My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Mediocre
Versatility
Good
F2P score
RIP

1 problems 6 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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!
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 Baby Dragon Magic Archer

Defensive buildings

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

Barbarian Hut

Investments

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

Archers Barbarian Hut Elixir Collector Baby Dragon Golem Magic Archer

Offensive cards

Win conditions

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

Golem

Damage spells

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

Missing

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.

Baby Dragon Golem 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.

Golem 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 Clone
Giant Snowball
Archers Clone Baby Dragon
Zap
Archers Clone
Barbarian Barrel
Archers Barbarian Hut Clone Magic Archer
The Log
Archers Barbarian Hut Clone
Earthquake
Archers Barbarian Hut Elixir Collector Clone
Arrows
Archers Clone
Royal Delivery
Archers Clone Baby Dragon Magic Archer
Fireball
Archers Barbarian Hut Elixir Collector Clone Baby Dragon Magic Archer
Poison
Archers Barbarian Hut Elixir Collector Clone Magic Archer
Lightning
Barbarian Hut Elixir Collector Baby Dragon Magic Archer
Rocket
Barbarian Hut Elixir Collector Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon Magic Archer

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.

Elixir Collector Clone Baby Dragon Golem

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Archers Clone Baby Dragon Magic Archer Barbarian Hut Elixir Collector Golem

Shortest cycle

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

10 Mirror Archers Clone Baby Dragon

Attack Synergies 2 10

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
Barbarian Hut Baby Dragon Golem
Barbarian Hut
Archers Mirror Baby Dragon Magic Archer
Elixir Collector
Mirror
Barbarian Hut Magic Archer
Clone
Golem Baby Dragon Magic Archer
Baby Dragon
Golem Archers Barbarian Hut Clone
Golem
Clone Baby Dragon Archers Magic Archer
Magic Archer
Barbarian Hut Mirror Clone Golem

Defense Synergies 0 5

Archers
Barbarian Hut Baby Dragon
Barbarian Hut
Archers Baby Dragon Magic Archer
Elixir Collector
Mirror
Magic Archer
Clone
Baby Dragon
Archers Barbarian Hut
Golem
Magic Archer
Barbarian Hut Mirror

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.

Barbarian Hut Baby Dragon Magic Archer
Barbarian Hut
Barbarian Hut Archers
Barbarian Hut
Archers Baby Dragon Magic Archer
Archers Barbarian Hut Baby Dragon Magic Archer
Barbarian Hut Baby Dragon Magic Archer
Barbarian Hut
Archers
Archers Baby Dragon Magic Archer
Archers Barbarian Hut Baby Dragon Magic Archer
Barbarian Hut
Barbarian Hut Baby Dragon Magic Archer
Barbarian Hut
Barbarian Hut
Barbarian Hut
Archers Barbarian Hut Baby Dragon Magic Archer
Baby Dragon Archers Barbarian Hut Magic Archer
Barbarian Hut
Archers Baby Dragon

Counters to secondary win conditions

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

Barbarian Hut Archers
Archers Baby Dragon Magic Archer
Barbarian Hut
Barbarian Hut
Barbarian Hut
Archers Baby Dragon Magic Archer
Archers Barbarian Hut
Barbarian Hut
Barbarian Hut Baby Dragon Magic Archer
Barbarian Hut
Barbarian Hut
Archers Barbarian Hut Baby Dragon Magic Archer
Archers Barbarian Hut Baby Dragon Magic Archer
Archers Barbarian Hut Baby Dragon 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 Barbarian Hut Baby Dragon
Baby Dragon Magic Archer
Barbarian Hut Baby Dragon Magic Archer
Barbarian Hut
Baby Dragon Magic Archer
Baby Dragon Magic Archer
Archers Baby Dragon Magic Archer
Barbarian Hut Baby Dragon Magic Archer
Magic Archer
Archers Baby Dragon Magic Archer
Barbarian Hut Baby Dragon Magic Archer
Baby Dragon Magic Archer
Barbarian Hut Baby Dragon Magic Archer
Barbarian Hut Baby Dragon Magic Archer
Magic Archer Barbarian Hut Baby Dragon
Archers Baby Dragon Magic Archer
Baby Dragon Magic Archer
Baby Dragon Magic Archer
Barbarian Hut Baby Dragon
Baby Dragon Magic Archer
Baby Dragon Magic Archer
Baby Dragon Magic Archer
Baby Dragon Magic Archer
Archers Baby Dragon Magic Archer
Magic Archer
Magic Archer
Magic Archer
Archers Barbarian Hut Magic Archer
Archers Baby Dragon Magic Archer
Baby Dragon Magic Archer
Baby Dragon Magic Archer
Baby Dragon Magic Archer
Magic Archer
Baby Dragon Magic Archer

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: