My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers Furnace Ice Wizard Electro Wizard

Defensive buildings

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

Furnace

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 Furnace Ice Wizard Electro Wizard

Offensive cards

Win conditions

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

Miner

Damage spells

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

Fireball Poison

Punishments

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

Miner

Pump responses

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

Fireball Poison Miner

Dropped at the bridge

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

Knight

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.

Miner Electro Wizard

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 Miner
Giant Snowball
Archers Furnace Miner
Zap
Archers Furnace
Barbarian Barrel
Archers Knight Furnace Ice Wizard Electro Wizard
The Log
Archers Furnace
Earthquake
Archers Furnace
Arrows
Archers Furnace
Royal Delivery
Archers Knight Miner Ice Wizard Electro Wizard
Fireball
Archers Furnace Ice Wizard Electro Wizard
Poison
Archers Furnace Ice Wizard Electro Wizard
Lightning
Knight Furnace Ice Wizard Electro Wizard
Rocket
Furnace

Against air swarms

Spells and units that can counter air swarms.

Fireball Furnace Poison Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Furnace Poison Ice Wizard

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Poison Miner Ice Wizard

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 Furnace Ice Wizard Electro 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 Miner Ice Wizard Fireball Furnace Poison Electro Wizard

Shortest cycle

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

12 Archers Knight Miner Ice Wizard

Attack Synergies 3 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 Miner
Knight
Archers Fireball Furnace Poison Miner Ice Wizard Electro Wizard
Fireball
Knight Miner Electro Wizard
Furnace
Miner Knight
Poison
Miner Knight
Miner
Furnace Poison Archers Knight Fireball Electro Wizard
Ice Wizard
Knight
Electro Wizard
Knight Fireball Miner

Defense Synergies 3 13

Archers
Knight Furnace Ice Wizard Electro Wizard
Knight
Archers Ice Wizard Electro Wizard Fireball Furnace Poison
Fireball
Knight Miner Ice Wizard Electro Wizard
Furnace
Archers Knight Ice Wizard Electro Wizard
Poison
Knight Ice Wizard Electro Wizard
Miner
Fireball
Ice Wizard
Knight Archers Fireball Furnace Poison
Electro Wizard
Knight Archers Fireball Furnace Poison

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 Fireball Electro Wizard
Knight Furnace Ice Wizard Electro Wizard
Furnace Archers Knight Ice Wizard Electro Wizard
Knight Furnace Ice Wizard Electro Wizard
Fireball Poison
Fireball Archers Furnace Ice Wizard Electro Wizard
Furnace Electro Wizard Archers Fireball Poison Ice Wizard
Fireball Poison Electro Wizard
Furnace Ice Wizard
Knight Archers Miner Ice Wizard Electro Wizard
Archers Poison Ice Wizard Electro Wizard Knight Fireball Furnace
Archers Fireball Furnace Poison Ice Wizard Electro Wizard
Furnace Knight Fireball Ice Wizard Electro Wizard
Fireball Furnace Poison Electro Wizard
Knight Furnace Electro Wizard
Fireball Furnace Electro Wizard
Knight Fireball Furnace Poison Electro Wizard
Fireball Archers Knight Furnace Ice Wizard Electro Wizard
Furnace Poison Archers Knight Fireball Ice Wizard Electro Wizard
Electro Wizard
Archers Knight Fireball Furnace Poison Electro Wizard

Counters to secondary win conditions

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

Knight Archers Fireball Furnace Electro Wizard
Fireball Poison Electro Wizard Archers Knight Miner
Knight Furnace Electro Wizard
Knight Fireball Electro Wizard
Knight
Fireball Furnace Poison Archers Ice Wizard Electro Wizard
Archers Knight Fireball Furnace Ice Wizard Electro Wizard
Knight
Electro Wizard Knight Fireball Poison
Knight
Fireball Poison Electro Wizard
Knight Fireball
Archers Fireball Furnace
Electro Wizard Archers Knight Fireball Furnace Poison
Poison Archers Fireball Ice Wizard Electro 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 Poison Knight
Fireball Poison Miner Ice Wizard Electro Wizard
Fireball Poison Miner
Knight Fireball Poison
Fireball Poison Furnace
Fireball Poison Furnace Ice Wizard
Archers Furnace Poison
Fireball Poison Ice Wizard
Fireball Poison Miner
Fireball Poison Electro Wizard
Poison Miner Knight Fireball Electro Wizard
Fireball Poison Archers
Poison Knight Fireball Miner
Fireball Poison
Fireball Furnace Poison
Fireball Furnace Poison
Fireball Furnace Poison
Fireball Poison
Archers Fireball Poison Electro Wizard
Fireball Poison Miner
Fireball Poison
Fireball Poison
Fireball Poison
Poison Fireball Furnace Ice Wizard
Fireball Poison Miner Ice Wizard Electro Wizard
Fireball Poison Miner
Fireball Poison Miner
Poison Archers Fireball Furnace Ice Wizard Electro Wizard
Electro Wizard Fireball Poison
Fireball
Poison Fireball Miner
Fireball Poison Electro Wizard
Fireball Poison
Electro Wizard Archers Fireball
Fireball Poison Archers Ice Wizard Electro Wizard
Fireball
Fireball Poison Miner Knight Electro Wizard
Fireball Poison
Fireball Poison
Fireball Poison Electro Wizard
Fireball Poison Electro Wizard
Poison Fireball Miner Electro Wizard

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