My Best Clash Royale Deck

Deck Check Rating

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

3 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Ram Rider Little Prince

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 Royal Recruits Giant Skeleton Ram Rider Little Prince

Offensive cards

Win conditions

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

Wall Breakers Ram Rider

Damage spells

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

Arrows The Log

Punishments

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

Royal Recruits Wall Breakers Ram Rider

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.

Royal Recruits Wall Breakers Giant Skeleton Ram Rider

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.

Giant Skeleton Ram Rider

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 Royal Recruits Wall Breakers Giant Skeleton Ram Rider
Giant Snowball
Archers Royal Recruits Wall Breakers Ram Rider Little Prince
Zap
Archers Wall Breakers Ram Rider Little Prince
Barbarian Barrel
Archers Royal Recruits Wall Breakers Giant Skeleton Little Prince
The Log
Archers Royal Recruits Wall Breakers Giant Skeleton Ram Rider Little Prince
Earthquake
Archers
Arrows
Archers Royal Recruits Wall Breakers Little Prince
Royal Delivery
Archers Royal Recruits Wall Breakers Giant Skeleton Ram Rider Little Prince
Fireball
Archers Wall Breakers Ram Rider Little Prince
Poison
Archers Royal Recruits Little Prince
Lightning
Ram Rider Little Prince
Rocket
Ram Rider Little Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows The Log

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.

Arrows Royal Recruits 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Wall Breakers The Log Archers Arrows Little Prince Ram Rider Giant Skeleton Royal Recruits

Shortest cycle

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

10 Wall Breakers The Log Archers Arrows

Attack Synergies 0 14

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.

Archers
Arrows Royal Recruits Wall Breakers Giant Skeleton Ram Rider
Arrows
Archers Wall Breakers Giant Skeleton Ram Rider
Royal Recruits
Archers Wall Breakers Ram Rider
Wall Breakers
Archers Arrows Royal Recruits The Log
Giant Skeleton
Archers Arrows The Log
The Log
Wall Breakers Giant Skeleton Ram Rider Little Prince
Ram Rider
Archers Arrows Royal Recruits The Log
Little Prince
The Log

Defense Synergies 0 10

Archers
Royal Recruits Giant Skeleton The Log
Arrows
Giant Skeleton Little Prince
Royal Recruits
Archers The Log
Wall Breakers
Giant Skeleton
Archers Arrows The Log Little Prince
The Log
Archers Royal Recruits Giant Skeleton Ram Rider Little Prince
Ram Rider
The Log
Little Prince
Arrows Giant Skeleton The Log

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.

Royal Recruits The Log Ram Rider
Royal Recruits The Log Ram Rider
Ram Rider Archers Royal Recruits Giant Skeleton
Royal Recruits Ram Rider
Arrows Royal Recruits Giant Skeleton The Log
Arrows The Log Archers
Ram Rider Archers Arrows Little Prince
Arrows Royal Recruits Giant Skeleton The Log Ram Rider
Royal Recruits
Archers Royal Recruits Giant Skeleton Little Prince
Archers Arrows Royal Recruits Giant Skeleton The Log Ram Rider
Arrows Archers Ram Rider
Royal Recruits Giant Skeleton The Log Ram Rider
Arrows Royal Recruits The Log
Royal Recruits Ram Rider
Royal Recruits The Log Ram Rider
Arrows Royal Recruits
Arrows Archers Royal Recruits The Log Ram Rider Little Prince
Arrows The Log Archers Royal Recruits Giant Skeleton Ram Rider Little Prince
Royal Recruits Ram Rider
Royal Recruits Archers Arrows Giant Skeleton The Log Little Prince

Counters to secondary win conditions

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

Royal Recruits Archers Giant Skeleton
Archers Arrows The Log
Royal Recruits Giant Skeleton The Log Ram Rider
Royal Recruits Giant Skeleton The Log Ram Rider
Royal Recruits Giant Skeleton Ram Rider
Arrows Archers Ram Rider
Royal Recruits Archers Giant Skeleton Ram Rider
Giant Skeleton Royal Recruits
Royal Recruits Giant Skeleton The Log
Royal Recruits
Royal Recruits Giant Skeleton
Royal Recruits Arrows Giant Skeleton The Log
Royal Recruits Giant Skeleton Ram Rider
Royal Recruits Archers
Royal Recruits Archers Giant Skeleton The Log Little Prince
Arrows Archers Royal Recruits Giant Skeleton The Log

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.)

Arrows Royal Recruits Giant Skeleton The Log
Arrows The Log Ram Rider
Arrows Giant Skeleton The Log
Arrows Royal Recruits Giant Skeleton The Log
Arrows The Log
Arrows Ram Rider
Archers Arrows The Log
Arrows The Log Ram Rider
Arrows The Log Ram Rider
Arrows Royal Recruits The Log Ram Rider
Archers Arrows
The Log
Arrows
Arrows The Log
Arrows The Log
Arrows Royal Recruits The Log
Arrows
Archers Arrows The Log
Arrows The Log Little Prince
Giant Skeleton The Log
Arrows
The Log
Arrows Royal Recruits The Log
Arrows The Log Little Prince
Arrows The Log Ram Rider
Arrows The Log Ram Rider
Arrows The Log
Archers Arrows Little Prince
Arrows The Log
Arrows
Giant Skeleton
Arrows The Log
Archers Royal Recruits
Archers Arrows Ram Rider
Arrows The Log
Arrows The Log
Arrows Giant Skeleton
Royal Recruits
Royal Recruits Giant Skeleton The Log
Royal Recruits Giant Skeleton The Log Little Prince

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