My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Mediocre
Versatility
Great!
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 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 Rascals Baby Dragon Mother Witch

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 Rascals Baby Dragon Mother Witch

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.

Earthquake The Log

Punishments

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

Royal Hogs

Pump responses

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

Earthquake

Dropped at the bridge

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

Rascals Royal Hogs Baby Dragon

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.

Royal Hogs

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 Hogs Skeleton Army
Giant Snowball
Archers Royal Hogs Skeleton Army Baby Dragon
Zap
Archers Royal Hogs Skeleton Army
Barbarian Barrel
Archers Rascals Royal Hogs Skeleton Army
The Log
Archers Rascals Royal Hogs Skeleton Army
Earthquake
Archers Royal Hogs Skeleton Army
Arrows
Archers Rascals Royal Hogs Skeleton Army
Royal Delivery
Archers Rascals Royal Hogs Skeleton Army Baby Dragon Mother Witch
Fireball
Archers Rascals Royal Hogs Skeleton Army Baby Dragon Mother Witch
Poison
Archers Rascals Royal Hogs Skeleton Army Mother Witch
Lightning
Baby Dragon Mother Witch
Rocket
Rascals Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Baby Dragon The Log

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Skeleton Army Baby Dragon Mother Witch

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.

Skeleton Army

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 Earthquake Skeleton Army Baby Dragon Mother Witch Rascals Royal Hogs

Shortest cycle

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

11 The Log Archers Earthquake Skeleton Army

Attack Synergies 2 6

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
Royal Hogs Baby Dragon
Rascals
Baby Dragon
Earthquake
Royal Hogs The Log Mother Witch
Royal Hogs
Earthquake Mother Witch Archers The Log
Skeleton Army
Baby Dragon
Archers Rascals
The Log
Earthquake Royal Hogs
Mother Witch
Royal Hogs Earthquake

Defense Synergies 0 12

Archers
Rascals Skeleton Army Baby Dragon The Log
Rascals
Archers Baby Dragon The Log Mother Witch
Earthquake
The Log
Royal Hogs
Skeleton Army
Archers The Log
Baby Dragon
Archers Rascals The Log Mother Witch
The Log
Archers Rascals Earthquake Skeleton Army Baby Dragon Mother Witch
Mother Witch
Rascals Baby Dragon The Log

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.

Earthquake Baby Dragon The Log
Skeleton Army Rascals The Log
Skeleton Army Archers Rascals
Skeleton Army Rascals
Earthquake Skeleton Army The Log
Skeleton Army The Log Archers Rascals Earthquake Baby Dragon Mother Witch
Archers Rascals Baby Dragon
Earthquake Rascals Baby Dragon The Log
Rascals Skeleton Army
Skeleton Army Archers Rascals
Archers Skeleton Army Mother Witch Rascals Earthquake Baby Dragon The Log
Archers Rascals Baby Dragon
Skeleton Army Rascals Earthquake The Log
Skeleton Army Rascals Earthquake Baby Dragon The Log
Skeleton Army Rascals
Skeleton Army Rascals The Log
Rascals Skeleton Army
Archers Rascals Skeleton Army Baby Dragon The Log
Earthquake Baby Dragon The Log Archers Rascals Mother Witch
Rascals Skeleton Army Archers Earthquake Baby Dragon The Log Mother Witch

Counters to secondary win conditions

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

Rascals Skeleton Army Archers
Archers Baby Dragon The Log
Skeleton Army Rascals The Log
Skeleton Army Rascals The Log
Rascals Skeleton Army
Mother Witch Archers Rascals Baby Dragon
Rascals Skeleton Army Archers
Rascals Skeleton Army
Skeleton Army Baby Dragon The Log
Skeleton Army
Rascals
Skeleton Army The Log
Rascals Skeleton Army
Archers Rascals Skeleton Army Baby Dragon
Rascals Skeleton Army Archers Baby Dragon The Log
Archers Rascals Earthquake Baby Dragon The Log Mother Witch

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.)

Earthquake Rascals Baby Dragon The Log
Baby Dragon The Log
Earthquake Baby Dragon The Log
Earthquake Rascals The Log
Earthquake Baby Dragon The Log
Mother Witch Baby Dragon
Archers Earthquake Baby Dragon The Log
Earthquake The Log Baby Dragon
The Log
Earthquake The Log
Archers Baby Dragon
Earthquake Baby Dragon The Log
Earthquake Baby Dragon
Earthquake Baby Dragon The Log
Earthquake Baby Dragon The Log
Earthquake Baby Dragon The Log
Earthquake
Archers Earthquake Baby Dragon The Log
Earthquake Baby Dragon The Log Mother Witch
Earthquake Baby Dragon The Log
The Log
Earthquake Baby Dragon The Log
Earthquake The Log Mother Witch Baby Dragon
The Log Earthquake Baby Dragon
Baby Dragon The Log
Baby Dragon The Log
Archers Baby Dragon Mother Witch
Earthquake The Log
Earthquake The Log
Earthquake Archers Skeleton Army
Archers Baby Dragon
The Log
Rascals Baby Dragon
The Log Earthquake Baby Dragon
Rascals Baby Dragon The Log
Baby Dragon The Log

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