My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Archers Minions

Defensive buildings

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

Missing

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 Royal Giant

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Arrows Fireball The Log

Punishments

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

Royal Giant Elite Barbarians

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 Royal Giant Elite Barbarians

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.

Elite Barbarians

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 Minions Royal Giant Elite Barbarians
Giant Snowball
Archers Minions
Zap
Archers Minions Royal Giant
Barbarian Barrel
Archers Knight Elite Barbarians
The Log
Archers Royal Giant Elite Barbarians
Earthquake
Archers
Arrows
Archers Minions
Royal Delivery
Archers Knight Minions Elite Barbarians
Fireball
Archers Minions Elite Barbarians
Poison
Archers Minions
Lightning
Knight Elite Barbarians
Rocket
Elite Barbarians

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball The Log

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 Knight

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.

Royal Giant Elite Barbarians 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.

Minions Fireball

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Archers Arrows Knight Minions Fireball Royal Giant Elite Barbarians

Shortest cycle

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

11 The Log Archers Arrows Knight

Attack Synergies 7 13

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 Arrows Royal Giant Elite Barbarians
Arrows
Royal Giant Elite Barbarians Fireball Archers Knight
Knight
Archers Minions Arrows Elite Barbarians Fireball The Log
Minions
Knight Royal Giant Elite Barbarians
Royal Giant
Arrows Minions Fireball Archers Elite Barbarians The Log
Elite Barbarians
Arrows Archers Knight Minions Royal Giant Fireball The Log
Fireball
Arrows Royal Giant Knight Elite Barbarians The Log
The Log
Knight Royal Giant Elite Barbarians Fireball

Defense Synergies 3 8

Archers
Knight Minions The Log
Arrows
Knight Fireball
Knight
Archers Minions Arrows Fireball The Log
Minions
Knight Archers The Log
Royal Giant
Elite Barbarians
The Log
Fireball
The Log Arrows Knight
The Log
Fireball Archers Knight Minions Elite Barbarians

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 Minions Fireball The Log
Elite Barbarians Knight Minions The Log
Archers Knight Minions Elite Barbarians
Elite Barbarians Knight Minions
Arrows Elite Barbarians Fireball The Log
Arrows Fireball The Log Archers Minions
Minions Archers Arrows Fireball
Arrows Fireball The Log
Minions Elite Barbarians
Knight Elite Barbarians Archers
Archers Minions Arrows Knight Fireball The Log
Arrows Minions Archers Fireball
Knight Minions Elite Barbarians Fireball The Log
Fireball Arrows Minions The Log
Elite Barbarians Knight
Elite Barbarians Fireball The Log
Arrows Knight Minions Elite Barbarians Fireball
Arrows Fireball Archers Knight Minions Elite Barbarians The Log
Arrows The Log Archers Knight Minions Fireball
Elite Barbarians
Archers Arrows Knight Minions Elite Barbarians Fireball The Log

Counters to secondary win conditions

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

Knight Archers Elite Barbarians Fireball
Fireball Archers Arrows Knight Elite Barbarians The Log
Knight Minions Elite Barbarians The Log
Knight Elite Barbarians Fireball The Log
Knight Elite Barbarians
Arrows Fireball Archers Minions
Archers Knight Minions Elite Barbarians Fireball
Knight Elite Barbarians
Knight Minions Elite Barbarians Fireball The Log
Knight Minions Elite Barbarians
Arrows Elite Barbarians Fireball The Log
Elite Barbarians Knight Fireball
Archers Fireball
Elite Barbarians Archers Knight Minions Fireball The Log
Arrows Minions Archers Elite Barbarians Fireball The Log

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 Knight The Log
Arrows Fireball The Log
Arrows Fireball The Log
Arrows Knight Fireball The Log
Fireball Arrows The Log
Arrows Fireball Minions
Archers Arrows The Log
Arrows Fireball The Log
Arrows Fireball The Log
Minions Elite Barbarians Fireball
Arrows Knight Fireball The Log
Fireball Archers Arrows
Knight Elite Barbarians Fireball The Log
Arrows Minions Fireball
Arrows Elite Barbarians Fireball The Log
Arrows Fireball The Log
Arrows Fireball The Log
Arrows Fireball
Minions
Archers Arrows Fireball The Log
Arrows Fireball The Log
Minions Fireball The Log
Arrows Fireball
The Log
Arrows Fireball The Log
Arrows The Log Fireball
Arrows Fireball The Log
Fireball Arrows The Log
Fireball Arrows The Log
Elite Barbarians Archers Arrows Fireball
Minions Fireball
Elite Barbarians Fireball
Arrows Fireball The Log
Arrows Fireball
Arrows Fireball The Log
Archers Minions Fireball
Fireball Archers Arrows
Arrows The Log Fireball
Fireball Knight
Arrows The Log Fireball
Arrows Fireball
Elite Barbarians
Minions Elite Barbarians Fireball The Log
Fireball
Fireball The Log

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