My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 Baby Dragon

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 Royal Giant Baby Dragon

Offensive cards

Win conditions

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

Mortar Royal Giant

Damage spells

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

Fireball The Log

Punishments

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

Mortar Royal Giant

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 Royal Giant Baby Dragon

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 Giant
Giant Snowball
Archers Barbarians Baby Dragon
Zap
Archers Mortar Royal Giant
Barbarian Barrel
Archers Knight Mortar Barbarians
The Log
Archers Barbarians Royal Giant
Earthquake
Archers Mortar Barbarians
Arrows
Archers
Royal Delivery
Archers Knight Barbarians Baby Dragon
Fireball
Archers Mortar Barbarians Baby Dragon
Poison
Archers Mortar Barbarians
Lightning
Knight Mortar Baby Dragon
Rocket
Mortar Barbarians

Against air swarms

Spells and units that can counter air swarms.

Fireball Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Fireball Baby Dragon The Log

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 Baby Dragon

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.

Royal Giant 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

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.

The Log Archers Knight Mortar Fireball Baby Dragon Barbarians Royal Giant

Shortest cycle

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

12 The Log Archers Knight Mortar

Attack Synergies 5 12

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 Mortar Royal Giant Baby Dragon
Knight
Archers Mortar Baby Dragon Fireball The Log
Mortar
Knight Royal Giant Archers Fireball Baby Dragon The Log
Barbarians
Royal Giant
Mortar Fireball Archers Baby Dragon The Log
Fireball
Royal Giant Knight Mortar Baby Dragon The Log
Baby Dragon
Knight Archers Mortar Royal Giant Fireball
The Log
Knight Mortar Royal Giant Fireball

Defense Synergies 2 11

Archers
Knight Mortar Baby Dragon The Log
Knight
Archers Mortar Fireball Baby Dragon The Log
Mortar
Archers Knight Fireball Baby Dragon The Log
Barbarians
Royal Giant
Fireball
The Log Knight Mortar
Baby Dragon
Archers Knight Mortar The Log
The Log
Fireball Archers Knight Mortar Baby Dragon

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 Baby Dragon The Log
Barbarians Knight Mortar The Log
Mortar Barbarians Archers Knight
Barbarians Knight Mortar
Barbarians Fireball The Log
Fireball The Log Archers Baby Dragon
Archers Mortar Fireball Baby Dragon
Barbarians Fireball Baby Dragon The Log
Barbarians Mortar
Knight Archers Barbarians
Archers Barbarians Knight Fireball Baby Dragon The Log
Archers Fireball Baby Dragon
Mortar Barbarians Knight Fireball The Log
Fireball Mortar Barbarians Baby Dragon The Log
Barbarians Knight Mortar
Barbarians Mortar Fireball The Log
Barbarians Knight Mortar Fireball
Mortar Fireball Archers Knight Barbarians Baby Dragon The Log
Mortar Baby Dragon The Log Archers Knight Barbarians Fireball
Barbarians Mortar
Archers Knight Barbarians Fireball Baby Dragon The Log

Counters to secondary win conditions

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

Knight Barbarians Archers Fireball
Fireball Archers Knight Mortar Baby Dragon The Log
Barbarians Knight The Log
Knight Barbarians Fireball The Log
Barbarians Knight
Fireball Archers Baby Dragon
Archers Knight Barbarians Fireball
Knight Barbarians
Knight Mortar Barbarians Fireball Baby Dragon The Log
Barbarians
Knight Barbarians
Barbarians Fireball The Log
Barbarians Knight Fireball
Archers Barbarians Fireball Baby Dragon
Barbarians Archers Knight Mortar Fireball Baby Dragon The Log
Archers Barbarians Fireball Baby Dragon The Log

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 Mortar Baby Dragon The Log
Mortar Fireball Baby Dragon The Log
Fireball Baby Dragon The Log
Knight Barbarians Fireball The Log
Fireball Mortar Baby Dragon The Log
Fireball Baby Dragon
Archers Mortar Baby Dragon The Log
Fireball The Log Baby Dragon
Fireball The Log Mortar
Fireball
Knight Mortar Fireball The Log
Fireball Archers Baby Dragon
Knight Mortar Fireball Baby Dragon The Log
Mortar Fireball Baby Dragon
Mortar Fireball Baby Dragon The Log
Mortar Fireball Baby Dragon The Log
Mortar Fireball Baby Dragon The Log
Mortar Fireball
Archers Mortar Fireball Baby Dragon The Log
Mortar Fireball Baby Dragon The Log
Fireball Baby Dragon The Log
Fireball
The Log
Mortar Barbarians Fireball Baby Dragon The Log
The Log Mortar Fireball Baby Dragon
Mortar Fireball The Log Baby Dragon
Fireball Mortar Baby Dragon The Log
Fireball Mortar Baby Dragon The Log
Archers Fireball Baby Dragon
Fireball
Fireball
Mortar Fireball The Log
Fireball
Fireball The Log
Archers Barbarians Fireball
Fireball Archers Baby Dragon
The Log Fireball
Fireball Knight Baby Dragon
The Log Mortar Fireball Baby Dragon
Fireball
Fireball Baby Dragon The Log
Fireball
Mortar Fireball Baby Dragon The Log

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