My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Good
Versatility
Great!
F2P score
Great!

2 warnings Why?

Deck tips

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Minion Horde Wizard

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.

Archers Knight Wizard Bandit

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Zap

Punishments

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

Elite Barbarians Hog Rider Bandit

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.

Knight Minion Horde Elite Barbarians Hog Rider Bandit

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.

Elite Barbarians Hog Rider Bandit

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
Archers Minion Horde Elite Barbarians Hog Rider Bandit
Giant Snowball
Archers Minion Horde Hog Rider
Zap
Archers Minion Horde Bandit
Barbarian Barrel
Archers Knight Elite Barbarians Wizard Bandit
The Log
Archers Elite Barbarians Hog Rider Bandit
Earthquake
Archers Hog Rider
Arrows
Archers Minion Horde
Royal Delivery
Archers Knight Minion Horde Elite Barbarians Hog Rider Wizard Bandit
Fireball
Archers Minion Horde Elite Barbarians Hog Rider Wizard Bandit
Poison
Archers Minion Horde Wizard
Lightning
Knight Elite Barbarians Wizard Bandit
Rocket
Minion Horde Elite Barbarians Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard

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

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.

Elite Barbarians

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.

Minion Horde 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Archers Knight Bandit Hog Rider Minion Horde Wizard Elite Barbarians

Shortest cycle

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

11 Zap Archers Knight Bandit

Attack Synergies 4 17

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.

Zap
Elite Barbarians Hog Rider Archers Knight Minion Horde Bandit
Archers
Knight Zap Elite Barbarians Hog Rider Bandit
Knight
Archers Hog Rider Zap Minion Horde Elite Barbarians Wizard
Minion Horde
Zap Knight Hog Rider
Elite Barbarians
Zap Archers Knight Hog Rider Wizard Bandit
Hog Rider
Zap Knight Archers Minion Horde Elite Barbarians Wizard Bandit
Wizard
Knight Elite Barbarians Hog Rider Bandit
Bandit
Zap Archers Elite Barbarians Hog Rider Wizard

Defense Synergies 1 10

Zap
Archers Knight Minion Horde Elite Barbarians Bandit
Archers
Knight Zap Bandit
Knight
Archers Zap Minion Horde Wizard
Minion Horde
Zap Knight
Elite Barbarians
Zap Wizard
Hog Rider
Wizard
Knight Elite Barbarians Bandit
Bandit
Zap Archers Wizard

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 Knight Minion Horde Wizard
Minion Horde Elite Barbarians Zap Knight Bandit
Minion Horde Archers Knight Elite Barbarians Bandit
Minion Horde Elite Barbarians Knight Bandit
Elite Barbarians
Zap Archers Bandit
Minion Horde Zap Archers Wizard
Zap Bandit
Minion Horde Elite Barbarians
Knight Elite Barbarians Archers Minion Horde Bandit
Archers Minion Horde Zap Knight Wizard Bandit
Minion Horde Zap Archers Wizard
Minion Horde Zap Knight Elite Barbarians Wizard Bandit
Wizard Zap Minion Horde
Elite Barbarians Knight Minion Horde Bandit
Minion Horde Zap Elite Barbarians Bandit
Minion Horde Wizard Knight Elite Barbarians
Zap Archers Knight Minion Horde Elite Barbarians Wizard Bandit
Zap Wizard Archers Knight Bandit
Elite Barbarians
Wizard Archers Knight Minion Horde Elite Barbarians Bandit

Counters to secondary win conditions

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

Knight Zap Archers Elite Barbarians Bandit
Bandit Zap Archers Knight Elite Barbarians Wizard
Bandit Zap Knight Minion Horde Elite Barbarians
Zap Knight Minion Horde Elite Barbarians Bandit
Knight Minion Horde Elite Barbarians Bandit
Wizard Zap Archers Minion Horde
Archers Knight Minion Horde Elite Barbarians Bandit
Knight Minion Horde Elite Barbarians
Zap Minion Horde Knight Elite Barbarians Bandit
Minion Horde
Knight Minion Horde Elite Barbarians
Zap Elite Barbarians
Elite Barbarians Knight Minion Horde Wizard Bandit
Wizard Archers Minion Horde
Elite Barbarians Zap Archers Knight Minion Horde
Zap Archers Minion Horde Elite Barbarians Wizard
Zap

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.)

Knight Minion Horde Bandit
Zap Bandit
Minion Horde Bandit
Knight
Wizard Zap Minion Horde
Wizard Zap Minion Horde
Archers Minion Horde Wizard
Zap Wizard
Zap Wizard Bandit
Minion Horde Elite Barbarians
Zap Knight Minion Horde Wizard Bandit
Zap Archers Wizard
Knight Elite Barbarians Bandit
Minion Horde Bandit
Zap Elite Barbarians
Zap Minion Horde Wizard Bandit
Minion Horde Wizard Bandit
Minion Horde
Zap Archers Wizard Bandit
Zap Wizard
Minion Horde
Wizard
Zap Minion Horde
Zap Wizard
Minion Horde
Zap Wizard Bandit
Zap Wizard Bandit
Zap Bandit
Elite Barbarians Zap Archers Minion Horde Wizard
Zap Minion Horde Wizard
Minion Horde Elite Barbarians
Zap Minion Horde Wizard Bandit
Zap Minion Horde
Minion Horde
Wizard
Zap Minion Horde Archers Bandit
Zap Archers Wizard
Knight Minion Horde Wizard
Zap Wizard
Zap
Minion Horde Elite Barbarians
Zap Minion Horde Elite Barbarians
Zap
Zap Bandit
Wizard

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