My Best Clash Royale Deck

Deck Check Rating

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

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 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 Zappies Mother Witch

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 Zappies Bandit Fisherman Mother Witch Monk

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

Punishments

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

Mortar Bandit

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.

Mortar Bandit

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.

Bandit Monk

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 Bandit Fisherman
Giant Snowball
Archers Zappies Fisherman
Zap
Archers Mortar Zappies Bandit Fisherman
Barbarian Barrel
Archers Mortar Zappies Bandit
The Log
Archers Zappies Bandit Fisherman
Earthquake
Archers Mortar Zappies
Arrows
Archers Zappies
Royal Delivery
Archers Zappies Bandit Fisherman Mother Witch
Fireball
Archers Mortar Zappies Bandit Fisherman Mother Witch
Poison
Archers Mortar Zappies Fisherman Mother Witch
Lightning
Mortar Bandit Fisherman Mother Witch Monk
Rocket
Mortar

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mortar

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 Mother 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Archers Arrows Bandit Fisherman Mortar Zappies Mother Witch Monk

Shortest cycle

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

12 Archers Arrows Bandit Fisherman

Attack Synergies 0 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 Mortar Bandit Fisherman
Arrows
Archers Mortar Bandit Mother Witch
Mortar
Archers Arrows Zappies Bandit
Zappies
Mortar Bandit
Bandit
Archers Arrows Mortar Zappies
Fisherman
Archers
Mother Witch
Arrows
Monk

Defense Synergies 0 15

Archers
Mortar Bandit Fisherman
Arrows
Mortar Bandit Mother Witch Monk
Mortar
Archers Arrows Zappies Bandit
Zappies
Mortar Bandit Fisherman Mother Witch
Bandit
Archers Arrows Mortar Zappies Fisherman
Fisherman
Archers Zappies Bandit Mother Witch Monk
Mother Witch
Arrows Zappies Fisherman
Monk
Arrows Fisherman

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 Zappies
Mortar Zappies Bandit Fisherman Monk
Mortar Fisherman Archers Zappies Bandit
Mortar Zappies Bandit Fisherman Monk
Arrows Monk
Arrows Archers Zappies Bandit Mother Witch
Archers Arrows Mortar Zappies
Arrows Bandit Monk
Zappies Mortar Fisherman
Archers Zappies Bandit Fisherman
Archers Mother Witch Arrows Zappies Bandit Fisherman
Arrows Archers Zappies
Mortar Zappies Bandit
Arrows Mortar Zappies
Mortar Zappies Bandit
Monk Mortar Zappies Bandit Fisherman
Arrows Mortar Zappies Fisherman
Arrows Mortar Archers Zappies Bandit Fisherman
Arrows Mortar Archers Zappies Bandit Fisherman Mother Witch
Mortar Zappies Fisherman
Archers Arrows Zappies Bandit Fisherman Mother Witch

Counters to secondary win conditions

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

Archers Zappies Bandit Fisherman
Bandit Archers Arrows Mortar Fisherman Monk
Zappies Bandit Fisherman
Zappies Bandit Fisherman Monk
Zappies Bandit Fisherman
Arrows Mother Witch Archers Zappies Monk
Archers Zappies Bandit
Zappies Fisherman
Mortar Zappies Bandit Monk
Zappies
Zappies
Monk Arrows
Zappies Bandit
Archers Zappies
Zappies Archers Mortar Fisherman Monk
Arrows Archers Zappies Mother 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 Mortar Bandit Monk
Arrows Mortar Monk Bandit Fisherman
Arrows Bandit
Arrows
Arrows Mortar
Arrows Mother Witch Monk
Archers Arrows Mortar
Arrows
Arrows Monk Mortar Bandit Fisherman
Fisherman
Monk Arrows Mortar Bandit Fisherman
Monk Archers Arrows
Mortar Bandit Fisherman
Arrows Mortar Bandit Fisherman Monk
Arrows Mortar Fisherman
Arrows Mortar Bandit
Arrows Mortar Bandit
Monk Arrows Mortar
Fisherman
Archers Arrows Mortar Bandit Fisherman Monk
Arrows Mortar Mother Witch Monk
Monk
Arrows
Fisherman Monk
Arrows Mortar Monk
Arrows Mother Witch Mortar
Fisherman
Arrows Mortar Bandit Fisherman Monk
Arrows Mortar Bandit Fisherman Monk
Arrows Mortar Bandit Fisherman
Archers Arrows Mother Witch
Zappies
Arrows Mortar Bandit
Arrows Zappies Monk
Arrows Monk
Archers Zappies Bandit
Archers Arrows Zappies Monk
Arrows
Arrows Mortar
Monk Arrows
Zappies
Zappies
Mortar Bandit Monk

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