My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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 Tesla

Defensive buildings

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

Tesla

Investments

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

Archers Tesla Elixir Collector Balloon Lumberjack

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 Lumberjack

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Barbarians Balloon Lumberjack

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 Lumberjack

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 Barbarians Balloon Lumberjack
Zap
Archers Balloon
Barbarian Barrel
Archers Tesla Barbarians Lumberjack
The Log
Archers Barbarians Lumberjack
Earthquake
Archers Tesla Barbarians Elixir Collector
Arrows
Archers
Royal Delivery
Archers Barbarians Balloon Lumberjack
Fireball
Archers Tesla Barbarians Elixir Collector Balloon Lumberjack
Poison
Archers Barbarians Elixir Collector Balloon
Lightning
Tesla Elixir Collector Balloon Lumberjack
Rocket
Barbarians Elixir Collector 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 Elixir Collector 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.

Archers Arrows Tesla Freeze Lumberjack Barbarians Balloon Elixir Collector

Shortest cycle

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

14 Archers Arrows Tesla Freeze

Attack Synergies 3 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 Balloon Lumberjack
Arrows
Balloon Archers Freeze Lumberjack
Tesla
Barbarians
Balloon
Elixir Collector
Freeze
Balloon Arrows
Balloon
Arrows Freeze Lumberjack Archers Barbarians
Lumberjack
Balloon Archers Arrows

Defense Synergies 0 6

Archers
Tesla Lumberjack
Arrows
Tesla Barbarians Lumberjack
Tesla
Archers Arrows
Barbarians
Arrows
Elixir Collector
Freeze
Lumberjack
Balloon
Lumberjack
Archers Arrows Freeze

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.

Tesla
Barbarians Lumberjack Tesla
Tesla Barbarians Lumberjack Archers Freeze
Tesla Barbarians Lumberjack
Arrows Barbarians Lumberjack
Arrows Freeze Archers Tesla Lumberjack
Tesla Archers Arrows Freeze
Arrows Tesla Barbarians
Tesla Barbarians Lumberjack
Archers Tesla Barbarians Lumberjack
Archers Barbarians Arrows Tesla Freeze Lumberjack
Arrows Tesla Archers
Tesla Barbarians Lumberjack Freeze
Arrows Tesla Barbarians Freeze Lumberjack
Barbarians Tesla Lumberjack
Barbarians Tesla Freeze Lumberjack
Tesla Barbarians Arrows Lumberjack
Arrows Tesla Archers Barbarians Lumberjack
Arrows Freeze Archers Tesla Barbarians Lumberjack
Barbarians Tesla Lumberjack
Archers Arrows Tesla Barbarians Lumberjack

Counters to secondary win conditions

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

Barbarians Lumberjack Archers Tesla
Archers Arrows Tesla Lumberjack
Barbarians Lumberjack
Lumberjack Tesla Barbarians
Barbarians Tesla Lumberjack
Arrows Archers Tesla Freeze
Archers Tesla Barbarians Lumberjack
Tesla Barbarians Lumberjack
Freeze Barbarians
Tesla Barbarians
Tesla Barbarians Lumberjack
Arrows Barbarians
Barbarians Tesla Lumberjack
Archers Tesla Barbarians
Tesla Barbarians Archers Freeze Lumberjack
Arrows Archers Tesla 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 Freeze
Arrows
Arrows
Arrows Barbarians Freeze
Arrows
Arrows Freeze
Archers Arrows
Arrows Freeze
Arrows
Lumberjack
Arrows
Archers Arrows
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
Lumberjack
Arrows
Arrows
Freeze
Freeze

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