My Best Clash Royale Deck

Deck Check Rating

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

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 Dart Goblin Electro 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 Skeleton Barrel Electro Wizard

Offensive cards

Win conditions

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

Skeleton Barrel

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.

Skeleton Barrel

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 Skeleton Barrel Dart Goblin

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.

Skeleton Barrel Electro Wizard

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 Skeleton Barrel Clone
Giant Snowball
Archers Skeleton Barrel Dart Goblin Clone
Zap
Archers Skeleton Barrel Dart Goblin Clone
Barbarian Barrel
Archers Knight Skeleton Barrel Dart Goblin Clone Electro Wizard
The Log
Archers Skeleton Barrel Dart Goblin Clone
Earthquake
Archers Clone
Arrows
Archers Skeleton Barrel Dart Goblin Clone
Royal Delivery
Archers Knight Skeleton Barrel Dart Goblin Clone Electro Wizard
Fireball
Archers Skeleton Barrel Dart Goblin Clone Electro Wizard
Poison
Archers Skeleton Barrel Dart Goblin Clone Electro Wizard
Lightning
Knight Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap

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 Skeleton Barrel 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.

Dart Goblin Electro 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Zap Archers Knight Skeleton Barrel Dart Goblin Clone Electro Wizard

Shortest cycle

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

8 Mirror Zap Archers Knight

Attack Synergies 6 10

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
Mirror Electro Wizard Archers Knight Skeleton Barrel Dart Goblin
Archers
Knight Zap Skeleton Barrel
Knight
Archers Skeleton Barrel Dart Goblin Zap Electro Wizard
Skeleton Barrel
Knight Clone Zap Archers Dart Goblin Mirror
Dart Goblin
Knight Zap Skeleton Barrel Mirror
Mirror
Zap Skeleton Barrel Dart Goblin
Clone
Skeleton Barrel Electro Wizard
Electro Wizard
Zap Knight Clone

Defense Synergies 5 10

Zap
Mirror Electro Wizard Archers Knight Skeleton Barrel Dart Goblin
Archers
Knight Zap Dart Goblin Electro Wizard
Knight
Archers Dart Goblin Electro Wizard Zap
Skeleton Barrel
Zap Dart Goblin
Dart Goblin
Knight Zap Archers Skeleton Barrel Mirror Electro Wizard
Mirror
Zap Dart Goblin Electro Wizard
Clone
Electro Wizard
Zap Knight Archers Dart Goblin 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.

Zap Knight Skeleton Barrel Dart Goblin Electro Wizard
Zap Knight Dart Goblin Electro Wizard
Archers Knight Dart Goblin Electro Wizard
Knight Dart Goblin Electro Wizard
Zap Archers Dart Goblin Electro Wizard
Dart Goblin Electro Wizard Zap Archers
Zap Skeleton Barrel Dart Goblin Electro Wizard
Knight Archers Dart Goblin Electro Wizard
Archers Dart Goblin Electro Wizard Zap Knight
Zap Archers Dart Goblin Electro Wizard
Zap Knight Electro Wizard
Zap Dart Goblin Electro Wizard
Knight Electro Wizard
Zap Electro Wizard
Knight Electro Wizard
Zap Archers Knight Dart Goblin Electro Wizard
Zap Archers Knight Dart Goblin Electro Wizard
Dart Goblin Electro Wizard
Archers Knight Dart Goblin Electro Wizard

Counters to secondary win conditions

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

Knight Zap Archers Electro Wizard
Electro Wizard Zap Archers Knight Skeleton Barrel
Zap Knight Electro Wizard
Zap Knight Electro Wizard
Knight
Zap Archers Skeleton Barrel Dart Goblin Electro Wizard
Archers Knight Dart Goblin Electro Wizard
Knight
Zap Electro Wizard Knight
Dart Goblin
Knight Dart Goblin
Zap Electro Wizard
Knight
Archers Dart Goblin
Electro Wizard Zap Archers Knight Dart Goblin
Zap Archers Dart Goblin Electro 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.)

Skeleton Barrel Knight Dart Goblin
Zap Skeleton Barrel Dart Goblin Electro Wizard
Skeleton Barrel Dart Goblin
Knight Skeleton Barrel Dart Goblin
Zap
Zap Skeleton Barrel Dart Goblin
Archers Dart Goblin
Zap Skeleton Barrel Dart Goblin
Zap Skeleton Barrel Dart Goblin
Electro Wizard
Zap Knight Skeleton Barrel Dart Goblin Electro Wizard
Zap Archers Dart Goblin
Knight Skeleton Barrel Dart Goblin
Skeleton Barrel Dart Goblin
Zap Skeleton Barrel Dart Goblin
Zap Skeleton Barrel Dart Goblin
Skeleton Barrel Dart Goblin
Zap Archers Skeleton Barrel Dart Goblin Electro Wizard
Zap Skeleton Barrel Dart Goblin
Zap Skeleton Barrel
Zap
Zap Skeleton Barrel Dart Goblin Electro Wizard
Zap Skeleton Barrel
Zap Skeleton Barrel Dart Goblin
Zap Archers Dart Goblin Electro Wizard
Zap Electro Wizard Skeleton Barrel Dart Goblin
Zap Dart Goblin
Zap Electro Wizard
Zap Skeleton Barrel Electro Wizard Archers Dart Goblin
Zap Archers Dart Goblin Electro Wizard
Knight Dart Goblin Electro Wizard
Zap Skeleton Barrel Dart Goblin
Zap
Dart Goblin
Zap Dart Goblin Electro Wizard
Zap Dart Goblin Electro Wizard
Zap Skeleton Barrel Dart Goblin Electro Wizard

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