My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Great!
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 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!
Warning No tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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 Musketeer 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 Musketeer Witch

Offensive cards

Win conditions

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

Goblin Barrel

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.

Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Barbarians

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 Barrel

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 Goblin Barrel Guards
Giant Snowball
Archers Cannon Barbarians Musketeer Goblin Barrel Guards Witch
Zap
Archers Cannon Goblin Barrel Guards Witch
Barbarian Barrel
Archers Cannon Barbarians Musketeer Goblin Barrel Guards Witch
The Log
Archers Cannon Barbarians Musketeer Goblin Barrel Guards Witch
Earthquake
Archers Cannon Barbarians Goblin Barrel Guards Witch
Arrows
Archers Goblin Barrel Guards Witch
Royal Delivery
Archers Barbarians Musketeer Goblin Barrel Guards Witch
Fireball
Archers Cannon Barbarians Musketeer Goblin Barrel Witch
Poison
Archers Cannon Barbarians Musketeer Guards Witch
Lightning
Cannon Musketeer Witch
Rocket
Barbarians Musketeer Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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

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.

Goblin Barrel

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 Musketeer Goblin Barrel 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 Goblin Barrel Guards Musketeer Barbarians Witch

Shortest cycle

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

12 Archers Arrows Cannon Goblin Barrel

Attack Synergies 0 3

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
Arrows
Archers Goblin Barrel
Cannon
Barbarians
Musketeer
Goblin Barrel
Arrows Guards
Guards
Goblin Barrel
Witch

Defense Synergies 2 8

Archers
Cannon Guards Witch
Arrows
Cannon Barbarians
Cannon
Musketeer Archers Arrows Guards Witch
Barbarians
Arrows
Musketeer
Cannon Guards
Goblin Barrel
Guards
Musketeer Archers Cannon Witch
Witch
Archers Cannon Guards

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 Musketeer
Barbarians Cannon Musketeer Witch
Cannon Barbarians Witch Archers Musketeer
Cannon Barbarians Witch Musketeer Guards
Arrows Barbarians
Arrows Archers Cannon Musketeer Guards
Musketeer Archers Arrows Cannon Witch
Arrows Cannon Barbarians Musketeer
Cannon Barbarians Witch Musketeer
Guards Archers Cannon Barbarians Musketeer
Archers Barbarians Guards Witch Arrows Cannon Musketeer
Arrows Musketeer Archers Witch
Cannon Barbarians Musketeer Guards Witch
Arrows Cannon Barbarians Guards Witch
Barbarians Cannon
Barbarians Cannon
Barbarians Arrows Cannon Musketeer Witch
Arrows Cannon Archers Barbarians Musketeer Guards Witch
Arrows Witch Archers Cannon Barbarians Musketeer Guards
Barbarians Cannon Musketeer
Archers Arrows Cannon Barbarians Musketeer Guards Witch
Cannon Guards

Counters to secondary win conditions

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

Barbarians Guards Archers Witch
Archers Arrows Musketeer
Barbarians Guards Musketeer Witch
Guards Barbarians Musketeer
Barbarians Cannon Musketeer Guards Witch
Arrows Archers Musketeer Witch
Guards Archers Barbarians Musketeer Witch
Barbarians
Barbarians Witch
Witch Cannon Barbarians Musketeer Guards
Barbarians Musketeer Guards Witch
Arrows Barbarians Guards
Barbarians Cannon Guards Witch
Archers Cannon Barbarians Musketeer Witch
Barbarians Guards Witch Archers Musketeer
Arrows Archers Cannon Barbarians Musketeer 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 Musketeer Guards
Arrows Musketeer
Arrows
Arrows Barbarians Musketeer Guards
Arrows
Arrows Musketeer Witch
Archers Arrows Musketeer Witch
Arrows
Arrows
Musketeer Guards
Arrows Musketeer
Archers Arrows Musketeer
Musketeer
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer Witch
Arrows Musketeer
Arrows
Archers Arrows Musketeer
Arrows Witch
Musketeer
Arrows
Musketeer
Arrows Barbarians Musketeer
Arrows Witch
Witch
Arrows Musketeer Witch
Arrows Musketeer Witch
Arrows Musketeer
Archers Arrows Musketeer Witch
Musketeer Guards Witch
Arrows Musketeer
Arrows
Arrows
Archers Barbarians Musketeer Guards Witch
Archers Arrows Musketeer Witch
Arrows
Musketeer
Arrows Musketeer
Arrows
Musketeer
Musketeer Guards Witch
Musketeer Witch
Musketeer Witch

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