My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Archers Baby Dragon Ice Wizard

Defensive buildings

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

Mortar

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 Baby Dragon Ice Wizard

Offensive cards

Win conditions

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

Mortar Miner

Damage spells

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

Arrows The Log

Punishments

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

Mortar Miner

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Miner

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight Mortar Baby Dragon

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.

Miner

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 Miner
Giant Snowball
Archers Baby Dragon Miner
Zap
Archers Mortar
Barbarian Barrel
Archers Knight Mortar Ice Wizard
The Log
Archers
Earthquake
Archers Mortar
Arrows
Archers
Royal Delivery
Archers Knight Baby Dragon Miner Ice Wizard
Fireball
Archers Mortar Baby Dragon Ice Wizard
Poison
Archers Mortar Ice Wizard
Lightning
Knight Mortar Baby Dragon Ice Wizard
Rocket
Mortar

Against air swarms

Spells and units that can counter air swarms.

Arrows Baby Dragon Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mortar Baby Dragon The Log Ice Wizard

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.

Arrows Knight Baby Dragon Miner Ice Wizard

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.

Ice Wizard

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.

The Log Archers Arrows Knight Miner Ice Wizard Mortar Baby Dragon

Shortest cycle

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

11 The Log Archers Arrows Knight

Attack Synergies 4 15

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
Knight Arrows Mortar Baby Dragon Miner
Arrows
Archers Knight Mortar Miner
Knight
Archers Mortar Baby Dragon Arrows The Log Miner Ice Wizard
Mortar
Knight Miner Archers Arrows Baby Dragon The Log
Baby Dragon
Knight Archers Mortar Miner Ice Wizard
The Log
Knight Mortar Miner
Miner
Mortar Archers Arrows Knight Baby Dragon The Log
Ice Wizard
Knight Baby Dragon

Defense Synergies 3 16

Archers
Knight Mortar Baby Dragon The Log Ice Wizard
Arrows
Knight Mortar Ice Wizard
Knight
Archers Ice Wizard Arrows Mortar Baby Dragon The Log
Mortar
Archers Arrows Knight Baby Dragon The Log Ice Wizard
Baby Dragon
Ice Wizard Archers Knight Mortar The Log
The Log
Archers Knight Mortar Baby Dragon Miner Ice Wizard
Miner
The Log
Ice Wizard
Knight Baby Dragon Archers Arrows Mortar The Log

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.

Knight Mortar Baby Dragon The Log
Knight Mortar The Log Ice Wizard
Mortar Archers Knight Ice Wizard
Knight Mortar Ice Wizard
Arrows The Log
Arrows The Log Archers Baby Dragon Ice Wizard
Archers Arrows Mortar Baby Dragon Ice Wizard
Arrows Baby Dragon The Log
Mortar Ice Wizard
Knight Archers Miner Ice Wizard
Archers Ice Wizard Arrows Knight Baby Dragon The Log
Arrows Archers Baby Dragon Ice Wizard
Mortar Knight The Log Ice Wizard
Arrows Mortar Baby Dragon The Log
Knight Mortar
Mortar The Log
Arrows Knight Mortar
Arrows Mortar Archers Knight Baby Dragon The Log Ice Wizard
Arrows Mortar Baby Dragon The Log Archers Knight Ice Wizard
Mortar
Archers Arrows Knight Baby Dragon The Log

Counters to secondary win conditions

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

Knight Archers
Archers Arrows Knight Mortar Baby Dragon The Log Miner
Knight The Log
Knight The Log
Knight
Arrows Archers Baby Dragon Ice Wizard
Archers Knight Ice Wizard
Knight
Knight Mortar Baby Dragon The Log
Knight
Arrows The Log
Knight
Archers Baby Dragon
Archers Knight Mortar Baby Dragon The Log
Arrows Archers Baby Dragon The Log Ice Wizard

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 Knight Mortar Baby Dragon The Log
Arrows Mortar Baby Dragon The Log Miner Ice Wizard
Arrows Baby Dragon The Log Miner
Arrows Knight The Log
Arrows Mortar Baby Dragon The Log
Arrows Baby Dragon Ice Wizard
Archers Arrows Mortar Baby Dragon The Log
Arrows The Log Baby Dragon Ice Wizard
Arrows The Log Miner Mortar
Miner Arrows Knight Mortar The Log
Archers Arrows Baby Dragon
Knight Mortar Baby Dragon The Log Miner
Arrows Mortar Baby Dragon
Arrows Mortar Baby Dragon The Log
Arrows Mortar Baby Dragon The Log
Arrows Mortar Baby Dragon The Log
Arrows Mortar
Archers Arrows Mortar Baby Dragon The Log
Arrows Mortar Baby Dragon The Log Miner
Baby Dragon The Log
Arrows
The Log
Arrows Mortar Baby Dragon The Log
Arrows The Log Mortar Baby Dragon Ice Wizard
Arrows Mortar The Log Miner Baby Dragon Ice Wizard
Arrows Mortar Baby Dragon The Log Miner
Miner Arrows Mortar Baby Dragon The Log
Archers Arrows Baby Dragon Ice Wizard
Arrows Mortar The Log Miner
Arrows
Arrows The Log
Archers
Archers Arrows Baby Dragon Ice Wizard
Arrows The Log
Miner Knight Baby Dragon
Arrows The Log Mortar Baby Dragon
Arrows
Baby Dragon The Log
Mortar Baby Dragon The Log Miner

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: