My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
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 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Wizard Inferno Dragon

Defensive buildings

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

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Archers Battle Ram Wizard Giant Skeleton Inferno Dragon

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Zap The Log

Punishments

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

Battle Ram

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.

Battle Ram Giant Skeleton

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.

Giant Skeleton

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 Battle Ram Skeleton Army Giant Skeleton Inferno Dragon
Giant Snowball
Archers Battle Ram Skeleton Army Inferno Dragon
Zap
Archers Battle Ram Skeleton Army Inferno Dragon
Barbarian Barrel
Archers Battle Ram Wizard Skeleton Army Giant Skeleton
The Log
Archers Battle Ram Skeleton Army Giant Skeleton
Earthquake
Archers Skeleton Army
Arrows
Archers Skeleton Army
Royal Delivery
Archers Battle Ram Wizard Skeleton Army Giant Skeleton Inferno Dragon
Fireball
Archers Battle Ram Wizard Skeleton Army Inferno Dragon
Poison
Archers Wizard Skeleton Army
Lightning
Battle Ram Wizard Inferno Dragon
Rocket
Wizard Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard The Log

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.

Battle Ram Skeleton Army Giant Skeleton Inferno 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.

Skeleton Army

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.

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.

Zap The Log Archers Skeleton Army Battle Ram Inferno Dragon Wizard Giant Skeleton

Shortest cycle

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

10 Zap The Log Archers Skeleton Army

Attack Synergies 2 8

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.

Zap
Battle Ram Archers Giant Skeleton The Log
Archers
Zap Battle Ram Giant Skeleton Inferno Dragon
Battle Ram
Zap The Log Archers
Wizard
Giant Skeleton
Skeleton Army
Giant Skeleton
Zap Archers Wizard The Log
The Log
Battle Ram Zap Giant Skeleton
Inferno Dragon
Archers

Defense Synergies 0 16

Zap
Archers Skeleton Army Giant Skeleton The Log Inferno Dragon
Archers
Zap Skeleton Army Giant Skeleton The Log
Battle Ram
Wizard
Skeleton Army Giant Skeleton The Log
Skeleton Army
Zap Archers Wizard Giant Skeleton The Log Inferno Dragon
Giant Skeleton
Zap Archers Wizard Skeleton Army The Log
The Log
Zap Archers Wizard Skeleton Army Giant Skeleton Inferno Dragon
Inferno Dragon
Zap Skeleton Army The Log

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.

Zap Wizard The Log
Skeleton Army Inferno Dragon Zap The Log
Skeleton Army Archers Giant Skeleton Inferno Dragon
Skeleton Army Inferno Dragon
Skeleton Army Giant Skeleton The Log
Skeleton Army The Log Zap Archers
Inferno Dragon Zap Archers Wizard
Zap Giant Skeleton The Log
Inferno Dragon Skeleton Army
Skeleton Army Archers Giant Skeleton
Archers Skeleton Army Zap Wizard Giant Skeleton The Log
Inferno Dragon Zap Archers Wizard
Skeleton Army Zap Wizard Giant Skeleton The Log
Wizard Skeleton Army Zap The Log
Skeleton Army Inferno Dragon
Skeleton Army Zap The Log Inferno Dragon
Wizard Skeleton Army
Zap Archers Wizard Skeleton Army The Log
Zap Wizard The Log Archers Giant Skeleton Inferno Dragon
Inferno Dragon
Wizard Skeleton Army Archers Giant Skeleton The Log

Counters to secondary win conditions

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

Skeleton Army Zap Archers Giant Skeleton
Zap Archers Wizard The Log Inferno Dragon
Skeleton Army Giant Skeleton Zap The Log
Skeleton Army Giant Skeleton Zap The Log
Giant Skeleton Skeleton Army Inferno Dragon
Wizard Zap Archers
Skeleton Army Archers Giant Skeleton
Giant Skeleton Skeleton Army Inferno Dragon
Zap Giant Skeleton Skeleton Army The Log Inferno Dragon
Skeleton Army Inferno Dragon
Inferno Dragon Giant Skeleton
Skeleton Army Zap Giant Skeleton The Log
Skeleton Army Giant Skeleton Wizard
Wizard Archers Skeleton Army
Skeleton Army Zap Archers Giant Skeleton The Log Inferno Dragon
Zap Archers Wizard Giant Skeleton The Log Inferno Dragon

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.)

Giant Skeleton The Log
Zap The Log
Giant Skeleton The Log
Giant Skeleton The Log
Wizard Zap The Log
Wizard Zap
Archers Wizard The Log
The Log Zap Wizard
The Log Zap Wizard
Zap Wizard The Log
Zap Archers Wizard
The Log
Zap The Log
Zap Wizard The Log
Wizard The Log
Zap Archers Wizard The Log
Zap Wizard The Log
Giant Skeleton The Log
Wizard
The Log
Zap The Log
Zap The Log Wizard
Inferno Dragon
The Log Zap Wizard
Zap Wizard The Log
Zap The Log
Zap Archers Wizard
Zap Wizard
Zap Wizard The Log
Zap
Giant Skeleton
Wizard The Log
Zap Archers Skeleton Army
Zap Archers Wizard
The Log
Wizard
The Log Zap Wizard
Zap Giant Skeleton
Zap Giant Skeleton The Log
Zap
Zap Giant Skeleton The Log

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