut Magic Archer
Barbarian Hut Magic Archer
Magic Archer Barbarian Hut
Bats
Archers Electro Wizard Magic Archer
Miner Magic Archer
Magic Archer
Barbarians Barbarian Hut
Magic Archer
Miner Electro Wizard Magic Archer
Miner Magic Archer
Miner Magic Archer
Bats Archers Electro Wizard Magic Archer
Electro Wizard Bats
Miner Magic Archer
Electro Wizard Magic Archer
Magic Archer
Electro Wizard Bats Archers Barbarians Barbarian Hut Magic Archer
Archers Electro Wizard Magic Archer
Miner Electro Wizard Magic Archer
Magic Archer
Bats Electro Wizard Magic Archer
Bats Electro Wizard Magic Archer
Miner Electro Wizard Magic Archer

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