My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Goblin Gang Firecracker Electro Wizard

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 Electro Wizard Monk

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

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

The Log

Punishments

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

Goblin Gang Royal Hogs

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 Goblin Gang Royal Hogs

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 Royal Hogs Electro Wizard Monk

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 Gang Royal Hogs
Giant Snowball
Archers Goblin Gang Royal Hogs
Zap
Archers Goblin Gang Firecracker Royal Hogs
Barbarian Barrel
Archers Knight Goblin Gang Firecracker Royal Hogs Electro Wizard
The Log
Archers Goblin Gang Firecracker Royal Hogs
Earthquake
Archers Goblin Gang Firecracker Royal Hogs
Arrows
Archers Goblin Gang Firecracker Royal Hogs
Royal Delivery
Archers Knight Goblin Gang Firecracker Royal Hogs Electro Wizard
Fireball
Archers Goblin Gang Firecracker Royal Hogs Electro Wizard
Poison
Archers Goblin Gang Firecracker Royal Hogs Electro Wizard
Lightning
Knight Electro Wizard Monk
Rocket
Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker The Log

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.

Knight

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.

Goblin Gang 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.

The Log Archers Knight Goblin Gang Firecracker Electro Wizard Royal Hogs Monk

Shortest cycle

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

11 The Log Archers Knight Goblin Gang

Attack Synergies 3 12

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 Royal Hogs
Knight
Archers Goblin Gang Firecracker Royal Hogs The Log Electro Wizard
Goblin Gang
Knight Firecracker Royal Hogs Monk
Firecracker
Knight Goblin Gang Royal Hogs Monk
Royal Hogs
Archers Knight Goblin Gang Firecracker The Log Electro Wizard Monk
The Log
Knight Royal Hogs
Electro Wizard
Knight Royal Hogs
Monk
Goblin Gang Firecracker Royal Hogs

Defense Synergies 5 10

Archers
Knight Goblin Gang Firecracker The Log Electro Wizard
Knight
Archers Goblin Gang Firecracker Electro Wizard The Log
Goblin Gang
Knight Archers Firecracker The Log Electro Wizard
Firecracker
Knight The Log Archers Goblin Gang Electro Wizard
Royal Hogs
The Log
Firecracker Archers Knight Goblin Gang Electro Wizard
Electro Wizard
Knight Archers Goblin Gang Firecracker The Log
Monk

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 The Log Electro Wizard
Knight Goblin Gang Firecracker The Log Electro Wizard Monk
Goblin Gang Archers Knight Electro Wizard
Knight Goblin Gang Firecracker Electro Wizard Monk
Firecracker The Log Monk
Goblin Gang The Log Archers Firecracker Electro Wizard
Electro Wizard Archers Goblin Gang Firecracker
The Log Electro Wizard Monk
Goblin Gang
Knight Goblin Gang Archers Firecracker Electro Wizard
Archers Goblin Gang Electro Wizard Knight Firecracker The Log
Archers Goblin Gang Firecracker Electro Wizard
Knight Goblin Gang The Log Electro Wizard
Goblin Gang Firecracker The Log Electro Wizard
Knight Goblin Gang Electro Wizard
Monk Goblin Gang The Log Electro Wizard
Knight Goblin Gang Firecracker Electro Wizard
Archers Knight Goblin Gang Firecracker The Log Electro Wizard
The Log Archers Knight Firecracker Electro Wizard
Electro Wizard
Goblin Gang Archers Knight Firecracker The Log Electro Wizard

Counters to secondary win conditions

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

Knight Goblin Gang Archers Electro Wizard
Electro Wizard Archers Knight Goblin Gang Firecracker The Log Monk
Goblin Gang Knight The Log Electro Wizard
Goblin Gang Knight The Log Electro Wizard Monk
Knight Goblin Gang
Firecracker Archers Goblin Gang Electro Wizard Monk
Goblin Gang Archers Knight Electro Wizard
Knight
Electro Wizard Knight Firecracker The Log Monk
Goblin Gang
Knight
Monk The Log Electro Wizard
Knight Goblin Gang
Archers Firecracker
Goblin Gang Electro Wizard Archers Knight Firecracker The Log Monk
Archers Firecracker The Log Electro Wizard
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.)

Knight Firecracker The Log Monk
Firecracker Monk The Log Electro Wizard
The Log
Knight Firecracker The Log
Firecracker The Log
Firecracker Monk
Archers Firecracker The Log
The Log Firecracker
The Log Monk Firecracker
Goblin Gang Electro Wizard
Firecracker Monk Knight The Log Electro Wizard
Monk Archers Firecracker
Knight Firecracker The Log
Firecracker Monk
Firecracker The Log
Firecracker The Log
Firecracker The Log
Monk
Archers Firecracker The Log Electro Wizard Monk
Firecracker The Log Monk
The Log Monk
The Log Monk
The Log Monk
Firecracker The Log
Firecracker The Log Electro Wizard Monk
The Log Monk
Firecracker The Log
Archers Firecracker Electro Wizard
Electro Wizard Firecracker
The Log
Firecracker Electro Wizard Monk
Firecracker The Log Monk
Electro Wizard Archers Goblin Gang
Archers Firecracker Electro Wizard Monk
The Log
Knight Goblin Gang Firecracker Electro Wizard
The Log Firecracker
Monk
Firecracker
Goblin Gang Firecracker The Log Electro Wizard
Firecracker Electro Wizard
Firecracker The Log Electro Wizard Monk
Firecracker Monk

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