My Best Clash Royale Deck

Deck Check Rating

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

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 tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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.

Wizard Ice Wizard 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.

Royal Recruits Wizard Ice Wizard Magic Archer

Offensive cards

Win conditions

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

Wall Breakers

Damage spells

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

Arrows Rocket

Punishments

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

Royal Recruits Wall Breakers

Pump responses

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

Rocket

Dropped at the bridge

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

Royal Recruits Wall Breakers 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.

Magic Archer

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
Royal Recruits Wall Breakers Guards
Giant Snowball
Royal Recruits Wall Breakers Guards
Zap
Wall Breakers Guards
Barbarian Barrel
Royal Recruits Wizard Wall Breakers Guards Ice Wizard Magic Archer
The Log
Royal Recruits Wall Breakers Guards
Earthquake
Guards
Arrows
Royal Recruits Wall Breakers Guards
Royal Delivery
Royal Recruits Wizard Wall Breakers Guards Ice Wizard Magic Archer
Fireball
Wizard Wall Breakers Ice Wizard Magic Archer
Poison
Royal Recruits Wizard Guards Ice Wizard Magic Archer
Lightning
Wizard Ice Wizard Magic Archer
Rocket
Wizard Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Rocket Ice Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Rocket Ice Wizard 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.

Arrows Royal Recruits Rocket Guards Ice Wizard

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 Ice 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.

Wall Breakers Arrows Guards Ice Wizard Magic Archer Wizard Rocket Royal Recruits

Shortest cycle

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

11 Wall Breakers Arrows Guards Ice Wizard

Attack Synergies 0 3

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.

Arrows
Wall Breakers
Royal Recruits
Wall Breakers Magic Archer
Wizard
Rocket
Wall Breakers
Arrows Royal Recruits
Guards
Ice Wizard
Magic Archer
Royal Recruits

Defense Synergies 0 6

Arrows
Ice Wizard
Royal Recruits
Ice Wizard
Wizard
Guards Ice Wizard
Rocket
Wall Breakers
Guards
Wizard Ice Wizard Magic Archer
Ice Wizard
Arrows Royal Recruits Wizard Guards
Magic Archer
Guards

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.

Rocket Royal Recruits Wizard Magic Archer
Royal Recruits Ice Wizard
Rocket Royal Recruits Ice Wizard
Royal Recruits Guards Ice Wizard
Arrows Royal Recruits Rocket
Arrows Guards Ice Wizard Magic Archer
Rocket Arrows Wizard Ice Wizard Magic Archer
Rocket Arrows Royal Recruits Magic Archer
Royal Recruits Ice Wizard
Guards Royal Recruits Ice Wizard
Guards Ice Wizard Arrows Royal Recruits Wizard Magic Archer
Arrows Wizard Ice Wizard Magic Archer
Royal Recruits Wizard Rocket Guards Ice Wizard
Wizard Rocket Arrows Royal Recruits Guards Magic Archer
Royal Recruits
Rocket Royal Recruits
Wizard Arrows Royal Recruits
Arrows Royal Recruits Wizard Guards Ice Wizard Magic Archer
Arrows Wizard Royal Recruits Guards Ice Wizard Magic Archer
Royal Recruits
Royal Recruits Wizard Arrows Guards
Guards

Counters to secondary win conditions

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

Royal Recruits Guards
Arrows Wizard Rocket Magic Archer
Royal Recruits Guards Rocket
Royal Recruits Rocket Guards
Royal Recruits Guards
Arrows Wizard Rocket Ice Wizard Magic Archer
Royal Recruits Rocket Guards Ice Wizard
Royal Recruits
Royal Recruits Rocket Magic Archer
Royal Recruits Guards
Royal Recruits Guards
Royal Recruits Rocket Arrows Guards
Royal Recruits Rocket Wizard Guards
Royal Recruits Wizard Magic Archer
Royal Recruits Guards Rocket Magic Archer
Arrows Royal Recruits Wizard Ice Wizard Magic Archer
Arrows Ice 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.)

Magic Archer Arrows Royal Recruits Rocket Guards
Arrows Ice Wizard Magic Archer
Rocket Arrows Magic Archer
Arrows Royal Recruits Rocket Guards
Wizard Rocket Arrows Magic Archer
Arrows Wizard Rocket Ice Wizard Magic Archer
Arrows Wizard Magic Archer
Arrows Wizard Ice Wizard Magic Archer
Arrows Wizard
Rocket Guards
Rocket Arrows Royal Recruits Wizard Magic Archer
Arrows Wizard Rocket Magic Archer
Rocket Magic Archer
Arrows Rocket Magic Archer
Arrows Magic Archer
Rocket Arrows Wizard Magic Archer
Magic Archer Arrows Royal Recruits Wizard Rocket
Arrows Rocket
Rocket
Rocket Arrows Wizard Magic Archer
Rocket Arrows Wizard Magic Archer
Rocket Magic Archer
Rocket Arrows Wizard
Rocket
Rocket Arrows Royal Recruits
Arrows Wizard Ice Wizard Magic Archer
Arrows Wizard Ice Wizard Magic Archer
Arrows Wizard Magic Archer
Rocket Arrows Magic Archer
Arrows Wizard Ice Wizard Magic Archer
Rocket Wizard Guards
Arrows Wizard Rocket Magic Archer
Rocket Arrows Magic Archer
Rocket Arrows Wizard Magic Archer
Royal Recruits Rocket Guards Magic Archer
Rocket Arrows Wizard Ice Wizard Magic Archer
Arrows
Wizard Rocket Magic Archer
Arrows Wizard Magic Archer
Rocket Arrows
Royal Recruits
Royal Recruits Rocket Guards Magic Archer
Rocket Magic Archer
Royal Recruits Rocket Magic Archer
Wizard Rocket

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