My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Mediocre
Synergy
Mediocre
Versatility
Bad
F2P score
Mediocre

2 problems 3 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 way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

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.

Elixir Golem Magic Archer

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Giant Snowball Rage

Punishments

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

Elixir Golem

Pump responses

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

Missing

Dropped at the bridge

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

Heal Spirit Elixir Golem 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
Elixir Golem Clone
Giant Snowball
Cannon Clone
Zap
Cannon Clone
Barbarian Barrel
Cannon Heal Spirit Elixir Golem Clone Magic Archer
The Log
Cannon Heal Spirit Elixir Golem Clone
Earthquake
Cannon Elixir Golem Clone
Arrows
Heal Spirit Clone
Royal Delivery
Heal Spirit Elixir Golem Clone Magic Archer
Fireball
Cannon Elixir Golem Clone Magic Archer
Poison
Cannon Elixir Golem Clone Magic Archer
Lightning
Cannon Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Giant Snowball Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Giant Snowball 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.

Heal Spirit Elixir Golem Rage Clone

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

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.

Mirror Heal Spirit Giant Snowball Rage Cannon Elixir Golem Clone Magic Archer

Shortest cycle

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

5 Mirror Heal Spirit Giant Snowball Rage

Attack Synergies 2 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.

Giant Snowball
Elixir Golem Mirror Magic Archer
Cannon
Heal Spirit
Elixir Golem
Elixir Golem
Heal Spirit Rage Giant Snowball Mirror Magic Archer
Mirror
Giant Snowball Elixir Golem Magic Archer
Rage
Elixir Golem
Clone
Magic Archer
Magic Archer
Giant Snowball Elixir Golem Mirror Clone

Defense Synergies 2 4

Giant Snowball
Mirror Cannon Magic Archer
Cannon
Mirror Giant Snowball Magic Archer
Heal Spirit
Elixir Golem
Mirror
Giant Snowball Cannon Magic Archer
Rage
Clone
Magic Archer
Giant Snowball Cannon Mirror

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.

Cannon Magic Archer
Cannon
Cannon Giant Snowball
Cannon
Giant Snowball Cannon Magic Archer
Giant Snowball Cannon Magic Archer
Cannon Magic Archer
Cannon
Giant Snowball Cannon
Giant Snowball Cannon Magic Archer
Giant Snowball Magic Archer
Cannon Giant Snowball
Giant Snowball Cannon Magic Archer
Cannon
Giant Snowball Cannon
Cannon
Cannon Giant Snowball Magic Archer
Giant Snowball Cannon Magic Archer
Cannon
Giant Snowball Cannon
Cannon

Counters to secondary win conditions

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

Giant Snowball
Giant Snowball Magic Archer
Cannon
Giant Snowball Magic Archer
Giant Snowball Magic Archer
Cannon
Giant Snowball
Cannon
Cannon Magic Archer
Magic Archer
Giant Snowball Cannon Magic Archer
Giant Snowball 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
Giant Snowball Magic Archer
Magic Archer
Giant Snowball Magic Archer
Giant Snowball Magic Archer
Magic Archer
Giant Snowball Magic Archer
Giant Snowball
Giant Snowball
Magic Archer
Giant Snowball Magic Archer
Giant Snowball Magic Archer
Magic Archer
Giant Snowball Magic Archer
Giant Snowball Magic Archer
Magic Archer
Giant Snowball
Giant Snowball Magic Archer
Giant Snowball Magic Archer
Magic Archer
Giant Snowball
Giant Snowball
Giant Snowball Magic Archer
Giant Snowball Magic Archer
Giant Snowball Magic Archer
Magic Archer
Giant Snowball Magic Archer
Giant Snowball
Giant Snowball
Giant Snowball Magic Archer
Giant Snowball Magic Archer
Giant Snowball Magic Archer
Magic Archer
Giant Snowball Magic Archer
Magic Archer
Giant Snowball Magic Archer
Giant Snowball
Giant Snowball Magic Archer
Giant Snowball Magic Archer
Giant Snowball Magic Archer

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