My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

The Log Royal Ghost Bandit

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Wizard Electro Dragon

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.

Archers Battle Ram Giant Wizard Elixir Collector Electro Dragon

Offensive cards

Win conditions

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

Battle Ram Giant

Damage spells

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

Fireball

Punishments

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

Battle Ram Giant

Pump responses

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

Fireball Elixir Collector

Dropped at the bridge

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

Battle Ram Giant

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.

Electro Dragon

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 Battle Ram Giant Guards
Giant Snowball
Archers Battle Ram Guards Electro Dragon
Zap
Archers Battle Ram Guards
Barbarian Barrel
Archers Battle Ram Wizard Guards
The Log
Archers Battle Ram Guards
Earthquake
Archers Elixir Collector Guards
Arrows
Archers Guards
Royal Delivery
Archers Battle Ram Wizard Guards Electro Dragon
Fireball
Archers Battle Ram Wizard Elixir Collector Electro Dragon
Poison
Archers Wizard Elixir Collector Guards Electro Dragon
Lightning
Battle Ram Wizard Elixir Collector Electro Dragon
Rocket
Wizard Elixir Collector Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Electro Dragon

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.

Battle Ram Elixir Collector Guards

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.

Fireball

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.

Fireball 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.

Archers Guards Fireball Battle Ram Giant Wizard Electro Dragon Elixir Collector

Shortest cycle

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

14 Archers Guards Fireball Battle Ram

Attack Synergies 1 7

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
Battle Ram Giant Electro Dragon
Fireball
Battle Ram Giant
Battle Ram
Archers Fireball
Giant
Electro Dragon Archers Fireball Wizard Guards
Wizard
Giant
Elixir Collector
Guards
Giant
Electro Dragon
Giant Archers

Defense Synergies 0 3

Archers
Guards
Fireball
Battle Ram
Giant
Wizard
Guards
Elixir Collector
Guards
Archers Wizard Electro Dragon
Electro Dragon
Guards

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.

Fireball Wizard Electro Dragon
Electro Dragon
Archers Electro Dragon
Guards Electro Dragon
Fireball
Fireball Archers Guards Electro Dragon
Archers Fireball Wizard Electro Dragon
Fireball Electro Dragon
Guards Archers
Archers Guards Fireball Wizard Electro Dragon
Archers Fireball Wizard Electro Dragon
Fireball Wizard Guards Electro Dragon
Fireball Wizard Guards Electro Dragon
Fireball
Wizard Fireball Electro Dragon
Fireball Archers Wizard Guards Electro Dragon
Wizard Archers Fireball Guards Electro Dragon
Wizard Archers Fireball Guards Electro Dragon

Counters to secondary win conditions

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

Guards Archers Fireball
Fireball Archers Wizard Electro Dragon
Guards Electro Dragon
Guards Fireball
Guards
Fireball Wizard Archers Electro Dragon
Guards Archers Fireball
Electro Dragon Fireball
Guards
Guards Electro Dragon
Fireball Guards
Fireball Wizard Guards
Wizard Archers Fireball Electro Dragon
Guards Electro Dragon Archers Fireball
Archers Fireball Wizard Electro Dragon

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.)

Fireball Guards Electro Dragon
Fireball Electro Dragon
Fireball Electro Dragon
Fireball Guards
Fireball Wizard
Fireball Wizard Electro Dragon
Archers Wizard
Fireball Wizard Electro Dragon
Fireball Wizard Electro Dragon
Fireball Guards Electro Dragon
Fireball Wizard Electro Dragon
Fireball Archers Wizard Electro Dragon
Fireball
Fireball Electro Dragon
Fireball
Fireball Wizard Electro Dragon
Fireball Wizard Electro Dragon
Fireball
Archers Fireball Wizard Electro Dragon
Fireball Wizard Electro Dragon
Fireball
Fireball Wizard
Fireball Electro Dragon
Fireball Wizard Electro Dragon
Fireball Wizard Electro Dragon
Fireball Wizard Electro Dragon
Fireball
Archers Fireball Wizard Electro Dragon
Electro Dragon Fireball Wizard Guards
Fireball
Fireball Wizard Electro Dragon
Fireball Electro Dragon
Fireball Wizard
Archers Fireball Guards Electro Dragon
Fireball Archers Wizard Electro Dragon
Fireball
Fireball Wizard Electro Dragon
Fireball Wizard Electro Dragon
Fireball
Electro Dragon
Electro Dragon Fireball Guards
Fireball Electro Dragon
Electro Dragon Fireball

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