My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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.

Archers Rascals Witch Electro Dragon

Defensive buildings

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

Mortar

Investments

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

Archers Rascals Elixir Collector Witch Electro Dragon

Offensive cards

Win conditions

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

Mortar

Damage spells

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

Arrows Fireball

Punishments

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

Mortar

Pump responses

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

Fireball Elixir Collector

Dropped at the bridge

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

Mortar Rascals

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.

Electro Dragon

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
Giant Snowball
Archers Witch Electro Dragon
Zap
Archers Mortar Witch
Barbarian Barrel
Archers Mortar Rascals Witch
The Log
Archers Rascals Witch
Earthquake
Archers Mortar Elixir Collector Witch
Arrows
Archers Rascals Witch
Royal Delivery
Archers Rascals Witch Electro Dragon
Fireball
Archers Mortar Rascals Elixir Collector Witch Electro Dragon
Poison
Archers Mortar Rascals Elixir Collector Witch Electro Dragon
Lightning
Mortar Elixir Collector Witch Electro Dragon
Rocket
Mortar Rascals Elixir Collector Witch Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Witch Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mortar Fireball Electro Dragon

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 Elixir Collector

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.

Fireball

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.

Fireball 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Archers Arrows Mortar Fireball Rascals Witch Electro Dragon Elixir Collector

Shortest cycle

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

14 Archers Arrows Mortar Fireball

Attack Synergies 1 6

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 Mortar Electro Dragon
Arrows
Fireball Archers Mortar
Mortar
Archers Arrows Fireball
Rascals
Electro Dragon
Fireball
Arrows Mortar
Elixir Collector
Witch
Electro Dragon
Archers Rascals

Defense Synergies 0 7

Archers
Mortar Rascals Witch
Arrows
Mortar Fireball
Mortar
Archers Arrows Fireball
Rascals
Archers
Fireball
Arrows Mortar
Elixir Collector
Witch
Archers Electro Dragon
Electro Dragon
Witch

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.

Mortar Fireball Electro Dragon
Mortar Rascals Witch Electro Dragon
Mortar Witch Archers Rascals Electro Dragon
Witch Mortar Rascals Electro Dragon
Arrows Fireball
Arrows Fireball Archers Rascals Electro Dragon
Archers Arrows Mortar Rascals Fireball Witch Electro Dragon
Arrows Rascals Fireball Electro Dragon
Witch Mortar Rascals
Archers Rascals
Archers Witch Arrows Rascals Fireball Electro Dragon
Arrows Archers Rascals Fireball Witch Electro Dragon
Mortar Rascals Fireball Witch Electro Dragon
Fireball Arrows Mortar Rascals Witch Electro Dragon
Mortar Rascals
Mortar Rascals Fireball
Arrows Mortar Rascals Fireball Witch Electro Dragon
Arrows Mortar Fireball Archers Rascals Witch Electro Dragon
Arrows Mortar Witch Archers Rascals Fireball Electro Dragon
Mortar
Rascals Archers Arrows Fireball Witch Electro Dragon

Counters to secondary win conditions

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

Rascals Archers Fireball Witch
Fireball Archers Arrows Mortar Electro Dragon
Rascals Witch Electro Dragon
Rascals Fireball
Rascals Witch
Arrows Fireball Archers Rascals Witch Electro Dragon
Rascals Archers Fireball Witch
Rascals
Electro Dragon Mortar Fireball Witch
Witch
Rascals Witch Electro Dragon
Arrows Fireball
Rascals Fireball Witch
Archers Rascals Fireball Witch Electro Dragon
Rascals Witch Electro Dragon Archers Mortar Fireball
Arrows Archers Rascals Fireball Witch Electro Dragon

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.)

Fireball Arrows Mortar Rascals Electro Dragon
Arrows Mortar Fireball Electro Dragon
Arrows Fireball Electro Dragon
Arrows Rascals Fireball
Fireball Arrows Mortar
Arrows Fireball Witch Electro Dragon
Archers Arrows Mortar Witch
Arrows Fireball Electro Dragon
Arrows Fireball Mortar Electro Dragon
Fireball Electro Dragon
Arrows Mortar Fireball Electro Dragon
Fireball Archers Arrows Electro Dragon
Mortar Fireball
Arrows Mortar Fireball Electro Dragon
Arrows Mortar Fireball
Arrows Mortar Fireball Witch Electro Dragon
Arrows Mortar Fireball Electro Dragon
Arrows Mortar Fireball
Archers Arrows Mortar Fireball Electro Dragon
Arrows Mortar Fireball Witch Electro Dragon
Fireball
Arrows Fireball
Arrows Mortar Fireball Electro Dragon
Arrows Mortar Fireball Witch Electro Dragon
Witch
Arrows Mortar Fireball Witch Electro Dragon
Fireball Arrows Mortar Witch Electro Dragon
Fireball Arrows Mortar
Archers Arrows Fireball Witch Electro Dragon
Electro Dragon Fireball Witch
Fireball
Arrows Mortar Fireball Electro Dragon
Arrows Fireball Electro Dragon
Arrows Fireball
Archers Fireball Witch Electro Dragon
Fireball Archers Arrows Witch Electro Dragon
Arrows Fireball
Fireball Rascals Electro Dragon
Arrows Mortar Fireball Electro Dragon
Arrows Fireball
Electro Dragon
Electro Dragon Rascals Fireball Witch
Fireball Witch Electro Dragon
Electro Dragon Mortar Fireball Witch

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