My Best Clash Royale Deck

Deck Check Rating

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

4 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!
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!
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 Goblin Gang Musketeer Wizard Witch

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 Giant Musketeer Wizard Witch

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.

Arrows

Punishments

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

Goblin Gang Royal Giant Hog 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.

Goblin Gang Royal Giant Hog 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.

Hog 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 Goblin Gang Royal Giant Hog Rider
Giant Snowball
Archers Goblin Gang Musketeer Hog Rider Witch
Zap
Archers Goblin Gang Royal Giant Witch
Barbarian Barrel
Archers Goblin Gang Musketeer Wizard Witch
The Log
Archers Goblin Gang Royal Giant Musketeer Hog Rider Witch
Earthquake
Archers Goblin Gang Hog Rider Witch
Arrows
Archers Goblin Gang Witch
Royal Delivery
Archers Goblin Gang Musketeer Hog Rider Wizard Witch
Fireball
Archers Goblin Gang Musketeer Hog Rider Wizard Witch
Poison
Archers Goblin Gang Musketeer Wizard Witch
Lightning
Musketeer Wizard Witch
Rocket
Musketeer Hog Rider Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard

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

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.

Goblin Gang Musketeer Wizard Witch

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Archers Arrows Goblin Gang Musketeer Hog Rider Wizard Witch Royal Giant

Shortest cycle

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

13 Archers Arrows Goblin Gang Musketeer

Attack Synergies 4 10

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 Giant Hog Rider
Arrows
Royal Giant Hog Rider Archers
Goblin Gang
Hog Rider Royal Giant
Royal Giant
Arrows Archers Goblin Gang Musketeer Hog Rider Wizard Witch
Musketeer
Hog Rider Royal Giant
Hog Rider
Arrows Goblin Gang Musketeer Archers Royal Giant Wizard Witch
Wizard
Royal Giant Hog Rider
Witch
Royal Giant Hog Rider

Defense Synergies 1 2

Archers
Goblin Gang Witch
Arrows
Goblin Gang
Musketeer Archers
Royal Giant
Musketeer
Goblin Gang
Hog Rider
Wizard
Witch
Archers

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.

Musketeer Wizard
Goblin Gang Musketeer Witch
Goblin Gang Witch Archers Musketeer
Witch Goblin Gang Musketeer
Arrows
Arrows Goblin Gang Archers Musketeer
Musketeer Archers Arrows Goblin Gang Wizard Witch
Arrows Musketeer
Witch Goblin Gang Musketeer
Goblin Gang Archers Musketeer
Archers Goblin Gang Witch Arrows Musketeer Wizard
Arrows Musketeer Archers Goblin Gang Wizard Witch
Goblin Gang Musketeer Wizard Witch
Wizard Arrows Goblin Gang Witch
Goblin Gang
Goblin Gang
Wizard Arrows Goblin Gang Musketeer Witch
Arrows Archers Goblin Gang Musketeer Wizard Witch
Arrows Wizard Witch Archers Musketeer
Musketeer
Goblin Gang Wizard Archers Arrows Musketeer Witch

Counters to secondary win conditions

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

Goblin Gang Archers Witch
Archers Arrows Goblin Gang Musketeer Wizard
Goblin Gang Musketeer Witch
Goblin Gang Musketeer
Goblin Gang Musketeer Witch
Arrows Wizard Archers Goblin Gang Musketeer Witch
Goblin Gang Archers Musketeer Witch
Witch
Witch Goblin Gang Musketeer
Musketeer Witch
Arrows
Goblin Gang Wizard Witch
Wizard Archers Musketeer Witch
Goblin Gang Witch Archers Musketeer
Arrows Archers Musketeer Wizard Witch

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 Musketeer
Arrows Musketeer
Arrows
Arrows Musketeer
Wizard Arrows
Arrows Wizard Musketeer Witch
Archers Arrows Musketeer Wizard Witch
Arrows Wizard
Arrows Wizard
Goblin Gang Musketeer
Arrows Musketeer Wizard
Archers Arrows Musketeer Wizard
Musketeer
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer Wizard Witch
Arrows Musketeer Wizard
Arrows
Archers Arrows Musketeer Wizard
Arrows Wizard Witch
Musketeer
Arrows Wizard
Musketeer
Arrows Musketeer
Arrows Wizard Witch
Witch
Arrows Musketeer Wizard Witch
Arrows Musketeer Wizard Witch
Arrows Musketeer
Archers Arrows Musketeer Wizard Witch
Musketeer Wizard Witch
Arrows Musketeer Wizard
Arrows
Arrows Wizard
Archers Goblin Gang Musketeer Witch
Archers Arrows Musketeer Wizard Witch
Arrows
Goblin Gang Musketeer Wizard
Arrows Musketeer Wizard
Arrows
Musketeer
Goblin Gang Musketeer Witch
Musketeer Witch
Musketeer Witch

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