My Best Clash Royale Deck

Deck Check Rating

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

4 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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

Zappies Wizard 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.

Zappies Wizard Golem Bandit Magic Archer Lumberjack

Offensive cards

Win conditions

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

Golem Graveyard

Damage spells

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

Rocket

Punishments

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

Bandit Lumberjack Graveyard

Pump responses

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

Rocket Graveyard

Dropped at the bridge

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

Golem Bandit Magic Archer Lumberjack

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 Bandit Magic Archer Lumberjack Graveyard

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
Bandit Graveyard
Giant Snowball
Zappies Lumberjack Graveyard
Zap
Zappies Bandit Graveyard
Barbarian Barrel
Zappies Wizard Bandit Magic Archer Lumberjack Graveyard
The Log
Zappies Bandit Lumberjack Graveyard
Earthquake
Zappies Graveyard
Arrows
Zappies Graveyard
Royal Delivery
Zappies Wizard Bandit Magic Archer Lumberjack Graveyard
Fireball
Zappies Wizard Bandit Magic Archer Lumberjack
Poison
Zappies Wizard Magic Archer Graveyard
Lightning
Wizard Bandit Magic Archer Lumberjack
Rocket
Wizard Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Wizard Rocket Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Rocket 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.

Rocket Golem

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.

Graveyard

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bandit Zappies Magic Archer Lumberjack Wizard Graveyard Rocket Golem

Shortest cycle

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

15 Bandit Zappies Magic Archer Lumberjack

Attack Synergies 0 17

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.

Zappies
Golem Bandit Lumberjack Graveyard
Wizard
Golem Bandit Lumberjack
Rocket
Golem
Golem
Zappies Wizard Rocket Bandit Magic Archer Lumberjack Graveyard
Bandit
Zappies Wizard Golem Magic Archer Lumberjack Graveyard
Magic Archer
Golem Bandit Lumberjack
Lumberjack
Zappies Wizard Golem Bandit Magic Archer Graveyard
Graveyard
Zappies Golem Bandit Lumberjack

Defense Synergies 0 7

Zappies
Bandit Lumberjack
Wizard
Bandit Lumberjack
Rocket
Golem
Bandit
Zappies Wizard Magic Archer Lumberjack
Magic Archer
Bandit Lumberjack
Lumberjack
Zappies Wizard Bandit Magic Archer
Graveyard

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.

Rocket Zappies Wizard Magic Archer
Lumberjack Zappies Bandit
Rocket Lumberjack Zappies Bandit
Lumberjack Zappies Bandit
Rocket Lumberjack
Zappies Bandit Magic Archer Lumberjack
Rocket Zappies Wizard Magic Archer
Rocket Bandit Magic Archer
Zappies Lumberjack
Zappies Bandit Lumberjack
Zappies Wizard Bandit Magic Archer Lumberjack
Zappies Wizard Magic Archer
Lumberjack Zappies Wizard Rocket Bandit
Wizard Rocket Zappies Magic Archer Lumberjack
Zappies Bandit Lumberjack
Rocket Zappies Bandit Lumberjack
Wizard Zappies Lumberjack
Zappies Wizard Bandit Magic Archer Lumberjack
Wizard Zappies Bandit Magic Archer Lumberjack
Zappies Lumberjack
Wizard Zappies Bandit Lumberjack

Counters to secondary win conditions

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

Lumberjack Zappies Bandit
Bandit Wizard Rocket Magic Archer Lumberjack
Zappies Bandit Lumberjack Rocket
Rocket Lumberjack Zappies Bandit
Zappies Bandit Lumberjack
Wizard Rocket Zappies Magic Archer
Rocket Zappies Bandit Lumberjack
Zappies Lumberjack
Rocket Zappies Bandit Magic Archer
Zappies
Zappies Lumberjack
Rocket
Rocket Zappies Wizard Bandit Lumberjack
Wizard Zappies Magic Archer
Zappies Rocket Magic Archer Lumberjack
Zappies Wizard 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 Rocket Bandit
Bandit Magic Archer
Rocket Bandit Magic Archer
Rocket
Wizard Rocket Magic Archer
Wizard Rocket Magic Archer
Wizard Magic Archer
Wizard Magic Archer
Wizard Bandit
Rocket Lumberjack
Rocket Wizard Bandit Magic Archer
Wizard Rocket Magic Archer
Rocket Bandit Magic Archer
Rocket Bandit Magic Archer
Magic Archer
Rocket Wizard Bandit Magic Archer
Magic Archer Wizard Rocket Bandit
Rocket
Rocket
Rocket Wizard Bandit Magic Archer
Rocket Wizard Magic Archer
Rocket Magic Archer
Rocket Wizard
Rocket
Rocket
Wizard Magic Archer
Wizard Bandit Magic Archer
Wizard Bandit Magic Archer
Rocket Bandit Magic Archer
Wizard Magic Archer
Rocket Zappies Wizard
Wizard Rocket Bandit Magic Archer
Rocket Zappies Magic Archer
Rocket Wizard Magic Archer
Zappies Rocket Bandit Magic Archer
Rocket Zappies Wizard Magic Archer
Wizard Rocket Magic Archer Lumberjack
Wizard Magic Archer
Rocket
Zappies Rocket Magic Archer
Zappies Rocket Magic Archer
Rocket Bandit Magic Archer

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