My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 warnings Why?

Deck tips

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

PROBLEM No direct tower 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 spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
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 No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. 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!
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 Musketeer Wizard

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 Musketeer Wizard

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.

Missing

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.

Missing

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

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

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Wizard

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 Guards

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

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 Musketeer 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Archers Knight Guards Mortar Musketeer Barbarians Wizard Royal Giant

Shortest cycle

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

13 Archers Knight Guards Mortar

Attack Synergies 4 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
Knight Mortar Royal Giant
Knight
Archers Mortar Musketeer Wizard
Mortar
Knight Royal Giant Archers Musketeer
Barbarians
Royal Giant
Mortar Archers Musketeer Wizard Guards
Musketeer
Knight Mortar Royal Giant
Wizard
Knight Royal Giant
Guards
Royal Giant

Defense Synergies 3 8

Archers
Knight Mortar Guards
Knight
Archers Musketeer Mortar Wizard
Mortar
Archers Knight Musketeer Wizard Guards
Barbarians
Royal Giant
Musketeer
Knight Guards Mortar
Wizard
Knight Mortar Guards
Guards
Musketeer Archers Mortar Wizard

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 Musketeer Wizard
Barbarians Knight Mortar Musketeer
Mortar Barbarians Archers Knight Musketeer
Barbarians Knight Mortar Musketeer Guards
Barbarians
Archers Musketeer Guards
Musketeer Archers Mortar Wizard
Barbarians Musketeer
Barbarians Mortar Musketeer
Knight Guards Archers Barbarians Musketeer
Archers Barbarians Guards Knight Musketeer Wizard
Musketeer Archers Wizard
Mortar Barbarians Knight Musketeer Wizard Guards
Wizard Mortar Barbarians Guards
Barbarians Knight Mortar
Barbarians Mortar
Barbarians Wizard Knight Mortar Musketeer
Mortar Archers Knight Barbarians Musketeer Wizard Guards
Mortar Wizard Archers Knight Barbarians Musketeer Guards
Barbarians Mortar Musketeer
Wizard Archers Knight Barbarians Musketeer Guards

Counters to secondary win conditions

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

Knight Barbarians Guards Archers
Archers Knight Mortar Musketeer Wizard
Barbarians Guards Knight Musketeer
Guards Knight Barbarians Musketeer
Barbarians Knight Musketeer Guards
Wizard Archers Musketeer
Guards Archers Knight Barbarians Musketeer
Knight Barbarians
Knight Mortar Barbarians
Barbarians Musketeer Guards
Knight Barbarians Musketeer Guards
Barbarians Guards
Barbarians Knight Wizard Guards
Wizard Archers Barbarians Musketeer
Barbarians Guards Archers Knight Mortar Musketeer
Archers Barbarians Musketeer 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.)

Knight Mortar Musketeer Guards
Mortar Musketeer
Knight Barbarians Musketeer Guards
Wizard Mortar
Wizard Musketeer
Archers Mortar Musketeer Wizard
Wizard
Mortar Wizard
Musketeer Guards
Knight Mortar Musketeer Wizard
Archers Musketeer Wizard
Knight Mortar Musketeer
Mortar Musketeer
Mortar Musketeer
Mortar Musketeer Wizard
Mortar Musketeer Wizard
Mortar
Archers Mortar Musketeer Wizard
Mortar Wizard
Musketeer
Wizard
Musketeer
Mortar Barbarians Musketeer
Mortar Wizard
Mortar Musketeer Wizard
Mortar Musketeer Wizard
Mortar Musketeer
Archers Musketeer Wizard
Musketeer Wizard Guards
Mortar Musketeer Wizard
Wizard
Archers Barbarians Musketeer Guards
Archers Musketeer Wizard
Knight Musketeer Wizard
Mortar Musketeer Wizard
Musketeer
Musketeer Guards
Musketeer
Mortar Musketeer

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