My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Bad
Versatility
Good
F2P score
Bad

3 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers Magic Archer

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 Battle Ram Royal Ghost Magic Archer Monk

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Rage

Punishments

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

Elite Barbarians Battle Ram Royal Ghost

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.

Elite Barbarians Heal Spirit Battle Ram Royal Ghost 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.

Elite Barbarians Royal Ghost Magic Archer 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 Elite Barbarians Battle Ram
Giant Snowball
Archers Battle Ram
Zap
Archers Battle Ram
Barbarian Barrel
Archers Elite Barbarians Heal Spirit Battle Ram Royal Ghost Magic Archer
The Log
Archers Elite Barbarians Heal Spirit Battle Ram
Earthquake
Archers
Arrows
Archers Heal Spirit
Royal Delivery
Archers Elite Barbarians Heal Spirit Battle Ram Royal Ghost Magic Archer
Fireball
Archers Elite Barbarians Battle Ram Magic Archer
Poison
Archers Magic Archer
Lightning
Elite Barbarians Battle Ram Magic Archer Monk
Rocket
Elite Barbarians 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.

Royal Ghost Magic Archer

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.

Heal Spirit Battle Ram Rage Royal Ghost

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.

Elite Barbarians

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.

Heal Spirit

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Heal Spirit Rage Archers Royal Ghost Battle Ram Magic Archer Monk Elite Barbarians

Shortest cycle

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

9 Heal Spirit Rage Archers Royal Ghost

Attack Synergies 3 10

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
Elite Barbarians Heal Spirit Battle Ram Royal Ghost
Elite Barbarians
Heal Spirit Rage Archers Battle Ram Royal Ghost
Heal Spirit
Elite Barbarians Archers Battle Ram
Battle Ram
Magic Archer Archers Elite Barbarians Heal Spirit Royal Ghost
Rage
Elite Barbarians
Royal Ghost
Archers Elite Barbarians Battle Ram Magic Archer Monk
Magic Archer
Battle Ram Royal Ghost
Monk
Royal Ghost

Defense Synergies 0 0

Archers
Elite Barbarians
Heal Spirit
Battle Ram
Rage
Royal Ghost
Magic Archer
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.

Magic Archer
Elite Barbarians Monk
Archers Elite Barbarians
Elite Barbarians Monk
Elite Barbarians Monk
Archers Royal Ghost Magic Archer
Archers Magic Archer
Magic Archer Monk
Elite Barbarians
Elite Barbarians Archers Royal Ghost
Archers Royal Ghost Magic Archer
Archers Magic Archer
Elite Barbarians
Royal Ghost Magic Archer
Elite Barbarians
Monk Elite Barbarians
Elite Barbarians
Archers Elite Barbarians Royal Ghost Magic Archer
Archers Royal Ghost Magic Archer
Elite Barbarians
Royal Ghost Archers Elite Barbarians

Counters to secondary win conditions

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

Archers Elite Barbarians Royal Ghost
Archers Elite Barbarians Royal Ghost Magic Archer Monk
Elite Barbarians
Elite Barbarians Monk
Elite Barbarians
Archers Magic Archer Monk
Archers Elite Barbarians
Elite Barbarians
Elite Barbarians Magic Archer Monk
Elite Barbarians
Monk Elite Barbarians
Elite Barbarians
Archers Magic Archer
Elite Barbarians Archers Magic Archer Monk
Archers Elite Barbarians Royal Ghost Magic Archer

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 Royal Ghost Monk
Monk Royal Ghost Magic Archer
Magic Archer
Magic Archer
Magic Archer Monk
Archers Magic Archer
Magic Archer
Monk
Elite Barbarians
Monk Magic Archer
Monk Archers Magic Archer
Elite Barbarians Magic Archer
Magic Archer Monk
Elite Barbarians Magic Archer
Magic Archer
Magic Archer
Monk
Archers Magic Archer Monk
Magic Archer Monk
Magic Archer Monk
Monk
Monk
Magic Archer
Royal Ghost Magic Archer Monk
Magic Archer Monk
Magic Archer
Elite Barbarians Archers Magic Archer
Elite Barbarians
Magic Archer
Magic Archer Monk
Magic Archer Monk
Archers Magic Archer
Archers Magic Archer Monk
Magic Archer
Magic Archer
Monk
Elite Barbarians
Elite Barbarians Magic Archer
Magic Archer
Royal Ghost Magic Archer Monk
Monk

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