My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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 Inferno Tower Wizard Baby Dragon Inferno Dragon

Defensive buildings

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

Inferno Tower

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 Wizard Baby Dragon Balloon Inferno Dragon

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.

Rage

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 Baby Dragon 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 Inferno Dragon
Giant Snowball
Archers Baby Dragon Balloon Inferno Dragon
Zap
Archers Inferno Tower Balloon Inferno Dragon
Barbarian Barrel
Archers Knight Inferno Tower Wizard
The Log
Archers
Earthquake
Archers Inferno Tower
Arrows
Archers
Royal Delivery
Archers Knight Wizard Baby Dragon Balloon Inferno Dragon
Fireball
Archers Inferno Tower Wizard Baby Dragon Balloon Inferno Dragon
Poison
Archers Inferno Tower Wizard Balloon
Lightning
Knight Inferno Tower Wizard Baby Dragon Balloon Inferno Dragon
Rocket
Inferno Tower Wizard Balloon Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Baby 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.

Knight Inferno Tower Rage Baby Dragon Inferno Dragon

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Archers Knight Baby Dragon Inferno Dragon Inferno Tower Wizard Balloon

Shortest cycle

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

12 Rage Archers Knight Baby Dragon

Attack Synergies 4 8

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 Baby Dragon Balloon Inferno Dragon
Knight
Archers Baby Dragon Balloon Wizard
Inferno Tower
Wizard
Knight Rage Balloon
Rage
Balloon Wizard
Baby Dragon
Knight Archers Balloon Inferno Dragon
Balloon
Knight Rage Archers Wizard Baby Dragon
Inferno Dragon
Archers Baby Dragon

Defense Synergies 2 6

Archers
Knight Inferno Tower Baby Dragon
Knight
Archers Inferno Tower Wizard Baby Dragon
Inferno Tower
Knight Archers Baby Dragon
Wizard
Knight
Rage
Baby Dragon
Archers Knight Inferno Tower Inferno Dragon
Balloon
Inferno Dragon
Baby Dragon

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 Inferno Tower Wizard Baby Dragon
Inferno Tower Inferno Dragon Knight
Inferno Tower Archers Knight Inferno Dragon
Inferno Tower Inferno Dragon Knight
Archers Baby Dragon
Inferno Tower Inferno Dragon Archers Wizard Baby Dragon
Inferno Tower Baby Dragon
Inferno Tower Inferno Dragon
Knight Archers Inferno Tower
Archers Knight Wizard Baby Dragon
Inferno Tower Inferno Dragon Archers Wizard Baby Dragon
Inferno Tower Knight Wizard
Wizard Baby Dragon
Inferno Tower Inferno Dragon Knight
Inferno Tower Inferno Dragon
Wizard Knight Inferno Tower
Archers Knight Wizard Baby Dragon
Wizard Baby Dragon Archers Knight Inferno Dragon
Inferno Tower Inferno Dragon
Wizard Archers Knight Baby Dragon

Counters to secondary win conditions

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

Knight Archers Inferno Tower
Archers Knight Wizard Baby Dragon Inferno Dragon
Knight Inferno Tower
Knight Inferno Tower
Inferno Tower Knight Inferno Dragon
Wizard Archers Baby Dragon
Archers Knight Inferno Tower
Inferno Tower Knight Inferno Dragon
Knight Inferno Tower Baby Dragon Inferno Dragon
Inferno Tower Inferno Dragon
Inferno Dragon Knight Inferno Tower
Knight Inferno Tower Wizard
Wizard Archers Baby Dragon
Inferno Tower Archers Knight Baby Dragon Inferno Dragon
Archers Inferno Tower Wizard Baby Dragon Inferno 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.)

Knight Baby Dragon
Baby Dragon
Baby Dragon
Knight
Wizard Baby Dragon
Wizard Baby Dragon
Archers Wizard Baby Dragon
Wizard Baby Dragon
Wizard
Knight Wizard
Archers Wizard Baby Dragon
Knight Baby Dragon
Baby Dragon
Baby Dragon
Wizard Baby Dragon
Wizard Baby Dragon
Archers Wizard Baby Dragon
Wizard Baby Dragon
Baby Dragon
Wizard
Baby Dragon
Wizard Baby Dragon
Inferno Dragon
Wizard Baby Dragon
Wizard Baby Dragon
Baby Dragon
Archers Wizard Baby Dragon
Wizard
Wizard
Wizard
Archers
Archers Wizard Baby Dragon
Knight Wizard Baby Dragon
Wizard Baby Dragon
Baby Dragon
Baby Dragon

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