My Best Clash Royale Deck

Deck Check Rating

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

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.

Minions Wizard Witch

Defensive buildings

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

X-Bow

Investments

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

Elixir Golem Wizard Witch X-Bow

Offensive cards

Win conditions

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

Elixir Golem Royal Hogs X-Bow

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.

Elixir Golem Royal Hogs X-Bow

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.

Barbarians Elixir Golem Royal Hogs X-Bow

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.

Royal Hogs

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
Minions Elixir Golem Royal Hogs
Giant Snowball
Minions Barbarians Royal Hogs Witch
Zap
Minions Royal Hogs Witch X-Bow
Barbarian Barrel
Barbarians Elixir Golem Wizard Royal Hogs Witch X-Bow
The Log
Barbarians Elixir Golem Royal Hogs Witch X-Bow
Earthquake
Barbarians Elixir Golem Royal Hogs Witch X-Bow
Arrows
Minions Royal Hogs Witch
Royal Delivery
Minions Barbarians Elixir Golem Wizard Royal Hogs Witch
Fireball
Minions Barbarians Elixir Golem Wizard Royal Hogs Witch X-Bow
Poison
Minions Barbarians Elixir Golem Wizard Royal Hogs Witch X-Bow
Lightning
Wizard Witch X-Bow
Rocket
Barbarians Wizard Royal Hogs Witch X-Bow

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard

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 Elixir Golem

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 Barbarians Wizard Witch

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.

Arrows Minions Elixir Golem Barbarians Wizard Royal Hogs Witch X-Bow

Shortest cycle

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

14 Arrows Minions Elixir Golem Barbarians

Attack Synergies 1 7

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
Royal Hogs Elixir Golem X-Bow
Minions
Elixir Golem Royal Hogs
Barbarians
Elixir Golem
Arrows Minions Wizard Witch
Wizard
Elixir Golem Royal Hogs
Royal Hogs
Arrows Minions Wizard
Witch
Elixir Golem
X-Bow
Arrows

Defense Synergies 0 2

Arrows
Barbarians
Minions
X-Bow
Barbarians
Arrows
Elixir Golem
Wizard
Royal Hogs
Witch
X-Bow
Minions

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.

Minions Wizard X-Bow
Barbarians Minions Witch X-Bow
Barbarians Witch Minions
Barbarians Witch Minions
Arrows Barbarians X-Bow
Arrows Minions X-Bow
Minions Arrows Wizard Witch X-Bow
Arrows Barbarians X-Bow
Barbarians Witch Minions X-Bow
Barbarians
Minions Barbarians Witch Arrows Wizard X-Bow
Arrows Minions Wizard Witch
Barbarians Minions Wizard Witch X-Bow
Wizard Arrows Minions Barbarians Witch X-Bow
Barbarians X-Bow
Barbarians X-Bow
Barbarians Wizard Arrows Minions Witch X-Bow
Arrows Minions Barbarians Wizard Witch X-Bow
Arrows Wizard Witch Minions Barbarians
Barbarians
Wizard Arrows Minions Barbarians Witch

Counters to secondary win conditions

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

Barbarians Witch X-Bow
Arrows Wizard X-Bow
Barbarians Minions Witch
Barbarians X-Bow
Barbarians Witch
Arrows Wizard Minions Witch
Minions Barbarians Witch
Barbarians
Minions Barbarians Witch X-Bow
Witch Barbarians
Minions Barbarians Witch
Arrows Barbarians
Barbarians Wizard Witch
Wizard Barbarians Witch
Barbarians Witch Minions X-Bow
Arrows Minions Barbarians Wizard Witch
Arrows

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.)

Arrows X-Bow
Arrows X-Bow
Arrows X-Bow
Arrows Barbarians
Wizard Arrows
Arrows Wizard Minions Witch
Arrows Wizard Witch
Arrows X-Bow Wizard
Arrows Wizard X-Bow
Minions X-Bow
Arrows Wizard X-Bow
Arrows Wizard
Arrows Minions X-Bow
Arrows X-Bow
X-Bow Arrows Wizard Witch
Arrows Wizard X-Bow
Arrows
Minions
Arrows Wizard X-Bow
Arrows Wizard Witch X-Bow
Minions X-Bow
Arrows Wizard
X-Bow
Arrows Barbarians X-Bow
Arrows Wizard Witch
Witch
Arrows X-Bow Wizard Witch
Arrows Wizard Witch X-Bow
Arrows X-Bow
Arrows Wizard Witch X-Bow
Minions Wizard Witch
Arrows Wizard X-Bow
Arrows
Arrows Wizard
Minions Barbarians Witch X-Bow
Arrows Wizard Witch
Arrows
Wizard
Arrows Wizard
Arrows
Minions Witch
Witch
Witch X-Bow

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