My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Good
Versatility
Bad
F2P score
Bad

1 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Archers

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 Balloon Giant Skeleton

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Zap Rage Freeze

Punishments

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

Balloon

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 Balloon Giant Skeleton

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.

Balloon Giant Skeleton

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 Balloon Giant Skeleton
Giant Snowball
Archers Balloon
Zap
Archers Balloon
Barbarian Barrel
Archers Knight Giant Skeleton
The Log
Archers Giant Skeleton
Earthquake
Archers
Arrows
Archers
Royal Delivery
Archers Knight Balloon Giant Skeleton
Fireball
Archers Balloon
Poison
Archers Balloon
Lightning
Knight Balloon
Rocket
Balloon

Against air swarms

Spells and units that can counter air swarms.

Zap Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Freeze

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 Rage Freeze Giant Skeleton

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.

Mirror Zap Rage Archers Knight Freeze Balloon Giant Skeleton

Shortest cycle

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

7 Mirror Zap Rage Archers

Attack Synergies 6 11

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 Balloon Archers Knight Freeze Giant Skeleton
Archers
Knight Zap Balloon Giant Skeleton
Knight
Archers Balloon Zap
Mirror
Zap Freeze Balloon Giant Skeleton
Rage
Balloon Giant Skeleton
Freeze
Balloon Zap Mirror
Balloon
Zap Knight Rage Freeze Archers Mirror Giant Skeleton
Giant Skeleton
Zap Archers Mirror Rage Balloon

Defense Synergies 2 4

Zap
Mirror Archers Knight Giant Skeleton
Archers
Knight Zap Giant Skeleton
Knight
Archers Zap
Mirror
Zap
Rage
Freeze
Balloon
Giant Skeleton
Zap Archers

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
Zap Knight
Archers Knight Freeze Giant Skeleton
Knight
Giant Skeleton
Freeze Zap Archers
Zap Archers Freeze
Zap Giant Skeleton
Knight Archers Giant Skeleton
Archers Zap Knight Freeze Giant Skeleton
Zap Archers
Zap Knight Freeze Giant Skeleton
Zap Freeze
Knight
Zap Freeze
Knight
Zap Archers Knight
Zap Freeze Archers Knight Giant Skeleton
Archers Knight Giant Skeleton

Counters to secondary win conditions

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

Knight Zap Archers Giant Skeleton
Zap Archers Knight
Giant Skeleton Zap Knight
Giant Skeleton Zap Knight
Giant Skeleton Knight
Zap Archers Freeze
Archers Knight Giant Skeleton
Giant Skeleton Knight
Zap Freeze Giant Skeleton Knight
Knight Giant Skeleton
Zap Giant Skeleton
Giant Skeleton Knight
Archers
Zap Archers Knight Freeze Giant Skeleton
Zap Archers Freeze Giant Skeleton
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 Freeze Giant Skeleton
Zap
Giant Skeleton
Knight Freeze Giant Skeleton
Zap
Zap Freeze
Archers
Zap Freeze
Zap
Zap Knight
Zap Archers
Knight
Freeze
Zap
Zap
Freeze
Zap Archers
Zap
Giant Skeleton
Zap
Zap Freeze
Zap
Zap
Zap
Zap Archers
Zap Freeze
Zap
Zap Freeze
Giant Skeleton
Zap Archers Freeze
Zap Archers
Freeze
Knight
Zap
Zap Giant Skeleton
Zap Freeze Giant Skeleton
Zap
Zap Freeze Giant Skeleton

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