My Best Clash Royale Deck

Deck Check Rating

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

5 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 utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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

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 Royal Recruits Wizard Fisherman Monk

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Arrows Rage

Punishments

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

Royal Recruits Hog Rider

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.

Royal Recruits Hog Rider

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.

Hog Rider 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 Royal Recruits Hog Rider Fisherman
Giant Snowball
Archers Royal Recruits Hog Rider Fisherman
Zap
Archers Fisherman
Barbarian Barrel
Archers Royal Recruits Wizard
The Log
Archers Royal Recruits Hog Rider Fisherman
Earthquake
Archers Hog Rider
Arrows
Archers Royal Recruits
Royal Delivery
Archers Royal Recruits Hog Rider Wizard Fisherman
Fireball
Archers Hog Rider Wizard Fisherman
Poison
Archers Royal Recruits Wizard Fisherman
Lightning
Wizard Fisherman Monk
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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.

Arrows Royal Recruits Rage

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.

Rage Archers Arrows Fisherman Hog Rider Wizard Monk Royal Recruits

Shortest cycle

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

11 Rage Archers Arrows Fisherman

Attack Synergies 2 7

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 Royal Recruits Hog Rider Fisherman
Arrows
Hog Rider Archers
Royal Recruits
Archers Hog Rider
Hog Rider
Arrows Rage Archers Royal Recruits Wizard
Wizard
Hog Rider Rage
Rage
Hog Rider Wizard
Fisherman
Archers
Monk

Defense Synergies 0 4

Archers
Royal Recruits Fisherman
Arrows
Monk
Royal Recruits
Archers
Hog Rider
Wizard
Rage
Fisherman
Archers Monk
Monk
Arrows Fisherman

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.

Royal Recruits Wizard
Royal Recruits Fisherman Monk
Fisherman Archers Royal Recruits
Royal Recruits Fisherman Monk
Arrows Royal Recruits Monk
Arrows Archers
Archers Arrows Wizard
Arrows Royal Recruits Monk
Royal Recruits Fisherman
Archers Royal Recruits Fisherman
Archers Arrows Royal Recruits Wizard Fisherman
Arrows Archers Wizard
Royal Recruits Wizard
Wizard Arrows Royal Recruits
Royal Recruits
Monk Royal Recruits Fisherman
Wizard Arrows Royal Recruits Fisherman
Arrows Archers Royal Recruits Wizard Fisherman
Arrows Wizard Archers Royal Recruits Fisherman
Royal Recruits Fisherman
Royal Recruits Wizard Archers Arrows Fisherman

Counters to secondary win conditions

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

Royal Recruits Archers Fisherman
Archers Arrows Wizard Fisherman Monk
Royal Recruits Fisherman
Royal Recruits Fisherman Monk
Royal Recruits Fisherman
Arrows Wizard Archers Monk
Royal Recruits Archers
Royal Recruits Fisherman
Royal Recruits Monk
Royal Recruits
Royal Recruits
Royal Recruits Monk Arrows
Royal Recruits Wizard
Royal Recruits Wizard Archers
Royal Recruits Archers Fisherman Monk
Arrows Archers Royal Recruits Wizard
Arrows

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 Royal Recruits Monk
Arrows Monk Fisherman
Arrows
Arrows Royal Recruits
Wizard Arrows
Arrows Wizard Monk
Archers Arrows Wizard
Arrows Wizard
Arrows Monk Wizard Fisherman
Fisherman
Monk Arrows Royal Recruits Wizard Fisherman
Monk Archers Arrows Wizard
Fisherman
Arrows Fisherman Monk
Arrows Fisherman
Arrows Wizard
Arrows Royal Recruits Wizard
Monk Arrows
Fisherman
Archers Arrows Wizard Fisherman Monk
Arrows Wizard Monk
Monk
Arrows Wizard
Fisherman Monk
Arrows Royal Recruits Monk
Arrows Wizard
Fisherman
Arrows Wizard Fisherman Monk
Arrows Wizard Fisherman Monk
Arrows Fisherman
Archers Arrows Wizard
Wizard
Arrows Wizard
Arrows Monk
Arrows Wizard Monk
Archers Royal Recruits
Archers Arrows Wizard Monk
Arrows
Wizard
Arrows Wizard
Monk Arrows
Royal Recruits
Royal Recruits
Royal Recruits Monk
Wizard Monk

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