My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Archer Queen

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.

Skeletons Bats Fisherman Archer Queen

Offensive cards

Win conditions

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

Miner

Damage spells

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

Zap Arrows

Punishments

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

Miner

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.

Archer Queen

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 Goblin Machine

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
Skeletons Bats Miner Fisherman
Giant Snowball
Skeletons Bats Miner Fisherman
Zap
Skeletons Bats Fisherman
Barbarian Barrel
Skeletons
The Log
Skeletons Fisherman
Earthquake
Skeletons
Arrows
Skeletons Bats
Royal Delivery
Skeletons Bats Miner Fisherman
Fireball
Fisherman
Poison
Bats Fisherman
Lightning
Fisherman Archer Queen
Rocket
Archer Queen

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Goblin Machine

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.

Bats Arrows Miner Goblin Machine

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.

Skeletons Bats Zap Arrows Miner Fisherman Goblin Machine Archer Queen

Shortest cycle

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

8 Skeletons Bats Zap Arrows

Attack Synergies 3 4

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.

Skeletons
Bats
Miner Zap Fisherman
Zap
Arrows Miner Bats Fisherman
Arrows
Zap Miner
Miner
Bats Zap Arrows
Fisherman
Bats Zap
Goblin Machine
Archer Queen

Defense Synergies 1 9

Skeletons
Fisherman Bats Zap Archer Queen
Bats
Skeletons Zap Fisherman
Zap
Skeletons Bats Arrows Miner Fisherman Archer Queen
Arrows
Zap
Miner
Zap
Fisherman
Skeletons Bats Zap
Goblin Machine
Archer Queen
Skeletons Zap

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.

Zap
Skeletons Bats Zap Fisherman
Fisherman Skeletons Bats
Skeletons Bats Fisherman
Arrows
Arrows Skeletons Bats Zap
Bats Zap Arrows
Zap Arrows
Skeletons Fisherman Archer Queen
Skeletons Miner Fisherman
Bats Skeletons Zap Arrows Fisherman
Arrows Bats Zap
Skeletons Bats Zap
Bats Zap Arrows
Zap Fisherman
Skeletons Bats Arrows Fisherman
Arrows Bats Zap Fisherman
Zap Arrows Bats Fisherman
Fisherman
Bats Arrows Fisherman
Archer Queen

Counters to secondary win conditions

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

Skeletons Zap Fisherman
Zap Arrows Miner Fisherman
Skeletons Bats Zap Fisherman
Bats Zap Fisherman
Skeletons Fisherman
Arrows Skeletons Bats Zap
Skeletons Bats
Fisherman
Zap Skeletons Bats
Skeletons
Bats
Zap Arrows Archer Queen
Skeletons
Skeletons Bats Zap Fisherman Archer Queen
Bats Arrows Zap Archer Queen
Zap Arrows

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
Arrows Zap Miner Fisherman
Arrows Miner
Arrows
Zap Arrows
Arrows Bats Zap Goblin Machine
Arrows
Arrows Zap
Arrows Miner Zap Fisherman
Bats Fisherman
Miner Zap Arrows Fisherman Goblin Machine
Zap Arrows Archer Queen
Miner Fisherman
Arrows Fisherman
Zap Arrows Fisherman
Zap Arrows
Arrows
Arrows
Bats Fisherman
Zap Arrows Fisherman Goblin Machine
Zap Arrows Miner Goblin Machine
Arrows
Fisherman
Zap Arrows
Zap Arrows Goblin Machine
Fisherman
Arrows Miner Zap Fisherman
Zap Arrows Miner Fisherman
Miner Zap Arrows Fisherman
Bats Zap Arrows
Zap Bats
Zap Arrows Miner
Zap Arrows
Arrows
Zap Bats
Zap Arrows Archer Queen
Arrows
Miner
Arrows Zap
Zap Arrows Archer Queen
Archer Queen
Zap Bats Archer Queen
Bats Zap Archer Queen
Zap Miner Archer Queen

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