My Best Clash Royale Deck

Deck Check Rating

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

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.

Archers Minions Wizard

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 Archers Knight Battle Ram Wizard Golem

Offensive cards

Win conditions

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

Battle Ram Golem

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.

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.

Knight Battle Ram Golem

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.

Golem

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 Archers Minions Battle Ram
Giant Snowball
Bomber Archers Minions Battle Ram
Zap
Bomber Archers Minions Battle Ram
Barbarian Barrel
Bomber Archers Knight Battle Ram Wizard
The Log
Bomber Archers Battle Ram
Earthquake
Bomber Archers
Arrows
Bomber Archers Minions
Royal Delivery
Bomber Archers Knight Minions Battle Ram Wizard
Fireball
Bomber Archers Minions Battle Ram Wizard
Poison
Bomber Archers Minions Wizard
Lightning
Knight Battle Ram Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap 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.

Knight Battle Ram 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 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Zap Archers Knight Minions Battle Ram Wizard Golem

Shortest cycle

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

10 Bomber Zap Archers Knight

Attack Synergies 5 14

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
Golem Zap Knight Minions Battle Ram
Zap
Battle Ram Bomber Archers Knight Minions Golem
Archers
Knight Zap Battle Ram Golem
Knight
Archers Minions Battle Ram Bomber Zap Wizard
Minions
Knight Bomber Zap Battle Ram Golem
Battle Ram
Zap Knight Bomber Archers Minions
Wizard
Knight Golem
Golem
Bomber Zap Archers Minions Wizard

Defense Synergies 3 6

Bomber
Knight Zap
Zap
Bomber Archers Knight Minions
Archers
Knight Zap Minions
Knight
Bomber Archers Minions Zap Wizard
Minions
Knight Zap Archers
Battle Ram
Wizard
Knight
Golem

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 Minions Wizard
Bomber Zap Knight Minions
Bomber Archers Knight Minions
Bomber Knight Minions
Bomber
Bomber Zap Archers Minions
Minions Zap Archers Wizard
Zap
Minions
Knight Bomber Archers
Archers Minions Bomber Zap Knight Wizard
Minions Zap Archers Wizard
Bomber Zap Knight Minions Wizard
Bomber Wizard Zap Minions
Knight
Zap
Wizard Bomber Knight Minions
Bomber Zap Archers Knight Minions Wizard
Zap Wizard Bomber Archers Knight Minions
Bomber Wizard Archers Knight Minions

Counters to secondary win conditions

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

Knight Zap Archers
Bomber Zap Archers Knight Wizard
Zap Knight Minions
Zap Knight
Knight
Wizard Zap Archers Minions
Archers Knight Minions
Knight
Zap Knight Minions
Knight Minions
Zap
Knight Wizard
Wizard Bomber Archers
Bomber Zap Archers Knight Minions
Minions Bomber Zap Archers 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.)

Knight
Zap
Knight
Bomber Wizard Zap
Wizard Zap Minions
Bomber Archers Wizard
Zap Wizard
Zap Wizard
Minions
Zap Knight Wizard
Zap Archers Wizard
Knight
Minions
Zap
Bomber Zap Wizard
Wizard
Bomber Minions
Bomber Zap Archers Wizard
Bomber Zap Wizard
Minions
Wizard
Zap
Zap Bomber Wizard
Zap Wizard
Zap Wizard
Zap
Zap Archers Wizard
Zap Minions Wizard
Bomber Zap Wizard
Zap
Wizard
Zap Archers Minions
Zap Archers Wizard
Knight Wizard
Bomber Zap Wizard
Zap
Zap Minions
Zap
Zap

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