My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Mediocre
Versatility
Mediocre
F2P score
Bad

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 Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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!

Advanced stuff

Defensive cards

Anti-air

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

Magic Archer

Defensive buildings

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

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Knight Magic Archer

Offensive cards

Win conditions

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

Wall Breakers Miner

Damage spells

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

Goblin Curse Rage

Punishments

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

Wall Breakers 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.

Knight 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.

Miner 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
Skeletons Wall Breakers Goblin Curse Miner
Giant Snowball
Skeletons Cannon Wall Breakers Goblin Curse Miner
Zap
Skeletons Cannon Wall Breakers Goblin Curse
Barbarian Barrel
Skeletons Knight Cannon Wall Breakers Goblin Curse Magic Archer
The Log
Skeletons Cannon Wall Breakers Goblin Curse
Earthquake
Skeletons Cannon
Arrows
Skeletons Wall Breakers Goblin Curse
Royal Delivery
Skeletons Knight Wall Breakers Miner Magic Archer
Fireball
Cannon Wall Breakers Magic Archer
Poison
Cannon Goblin Curse Magic Archer
Lightning
Knight Cannon Magic Archer
Rocket
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.

Magic Archer

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.

Knight Goblin Curse Rage Miner

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.

Skeletons Wall Breakers Goblin Curse Rage Knight Cannon Miner Magic Archer

Shortest cycle

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

7 Skeletons Wall Breakers Goblin Curse Rage

Attack Synergies 2 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
Knight
Wall Breakers Miner Magic Archer
Cannon
Wall Breakers
Knight Miner
Goblin Curse
Magic Archer
Rage
Miner
Wall Breakers Knight Magic Archer
Magic Archer
Knight Goblin Curse Miner

Defense Synergies 3 3

Skeletons
Cannon Knight Magic Archer
Knight
Cannon Magic Archer Skeletons
Cannon
Skeletons Knight Magic Archer
Wall Breakers
Goblin Curse
Rage
Miner
Magic Archer
Knight Skeletons Cannon

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 Cannon Magic Archer
Skeletons Knight Cannon Goblin Curse
Cannon Skeletons Knight Goblin Curse
Cannon Skeletons Knight Goblin Curse
Skeletons Cannon Magic Archer
Cannon Goblin Curse Magic Archer
Cannon Magic Archer
Cannon Skeletons Goblin Curse
Knight Skeletons Cannon Miner
Goblin Curse Skeletons Knight Cannon Magic Archer
Goblin Curse Magic Archer
Cannon Skeletons Knight Goblin Curse
Cannon Goblin Curse Magic Archer
Knight Cannon Goblin Curse
Cannon Goblin Curse
Skeletons Knight Cannon
Cannon Knight Magic Archer
Knight Cannon Goblin Curse Magic Archer
Cannon Goblin Curse
Knight Cannon Goblin Curse
Cannon

Counters to secondary win conditions

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

Knight Skeletons
Knight Miner Magic Archer
Skeletons Knight
Knight
Skeletons Knight Cannon Goblin Curse
Skeletons Goblin Curse Magic Archer
Skeletons Knight
Knight Goblin Curse
Skeletons Knight Magic Archer
Skeletons Cannon Goblin Curse
Knight
Skeletons Knight Cannon Goblin Curse
Cannon Goblin Curse Magic Archer
Skeletons Knight Magic Archer
Cannon Goblin Curse Magic Archer
Cannon

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 Knight
Goblin Curse Miner Magic Archer
Miner Magic Archer
Knight
Goblin Curse Magic Archer
Goblin Curse Magic Archer
Magic Archer
Goblin Curse Magic Archer
Miner
Miner Knight Magic Archer
Goblin Curse Magic Archer
Knight Miner Magic Archer
Magic Archer
Magic Archer
Magic Archer
Magic Archer
Magic Archer
Goblin Curse Miner Magic Archer
Magic Archer
Goblin Curse Magic Archer
Miner Magic Archer
Miner Magic Archer
Miner Goblin Curse Magic Archer
Goblin Curse Magic Archer
Miner Magic Archer
Magic Archer
Goblin Curse Magic Archer
Magic Archer
Goblin Curse Magic Archer
Miner Knight Magic Archer
Magic Archer
Magic Archer
Magic Archer
Miner Magic Archer

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