My Best Clash Royale Deck

Deck Check Rating

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

5 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 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.

Inferno Dragon Magic Archer

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.

Royal Ghost Bandit Inferno Dragon Magic Archer Mega Knight

Offensive cards

Win conditions

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

Hog Rider Wall Breakers

Damage spells

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

Arrows

Punishments

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

Hog Rider Wall Breakers Royal Ghost Bandit Mega Knight

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.

Hog Rider Wall Breakers Royal Ghost Bandit Magic Archer Mega Knight

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.

Hog Rider Royal Ghost Bandit 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
Hog Rider Wall Breakers Bandit Inferno Dragon
Giant Snowball
Hog Rider Wall Breakers Inferno Dragon
Zap
Wall Breakers Bandit Inferno Dragon
Barbarian Barrel
Wall Breakers Royal Ghost Bandit Magic Archer
The Log
Hog Rider Wall Breakers Bandit
Earthquake
Hog Rider
Arrows
Wall Breakers
Royal Delivery
Hog Rider Wall Breakers Royal Ghost Bandit Inferno Dragon Magic Archer
Fireball
Hog Rider Wall Breakers Bandit Inferno Dragon Magic Archer
Poison
Magic Archer
Lightning
Bandit Inferno Dragon Magic Archer
Rocket
Hog Rider Inferno Dragon Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Arrows Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Royal Ghost Magic Archer Mega Knight

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 Royal Ghost Inferno Dragon Mega Knight

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.

Wall Breakers Arrows Royal Ghost Bandit Hog Rider Inferno Dragon Magic Archer Mega Knight

Shortest cycle

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

11 Wall Breakers Arrows Royal Ghost Bandit

Attack Synergies 2 14

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.

Arrows
Hog Rider Wall Breakers Bandit Mega Knight
Hog Rider
Arrows Bandit Magic Archer Mega Knight
Wall Breakers
Arrows Royal Ghost Mega Knight
Royal Ghost
Wall Breakers Bandit Magic Archer Mega Knight
Bandit
Arrows Hog Rider Royal Ghost Magic Archer Mega Knight
Inferno Dragon
Mega Knight
Magic Archer
Hog Rider Royal Ghost Bandit Mega Knight
Mega Knight
Inferno Dragon Arrows Hog Rider Wall Breakers Royal Ghost Bandit Magic Archer

Defense Synergies 1 6

Arrows
Mega Knight Bandit
Hog Rider
Wall Breakers
Royal Ghost
Mega Knight
Bandit
Arrows Magic Archer Mega Knight
Inferno Dragon
Mega Knight
Magic Archer
Bandit Mega Knight
Mega Knight
Arrows Royal Ghost Bandit Inferno Dragon Magic Archer

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.

Magic Archer
Inferno Dragon Bandit Mega Knight
Mega Knight Bandit Inferno Dragon
Inferno Dragon Bandit Mega Knight
Arrows Mega Knight
Arrows Royal Ghost Bandit Magic Archer Mega Knight
Inferno Dragon Arrows Magic Archer
Arrows Bandit Magic Archer Mega Knight
Inferno Dragon
Royal Ghost Bandit Mega Knight
Arrows Royal Ghost Bandit Magic Archer Mega Knight
Arrows Inferno Dragon Magic Archer
Mega Knight Bandit
Mega Knight Arrows Royal Ghost Magic Archer
Inferno Dragon Bandit Mega Knight
Bandit Inferno Dragon Mega Knight
Mega Knight Arrows
Arrows Mega Knight Royal Ghost Bandit Magic Archer
Arrows Royal Ghost Bandit Inferno Dragon Magic Archer Mega Knight
Inferno Dragon
Royal Ghost Mega Knight Arrows Bandit

Counters to secondary win conditions

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

Mega Knight Royal Ghost Bandit
Bandit Arrows Royal Ghost Inferno Dragon Magic Archer Mega Knight
Bandit Mega Knight
Mega Knight Bandit
Bandit Inferno Dragon Mega Knight
Arrows Magic Archer
Bandit
Mega Knight Inferno Dragon
Mega Knight Bandit Inferno Dragon Magic Archer
Inferno Dragon
Inferno Dragon Mega Knight
Mega Knight Arrows
Mega Knight Bandit
Magic Archer Mega Knight
Inferno Dragon Magic Archer
Arrows Mega Knight Royal Ghost Inferno 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 Arrows Royal Ghost Bandit
Arrows Royal Ghost Bandit Magic Archer
Arrows Bandit Magic Archer
Arrows
Arrows Magic Archer Mega Knight
Arrows Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Arrows Bandit
Arrows Bandit Magic Archer
Arrows Magic Archer
Bandit Magic Archer
Arrows Bandit Magic Archer
Arrows Magic Archer
Arrows Bandit Magic Archer
Magic Archer Arrows Bandit Mega Knight
Arrows
Arrows Bandit Magic Archer Mega Knight
Arrows Magic Archer Mega Knight
Magic Archer Mega Knight
Arrows
Arrows
Arrows Magic Archer Mega Knight
Inferno Dragon
Arrows Royal Ghost Bandit Magic Archer
Arrows Bandit Magic Archer Mega Knight
Arrows Bandit Magic Archer
Arrows Magic Archer
Arrows Bandit Magic Archer Mega Knight
Arrows Magic Archer
Mega Knight
Arrows Magic Archer
Bandit Magic Archer
Arrows Magic Archer
Arrows
Magic Archer Mega Knight
Arrows Magic Archer
Arrows
Mega Knight
Magic Archer
Magic Archer
Royal Ghost Bandit Magic Archer Mega Knight

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