My Best Clash Royale Deck

Deck Check Rating

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

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 Rascals 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.

Rascals Royal Giant Battle Ram Magic Archer Monk

Offensive cards

Win conditions

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

Royal Giant Battle Ram

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.

Royal Giant Battle Ram

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.

Rascals Royal Giant Battle Ram Battle Healer 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 Monk

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 Royal Giant Battle Ram
Giant Snowball
Minions Battle Ram
Zap
Minions Royal Giant Battle Ram
Barbarian Barrel
Rascals Battle Ram Magic Archer
The Log
Rascals Royal Giant Battle Ram
Earthquake
Arrows
Minions Rascals
Royal Delivery
Minions Rascals Battle Ram Battle Healer Magic Archer
Fireball
Minions Rascals Battle Ram Battle Healer Magic Archer
Poison
Minions Rascals Battle Healer Magic Archer
Lightning
Battle Ram Battle Healer Magic Archer Monk
Rocket
Rascals Battle Healer 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 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.

Arrows Battle Ram Battle Healer

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

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

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Minions Battle Ram Battle Healer Magic Archer Rascals Monk Royal Giant

Shortest cycle

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

14 Arrows Minions Battle Ram Battle Healer

Attack Synergies 3 13

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 Giant Battle Ram Battle Healer
Minions
Royal Giant Rascals Battle Ram Battle Healer
Rascals
Minions Battle Ram Battle Healer Magic Archer
Royal Giant
Arrows Minions Battle Healer Magic Archer Monk
Battle Ram
Magic Archer Arrows Minions Rascals Battle Healer
Battle Healer
Arrows Minions Rascals Royal Giant Battle Ram Magic Archer
Magic Archer
Battle Ram Rascals Royal Giant Battle Healer
Monk
Royal Giant

Defense Synergies 0 5

Arrows
Battle Healer Monk
Minions
Battle Healer
Rascals
Battle Healer
Royal Giant
Battle Ram
Battle Healer
Arrows Minions Rascals Magic Archer
Magic Archer
Battle Healer
Monk
Arrows

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 Magic Archer
Minions Rascals Battle Healer Monk
Minions Rascals
Minions Rascals Monk
Arrows Battle Healer Monk
Arrows Minions Rascals Magic Archer
Minions Arrows Rascals Magic Archer
Arrows Rascals Battle Healer Magic Archer Monk
Minions Rascals
Rascals Battle Healer
Minions Arrows Rascals Magic Archer
Arrows Minions Rascals Magic Archer
Minions Rascals Battle Healer
Arrows Minions Rascals Magic Archer
Rascals
Monk Rascals
Arrows Minions Rascals
Arrows Minions Rascals Battle Healer Magic Archer
Arrows Minions Rascals Battle Healer Magic Archer
Rascals Arrows Minions Battle Healer

Counters to secondary win conditions

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

Rascals Battle Healer
Arrows Battle Healer Magic Archer Monk
Minions Rascals Battle Healer
Rascals Battle Healer Monk
Rascals Battle Healer
Arrows Minions Rascals Magic Archer Monk
Rascals Minions Battle Healer
Rascals Battle Healer
Minions Magic Archer Monk
Minions Rascals
Monk Arrows
Rascals
Rascals Magic Archer
Rascals Minions Battle Healer Magic Archer Monk
Arrows Minions Rascals Battle Healer 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 Rascals Monk
Arrows Monk Magic Archer
Arrows Magic Archer
Arrows Rascals
Arrows Magic Archer
Arrows Minions Magic Archer Monk
Arrows Magic Archer
Arrows Magic Archer
Arrows Monk
Minions
Monk Arrows Magic Archer
Monk Arrows Magic Archer
Magic Archer
Arrows Minions Magic Archer Monk
Arrows Magic Archer
Arrows Magic Archer
Magic Archer Arrows
Monk Arrows
Minions
Arrows Magic Archer Monk
Arrows Magic Archer Monk
Minions Magic Archer Monk
Arrows
Monk
Arrows Monk
Arrows Magic Archer
Arrows Magic Archer Monk
Arrows Magic Archer Monk
Arrows Magic Archer
Arrows Magic Archer
Minions
Arrows Magic Archer
Arrows Magic Archer Monk
Arrows Magic Archer Monk
Minions Magic Archer
Arrows Magic Archer Monk
Arrows
Rascals Magic Archer
Arrows Magic Archer
Monk Arrows
Minions Rascals Magic Archer
Magic Archer
Magic Archer Monk

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