My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Bad
Versatility
Mediocre
F2P score
RIP

2 problems 2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

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.

Knight Ice Wizard Magic Archer Lava Hound

Offensive cards

Win conditions

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

Lava Hound

Damage spells

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

Fireball Rage Void

Pump responses

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

Fireball Void

Dropped at the bridge

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

Knight Heal Spirit Magic Archer Lava Hound

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
Lava Hound
Giant Snowball
Lava Hound
Zap
Lava Hound
Barbarian Barrel
Knight Heal Spirit Ice Wizard Magic Archer
The Log
Heal Spirit
Earthquake
Arrows
Heal Spirit Lava Hound
Royal Delivery
Knight Heal Spirit Ice Wizard Magic Archer Lava Hound
Fireball
Ice Wizard Magic Archer Lava Hound
Poison
Ice Wizard Magic Archer Lava Hound
Lightning
Knight Ice Wizard Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fireball Ice Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fireball 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.

Knight Heal Spirit Rage Ice Wizard

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.

Fireball

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 Fireball Ice Wizard Lava Hound

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Heal Spirit Rage Knight Void Ice Wizard Fireball Magic Archer Lava Hound

Shortest cycle

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

9 Heal Spirit Rage Knight Void

Attack Synergies 1 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.

Knight
Heal Spirit Fireball Ice Wizard Magic Archer
Heal Spirit
Knight
Fireball
Lava Hound Knight Magic Archer
Rage
Void
Lava Hound
Ice Wizard
Knight
Magic Archer
Knight Fireball Lava Hound
Lava Hound
Fireball Void Magic Archer

Defense Synergies 2 2

Knight
Ice Wizard Magic Archer Fireball
Heal Spirit
Fireball
Knight Ice Wizard
Rage
Void
Ice Wizard
Knight Fireball
Magic Archer
Knight
Lava Hound

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 Fireball Void Magic Archer
Knight Ice Wizard
Knight Void Ice Wizard
Knight Ice Wizard
Fireball
Fireball Ice Wizard Magic Archer
Fireball Void Ice Wizard Magic Archer
Fireball Void Magic Archer
Ice Wizard
Knight Ice Wizard
Ice Wizard Knight Fireball Magic Archer
Fireball Ice Wizard Magic Archer
Knight Fireball Ice Wizard
Fireball Magic Archer
Knight
Fireball
Knight Fireball
Fireball Knight Ice Wizard Magic Archer
Knight Fireball Ice Wizard Magic Archer
Knight Fireball

Counters to secondary win conditions

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

Knight Fireball Void
Fireball Void Knight Magic Archer
Knight
Knight Fireball
Knight
Fireball Ice Wizard Magic Archer
Knight Fireball Void Ice Wizard
Knight
Void Knight Fireball Magic Archer
Knight
Fireball Void
Knight Fireball
Fireball Magic Archer
Knight Fireball Magic Archer
Fireball Ice Wizard Magic Archer
Fireball Void 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.)

Fireball Void Magic Archer Knight
Fireball Void Ice Wizard Magic Archer
Fireball Void Magic Archer
Knight Fireball Void
Fireball Magic Archer
Fireball Ice Wizard Magic Archer
Magic Archer
Fireball Ice Wizard Magic Archer
Fireball Void
Fireball Void
Void Knight Fireball Magic Archer
Fireball Void Magic Archer
Knight Fireball Void Magic Archer
Fireball Void Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Magic Archer Fireball
Fireball
Void Fireball Magic Archer
Fireball Void Magic Archer
Fireball Void Magic Archer
Fireball Void
Void
Fireball Void
Fireball Ice Wizard Magic Archer
Fireball Void Ice Wizard Magic Archer
Fireball Void Magic Archer
Fireball Void Magic Archer
Fireball Void Ice Wizard Magic Archer
Fireball Void
Fireball Void
Void Fireball Magic Archer
Void Fireball Magic Archer
Fireball Magic Archer
Fireball Void Magic Archer
Fireball Ice Wizard Magic Archer
Fireball
Fireball Void Knight Magic Archer
Fireball Magic Archer
Void Fireball
Fireball Magic Archer
Fireball Void Magic Archer
Void Fireball Magic Archer
Fireball Void
Void

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