My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Archers

Defensive buildings

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

Cannon

Investments

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

Archers Knight Balloon

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Arrows Freeze

Punishments

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

Balloon

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.

Knight Barbarians Balloon

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.

Balloon

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 Balloon
Giant Snowball
Archers Cannon Barbarians Balloon
Zap
Archers Cannon Balloon
Barbarian Barrel
Archers Knight Cannon Barbarians
The Log
Archers Cannon Barbarians
Earthquake
Archers Cannon Barbarians
Arrows
Archers
Royal Delivery
Archers Knight Barbarians Balloon
Fireball
Archers Cannon Barbarians Balloon
Poison
Archers Cannon Barbarians Balloon
Lightning
Knight Cannon Balloon
Rocket
Barbarians Balloon

Against air swarms

Spells and units that can counter air swarms.

Arrows Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Freeze

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 Knight Freeze

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Archers Arrows Knight Cannon Freeze Barbarians Balloon

Shortest cycle

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

9 Mirror Archers Arrows Knight

Attack Synergies 5 7

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
Knight Arrows Balloon
Arrows
Mirror Balloon Archers Knight Freeze
Knight
Archers Balloon Arrows
Cannon
Barbarians
Balloon
Mirror
Arrows Freeze Balloon
Freeze
Balloon Arrows Mirror
Balloon
Arrows Knight Freeze Archers Barbarians Mirror

Defense Synergies 4 4

Archers
Knight Cannon
Arrows
Mirror Knight Cannon Barbarians
Knight
Archers Cannon Arrows
Cannon
Knight Mirror Archers Arrows
Barbarians
Arrows
Mirror
Arrows Cannon
Freeze
Balloon

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.

Knight Cannon
Barbarians Knight Cannon
Cannon Barbarians Archers Knight Freeze
Cannon Barbarians Knight
Arrows Barbarians
Arrows Freeze Archers Cannon
Archers Arrows Cannon Freeze
Arrows Cannon Barbarians
Cannon Barbarians
Knight Archers Cannon Barbarians
Archers Barbarians Arrows Knight Cannon Freeze
Arrows Archers
Cannon Barbarians Knight Freeze
Arrows Cannon Barbarians Freeze
Barbarians Knight Cannon
Barbarians Cannon Freeze
Barbarians Arrows Knight Cannon
Arrows Cannon Archers Knight Barbarians
Arrows Freeze Archers Knight Cannon Barbarians
Barbarians Cannon
Archers Arrows Knight Cannon Barbarians

Counters to secondary win conditions

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

Knight Barbarians Archers
Archers Arrows Knight
Barbarians Knight
Knight Barbarians
Barbarians Knight Cannon
Arrows Archers Freeze
Archers Knight Barbarians
Knight Barbarians
Freeze Knight Barbarians
Cannon Barbarians
Knight Barbarians
Arrows Barbarians
Barbarians Knight Cannon
Archers Cannon Barbarians
Barbarians Archers Knight Freeze
Arrows Archers Cannon Barbarians Freeze

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 Knight Freeze
Arrows
Arrows
Arrows Knight Barbarians Freeze
Arrows
Arrows Freeze
Archers Arrows
Arrows Freeze
Arrows
Arrows Knight
Archers Arrows
Knight
Arrows Freeze
Arrows
Arrows
Arrows
Arrows Freeze
Archers Arrows
Arrows
Arrows
Arrows Barbarians
Arrows Freeze
Arrows
Arrows
Arrows
Archers Arrows
Freeze
Arrows
Arrows Freeze
Arrows
Archers Barbarians Freeze
Archers Arrows
Freeze
Arrows
Knight
Arrows
Arrows
Freeze
Freeze

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: