My Best Clash Royale Deck

Deck Check Rating

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

1 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers Minions

Defensive buildings

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

Cannon

Investments

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

Archers Elixir Collector

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Zap Freeze

Punishments

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

Hog Rider

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Barbarians Hog Rider

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

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 Minions Hog Rider
Giant Snowball
Archers Minions Cannon Barbarians Hog Rider
Zap
Archers Minions Cannon
Barbarian Barrel
Archers Cannon Barbarians
The Log
Archers Cannon Barbarians Hog Rider
Earthquake
Archers Cannon Barbarians Hog Rider Elixir Collector
Arrows
Archers Minions
Royal Delivery
Archers Minions Barbarians Hog Rider
Fireball
Archers Minions Cannon Barbarians Hog Rider Elixir Collector
Poison
Archers Minions Cannon Barbarians Elixir Collector
Lightning
Cannon Elixir Collector
Rocket
Barbarians Hog Rider Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Zap Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Freeze

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.

Elixir Collector Freeze

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

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Archers Minions Cannon Hog Rider Freeze Barbarians Elixir Collector

Shortest cycle

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

11 Zap Archers Minions Cannon

Attack Synergies 3 5

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.

Zap
Hog Rider Archers Minions Freeze
Archers
Zap Hog Rider
Minions
Hog Rider Zap
Cannon
Barbarians
Hog Rider
Hog Rider
Zap Minions Freeze Archers Barbarians
Elixir Collector
Freeze
Hog Rider Zap

Defense Synergies 1 7

Zap
Cannon Archers Minions Barbarians
Archers
Zap Minions Cannon
Minions
Zap Archers Cannon Freeze
Cannon
Zap Archers Minions
Barbarians
Zap
Hog Rider
Elixir Collector
Freeze
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.

Zap Minions Cannon
Barbarians Zap Minions Cannon
Cannon Barbarians Archers Minions Freeze
Cannon Barbarians Minions
Barbarians
Freeze Zap Archers Minions Cannon
Minions Zap Archers Cannon Freeze
Zap Cannon Barbarians
Cannon Barbarians Minions
Archers Cannon Barbarians
Archers Minions Barbarians Zap Cannon Freeze
Minions Zap Archers
Cannon Barbarians Zap Minions Freeze
Zap Minions Cannon Barbarians Freeze
Barbarians Cannon
Barbarians Zap Cannon Freeze
Barbarians Minions Cannon
Cannon Zap Archers Minions Barbarians
Zap Freeze Archers Minions Cannon Barbarians
Barbarians Cannon
Archers Minions Cannon Barbarians

Counters to secondary win conditions

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

Barbarians Zap Archers
Zap Archers
Barbarians Zap Minions
Zap Barbarians
Barbarians Cannon
Zap Archers Minions Freeze
Archers Minions Barbarians
Barbarians
Zap Freeze Minions Barbarians
Cannon Barbarians
Minions Barbarians
Zap Barbarians
Barbarians Cannon
Archers Cannon Barbarians
Barbarians Zap Archers Minions Freeze
Minions Zap Archers Cannon Barbarians Freeze

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.)

Freeze
Zap
Barbarians Freeze
Zap
Zap Minions Freeze
Archers
Zap Freeze
Zap
Minions
Zap
Zap Archers
Minions Freeze
Zap
Zap
Freeze
Minions
Zap Archers
Zap
Minions
Zap Barbarians
Zap Freeze
Zap
Zap
Zap
Zap Archers
Zap Minions Freeze
Zap
Zap Freeze
Zap Archers Minions Barbarians Freeze
Zap Archers
Freeze
Zap
Zap
Zap Minions Freeze
Zap
Zap Freeze

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