My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Magic Archer

Defensive buildings

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

Cannon

Investments

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

Archers Royal Giant Magic Archer

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.

Zap The Log

Punishments

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

Royal Giant

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.

Goblins Royal Giant Magic Archer

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.

Magic Archer

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 Royal Giant Skeleton Army
Giant Snowball
Goblins Archers Cannon Skeleton Army
Zap
Goblins Archers Cannon Royal Giant Skeleton Army
Barbarian Barrel
Goblins Archers Cannon Skeleton Army Magic Archer
The Log
Goblins Archers Cannon Royal Giant Skeleton Army
Earthquake
Archers Cannon Skeleton Army
Arrows
Goblins Archers Skeleton Army
Royal Delivery
Goblins Archers Skeleton Army Magic Archer
Fireball
Archers Cannon Skeleton Army Magic Archer
Poison
Archers Cannon Skeleton Army Magic Archer
Lightning
Cannon Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap The Log Magic Archer

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.

Skeleton Army

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 Skeleton Army

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.

Goblins

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.

Goblins Zap The Log Archers Cannon Skeleton Army Magic Archer Royal Giant

Shortest cycle

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

9 Goblins Zap The Log Archers

Attack Synergies 0 11

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.

Goblins
Zap Archers Royal Giant
Zap
Goblins Archers Royal Giant The Log Magic Archer
Archers
Goblins Zap Royal Giant
Cannon
Royal Giant
Goblins Zap Archers The Log Magic Archer
Skeleton Army
The Log
Zap Royal Giant Magic Archer
Magic Archer
Zap Royal Giant The Log

Defense Synergies 2 17

Goblins
Zap Archers Cannon The Log Magic Archer
Zap
Cannon Goblins Archers Skeleton Army The Log Magic Archer
Archers
Goblins Zap Cannon Skeleton Army The Log
Cannon
Zap The Log Goblins Archers Skeleton Army Magic Archer
Royal Giant
Skeleton Army
Zap Archers Cannon The Log Magic Archer
The Log
Cannon Goblins Zap Archers Skeleton Army Magic Archer
Magic Archer
Goblins Zap Cannon Skeleton Army The Log

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.

Zap Cannon The Log Magic Archer
Skeleton Army Goblins Zap Cannon The Log
Cannon Skeleton Army Goblins Archers
Cannon Skeleton Army Goblins
Skeleton Army The Log
Skeleton Army The Log Goblins Zap Archers Cannon Magic Archer
Zap Archers Cannon Magic Archer
Zap Cannon The Log Magic Archer
Cannon Goblins Skeleton Army
Skeleton Army Goblins Archers Cannon
Goblins Archers Skeleton Army Zap Cannon The Log Magic Archer
Zap Archers Magic Archer
Cannon Skeleton Army Zap The Log
Skeleton Army Goblins Zap Cannon The Log Magic Archer
Skeleton Army Cannon
Skeleton Army Zap Cannon The Log
Goblins Cannon Skeleton Army
Cannon Goblins Zap Archers Skeleton Army The Log Magic Archer
Zap The Log Archers Cannon Magic Archer
Cannon
Skeleton Army Goblins Archers Cannon The Log

Counters to secondary win conditions

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

Skeleton Army Goblins Zap Archers
Zap Archers The Log Magic Archer
Skeleton Army Goblins Zap The Log
Skeleton Army Zap The Log
Cannon Skeleton Army
Zap Archers Magic Archer
Skeleton Army Goblins Archers
Skeleton Army
Zap Goblins Skeleton Army The Log Magic Archer
Cannon Skeleton Army
Skeleton Army Zap The Log
Skeleton Army Cannon
Archers Cannon Skeleton Army Magic Archer
Skeleton Army Goblins Zap Archers The Log Magic Archer
Zap Archers Cannon The Log Magic Archer

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.)

Magic Archer The Log
Zap The Log Magic Archer
The Log Magic Archer
The Log
Zap The Log Magic Archer
Zap Magic Archer
Archers The Log Magic Archer
The Log Zap Magic Archer
The Log Zap
Goblins
Zap The Log Magic Archer
Zap Archers Magic Archer
The Log Magic Archer
Magic Archer
Zap The Log Magic Archer
Zap The Log Magic Archer
Magic Archer The Log
Zap Archers The Log Magic Archer
Zap The Log Magic Archer
The Log Magic Archer
The Log
Zap The Log
Zap The Log Magic Archer
The Log Zap Magic Archer
Zap The Log Magic Archer
Zap The Log Magic Archer
Zap Archers Magic Archer
Zap
Zap The Log Magic Archer
Zap Magic Archer
The Log Magic Archer
Zap Archers Skeleton Army Magic Archer
Zap Archers Magic Archer
The Log
Magic Archer
The Log Zap Magic Archer
Zap
Zap The Log Magic Archer
Zap Magic Archer
Zap The Log Magic Archer

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