My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Magic Archer

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.

Royal Giant Bandit Magic Archer

Offensive cards

Win conditions

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

Royal Giant 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.

Royal Giant 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.

Barbarians Royal Giant Heal Spirit Hog Rider Bandit 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.

Hog Rider Bandit 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
Royal Giant Hog Rider Bandit
Giant Snowball
Barbarians Hog Rider
Zap
Royal Giant Bandit
Barbarian Barrel
Barbarians Heal Spirit Bandit Magic Archer
The Log
Barbarians Royal Giant Heal Spirit Hog Rider Bandit
Earthquake
Barbarians Hog Rider
Arrows
Heal Spirit
Royal Delivery
Barbarians Heal Spirit Hog Rider Bandit Magic Archer
Fireball
Barbarians Hog Rider Bandit Magic Archer
Poison
Barbarians Magic Archer
Lightning
Bandit Magic Archer
Rocket
Barbarians Hog Rider Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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

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.

Royal Giant

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.

Barbarians 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Heal Spirit Zap Bandit Hog Rider Magic Archer Barbarians Royal Giant

Shortest cycle

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

6 Mirror Heal Spirit Zap Bandit

Attack Synergies 3 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
Hog Rider Mirror Royal Giant Heal Spirit Bandit Magic Archer
Barbarians
Heal Spirit Hog Rider
Royal Giant
Heal Spirit Zap Hog Rider Mirror Bandit Magic Archer
Heal Spirit
Royal Giant Zap Barbarians Hog Rider Bandit
Hog Rider
Zap Barbarians Royal Giant Heal Spirit Mirror Bandit Magic Archer
Mirror
Zap Royal Giant Hog Rider Magic Archer
Bandit
Zap Royal Giant Heal Spirit Hog Rider Magic Archer
Magic Archer
Zap Royal Giant Hog Rider Mirror Bandit

Defense Synergies 1 5

Zap
Mirror Barbarians Bandit Magic Archer
Barbarians
Zap
Royal Giant
Heal Spirit
Hog Rider
Mirror
Zap Magic Archer
Bandit
Zap Magic Archer
Magic Archer
Zap Mirror Bandit

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 Magic Archer
Barbarians Zap Bandit
Barbarians Bandit
Barbarians Bandit
Barbarians
Zap Bandit Magic Archer
Zap Magic Archer
Zap Barbarians Bandit Magic Archer
Barbarians
Barbarians Bandit
Barbarians Zap Bandit Magic Archer
Zap Magic Archer
Barbarians Zap Bandit
Zap Barbarians Magic Archer
Barbarians Bandit
Barbarians Zap Bandit
Barbarians
Zap Barbarians Bandit Magic Archer
Zap Barbarians Bandit Magic Archer
Barbarians
Barbarians Bandit

Counters to secondary win conditions

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

Barbarians Zap Bandit
Bandit Zap Magic Archer
Barbarians Bandit Zap
Zap Barbarians Bandit
Barbarians Bandit
Zap Magic Archer
Barbarians Bandit
Barbarians
Zap Barbarians Bandit Magic Archer
Barbarians
Barbarians
Zap Barbarians
Barbarians Bandit
Barbarians Magic Archer
Barbarians Zap Magic Archer
Zap Barbarians Magic Archer
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.)

Magic Archer Bandit
Zap Bandit Magic Archer
Bandit Magic Archer
Barbarians
Zap Magic Archer
Zap Magic Archer
Magic Archer
Zap Magic Archer
Zap Bandit
Zap Bandit Magic Archer
Zap Magic Archer
Bandit Magic Archer
Bandit Magic Archer
Zap Magic Archer
Zap Bandit Magic Archer
Magic Archer Bandit
Zap Bandit Magic Archer
Zap Magic Archer
Magic Archer
Zap Barbarians
Zap Magic Archer
Zap Bandit Magic Archer
Zap Bandit Magic Archer
Zap Bandit Magic Archer
Zap Magic Archer
Zap
Zap Bandit Magic Archer
Zap Magic Archer
Magic Archer
Zap Barbarians Bandit Magic Archer
Zap Magic Archer
Magic Archer
Zap Magic Archer
Zap
Zap Magic Archer
Zap Magic Archer
Zap Bandit Magic Archer

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