My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Great!
Synergy
Bad
Versatility
Mediocre
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 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 Zappies

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 Zappies Elixir Collector

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

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.

Elixir Collector

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

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
Archers Zappies Skeleton Army
Zap
Archers Royal Giant Zappies Skeleton Army
Barbarian Barrel
Archers Knight Zappies Skeleton Army
The Log
Archers Royal Giant Zappies Skeleton Army
Earthquake
Archers Zappies Elixir Collector Skeleton Army
Arrows
Archers Zappies Skeleton Army
Royal Delivery
Archers Knight Zappies Skeleton Army
Fireball
Archers Zappies Elixir Collector Skeleton Army
Poison
Archers Zappies Elixir Collector Skeleton Army
Lightning
Knight Elixir Collector
Rocket
Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap

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 Elixir Collector 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

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.

Mirror Zap Archers Knight Skeleton Army Zappies Royal Giant Elixir Collector

Shortest cycle

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

8 Mirror Zap Archers Knight

Attack Synergies 2 9

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.

Zap
Mirror Archers Knight Royal Giant Zappies
Archers
Knight Zap Royal Giant
Knight
Archers Zap Zappies
Royal Giant
Zap Archers Zappies Mirror
Zappies
Zap Knight Royal Giant
Elixir Collector
Mirror
Zap Royal Giant Skeleton Army
Skeleton Army
Mirror

Defense Synergies 3 9

Zap
Mirror Archers Knight Zappies Skeleton Army
Archers
Knight Zap Skeleton Army
Knight
Archers Zap Zappies Skeleton Army
Royal Giant
Zappies
Zap Knight Mirror Skeleton Army
Elixir Collector
Mirror
Zap Skeleton Army Zappies
Skeleton Army
Mirror Zap Archers Knight Zappies

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 Knight Zappies
Skeleton Army Zap Knight Zappies
Skeleton Army Archers Knight Zappies
Skeleton Army Knight Zappies
Skeleton Army
Skeleton Army Zap Archers Zappies
Zap Archers Zappies
Zap
Zappies Skeleton Army
Knight Skeleton Army Archers Zappies
Archers Skeleton Army Zap Knight Zappies
Zap Archers Zappies
Skeleton Army Zap Knight Zappies
Skeleton Army Zap Zappies
Skeleton Army Knight Zappies
Skeleton Army Zap Zappies
Knight Zappies Skeleton Army
Zap Archers Knight Zappies Skeleton Army
Zap Archers Knight Zappies
Zappies
Skeleton Army Archers Knight Zappies

Counters to secondary win conditions

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

Knight Skeleton Army Zap Archers Zappies
Zap Archers Knight
Zappies Skeleton Army Zap Knight
Skeleton Army Zap Knight Zappies
Knight Zappies Skeleton Army
Zap Archers Zappies
Skeleton Army Archers Knight Zappies
Knight Zappies Skeleton Army
Zap Knight Zappies Skeleton Army
Zappies Skeleton Army
Knight Zappies
Skeleton Army Zap
Skeleton Army Knight Zappies
Archers Zappies Skeleton Army
Zappies Skeleton Army Zap Archers Knight
Zap Archers Zappies

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
Zap
Knight
Zap
Zap
Archers
Zap
Zap
Zap Knight
Zap Archers
Knight
Zap
Zap
Zap Archers
Zap
Zap
Zap
Zap
Zap
Zap
Zap Archers
Zap Zappies
Zap
Zap Zappies
Zap Archers Zappies Skeleton Army
Zap Archers Zappies
Knight
Zap
Zap
Zap Zappies
Zap Zappies
Zap

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