My Best Clash Royale Deck

Deck Check Rating

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

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 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Zappies Princess Magic Archer

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Bomb Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Battle Ram Zappies Princess Magic Archer

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Earthquake Rage

Punishments

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

Battle Ram Princess

Pump responses

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

Earthquake

Dropped at the bridge

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

Barbarians Battle Ram Princess 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.

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
Battle Ram
Giant Snowball
Barbarians Battle Ram Zappies Princess
Zap
Battle Ram Zappies Princess
Barbarian Barrel
Barbarians Battle Ram Bomb Tower Zappies Princess Magic Archer
The Log
Barbarians Battle Ram Zappies Princess
Earthquake
Barbarians Bomb Tower Zappies
Arrows
Zappies Princess
Royal Delivery
Barbarians Battle Ram Zappies Princess Magic Archer
Fireball
Barbarians Battle Ram Bomb Tower Zappies Princess Magic Archer
Poison
Barbarians Bomb Tower Zappies Princess Magic Archer
Lightning
Battle Ram Bomb Tower Magic Archer
Rocket
Barbarians Bomb Tower Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Princess Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Bomb Tower Princess 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.

Battle Ram Rage Princess

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.

Princess

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

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Earthquake Princess Battle Ram Bomb Tower Zappies Magic Archer Barbarians

Shortest cycle

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

12 Rage Earthquake Princess Battle Ram

Attack Synergies 1 4

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.

Barbarians
Earthquake
Battle Ram
Battle Ram
Magic Archer Earthquake Zappies Princess
Bomb Tower
Zappies
Battle Ram Rage
Rage
Zappies
Princess
Battle Ram
Magic Archer
Battle Ram

Defense Synergies 0 5

Barbarians
Zappies
Earthquake
Bomb Tower Zappies Princess
Battle Ram
Bomb Tower
Earthquake Magic Archer
Zappies
Barbarians Earthquake
Rage
Princess
Earthquake
Magic Archer
Bomb Tower

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.

Earthquake Zappies Magic Archer
Barbarians Bomb Tower Zappies
Barbarians Bomb Tower Zappies
Barbarians Bomb Tower Zappies
Barbarians Earthquake Bomb Tower Princess
Earthquake Bomb Tower Zappies Magic Archer
Bomb Tower Zappies Princess Magic Archer
Earthquake Barbarians Bomb Tower Magic Archer
Barbarians Zappies Bomb Tower Princess
Barbarians Zappies
Barbarians Earthquake Bomb Tower Zappies Princess Magic Archer
Zappies Princess Magic Archer
Barbarians Bomb Tower Earthquake Zappies
Bomb Tower Barbarians Earthquake Zappies Princess Magic Archer
Barbarians Bomb Tower Zappies
Barbarians Bomb Tower Zappies
Barbarians Bomb Tower Zappies
Bomb Tower Barbarians Zappies Magic Archer
Earthquake Bomb Tower Barbarians Zappies Princess Magic Archer
Barbarians Bomb Tower Zappies
Barbarians Earthquake Bomb Tower Zappies

Counters to secondary win conditions

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

Barbarians Zappies
Bomb Tower Magic Archer
Barbarians Zappies Bomb Tower
Barbarians Zappies
Barbarians Zappies
Bomb Tower Zappies Princess Magic Archer
Barbarians Bomb Tower Zappies
Barbarians Bomb Tower Zappies
Barbarians Bomb Tower Zappies Magic Archer
Barbarians Zappies
Barbarians Bomb Tower Zappies
Barbarians
Barbarians Bomb Tower Zappies
Barbarians Bomb Tower Zappies Princess Magic Archer
Barbarians Zappies Bomb Tower Magic Archer
Barbarians Earthquake Bomb Tower Zappies Princess Magic Archer
Bomb Tower

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.)

Earthquake Princess Magic Archer
Princess Magic Archer
Earthquake Magic Archer
Earthquake Barbarians
Earthquake Magic Archer
Princess Magic Archer
Earthquake Princess Magic Archer
Earthquake Princess Magic Archer
Earthquake Princess Magic Archer
Princess Magic Archer
Earthquake Princess Magic Archer
Earthquake Princess Magic Archer
Earthquake Princess Magic Archer
Earthquake Princess Magic Archer
Earthquake Magic Archer Princess
Earthquake
Earthquake Princess Magic Archer
Earthquake Princess Magic Archer
Earthquake Magic Archer
Princess
Earthquake Barbarians
Earthquake Princess Magic Archer
Earthquake Princess Magic Archer
Princess Magic Archer
Magic Archer
Princess Magic Archer
Zappies
Earthquake Magic Archer
Zappies Princess Magic Archer
Earthquake Princess Magic Archer
Earthquake Barbarians Zappies Princess Magic Archer
Zappies Princess Magic Archer
Princess Magic Archer
Earthquake Princess Magic Archer
Zappies Princess Magic Archer
Zappies Princess Magic Archer
Princess Magic Archer

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