My Best Clash Royale Deck

Deck Check Rating

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

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 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 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 Baby Dragon

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar

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 Royal Giant Baby Dragon Royal Ghost

Offensive cards

Win conditions

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

Mortar Royal Giant Miner

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.

Mortar Royal Giant Miner Royal Ghost

Pump responses

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

Miner

Dropped at the bridge

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

Knight Mortar Royal Giant Baby Dragon Royal Ghost

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.

Miner Royal Ghost

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 Giant Miner
Giant Snowball
Archers Baby Dragon Miner
Zap
Archers Mortar Royal Giant
Barbarian Barrel
Archers Knight Mortar Royal Ghost
The Log
Archers Royal Giant
Earthquake
Archers Mortar
Arrows
Archers
Royal Delivery
Archers Knight Baby Dragon Miner Royal Ghost
Fireball
Archers Mortar Baby Dragon
Poison
Archers Mortar
Lightning
Knight Mortar Baby Dragon
Rocket
Mortar

Against air swarms

Spells and units that can counter air swarms.

Arrows Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mortar Baby Dragon Royal Ghost

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 Knight Baby Dragon Miner 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.

Royal Giant

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 Knight Miner Royal Ghost Mortar Baby Dragon Royal Giant

Shortest cycle

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

12 Archers Arrows Knight Miner

Attack Synergies 7 15

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 Arrows Mortar Royal Giant Baby Dragon Miner Royal Ghost
Arrows
Royal Giant Archers Knight Mortar Miner
Knight
Archers Mortar Baby Dragon Arrows Miner
Mortar
Knight Royal Giant Miner Archers Arrows Baby Dragon
Royal Giant
Arrows Mortar Miner Archers Baby Dragon Royal Ghost
Baby Dragon
Knight Archers Mortar Royal Giant Miner
Miner
Mortar Royal Giant Archers Arrows Knight Baby Dragon Royal Ghost
Royal Ghost
Archers Royal Giant Miner

Defense Synergies 1 7

Archers
Knight Mortar Baby Dragon
Arrows
Knight Mortar
Knight
Archers Arrows Mortar Baby Dragon
Mortar
Archers Arrows Knight Baby Dragon
Royal Giant
Baby Dragon
Archers Knight Mortar
Miner
Royal Ghost

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 Mortar Baby Dragon
Knight Mortar
Mortar Archers Knight
Knight Mortar
Arrows
Arrows Archers Baby Dragon Royal Ghost
Archers Arrows Mortar Baby Dragon
Arrows Baby Dragon
Mortar
Knight Archers Miner Royal Ghost
Archers Arrows Knight Baby Dragon Royal Ghost
Arrows Archers Baby Dragon
Mortar Knight
Arrows Mortar Baby Dragon Royal Ghost
Knight Mortar
Mortar
Arrows Knight Mortar
Arrows Mortar Archers Knight Baby Dragon Royal Ghost
Arrows Mortar Baby Dragon Archers Knight Royal Ghost
Mortar
Royal Ghost Archers Arrows Knight Baby Dragon

Counters to secondary win conditions

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

Knight Archers Royal Ghost
Archers Arrows Knight Mortar Baby Dragon Miner Royal Ghost
Knight
Knight
Knight
Arrows Archers Baby Dragon
Archers Knight
Knight
Knight Mortar Baby Dragon
Knight
Arrows
Knight
Archers Baby Dragon
Archers Knight Mortar Baby Dragon
Arrows Archers Baby Dragon Royal Ghost
Arrows Mortar

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 Knight Mortar Baby Dragon Royal Ghost
Arrows Mortar Baby Dragon Miner Royal Ghost
Arrows Baby Dragon Miner
Arrows Knight
Arrows Mortar Baby Dragon
Arrows Baby Dragon
Archers Arrows Mortar Baby Dragon
Arrows Baby Dragon
Arrows Miner Mortar
Miner Arrows Knight Mortar
Archers Arrows Baby Dragon
Knight Mortar Baby Dragon Miner
Arrows Mortar Baby Dragon
Arrows Mortar Baby Dragon
Arrows Mortar Baby Dragon
Arrows Mortar Baby Dragon
Arrows Mortar
Archers Arrows Mortar Baby Dragon
Arrows Mortar Baby Dragon Miner
Baby Dragon
Arrows
Arrows Mortar Baby Dragon
Arrows Mortar Baby Dragon
Arrows Mortar Miner Baby Dragon Royal Ghost
Arrows Mortar Baby Dragon Miner
Miner Arrows Mortar Baby Dragon
Archers Arrows Baby Dragon
Arrows Mortar Miner
Arrows
Arrows
Archers
Archers Arrows Baby Dragon
Arrows
Miner Knight Baby Dragon
Arrows Mortar Baby Dragon
Arrows
Baby Dragon
Mortar Baby Dragon Miner Royal Ghost
Mortar

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