My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Advanced stuff

Defensive cards

Anti-air

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

Dart Goblin Baby Dragon Witch 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.

Bomber Knight Royal Giant Baby Dragon Witch Magic Archer

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.

Missing

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 Dart Goblin Baby Dragon 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

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
Bomber Royal Giant
Giant Snowball
Bomber Dart Goblin Baby Dragon Witch
Zap
Bomber Royal Giant Dart Goblin Witch
Barbarian Barrel
Bomber Knight Dart Goblin Witch Magic Archer
The Log
Bomber Royal Giant Dart Goblin Witch
Earthquake
Bomber Witch
Arrows
Bomber Dart Goblin Witch
Royal Delivery
Bomber Knight Dart Goblin Baby Dragon Witch Magic Archer
Fireball
Bomber Dart Goblin Baby Dragon Witch Magic Archer
Poison
Bomber Dart Goblin Witch Magic Archer
Lightning
Knight Baby Dragon Witch Magic Archer
Rocket
Witch Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Baby Dragon Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Baby Dragon 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.

Knight Baby Dragon

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.

Dart Goblin 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.

Bomber Zap Knight Dart Goblin Baby Dragon Magic Archer Witch Royal Giant

Shortest cycle

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

10 Bomber Zap Knight Dart Goblin

Attack Synergies 4 16

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.

Bomber
Royal Giant Zap Knight Baby Dragon
Zap
Bomber Knight Royal Giant Dart Goblin Baby Dragon Witch Magic Archer
Knight
Dart Goblin Baby Dragon Bomber Zap Witch Magic Archer
Royal Giant
Bomber Dart Goblin Zap Baby Dragon Witch Magic Archer
Dart Goblin
Knight Royal Giant Zap Baby Dragon
Baby Dragon
Knight Bomber Zap Royal Giant Dart Goblin Witch
Witch
Zap Knight Royal Giant Baby Dragon
Magic Archer
Zap Knight Royal Giant

Defense Synergies 3 11

Bomber
Knight Zap
Zap
Bomber Knight Dart Goblin Baby Dragon Witch Magic Archer
Knight
Bomber Dart Goblin Magic Archer Zap Baby Dragon Witch
Royal Giant
Dart Goblin
Knight Zap Baby Dragon Magic Archer
Baby Dragon
Zap Knight Dart Goblin Witch
Witch
Zap Knight Baby Dragon
Magic Archer
Knight Zap Dart Goblin

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.

Bomber Zap Knight Dart Goblin Baby Dragon Magic Archer
Bomber Zap Knight Dart Goblin Witch
Witch Bomber Knight Dart Goblin
Witch Bomber Knight Dart Goblin
Bomber
Bomber Zap Dart Goblin Baby Dragon Magic Archer
Dart Goblin Zap Baby Dragon Witch Magic Archer
Zap Dart Goblin Baby Dragon Magic Archer
Witch
Knight Bomber Dart Goblin
Dart Goblin Witch Bomber Zap Knight Baby Dragon Magic Archer
Zap Dart Goblin Baby Dragon Witch Magic Archer
Bomber Zap Knight Witch
Bomber Zap Dart Goblin Baby Dragon Witch Magic Archer
Knight
Zap
Bomber Knight Witch
Bomber Zap Knight Dart Goblin Baby Dragon Witch Magic Archer
Zap Baby Dragon Witch Bomber Knight Dart Goblin Magic Archer
Dart Goblin
Bomber Knight Dart Goblin Baby Dragon Witch

Counters to secondary win conditions

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

Knight Zap Witch
Bomber Zap Knight Baby Dragon Magic Archer
Zap Knight Witch
Zap Knight
Knight Witch
Zap Dart Goblin Baby Dragon Witch Magic Archer
Knight Dart Goblin Witch
Knight
Zap Knight Baby Dragon Witch Magic Archer
Witch Dart Goblin
Knight Dart Goblin Witch
Zap
Knight Witch
Bomber Dart Goblin Baby Dragon Witch Magic Archer
Witch Bomber Zap Knight Dart Goblin Baby Dragon Magic Archer
Bomber Zap Dart Goblin Baby Dragon Witch 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 Knight Dart Goblin Baby Dragon
Zap Dart Goblin Baby Dragon Magic Archer
Dart Goblin Baby Dragon Magic Archer
Knight Dart Goblin
Bomber Zap Baby Dragon Magic Archer
Zap Dart Goblin Baby Dragon Witch Magic Archer
Bomber Dart Goblin Baby Dragon Witch Magic Archer
Zap Dart Goblin Baby Dragon Magic Archer
Zap Dart Goblin
Zap Knight Dart Goblin Magic Archer
Zap Dart Goblin Baby Dragon Magic Archer
Knight Dart Goblin Baby Dragon Magic Archer
Dart Goblin Baby Dragon Magic Archer
Zap Dart Goblin Baby Dragon Magic Archer
Bomber Zap Dart Goblin Baby Dragon Witch Magic Archer
Magic Archer Dart Goblin Baby Dragon
Bomber
Bomber Zap Dart Goblin Baby Dragon Magic Archer
Bomber Zap Dart Goblin Baby Dragon Witch Magic Archer
Baby Dragon Magic Archer
Zap Baby Dragon
Zap Bomber Baby Dragon Witch Magic Archer
Witch
Zap Dart Goblin Baby Dragon Witch Magic Archer
Zap Baby Dragon Witch Magic Archer
Zap Dart Goblin Baby Dragon Magic Archer
Zap Dart Goblin Baby Dragon Witch Magic Archer
Zap Dart Goblin Witch
Bomber Zap Dart Goblin Magic Archer
Zap Magic Archer
Magic Archer
Zap Dart Goblin Witch Magic Archer
Zap Dart Goblin Baby Dragon Witch Magic Archer
Knight Dart Goblin Baby Dragon Magic Archer
Bomber Zap Dart Goblin Baby Dragon Magic Archer
Zap
Dart Goblin
Zap Dart Goblin Baby Dragon Witch Magic Archer
Zap Dart Goblin Witch Magic Archer
Zap Dart Goblin Baby Dragon Witch Magic Archer

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