My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
RIP
Versatility
Good
F2P score
Bad

2 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!
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.

Mega Minion Wizard 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.

Bomber Mega Minion Wizard Giant Skeleton Magic Archer

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Rage

Punishments

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

Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Heal Spirit Giant Skeleton 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.

Goblin Barrel Giant Skeleton 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
Bomber Goblin Barrel Giant Skeleton
Giant Snowball
Bomber Mega Minion Goblin Barrel
Zap
Bomber Goblin Barrel
Barbarian Barrel
Bomber Heal Spirit Wizard Goblin Barrel Giant Skeleton Magic Archer
The Log
Bomber Heal Spirit Goblin Barrel Giant Skeleton
Earthquake
Bomber Goblin Barrel
Arrows
Bomber Heal Spirit Goblin Barrel
Royal Delivery
Bomber Heal Spirit Mega Minion Wizard Goblin Barrel Giant Skeleton Magic Archer
Fireball
Bomber Mega Minion Wizard Goblin Barrel Magic Archer
Poison
Bomber Mega Minion Wizard Magic Archer
Lightning
Mega Minion Wizard Magic Archer
Rocket
Wizard Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Wizard 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 Mega Minion Rage Giant Skeleton

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.

Goblin Barrel

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.

Heal Spirit Wizard Goblin Barrel

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.

Heal Spirit Bomber Rage Mega Minion Goblin Barrel Magic Archer Wizard Giant Skeleton

Shortest cycle

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

8 Heal Spirit Bomber Rage Mega Minion

Attack Synergies 0 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.

Bomber
Heal Spirit Giant Skeleton
Heal Spirit
Bomber Mega Minion Wizard Giant Skeleton
Mega Minion
Heal Spirit Giant Skeleton
Wizard
Heal Spirit Rage Giant Skeleton
Rage
Wizard Giant Skeleton
Goblin Barrel
Giant Skeleton
Giant Skeleton
Bomber Heal Spirit Mega Minion Wizard Rage Goblin Barrel Magic Archer
Magic Archer
Giant Skeleton

Defense Synergies 0 4

Bomber
Heal Spirit
Mega Minion
Wizard Giant Skeleton
Wizard
Mega Minion Giant Skeleton
Rage
Goblin Barrel
Giant Skeleton
Mega Minion Wizard Magic Archer
Magic Archer
Giant Skeleton

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.

Bomber Mega Minion Wizard Magic Archer
Bomber Mega Minion
Bomber Mega Minion Giant Skeleton
Bomber Mega Minion
Bomber Giant Skeleton
Bomber Mega Minion Magic Archer
Mega Minion Wizard Magic Archer
Giant Skeleton Magic Archer
Bomber Giant Skeleton
Bomber Mega Minion Wizard Giant Skeleton Magic Archer
Mega Minion Wizard Magic Archer
Bomber Wizard Giant Skeleton
Bomber Wizard Mega Minion Magic Archer
Wizard Bomber
Bomber Mega Minion Wizard Magic Archer
Wizard Bomber Mega Minion Giant Skeleton Magic Archer
Bomber Wizard Giant Skeleton

Counters to secondary win conditions

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

Giant Skeleton
Bomber Mega Minion Wizard Magic Archer
Giant Skeleton
Giant Skeleton
Giant Skeleton
Wizard Magic Archer
Mega Minion Giant Skeleton
Giant Skeleton
Giant Skeleton Mega Minion Magic Archer
Mega Minion
Mega Minion Giant Skeleton
Giant Skeleton
Giant Skeleton Wizard
Wizard Bomber Magic Archer
Bomber Mega Minion Giant Skeleton Magic Archer
Bomber Mega Minion Wizard Giant Skeleton 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 Giant Skeleton
Magic Archer
Giant Skeleton Magic Archer
Giant Skeleton
Bomber Wizard Magic Archer
Wizard Mega Minion Magic Archer
Bomber Wizard Magic Archer
Wizard Magic Archer
Wizard
Wizard Magic Archer
Wizard Magic Archer
Magic Archer
Magic Archer
Magic Archer
Bomber Wizard Magic Archer
Magic Archer Wizard
Bomber
Bomber Mega Minion Wizard Magic Archer
Bomber Wizard Magic Archer
Giant Skeleton Magic Archer
Wizard
Bomber Wizard Magic Archer
Mega Minion
Wizard Magic Archer
Wizard Magic Archer
Magic Archer
Wizard Magic Archer
Mega Minion Wizard
Mega Minion
Bomber Wizard Magic Archer
Magic Archer
Giant Skeleton
Wizard Magic Archer
Magic Archer
Mega Minion Wizard Magic Archer
Mega Minion Wizard Magic Archer
Bomber Wizard Magic Archer
Giant Skeleton
Mega Minion
Giant Skeleton Magic Archer
Magic Archer
Giant Skeleton Magic Archer

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