My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Mother Witch

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 Royal Recruits Fisherman Mother Witch

Offensive cards

Win conditions

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

Mortar

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 Royal Recruits

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.

Mortar Royal Recruits

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 Royal Recruits Guards Fisherman
Giant Snowball
Archers Royal Recruits Guards Fisherman
Zap
Archers Mortar Guards Fisherman
Barbarian Barrel
Archers Mortar Royal Recruits Guards
The Log
Archers Royal Recruits Guards Fisherman
Earthquake
Archers Mortar Guards
Arrows
Archers Royal Recruits Guards
Royal Delivery
Archers Royal Recruits Guards Fisherman Mother Witch
Fireball
Archers Mortar Fisherman Mother Witch
Poison
Archers Mortar Royal Recruits Guards Fisherman Mother Witch
Lightning
Mortar Fisherman Mother Witch
Rocket
Mortar

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 Royal Recruits Guards Mother Witch

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

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Archers Arrows Guards Fisherman Mortar Fireball Mother Witch Royal Recruits

Shortest cycle

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

12 Archers Arrows Guards Fisherman

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
Arrows Mortar Royal Recruits Fisherman
Arrows
Fireball Archers Mortar Mother Witch
Mortar
Archers Arrows Fireball
Royal Recruits
Archers
Fireball
Arrows Mortar
Guards
Fisherman
Archers
Mother Witch
Arrows

Defense Synergies 1 11

Archers
Mortar Royal Recruits Guards Fisherman
Arrows
Mortar Fireball Mother Witch
Mortar
Archers Arrows Fireball Guards
Royal Recruits
Archers
Fireball
Arrows Mortar
Guards
Fisherman Archers Mortar Mother Witch
Fisherman
Guards Archers Mother Witch
Mother Witch
Arrows Guards Fisherman

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.

Mortar Royal Recruits Fireball
Mortar Royal Recruits Fisherman
Mortar Fisherman Archers Royal Recruits
Royal Recruits Mortar Guards Fisherman
Arrows Royal Recruits Fireball
Arrows Fireball Archers Guards Mother Witch
Archers Arrows Mortar Fireball
Arrows Royal Recruits Fireball
Mortar Royal Recruits Fisherman
Guards Archers Royal Recruits Fisherman
Archers Guards Mother Witch Arrows Royal Recruits Fireball Fisherman
Arrows Archers Fireball
Mortar Royal Recruits Fireball Guards
Fireball Arrows Mortar Royal Recruits Guards
Royal Recruits Mortar
Mortar Royal Recruits Fireball Fisherman
Arrows Mortar Royal Recruits Fireball Fisherman
Arrows Mortar Fireball Archers Royal Recruits Guards Fisherman
Arrows Mortar Archers Royal Recruits Fireball Guards Fisherman Mother Witch
Mortar Royal Recruits Fisherman
Royal Recruits Archers Arrows Fireball Guards Fisherman Mother Witch

Counters to secondary win conditions

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

Royal Recruits Guards Archers Fireball Fisherman
Fireball Archers Arrows Mortar Fisherman
Royal Recruits Guards Fisherman
Royal Recruits Guards Fireball Fisherman
Royal Recruits Guards Fisherman
Arrows Fireball Mother Witch Archers
Royal Recruits Guards Archers Fireball
Royal Recruits Fisherman
Royal Recruits Mortar Fireball
Royal Recruits Guards
Royal Recruits Guards
Royal Recruits Arrows Fireball Guards
Royal Recruits Fireball Guards
Royal Recruits Archers Fireball
Royal Recruits Guards Archers Mortar Fireball Fisherman
Arrows Archers Royal Recruits Fireball Mother Witch

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 Mortar Royal Recruits Guards
Arrows Mortar Fireball Fisherman
Arrows Fireball
Arrows Royal Recruits Fireball Guards
Fireball Arrows Mortar
Arrows Fireball Mother Witch
Archers Arrows Mortar
Arrows Fireball
Arrows Fireball Mortar Fisherman
Fireball Guards Fisherman
Arrows Mortar Royal Recruits Fireball Fisherman
Fireball Archers Arrows
Mortar Fireball Fisherman
Arrows Mortar Fireball Fisherman
Arrows Mortar Fireball Fisherman
Arrows Mortar Fireball
Arrows Mortar Royal Recruits Fireball
Arrows Mortar Fireball
Fisherman
Archers Arrows Mortar Fireball Fisherman
Arrows Mortar Fireball Mother Witch
Fireball
Arrows Fireball
Fisherman
Arrows Mortar Royal Recruits Fireball
Arrows Mother Witch Mortar Fireball
Fisherman
Arrows Mortar Fireball Fisherman
Fireball Arrows Mortar Fisherman
Fireball Arrows Mortar Fisherman
Archers Arrows Fireball Mother Witch
Fireball Guards
Fireball
Arrows Mortar Fireball
Arrows Fireball
Arrows Fireball
Archers Royal Recruits Fireball Guards
Fireball Archers Arrows
Arrows Fireball
Fireball
Arrows Mortar Fireball
Arrows Fireball
Royal Recruits
Royal Recruits Fireball Guards
Fireball
Mortar Royal Recruits Fireball

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