My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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 Ice Wizard

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.

Bomber Archers Knight Battle Ram Ice Wizard

Offensive cards

Win conditions

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

Mortar Battle Ram

Damage spells

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

Fireball Tornado

Punishments

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

Mortar Battle Ram

Pump responses

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

Fireball

Dropped at the bridge

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

Knight Mortar Battle Ram

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
Bomber Archers Battle Ram
Giant Snowball
Bomber Archers Battle Ram
Zap
Bomber Archers Mortar Battle Ram
Barbarian Barrel
Bomber Archers Knight Mortar Battle Ram Ice Wizard
The Log
Bomber Archers Battle Ram
Earthquake
Bomber Archers Mortar
Arrows
Bomber Archers
Royal Delivery
Bomber Archers Knight Battle Ram Ice Wizard
Fireball
Bomber Archers Mortar Battle Ram Ice Wizard
Poison
Bomber Archers Mortar Ice Wizard
Lightning
Knight Mortar Battle Ram Ice Wizard
Rocket
Mortar

Against air swarms

Spells and units that can counter air swarms.

Fireball Tornado Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Mortar Fireball Tornado Ice Wizard

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Knight Battle Ram Tornado Ice Wizard

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 Ice Wizard

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.

Bomber Archers Knight Tornado Ice Wizard Mortar Fireball Battle Ram

Shortest cycle

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

11 Bomber Archers Knight Tornado

Attack Synergies 4 12

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.

Bomber
Knight Mortar Battle Ram
Archers
Knight Mortar Battle Ram
Knight
Archers Mortar Battle Ram Bomber Fireball Ice Wizard
Mortar
Knight Bomber Archers Fireball Tornado
Fireball
Tornado Knight Mortar Battle Ram
Battle Ram
Knight Bomber Archers Fireball Tornado
Tornado
Fireball Mortar Battle Ram Ice Wizard
Ice Wizard
Knight Tornado

Defense Synergies 5 12

Bomber
Knight Mortar Tornado
Archers
Knight Mortar Tornado Ice Wizard
Knight
Bomber Archers Ice Wizard Mortar Fireball Tornado
Mortar
Bomber Archers Knight Fireball Tornado Ice Wizard
Fireball
Tornado Knight Mortar Ice Wizard
Battle Ram
Tornado
Fireball Ice Wizard Bomber Archers Knight Mortar
Ice Wizard
Knight Tornado Archers Mortar Fireball

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.

Bomber Knight Mortar Fireball
Bomber Knight Mortar Ice Wizard
Mortar Tornado Bomber Archers Knight Ice Wizard
Bomber Knight Mortar Ice Wizard
Bomber Fireball Tornado
Fireball Tornado Bomber Archers Ice Wizard
Tornado Archers Mortar Fireball Ice Wizard
Fireball
Mortar Tornado Ice Wizard
Knight Tornado Bomber Archers Ice Wizard
Archers Ice Wizard Bomber Knight Fireball Tornado
Archers Fireball Tornado Ice Wizard
Mortar Bomber Knight Fireball Ice Wizard
Bomber Fireball Mortar Tornado
Knight Mortar
Tornado Mortar Fireball
Bomber Knight Mortar Fireball Tornado
Mortar Fireball Bomber Archers Knight Tornado Ice Wizard
Mortar Tornado Bomber Archers Knight Fireball Ice Wizard
Mortar Tornado
Bomber Archers Knight Fireball

Counters to secondary win conditions

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

Knight Archers Fireball
Fireball Bomber Archers Knight Mortar
Knight
Knight Fireball Tornado
Knight
Fireball Archers Tornado Ice Wizard
Archers Knight Fireball Ice Wizard
Knight
Knight Mortar Fireball Tornado
Knight
Fireball Tornado
Knight Fireball
Bomber Archers Fireball
Bomber Archers Knight Mortar Fireball Tornado
Bomber Archers Fireball Ice Wizard

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 Knight Mortar
Mortar Fireball Tornado Ice Wizard
Fireball
Knight Fireball
Bomber Fireball Mortar
Fireball Tornado Ice Wizard
Bomber Archers Mortar Tornado
Fireball Tornado Ice Wizard
Fireball Mortar Tornado
Fireball Tornado
Knight Mortar Fireball Tornado
Fireball Archers Tornado
Knight Mortar Fireball
Mortar Fireball
Mortar Fireball
Bomber Mortar Fireball
Mortar Fireball
Mortar Fireball Tornado
Bomber
Bomber Archers Mortar Fireball
Bomber Mortar Fireball Tornado
Fireball
Fireball Tornado
Tornado
Mortar Fireball
Tornado Bomber Mortar Fireball Ice Wizard
Mortar Fireball Tornado Ice Wizard
Fireball Mortar Tornado
Fireball Mortar Tornado
Archers Fireball Tornado Ice Wizard
Fireball
Fireball
Bomber Mortar Fireball
Fireball
Fireball
Archers Fireball
Fireball Archers Tornado Ice Wizard
Fireball
Fireball Knight
Bomber Mortar Fireball
Fireball Tornado
Fireball Tornado
Fireball Tornado
Mortar Fireball Tornado

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