My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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 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.

Skeletons Archers Golem Magic Archer

Offensive cards

Win conditions

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

Royal Hogs Golem Miner

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 Hogs Miner

Pump responses

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

Miner

Dropped at the bridge

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

Goblins Royal Hogs 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.

Royal Hogs Golem Miner 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
Skeletons Archers Royal Hogs Miner
Giant Snowball
Skeletons Goblins Archers Royal Hogs Miner
Zap
Skeletons Goblins Archers Royal Hogs
Barbarian Barrel
Skeletons Goblins Archers Royal Hogs Magic Archer
The Log
Skeletons Goblins Archers Royal Hogs
Earthquake
Skeletons Archers Royal Hogs
Arrows
Skeletons Goblins Archers Royal Hogs
Royal Delivery
Skeletons Goblins Archers Royal Hogs Miner Magic Archer
Fireball
Archers Royal Hogs Magic Archer
Poison
Archers Royal Hogs Magic Archer
Lightning
Magic Archer
Rocket
Royal Hogs 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

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.

Golem Miner

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.

Goblins

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.

Skeletons Goblins Zap Archers Miner Magic Archer Royal Hogs Golem

Shortest cycle

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

8 Skeletons Goblins Zap Archers

Attack Synergies 2 12

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.

Skeletons
Goblins
Miner Zap Archers
Zap
Miner Goblins Archers Royal Hogs Golem Magic Archer
Archers
Goblins Zap Royal Hogs Golem Miner
Royal Hogs
Zap Archers Magic Archer
Golem
Zap Archers Magic Archer
Miner
Goblins Zap Archers Magic Archer
Magic Archer
Zap Royal Hogs Golem Miner

Defense Synergies 0 9

Skeletons
Zap Archers Magic Archer
Goblins
Zap Archers Magic Archer
Zap
Skeletons Goblins Archers Miner Magic Archer
Archers
Skeletons Goblins Zap
Royal Hogs
Golem
Miner
Zap
Magic Archer
Skeletons Goblins Zap

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
Skeletons Goblins Zap
Skeletons Goblins Archers
Skeletons Goblins
Skeletons Goblins Zap Archers Magic Archer
Zap Archers Magic Archer
Zap Magic Archer
Skeletons Goblins
Skeletons Goblins Archers Miner
Goblins Archers Skeletons Zap Magic Archer
Zap Archers Magic Archer
Skeletons Zap
Goblins Zap Magic Archer
Zap
Skeletons Goblins
Goblins Zap Archers Magic Archer
Zap Archers Magic Archer
Goblins Archers

Counters to secondary win conditions

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

Skeletons Goblins Zap Archers
Zap Archers Miner Magic Archer
Skeletons Goblins Zap
Zap
Skeletons
Skeletons Zap Archers Magic Archer
Skeletons Goblins Archers
Zap Skeletons Goblins Magic Archer
Skeletons
Zap
Skeletons
Archers Magic Archer
Skeletons Goblins Zap Archers Magic Archer
Zap Archers Magic Archer

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
Zap Miner Magic Archer
Miner Magic Archer
Zap Magic Archer
Zap Magic Archer
Archers Magic Archer
Zap Magic Archer
Miner Zap
Goblins
Miner Zap Magic Archer
Zap Archers Magic Archer
Miner Magic Archer
Magic Archer
Zap Magic Archer
Zap Magic Archer
Magic Archer
Zap Archers Magic Archer
Zap Miner Magic Archer
Magic Archer
Zap
Zap Magic Archer
Miner Zap Magic Archer
Zap Miner Magic Archer
Miner Zap Magic Archer
Zap Archers Magic Archer
Zap
Zap Miner Magic Archer
Zap Magic Archer
Magic Archer
Zap Archers Magic Archer
Zap Archers Magic Archer
Miner Magic Archer
Zap Magic Archer
Zap
Zap Magic Archer
Zap Magic Archer
Zap Miner Magic Archer

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