My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

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!
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!

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.

Archers Knight Wizard Bandit

Offensive cards

Win conditions

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

Hog Rider Miner

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.

Hog Rider Miner Bandit

Pump responses

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

Fireball Miner

Dropped at the bridge

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

Knight Hog Rider Bandit

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 Miner Bandit

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 Miner Bandit
Giant Snowball
Archers Minions Hog Rider Miner
Zap
Archers Minions Bandit
Barbarian Barrel
Archers Knight Wizard Bandit
The Log
Archers Hog Rider Bandit
Earthquake
Archers Hog Rider
Arrows
Archers Minions
Royal Delivery
Archers Knight Minions Hog Rider Wizard Miner Bandit
Fireball
Archers Minions Hog Rider Wizard Bandit
Poison
Archers Minions Wizard
Lightning
Knight Wizard Bandit
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball 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 Miner

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.

Minions 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 Knight Minions Miner Bandit Fireball Hog Rider Wizard

Shortest cycle

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

12 Archers Knight Minions Miner

Attack Synergies 6 13

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 Hog Rider Miner Bandit
Knight
Archers Minions Hog Rider Fireball Wizard Miner
Minions
Knight Hog Rider Miner Bandit
Fireball
Hog Rider Knight Miner
Hog Rider
Knight Minions Fireball Archers Wizard Bandit
Wizard
Knight Hog Rider Miner Bandit
Miner
Minions Archers Knight Fireball Wizard Bandit
Bandit
Archers Minions Hog Rider Wizard Miner

Defense Synergies 2 8

Archers
Knight Minions Bandit
Knight
Archers Minions Fireball Wizard
Minions
Knight Archers Bandit
Fireball
Knight Miner Bandit
Hog Rider
Wizard
Knight Bandit
Miner
Fireball
Bandit
Archers Minions Fireball Wizard

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 Minions Fireball Wizard
Knight Minions Bandit
Archers Knight Minions Bandit
Knight Minions Bandit
Fireball
Fireball Archers Minions Bandit
Minions Archers Fireball Wizard
Fireball Bandit
Minions
Knight Archers Miner Bandit
Archers Minions Knight Fireball Wizard Bandit
Minions Archers Fireball Wizard
Knight Minions Fireball Wizard Bandit
Fireball Wizard Minions
Knight Bandit
Fireball Bandit
Wizard Knight Minions Fireball
Fireball Archers Knight Minions Wizard Bandit
Wizard Archers Knight Minions Fireball Bandit
Wizard Archers Knight Minions Fireball Bandit

Counters to secondary win conditions

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

Knight Archers Fireball Bandit
Fireball Bandit Archers Knight Wizard Miner
Bandit Knight Minions
Knight Fireball Bandit
Knight Bandit
Fireball Wizard Archers Minions
Archers Knight Minions Fireball Bandit
Knight
Knight Minions Fireball Bandit
Knight Minions
Fireball
Knight Fireball Wizard Bandit
Wizard Archers Fireball
Archers Knight Minions Fireball
Minions Archers Fireball 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.)

Fireball Knight Bandit
Fireball Miner Bandit
Fireball Miner Bandit
Knight Fireball
Fireball Wizard
Fireball Wizard Minions
Archers Wizard
Fireball Wizard
Fireball Miner Wizard Bandit
Minions Fireball
Miner Knight Fireball Wizard Bandit
Fireball Archers Wizard
Knight Fireball Miner Bandit
Minions Fireball Bandit
Fireball
Fireball Wizard Bandit
Fireball Wizard Bandit
Fireball
Minions
Archers Fireball Wizard Bandit
Fireball Wizard Miner
Minions Fireball
Fireball Wizard
Fireball
Fireball Wizard
Fireball Miner Wizard Bandit
Fireball Wizard Miner Bandit
Fireball Miner Bandit
Archers Fireball Wizard
Minions Fireball Wizard
Fireball
Fireball Wizard Miner Bandit
Fireball
Fireball Wizard
Archers Minions Fireball Bandit
Fireball Archers Wizard
Fireball
Fireball Miner Knight Wizard
Fireball Wizard
Fireball
Minions Fireball
Fireball
Fireball Miner Bandit

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