My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Godly!
Versatility
Godly!
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.

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers Musketeer

Defensive buildings

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

Mortar

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 Musketeer

Offensive cards

Win conditions

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

Mortar Hog Rider

Damage spells

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

Arrows Fireball

Punishments

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

Mortar Hog Rider

Pump responses

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

Fireball

Dropped at the bridge

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

Knight Mortar 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 Hog Rider
Giant Snowball
Archers Barbarians Musketeer Hog Rider
Zap
Archers Mortar
Barbarian Barrel
Archers Knight Mortar Barbarians Musketeer
The Log
Archers Barbarians Musketeer Hog Rider
Earthquake
Archers Mortar Barbarians Hog Rider
Arrows
Archers
Royal Delivery
Archers Knight Barbarians Musketeer Hog Rider
Fireball
Archers Mortar Barbarians Musketeer Hog Rider
Poison
Archers Mortar Barbarians Musketeer
Lightning
Knight Mortar Musketeer
Rocket
Mortar Barbarians Musketeer Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mortar Fireball

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.

Arrows Knight

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.

Barbarians Fireball Musketeer

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.

Archers Arrows Knight Mortar Fireball Musketeer Hog Rider Barbarians

Shortest cycle

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

13 Archers Arrows Knight Mortar

Attack Synergies 8 10

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 Arrows Mortar Hog Rider
Arrows
Fireball Hog Rider Archers Knight Mortar
Knight
Archers Mortar Musketeer Hog Rider Arrows Fireball
Mortar
Knight Archers Arrows Fireball Musketeer Hog Rider
Barbarians
Hog Rider
Fireball
Arrows Hog Rider Knight Mortar
Musketeer
Knight Hog Rider Mortar
Hog Rider
Arrows Knight Fireball Musketeer Archers Mortar Barbarians

Defense Synergies 2 10

Archers
Knight Mortar
Arrows
Knight Mortar Barbarians Fireball
Knight
Archers Musketeer Arrows Mortar Fireball
Mortar
Archers Arrows Knight Fireball Musketeer
Barbarians
Arrows
Fireball
Arrows Knight Mortar Musketeer
Musketeer
Knight Mortar Fireball
Hog Rider

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 Mortar Fireball Musketeer
Barbarians Knight Mortar Musketeer
Mortar Barbarians Archers Knight Musketeer
Barbarians Knight Mortar Musketeer
Arrows Barbarians Fireball
Arrows Fireball Archers Musketeer
Musketeer Archers Arrows Mortar Fireball
Arrows Barbarians Fireball Musketeer
Barbarians Mortar Musketeer
Knight Archers Barbarians Musketeer
Archers Barbarians Arrows Knight Fireball Musketeer
Arrows Musketeer Archers Fireball
Mortar Barbarians Knight Fireball Musketeer
Fireball Arrows Mortar Barbarians
Barbarians Knight Mortar
Barbarians Mortar Fireball
Barbarians Arrows Knight Mortar Fireball Musketeer
Arrows Mortar Fireball Archers Knight Barbarians Musketeer
Arrows Mortar Archers Knight Barbarians Fireball Musketeer
Barbarians Mortar Musketeer
Archers Arrows Knight Barbarians Fireball Musketeer

Counters to secondary win conditions

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

Knight Barbarians Archers Fireball
Fireball Archers Arrows Knight Mortar Musketeer
Barbarians Knight Musketeer
Knight Barbarians Fireball Musketeer
Barbarians Knight Musketeer
Arrows Fireball Archers Musketeer
Archers Knight Barbarians Fireball Musketeer
Knight Barbarians
Knight Mortar Barbarians Fireball
Barbarians Musketeer
Knight Barbarians Musketeer
Arrows Barbarians Fireball
Barbarians Knight Fireball
Archers Barbarians Fireball Musketeer
Barbarians Archers Knight Mortar Fireball Musketeer
Arrows Archers Barbarians Fireball Musketeer

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 Arrows Knight Mortar Musketeer
Arrows Mortar Fireball Musketeer
Arrows Fireball
Arrows Knight Barbarians Fireball Musketeer
Fireball Arrows Mortar
Arrows Fireball Musketeer
Archers Arrows Mortar Musketeer
Arrows Fireball
Arrows Fireball Mortar
Fireball Musketeer
Arrows Knight Mortar Fireball Musketeer
Fireball Archers Arrows Musketeer
Knight Mortar Fireball Musketeer
Arrows Mortar Fireball Musketeer
Arrows Mortar Fireball Musketeer
Arrows Mortar Fireball Musketeer
Arrows Mortar Fireball Musketeer
Arrows Mortar Fireball
Archers Arrows Mortar Fireball Musketeer
Arrows Mortar Fireball
Fireball Musketeer
Arrows Fireball
Musketeer
Arrows Mortar Barbarians Fireball Musketeer
Arrows Mortar Fireball
Arrows Mortar Fireball Musketeer
Fireball Arrows Mortar Musketeer
Fireball Arrows Mortar Musketeer
Archers Arrows Fireball Musketeer
Fireball Musketeer
Fireball
Arrows Mortar Fireball Musketeer
Arrows Fireball
Arrows Fireball
Archers Barbarians Fireball Musketeer
Fireball Archers Arrows Musketeer
Arrows Fireball
Fireball Knight Musketeer
Arrows Mortar Fireball Musketeer
Arrows Fireball
Musketeer
Fireball Musketeer
Fireball Musketeer
Mortar Fireball Musketeer

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